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TopicMagic the Gathering: Adventures in the Forgotten Realms
Colegreen_c12
10/23/21 5:50:07 PM
#467:


I have a little more time to expand now. Here's some more basic info

Deck/Hand Size
-Hand sizes would be smaller at the start due to not needing lands. I was thinking something like player 1 starts with 4, player 2 starts with 5. Shadowverse mulligan (You choose specific cards to mulligan and redraw). Neither player draws turn 1.
-Deck size would be 40 or 50. Max 3 copies of a card.
-Max hand size would probably default to 7

The idea of this is that without needing to play a land every turn you don't need as many starting cards, but this should also make it easier to get some good early cards while not too easy to get a specific card. It should make mulliganing more interesting as well as giving player 2 more of an advantage than just 1 extra card to try to even out the first-second player advantage. The large deck size should add a good deal of randomness to where it's not easy to pull a strong combo without some way to get through your deck quickly.

Mana Crystals
-You get 1 colorless crystal each turn up to 10
-Crystals can be dyed a color (or multiple colors) which makes it function like a colored land does (can be used to pay that color cost or colorless)
-There will be multiple ways to dye a land. The basics would be a 1 cost card that dyes a crystal one card, a cost card that dyes a land 2 colors and can be used as either, or saccing a card and 3 mana
-Some cards will be hybrids, similar to dual side cards in mtg. You can either play a card that is slightly weak for its mana cost or dye a crystal for 2 mana
-Ramp would look something like Cost 2Green - Dye 2 crystals Green. Or Cost 2Green - Create a spent Green Crystal

The basic idea here is that no matter what you can always do something on turn 3 if you have a very bad draw and way less dead in the water hands. For decks you have to make decisions on what kind of mana you want to run, how much you want to aim for and how to get there.

For example you may choose to run a slower deck with a colorless low cost cards to get you through the early game and rely entirely on saccing cards for 3 mana but have stronger cards in general. Or you could choose to rely on the 1 cost dye cards and try to get the early momentum with some strong early cards. Or go midrange and have some of the 2 cost dye cards and be very flexible. The idea is the mana base should reflect the kind of deck you want.

Card Strength
This is probably the thing that needs the most work but the basic idea is:
-Colorless cards are (almost) all creatures or cards that dye crystals
-A colorless cards has a standard statline for a mana value but for each dyed crystal it gets better
-As a rough example: 2colorless would be a 2/2. 1colorless1green would be a 2/3 and a 2green would be a 3/3 reach.
-Colors would be balanced differently, for example a more aggressive color (red) might see a bigger bump for stuff like 1red1colorless compared to other colors, but might be weaker for something like 3red1colorless vs something like a 3green1colorless
-There will be some really strong cards but with hefty requirements. Something like 8green2colorless win the game.
-Board wipes and such will be fairly expensive but still in the game

The idea here basically goes with the mana system. You choose how much of each color you want to get to ideally and help build your deck around that. For example you could do a colorless deck and get the early card advantage and early momentum by not wasting your early turns and cards on dying mana but then you'll be weaker later due to each card being weaker than the opponents colored card. Or do the opposite and give up some early pressure and get to 2-3 mana quickly and then try to control the board from there and regain the momentum and card advantage. Or somewhere in between.

Some mechanics
This is just some of the various ideas I have for mechanics that I think this system allows (plus just ideas in general) plus some stuff stolen from elsewhere
-Fading crystals: The ability to fade an opponents crystal so that it can only be used as colorless. Kind of a counter ramp/land destruction in mtg.
-Artifact/enchantment limit: Something like you can only have 5 artifacts at a time
-Curses: This would be something like: 2black - Give your opponents an artifact that cannot be sacrificed. The artifact reads: all cards and effects cost one more manaless mana to be played. 3 mana - exile this curse. (It would actually cost 4 due to it's own effect)
-Graveyard/exile and interactions still exist
-Card draw would still exist but generally be on the more expensive side
-Instants/counters would still exist
-A lot of other good mechanics from

Honestly the most important thing I would want to do is start it as a singleplayer rpg game (think pokemon tcg) so that I could balance the main systems well before any kind of multiplayer thing is released.

(I wish I was less lazy cause I think it would be fun to make something like this)

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