I'm not saying that someone looking to make a card game should necessarily copy MtG and file off the serial numbers, but part of what makes it such an exceptional game is the way that it acknowledges the struggle between randomness and the deck builder's attempt to tame it. Being able to rig probability in your favor, card economy, mana curves, are all a huge part of a high-level understanding of the game and the level of complexity sets it apart from many of its competitors. You can always tell someone who just doesn't get the game when they don't understand why fetch lands or the Cycling lands are worthwhile. I always see lots of people criticize MtG's resource mechanic ("mana") because of it's supposed unreliability, but to me it is one of the key things that make the game what it is and why I have a hard time appreciating games that don't do something similar. Overall though I love them, and am doing a number of things to encourage the use of response spells so there will be more spells usable as interesting responses than any other game I know of (including Magic). ![]() doesn't really need a response phase to one's own spells or a response phase at every single phase of the game, so I'm heavily streamlining them in my game. I think that Magic's response mechanics are mostly rather good, except they are too cumbersome for a digital game. In terms of 'reaction' mechanics, I really really love reaction mechanics. Players feel bad about this 'sacrificing' thing being a major component of the game, having to discard some of their precious cards.įor that reason I'm going for a "Automatic per turn" approach in my game, with a decent number of cards that let you increase your mana pool in some way. ![]() However, I have found it tends to 'feel bad' for many players. I tend to think that 'sacrificing' cards is rather nice mechanically: it allows players to make interesting strategic choices about what to sacrifice. I'm also looking at doing fun things like making some cards have effects that scale with your experience level in a given school. and I think is the kind of thing that is much more feasible in a digital card game but is too much to keep track of with physical cards. I think/hope this works well (still testing it). If your level of experience is below a card's difficulty you have to pay an additional cost to cast the card. Many cards have a 'difficulty' associated with them. For my game I'm trying a system where you can put any cards you want in your deck, but every time you play a card of a certain school ("schools" is what I'm calling the different "colors" - schools of magical arts) you gain experience in that school. Personally I really love the soft restrictions of Magic's deck composition since it makes the player feel like they can build such a wide variety of decks, but I hate the unreliability of its land system. In Magic there is a 'soft' restriction based on the mana system, while games that lose "land-based" systems tend to introduce "hard" restrictions. How many cards to players start with? Is there a mulligan mechanic? When do players draw new cards and how many do they draw?Ĭard choice restriction is often linked to the mana system. :)Īs mentioned by neryen one huge thing you missed is drawing mechanics. I'm actually building a deck building card game at the moment and have been going over a number of iterations of these issues. I think you should be able to combine cards from different factions in trade for something. or choosing whether you get to draw or get mana. Personally I prefer to have having a guarantee of mana, preferable with some choice, like 3. ![]() ![]() What mechanics would like to see in this genre? What do you dislike? None - MTG, HEX, but in reality 2/3 color decks are usually played to be able to play cards.Ĭommander faction/color - MTG - Commander, IW But this causes the issues of combo decks having the chance of just killing the opponent in one turn, this needs to be counteracted by adding defensive cards like taunts/secrets/traps. Even in MTG I just play everything and pass. Sacrifice card to gain mana - Shadow Era, WoW TCG.Īlways for some things, other in main phase - MTG, HEXīoth players at once - Infinity wars I prefer playing my stuff and then waiting for my next turn without doing anything. Mana system, which one to use? The 3 ones most used There are decisions to be made if making one:
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