Welcome to Team 1! This first design phase you will be submitting cards and voting on 5 to make it onto the cardlist.
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 there are not enough volunteers, a player may play two games, or the GM may play a game.
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.