So, while my hair gradually unfreezes, I figured I'd try to put down a niggling idea for an arms race game that I've had for a while, with a bit of inspiration from Haspen's civil war card games and a lot of inspiration from MTG in EDH format. Bear in mind, I don't exactly have a full write-up here.
Instead of having wishy-washy armchair general versions of combat, wherein the GM has to come up with a bullshit system for bonuses to combat in different environs, bullshit imaginoscopes to sort of conceptualize whatever madness the players just pulled off, and/or bullshit pseudo-historical references for tiger mounted recoil-less rifles, the arms race is cast as a card game. So that all players have a clear and concise representations of their units and creations. In this manner, combat is more deterministic, and all the GM has to do is come up with bullshit stats for the cards that players design.
At the beginning, each side starts with a basic deck of 100 cards and a command unit. This isn't really that impressive, since 40 will be resource (land) cards, and there will be a number of copies of basic cards. All in all, each side might start with <10 unique non-resource cards plus a commander. Before play actually commences each team gets a few rounds (probably 5) to do revisions and designs to cards. It's possible I'll cut revisions entirely and just go with designs, but it's a possibility to still allow it.
Once the game commences, the rules change a bit. You draw your seven cards, and can take Paris mulligans if you need to. Rules of play would naturally need to be explained in more detail for people who haven't played magic, but I'm not going to do that here. Cards that would be Instants in MTG will be redubbed as 'Reactions' or 'Contingencies'. Basically, when playing, you set up conditions on which they fire- such as if the targeted creature would be killed, the enemy player casts a buffing spell, a monster of sufficient power is summoned, etc. After both sides agree on plans, their actions are carried out, with the appropriate interference from triggered instants.
The comes the weird and fun bit- the in-game design and revision phase. If a card is in the field or in the team's hand, it cannot be changed by either design or revision. However, cards not in play may be altered. Furthermore, any new card created can be freely swapped into the deck to replace unplayed cards. You don't know where it's going to be swapped in, you just have the assurance that it can be drawn in place of some number of other cards.
I'd likely be rolling using either the 2d4 or the normalized d6, system, with a single roll for each card. However, the rolls only do so much. A perfect roll won't let you get a 5/5 with trample and hexproof for one colorless. It might get it for a lower price than normal, or it might reduce the rarity (read more) of the card but it's not going to be an instagib. Revisions are more likely to generate versions of existing cards than actually offer dramatic improvements without cost.
Rarity is going to be fairly important to the game. In addition to resource costs, it's going to be the primary measure to control very powerful cards. A card's rarity determines how many copies of it your deck can carry. A common card can be in your deck 10 (maybe more) times, uncommon 6 times, rare 3 times, mythic 1 time.
So, err, interest?