What it sounds like you're proposing:
- Google up a card list for the set you want to "draft" from.
- Roll a random booster pack worth of cards.
- Write a proxy version of each card rolled on a scrap of paper.
- Insert that scrap in a sleeve with a magic card.
- Then draft and play with those proxies.
Sounds like a plan. The only trick I see is rolling up the decks. The easiest approach I see to that just takes some percentile dice and persistence, as you re-roll cards that have the wrong rarity. That is, if you're rolling for an 8 card booster pack with 2 uncommons and 6 commons, after 4 rolls you might have 2 uncommons and 2 commons. From then on, you'd ignore & re-roll any uncommon cards you rolled until you filled the remaining 4 common slots.
If you wanted the draft to be 100% accurate, you'd need to simulate the sub-rarities in Magic. That is: If there are 100 rare cards in a set, and 121 cards on the printed sheet of rares before its cut, some of the rares will be double printed. (Likely 21 of them.) They take up the rare slot in a deck the same as any other rare, but show up twice as often. For this You'd need a list that had two entries for each of these "R2" cards that are double printed.
For example, if you were simulating Beta Set Magic, you might have a spreadsheet of rares that started like this:
- Island
- Island
- Black Lotus
- Mox Pearl
- Mox Sapphire
...and so on.
(Trivia: Two islands were on the rare sheet in alpha and beta. Rares were supposed to be so rare that some boosters might have none! WotC also thought that the decks would be shuffled prior to packing, so the players wouldn't know which cards were rare when they opened the pack. So you wouldn't know that you'd gotten an island in your rare slot and feel gypped. It would only be after seeing hundreds of packs opened that you'd be able to deduce which cards were the rares, which were the uncommons, and which where the commons.)