I'm really impressed with how many people are interested in creating their own cards with their own unique abilities. I hope this doesn't sound too spammy, but I'd love to jump on a group call with a good handful of people here and see what they think about a different set of rules for a new card game. I feel like there are limitations in MTG, understandable ones. I'm also completely avoiding tokens and counters & keeping track of information that can't be represented by a card.
I like the way you guys think, and I'd love to see what ideas you'd come up with for this new idea. It also needs a lot of help getting the rules refined.
Wow, I'd actually like to pull the core members of my team from here.
Discussing design of other games in this forum isn't really on topic. Still, I'm interested to hear your observations about MTG rules and how your proposals for a new game seek to improve those rules.
Private Mod Note
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Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
I asked a moderator just last week whether I can post about my non-Magic related card game on the Custom Set Creation forum and I got green light. I understand that your game still has some relevance to Magic design, so I see no problem at all.
Honestly, I probably came here a little too excited. I found a more flexible image board with an equally active community.
My concept is probably far from magic. The only thing similar is that they are card games.
My game is "frameworkless". It's not a combat game necessarily. It's a mashing of "imagination".
It is quite a bit to explain, so I'll try to be concise with some key examples. A card(single card stack)/stack on the field that is turned horizontally doesn't mean anything without the context of other cards. It may be entirely meaningless for that card to be turned horizontally. But let's just say it is, and let's say it's the following card:
Slumber Jump this one will be horizontal
<dream> //<these> containers represent "passive" effects. <-these> rep damage/debuffs. <+these> rep health/defense/buffs.
When this card is returned to your hand from the field, move the stack to the back of the row. (this whole description is marked up w/ glyphs too. it has to be. I'm worried a little about elegance, but I'm hoping for the best. right now this card's ability is irrelevant)
Snap
{hypnosis} // {these} are for "meta" aspects
Requires active/on-field (Any-"livingcard"){hypnosis}: When cast, burry all Dream glyphs under a target stack, but not the face card.
//hold up I forgot to actually add a "horizontal" condition... I'll just invent another card. Lucid Prodigy
(Psychic){hypnosis}
When a <-+Dream> card is flipped horizontally, you may flip the stack back vertically (yes, there is something to resolve infinite trigger loops)
It may seem too conditional, but these cards are also used as ammo/fuel themselves. Honestly, I've yet to experiment with how frequently abilities can be triggered. I need a good deck first. That's why I'm reaching out. I don't think there is anyway to really test this unless I get 200 cards done. Actually isn't that hard if I do just a few everyday.
side-note (These) circle containers describe living organic-ish creatures. You can target (any-"living creature"). (not machines or golems which can be described in other ways)
This game isn't necessarily about "battle". It can be "competitive" most of the time. I'm actually hoping to popularize a new concept into TCG's. You collect cards you like, and sure, they have special effects, but they aren't all really focused on "beating" someone. Theoretically, you could meet up with some other player, not establish a winning condition and just let your cards play out. See what they do. See what you try to take control of, notice what you're willing to give up. It's a way to learn about someone new.
I like the way you guys think, and I'd love to see what ideas you'd come up with for this new idea. It also needs a lot of help getting the rules refined.
Wow, I'd actually like to pull the core members of my team from here.
- Manite
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
My concept is probably far from magic. The only thing similar is that they are card games.
My game is "frameworkless". It's not a combat game necessarily. It's a mashing of "imagination".
It is quite a bit to explain, so I'll try to be concise with some key examples. A card(single card stack)/stack on the field that is turned horizontally doesn't mean anything without the context of other cards. It may be entirely meaningless for that card to be turned horizontally. But let's just say it is, and let's say it's the following card:
Slumber Jump this one will be horizontal
<dream> //<these> containers represent "passive" effects. <-these> rep damage/debuffs. <+these> rep health/defense/buffs.
When this card is returned to your hand from the field, move the stack to the back of the row. (this whole description is marked up w/ glyphs too. it has to be. I'm worried a little about elegance, but I'm hoping for the best. right now this card's ability is irrelevant)
Snap
{hypnosis} // {these} are for "meta" aspects
Requires active/on-field (Any-"livingcard"){hypnosis}: When cast, burry all Dream glyphs under a target stack, but not the face card.
//hold up I forgot to actually add a "horizontal" condition... I'll just invent another card.
Lucid Prodigy
(Psychic){hypnosis}
When a <-+Dream> card is flipped horizontally, you may flip the stack back vertically (yes, there is something to resolve infinite trigger loops)
It may seem too conditional, but these cards are also used as ammo/fuel themselves. Honestly, I've yet to experiment with how frequently abilities can be triggered. I need a good deck first. That's why I'm reaching out. I don't think there is anyway to really test this unless I get 200 cards done. Actually isn't that hard if I do just a few everyday.
side-note (These) circle containers describe living organic-ish creatures. You can target (any-"living creature"). (not machines or golems which can be described in other ways)
This game isn't necessarily about "battle". It can be "competitive" most of the time. I'm actually hoping to popularize a new concept into TCG's. You collect cards you like, and sure, they have special effects, but they aren't all really focused on "beating" someone. Theoretically, you could meet up with some other player, not establish a winning condition and just let your cards play out. See what they do. See what you try to take control of, notice what you're willing to give up. It's a way to learn about someone new.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I will be making the most of all resources though.
It's hard to get a good flushed out test run with a new game and now friends.