An article for those familiar with MTG or Codex.
I would like to create a game that combines fantastic dynamics, combinations, specializations and simplicity.
From MTG we take the base: lands and creatures. Classic lands (introduced into the game once per turn). (But, perhaps, it would be a good idea to add variety here - by adding “patrol zones”, but not rigidly fixed patrol zones prescribed in the rules of the game (as in Codex), but specifically on the lands themselves (protective bonuses for the squad associated with this land). That is, the earth can combine 2 functions: to give mana, and to be a protective zone. And all this without any complications in the rules.)
As in MTG, units cannot attack on the same turn on which they are summoned. But then 7 fundamental differences follow:
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After playing a creature, immediately draw a new card from the top of the deck (for example, if you played three, draw all three cards instead of the spent ones)
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The creatures played in the current turn are combined into a new squad that acts as a single unit (or squad). For example, if on this turn the game includes: 1/1 first strikeand 1/1 haste, then the result is a 2/2 squad, which has both haste and first strike.
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The order of the creatures in the squad is important, since the damage received is distributed from top to bottom (the top creatures die first). Unlike MTG, non-fatal damage does not go unnoticed and weakens the squad. But unlike Codex, you don’t have to place a bunch of wounds here to show it.
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Squads can attack any opponent’s squad, or the player himself, but first of all, they must attack his not tapped units if can (and receive retaliation damage). If an already tapped unit is attacked, then it does not inflict retaliation damage. The already attacked unit is tap if it survives (and for the next attack it will already be tapped).
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The player’s lives are his cards in his hand. For each point of damage received, the player discards a card from his hand, and if he cannot, he immediately loses. No 20 lives that need to be additionally tracked, everything is simple and dynamic. If the opponent made a gross mistake and did not hold the table, then killing him in one move is the most correct (no long agonies).
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Each color does exactly what it can do - and no other color can. If you want to have First strike in your combo, you must take creatures with white in their cost. If you want to untap your units for repeated attacks, you must take creatures with red color. If you want to have large aggresive creatures with increased characteristics, you must add green, and nothing else. And so on.
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Units come into play tapped (except units with Haste). And struct of turn is:
- Upkeep (you may play one land)
- Main (play creatures, play casts and attacks with any your untapped unit)
- Untap (untap all your lands and units)
No any card draw phase, because you draw cards when playing you creatures!
So, units can attack then block next turn (because untap at end of your turn). But can’t block then attack (because doesn’t untap at start of your turn), except units with Vigilance (doesn’t tap when block). So if you attack opponent’s unit and it survives, it will tap and skip its next turn (can’t attack).
So far, only the most basic tier-1 creatures (for 1 mana) have been invented for testing. Pure and unmixed basis. No names yet.
Neutral creatures (for colorless - any mana):
(1) = 1/1 Wolf
Red creatures:
® = 1/1 Haste (arrive untapped: so can attack or cast same turn)
® = 1/1 Shooting (does not receive retaliation damage when attacking)
Green creatures:
(G) = 2/1
(G) = 1/2 Trample (excess damage after attack is dealt to the player)
White creatures:
(W) = 1/1 First strike (deals damage first)
(W) = 1/2 Vigilance (doesn’t tap when blocks)
Blue creatures:
(U) = 1/1 Flying (unblockable - can ignore untapped squads, choosing any targets for attack)
(U) = 1/2 Stealth (cannot be targeted by attacks)
Black creatures:
(B) = 1/1 Deathtouch (his attack is equal to the defense of the enemy squad to kill him completely)
(B) = 1/2 Shroud (cannot be targeted by spells)
Spellcasters (playing the role of heroes):
Their abilities can be activated multiple times as long as you have mana. But they cannot cast on the first turn (as well as attack).
In addition, in order to use its abilities, the spellcaster must be the hero of the squad (its top creature). That is, the creature that dies first (real heroes always die first, that’s why they are heroes!).
Red creatures:
® = 1/1; ® destroy target land
® = 1/1; ® untap target squad (yes, in fact it can attack many times until you can pay ® for each!)
Green creatures:
(G) = 1/1; (G) add 1/1 Wolf to target squad (to bottom)
(G) = 1/1; (G) put extra land (yes, if you have 3 forests at you hand, you may put them all, each time tapping one (G) for the next, plus one land).
White creatures:
(W) = 1/1; (W) add shield to target squad (prevent next damage)
(W) = 1/1; (W) split target squad (into any number of smaller squads)
Blue creatures:
(U) = 1/1; (U) tap target squad
(U) = 1/1; (U) draw card
Black creatures:
(B) = 1/1; (B) destroy target hero (top creature of any squad)
(B) = 1/1; (B) opponent discards a card
What’s good here? Players are not interested in placing the same cards in a deck. Because identical cards do not reinforce each other in any way, but vice versa. If you have to play two 1/1 flying, then you will not receive any bonus for the second, because the squad already has a flight.