IntroductionThis is a game where two teams (team 1 and team 2) of players create cards and use them to battle against the players on the other team. It is split into two phases, the Design and Modify Phase and the Battle Phase. Any player can join at any time, just say you want to join in the main thread and I will sort you into one of the teams. Team specific chat will be resolved in their team thread. You may not look at the opposing team’s team thread. It was inspired by
DIYCCG which was inspired by
CYOGTCG.
Design and Modify PhaseInitial turn:
Both teams will design and vote on five cards to be added to the game (ie. five team designs as below).
Further turns:
Both teams will get at least a selected design and 2 team designs; the team that lost the previous battle will get two selected designs instead as a consolation. The selected design(s) will be chosen by me from among suggested cards, and will be chosen from a different player’s set of suggested cards than the team design and other selected designs if able. The team design will be two cards from among suggested cards with the most votes. Cards suggested on previous phases can always be voted on and can be reposted to be added to the pool of cards available for the selected design. These cards will be revealed when they are played in the battle phase, but will only be available to use by their designing team until the next round, when (if they were played, revealed, discarded, or otherwise shown to the other players) they will be added to the global cardlist. Players may also submit any number of appeals to existing cards. If I agree the card would be better changed, I will change it.
DeckbuildingDecks will consist of 40 cards, with no more than 4 copies of a common, 2 of a rare, or 1 of a unique. You may use any created cards except cards not yet revealed by the opposing team.
Battle PhaseAfter the Design and Modify Phase, players will sign up to battle the other team. Battles will take place on Discord. Three games will be played between 3 pairs of players, and the team that wins the most games wins a point.
If a team cannot supply the 3 players needed to play in a Battle Phase, they may decide to do 1 of 2 things (or delay the battles until another team member frees up):
They may have a team member play 2 games. They may use 2 different decks if they want.
They may have a non-team member (me, or a spectator) play a round for them. The non-team member presumably has access to the other team's cards and decklists, so to make things fair, that player will only play with public cards and must publicly post their deck.
Each player starts a battle with 5 cards in their hand and 20 life. The starting player is determined randomly. The non-starting player starts with one universal mana (can be used as any type). Players may mulligan (shuffle their hand into their deck and redraw it) once.
At the start of each player’s turn, they draw a card.
During each player’s turn, they may play cards, attack with summons, and activate abilities of cards.
A player may only play one card per turn (cards with the quickplay keyword ignore this restriction). To play a card, you must pay mana equal to the cost of the card of the type of the card. For multi-type cards, you may use either type of mana in any combination. Summon, item, and gem cards are placed onto the board. Spell cards have their text resolved and are then discarded.
A player may attack their opponent’s summons. Summons can only attack once per turn and cannot attack on the turn they are played. Fighting summons deal damage equal to their strength to the other summon’s health. If the opponent controls no summons, the player’s summons can attack them directly, dealing damage equal to their strength to that player’s life.
Changes to cards are permanent unless the card leaves the board (then it is reset to its base state), or otherwise stated. This includes damage to health.
At the end of a player’s turn (which may be whenever they choose to end it), they should write down the board state so their opponent can easily keep track. Except for your hand (and if otherwise stated by cards), information you know should also be available to your opponent.
When multiple triggers would resolve at once, the active player's cards have their triggers resolve first. The active player decides the order of both groups of triggers. Card destruction is only resolved after every triggered ability is resolved.
Players cannot act at all on their opponent’s turns.
The game ends when a player is reduced to 0 life. (The player with more than 0 life wins). Draws will be resolved by replay if necessary.
CardsCards have a number of stats:
Name: the name of the card.
Cost: the mana cost of the spell.
Type: the magical type of the card (may have multiple types). Mana of this type must be spent to cast this spell. Typeless cards may have mana of any type spent.
Class: summon, gem, item, or spell. Summons are fighting cards, gems generate mana, items are miscellaneous cards that stay on the board, and spells have a one time effect.
Subclass: a group of which the card is a part.
Rarity: common, rare, or unique. How many copies of this card can be in a deck; 4, 2, or 1 respectively.
Effect: any unique effects or abilities this card has.
Strength/Health: if this card is a summon, the strength and health of the card.
Magic TypesThere are 5 types of magic, each with its own strengths and weaknesses. These types will be suggested and voted on at the start of the game.
The End GoalThe first team to reach 10 points wins the game.
BalanceThe starting cards aren’t great, but they are a good point to balance around. Anything that is strictly better than a starting card will be modified. When making the stats for summons, the guideline is that at 0 cost, a summon has 5 “stat points” to allocate. Any 0-cost card with a benefit must have less than 5 total stats. Each mana in the cost of the card adds an additional 3 stat points for typed cards, or 2 for untyped cards. Multi-typed cards are somewhere in between. Of course, since everything is up to me anyways, you don’t have to choose the exact stats in your card submission at all. A submission can just be a name, type, and idea of what it should do if you want.
Team 1: 4
Team 2: 2
NUKE9.13: 5-1
Megam0nkey: 4-1
TricMagic: 2-2
Shadowclaw777: 0-2
Failbird105: 2-2
FallacyofUrist: 2-3
VermilionSkies: 2-3
Rockeater: 1-3
Apathy X: ignore the first X targeted effects and damage sources on this card each turn
Armor X: reduce all damage taken by X, to a minimum of 1
Banish: remove from the game.
Bloodbound: when this summon deals damage, gain that much life. If the summon dealt damage to dies, only gain life equal to that summon's health before damage was dealt
Cursed Word: one of the five Cursed Word token cards
Equipment (subclass): at any point during your turn, you may Equip a currently unequipped Equipment to a Summon you control. When the Equipping summon leaves the field, Unequip the Equipment. Cannot be Equipped on the same turn it was Unequipped and can only be Equipped once per turn
Erase: permanently negate all effects from a card
Excavate X: reveal X cards from the top of your deck, then shuffle them into your deck
Haste: this summon may attack the turn it is played
Guardian: your opponent cannot attack summons without guardian if they can attack a summon with guardian
Quickplay (adj): this card may be played without counting as your once a turn play
Quickplay (verb): play a card from your hand. This does not count as your once a turn play
Sacrifice: destroy a card you control
Spawn X: create X 1/1 Drone summons
Spend X: sacrifice X coin tokens
Stealthy: summons with stealthy cannot block or be attacked if the attacking summon could attack another summon without stealthy
Anime is great at teamwork, synergistic cards, and healing, but its summons are often low strength or unable to attack.
Eldritch is great at control, discard, debuffs, and high-end cards, but lacks interaction with friendly cards and has poor low-end summons.
Market is very versatile and can give players many options through draw, mana generation, and mana changing, but everything comes at a cost.
Swarm is great at token summons, sacrifice, and mass buffs, but has individually weak summons and lacks mana generation.
Might has the most powerful summons and is great at single-target buffs, but has few zero cost summons, struggles getting many different summons on the board, and lacks versatility.
Your team's private thread is where you will submit cards. Please do not look at the other team's private thread.
Team 1's ThreadTeam 2's ThreadThe Discord is here:
https://discord.gg/bWeBM7yGV4Players signing up can submit a school of magic and vote on submissions! A school should have an aesthetic, some strengths and weaknesses, and optionally a two-color palette. Five schools will be chosen. Types have been chosen!