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Author Topic: MACCGG - Main Thread, Turn 7, Always Open New Players Welcome  (Read 3223 times)

FiveBalesOfHay

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MACCGG - Main Thread, Turn 7, Always Open New Players Welcome
« on: September 19, 2024, 07:49:49 pm »

Introduction
This 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 Phase
Initial 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.

Deckbuilding
Decks 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 Phase
After 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.

Cards
Cards 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 Types
There 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 Goal
The first team to reach 10 points wins the game.

Balance
The 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.

Spoiler: Leaderboard (click to show/hide)

Spoiler: Keywords (click to show/hide)

Spoiler: Types (click to show/hide)

Spoiler: Cardlist (click to show/hide)

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 Thread
Team 2's Thread

The Discord is here: https://discord.gg/bWeBM7yGV4
Players 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!
« Last Edit: November 16, 2024, 02:46:38 pm by FiveBalesOfHay »
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TricMagic

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #1 on: September 19, 2024, 08:16:39 pm »

How utterly Normal, banal even. No particular strengths or weaknesses.
More jokingly, I submit the Magical Waifu class. They're focused on teamwork and dreamwork, making use of combo starters and upgrading from other cards.
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VermilionSkies

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #2 on: September 19, 2024, 08:23:39 pm »

Silicamancy, or Glass cards!
Focusing on powerful effects that hit above their cost range, in exchange for either being easy to remove or having an unfortunate downside.
Tend to be flavored around sand, glass, or other forms of silicon.

"What do you mean the cannon isn't supposed to be made out of glass?"
« Last Edit: September 20, 2024, 01:22:37 pm by VermilionSkies »
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Shadowclaw777

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #3 on: September 19, 2024, 08:31:35 pm »

Eldritch class, a class entirely dedicated to horrifying and terrorizing the opponent’s battlefield, hand and deck. Whether disrupting the opponent by forcing them discard cards, turning their creatures into useless terrified cowards, or mind control. There’s always a way for Lovecraftian cards to traumatize the game, in exchange their physical minions are usually otherworldly and have a less stellar physical presence on the board.

  Strengths:
-Eldritch spells are the best out of all magic classes, tapping from eldritch energy from an extradimensional realm enhances their power
-Their cards are usually about disruption and trolling the opposing player through various means, forcing them to discard cards, making their summons worthless, or even outright controlling cards
-High-end cards can have extremely game-changing effects on the board, hand, and deck in unseen ways 
  Weaknesses:
-Eldritch cards aren't good at "supporting" other cards, usually are very selfish in their effect, and do not like things like buffing, healing and whatnot
-Eldritch Summons while can be horrifying when played, they usually have less stats for their cost due to them forcing themselves physically from an extradimensional realm, though they can still have powerful effects when played

Aesthetic:
Lovecraftian lore; horrifying monstrous abominations; etc
 
« Last Edit: September 21, 2024, 01:16:54 am by Shadowclaw777 »
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Rockeater

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #4 on: September 20, 2024, 03:18:24 am »

Market magic is about the trade and fuidity of resouces, they allow the player gain planty of resuces and power in exchage of either losing some other resouces or giving them to your opponent.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

NUKE9.13

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #5 on: September 20, 2024, 03:18:56 am »

The Swarm school. Are you tired of attacking with actual summon cards? Would you rather use summon tokens (generated by spells, items, or other summons)? Do you consider sacrificing a summon or three a worthwhile cost to get a more powerful effect from a card?
  Strengths:
    -So many tokens.
    -Can sacrifice Summons (real or token) as an additional/alternative cost.
    -High-end cards can buff Summons (real or token, individually or collectively).
  Weaknesses:
    -Tokens are individually weak (the default is a 1/1 Drone).
    -Non-token Summons are either incompetent at or incapable of attacking. 
    -The Swarm doesn't really like Gems. Outside of using Morphic Gem, generating Swarm Mana usually requires a Summon (with the 'Queen' subclass).
  Aesthetic:
    -Hive insects. Tyranids. You know. 
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Long Live United Forenia!

Failbird105

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #6 on: September 20, 2024, 01:11:19 pm »

(I enjoy Nukes format, so I'll mostly copy it)

Might Class. A Class of magic focusing on two things above all else: individual massive cards, and empowering cards with either effects or raw stats.
Strengths:
  • Powerful individual Summons
  • Lots of spells and Items to equip/buff up your Summons
Weaknesses
  • Higher average costs
  • Less summons on the board
Aesthetics:
  • Weapons/Armor, Large Monsters/Machines, and powerful warriors
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Rockeater

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #7 on: September 20, 2024, 03:29:21 pm »

Quote from: Color vote

Magical Waifu(0)
Silicamancy(1): Rockeater
Lovecraftian(1):Rockeater
Market(1): Rockeater
Swarm(1): Rockeater
Might(1): Rockeater
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

TricMagic

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #8 on: September 20, 2024, 03:49:29 pm »

Quote from: Color vote

Magical Waifu(1) TricMagic
Silicamancy(2): Rockeater, TricMagic
Lovecraftian(2):Rockeater, TricMagic
Market(2): Rockeater, TricMagic
Swarm(2): Rockeater, TricMagic
Might(1): Rockeater
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Failbird105

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #9 on: September 20, 2024, 05:38:38 pm »

I feel like Silicamancy just offers the least. There's no real reason we can't make glass-cannon cards in any other Color. Unless we vote Silicamancy, then we can't.
Quote from: Color vote
Magical Waifu(2) TricMagic, Failbird
Silicamancy(2): Rockeater, TricMagic
Lovecraftian(3):Rockeater, TricMagic, Failbird
Market(3): Rockeater, TricMagic, Failbird
Swarm(3): Rockeater, TricMagic, Failbird
Might(2): Rockeater, Failbird
« Last Edit: September 20, 2024, 05:41:29 pm by Failbird105 »
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Shadowclaw777

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #10 on: September 20, 2024, 05:45:05 pm »

Quote from: Color vote
Magical Waifu(3) TricMagic, Failbird, SC777
Silicamancy(2): Rockeater, TricMagic
Lovecraftian(4):Rockeater, TricMagic, Failbird, SC777
Market(4): Rockeater, TricMagic, Failbird, SC777
Swarm(4): Rockeater, TricMagic, Failbird, SC777
Might(3): Rockeater, Failbird, SC777
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Megam0nkey

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #11 on: September 20, 2024, 09:09:52 pm »

I think id like to sign up

Zombie Cards are a group that focuses on death. Aiming to have a bunch of things Dead to grow their power, they bulk up the horde by their dead, using it as fuel to increase their strength and numbers
Strengths:
Zombies grow stronger by death, many effects tied to the discard pile, and zombies inside it. The dead strengthen the undead, and some might not stay down so easily
Generally not too expensive of a card gemwise, it takes few gems to get zombies.
Zombies can tend to Zombify other cards, changing their archetype to match their own. This can be used to bolster your deck, or put a wrench in others.
Weaknesses:
More powerful cards will not just cost mana, But other cards too. To play the more powerful cards, you better have enough cards in your hand to discard.
Weak individual summons healthwise most of the time
Zombies rely on the Discard Pile, and thusly need set up to get rolling. Like the movies, they move slow, but amass great numbers. 
 Aesthetics: Zombies, anything from Necromanced minions to the viral ones, they all have a home here.
 
Quote from: Color vote
Magical Waifu(3) TricMagic, Failbird, SC777
Silicamancy(2): Rockeater, TricMagic
Lovecraftian(5):Rockeater, TricMagic, Failbird, SC777, Megam0nkey
Market(5): Rockeater, TricMagic, Failbird, SC777, Megam0nkey
Swarm(5): Rockeater, TricMagic, Failbird, SC777, Megam0nkey
Might(4): Rockeater, Failbird, SC777, Megam0nkey
Zombies(1): Megam0nkey
« Last Edit: September 21, 2024, 04:34:20 pm by Megam0nkey »
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NUKE9.13

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #12 on: September 21, 2024, 01:01:29 am »

Quote from: Color vote
Magical Waifu(3) TricMagic, Failbird, SC777
Silicamancy(2): Rockeater, TricMagic
Lovecraftian(6):Rockeater, TricMagic, Failbird, SC777, Megam0nkey,  NUKE9.13
Market(6): Rockeater, TricMagic, Failbird, SC777, Megam0nkey,  NUKE9.13
Swarm(6): Rockeater, TricMagic, Failbird, SC777, Megam0nkey, NUKE9.13
Might(5): Rockeater, Failbird, SC777, Megam0nkey,  NUKE9.13
Zombies(1): Megam0nkey
I've only voted for four options, cos I'm not sure about the fifth. I'm not a huge fan of Waifu aesthetics, Silicamancy is somewhat one-note, and Zombie has a lot of mechanical overlap with Swarm (with some added win-more).
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Long Live United Forenia!

Failbird105

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #13 on: September 21, 2024, 05:49:31 am »

Suggestion: renaming of Magical Waifu to Anime, such as to make it more aesthetically versatile while still maintaining the mechanics and themes
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FallacyofUrist

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Re: MACCGG - Main Thread, Turn 0, Always Open
« Reply #14 on: September 21, 2024, 12:26:43 pm »

I'd definitely like to join.

Synergy cards take many forms, and typically have more complex effects that take work to activate, but provide great rewards. In particular, Synergy cards often enable each other.

Strengths:
-Synergy cards can produce powerful effects, with no particular restriction on what type of effect.
-Synergy cards can bolster each other, and trigger each others' effects.

Weaknesses:
-Synergy cards are often weaker in terms of pure stats, or have costs beyond mana alone to play.
-A synergy card without its requirements met is dead weight.

Aesthetic:
-Magitechnological machines, scholars, golems, rituals, runes, the sky.

Quote from: Color vote
Magical Waifu(3) TricMagic, Failbird, SC777
Silicamancy(2): Rockeater, TricMagic
Lovecraftian(7):Rockeater, TricMagic, Failbird, SC777, Megam0nkey,  NUKE9.13, Fallacy
Market(7): Rockeater, TricMagic, Failbird, SC777, Megam0nkey,  NUKE9.13, Fallacy
Swarm(6): Rockeater, TricMagic, Failbird, SC777, Megam0nkey, NUKE9.13
Might(6): Rockeater, Failbird, SC777, Megam0nkey,  NUKE9.13, Fallacy
Zombies(1): Megam0nkey
Synergy(1): Fallacy
« Last Edit: September 21, 2024, 12:41:30 pm by FallacyofUrist »
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.
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