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View Full Version : Design challenge - mechanics only possible in digital TCGs



Rapkannibale
05-14-2013, 01:38 PM
Hello folks,

Since the digital space opens up so much design space (and we have already seen a lot of this from the card previews) I wanted to hear what kind of mechanics you guys and gals would like to see that are only possible in a digital TCG. This could be either because they would be really impractical in the physical space or because they simply wouldn't be possible at all.

I'll start.

Soul Eater
When Soul Eater comes into play sacrifice up to 5 humans at random from your deck. Transform each human sacrificed this way into an Empty Husk and shuffle them back into your deck.

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Instigator
Pay 4 and exhaust this troop. Until the end of this game you gain control of a random troop in your opponents collection.

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Sharing is Caring - basic action
You and your opponent each split their deck in half. Then your opponent shuffles one half of your deck into theirs and you shuffle one of your opponents halves in your deck.

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Back in Time - basic action
Cost: 3X
Reset the game to where it was at the end of your turn X turns ago.

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On borrowed time - basic action
Play only if you still have at least one more match to play against your current opponent. Take an extra turn after this one. Your opponent gets and extra turn after his first turn during your next match against each other.

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Keyword: Grudge - This troop gets permanent +1 attack for each time you have previously lost against this opponent.

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Fog of War - Constant
As long as Fog of War is in play your cards in play are face down for your opponent.

Erebus
05-14-2013, 01:51 PM
Gemslavement 10 Mana 5 Blood
Replace all Ruby, Diamond, and Sapphire Thresholds with Blood Threshold. Replace all non-necrotic troop in all areas of play with a random equal cost necrotic troop.

Showsni
05-14-2013, 01:54 PM
Aswan Jaguar 3 (GG)

When Aswan Jaguar comes into play, choose a random creature type from those in target opponent's library.
2,T: Destroy target creature of the chosen type. It can't be regenerated. (2/2)

Power Struggle 4 (UU)

At the beginning of each player's upkeep, that player exchanges control of random target artifact, creature or land he or she controls, for control of random target permanent of the same type that a random opponent controls.

Whimsy 2+X (UU)

Play X random fast effects.

Is that cheating? :D

(Oh the horror of that dungeon that read "Power Struggle is in effect"...)

Tyrfang
05-14-2013, 01:55 PM
Covert Spy:
While you have this card in your hand, you may see the next X card(s) of your opponents deck without their knowledge, where X is your Sapphire THRESHOLD. If you use this ability, you cannot play any troops during your turn except for Covert Spy.

Illusions:
This troop will cost, appear, and behave as a copy of any troop in your deck. If this card receives or deals any damage, return the card to your hand at the end of the turn.
[1] - You may replace Illusions with the actual version of the troop from your hand.
(This ability is only visible to you.)

Research Lab:
[1++] - Draw the next _____ type card in your deck. The cost of this ability increases by 1 for each card you draw this way in a single turn. You do not draw a card during your next draw phase.
(You may not see or adjust the cards in your deck in any way.)

Twztyd
05-14-2013, 01:55 PM
This is a big thumbs up. They really need to push the digital only aspect to come up with innovative new mechanics because the computer can do it all with out having players have to thumb through the decks and remember rules. These sorts of things will really cause this game to stand out.

syphonhail
05-14-2013, 01:58 PM
Spike
Pick a card your opponent has played at any time in this match. Each copy of that card permanently gains, "when you draw this card, (take x damage/lose x resources/discard x cards from your hand/etc.)"

If you spike 2 different cards, you will only see the effect happen on the draw, not what card was drawn allowing for some hand mystery to continue.

Kami
05-14-2013, 01:59 PM
Unknown Bribery 2 (UU):

When you play this card, Bribery selects a random troop from your opponent's hand or library. When your opponent summons selected troop, it comes into play under your control instead. Neither you, nor your opponent will know which card was selected until the effect takes hold.

syphonhail
05-14-2013, 02:00 PM
Ulterior Motives
This troop gains +x/+x for every copy of it you still have in your deck.

syphonhail
05-14-2013, 02:02 PM
Double Edged Sword
Name a card type (or race/class/etc.). Deal x damage to an opposing champion equal to the number of cards they have in their deck that share the type you named.

Erebus
05-14-2013, 02:05 PM
Shoe-making Gnomes 1 Mana 1 Wild
As long as their are 2 or more Shoe-making Gnomes in your deck, gain +1 Wild Threshold.

I'm Better then you... 0 Mana 0 Threshold Quickaction
Play only on the first turn of the first match you play with target opponent, you and target opponent swap decks for the rest of this match.

Rapkannibale
05-14-2013, 02:12 PM
Wow some awesome ideas! Especially loving Illusions and Spike. :)

Here is another.

Time Bomb
Shuffle a time counter card into your opponents deck that says: 10 seconds left! Whenever your draw Time Counter permanently reduce the number in bold by 1 and reshuffle it into your deck. Draw a card after this one. If the bold number is ever 0 you lose the game.

Tyrfang
05-14-2013, 02:15 PM
Double Post (Is there no delete option?)

Showsni
05-14-2013, 02:42 PM
Prophetic Vision
Basic Action
Three random troops in your deck are secretly named the heroes of the prophecy.
If you ever control all three heroes of prophecy in play at once, you win the game.

Not sure what to cost it, and winning the game might be too strong an effect (play a deck with only three troops in it and lots of search/draw!).

Battle Royale
Basic Action
Every troop in your deck is paired up with a random troop from your opponent's deck.
Each troop paired in this way battles the troop it is paired with.
Troops dealt fatal damage in this way are voided.

Or, why bother actually playing cards when they can defeat enemy cards from within the deck? Again, no idea what to cost any of these. And it would probably need wording tweaked for multiplayer.

Deja Vu [1] (S)
Constant
If you draw the same exact card for the fifth time whilst Deja Vu is in play, you may play a copy of every action you've played whilst Deja Vu is in play (you may choose new targets for the copies).

Bit hard to understand? I mean, if you ever find yourself drawing the same exact copy of a card five times, and Deja Vu has been in play each time, you can copy every action you've played whilst Deja Vu was in play.

Tyrfang
05-14-2013, 02:45 PM
Wouldn't deja vu occur rather frequently due to resource cards in mono-decks?

Showsni
05-14-2013, 02:46 PM
Wouldn't deja vu occur rather frequently due to resource cards in mono-decks?

Well, you'd need some way of shuffling the card back into your deck. It triggers on drawing the same card, not a card with the same name.

Bloodiron
05-14-2013, 04:41 PM
Excessive Force - Request
Quick Action
You may only play this card if an opponents champion has more life. Transform EF-R into Excessive Force - Authorized and shuffle it into your deck. Then draw a card.

Excessive Force - Authorized
Constant
All cards now cost 1 Threshold less to play and whenever you or a troop you control would deal damage to an opponent, it deals double that damage. After 3 turns, transform EF-A into Excessive Force - Aftermath.

Excessive Force - Aftermath
Constant
If an opponent or a troop they control would deal damage to you, it deals half that damage (rounded down) instead. All Threshold costs of their cards go up by one. Troops your opponents control enter play Exhausted, if a troop has Speed, it loses Speed.



The idea of this particular cycle of cards is when you're behind you decide to seek permission to use more than necessary force to help balance the odds for a short time. After that time, the memory of the atrocities that happened linger with your opponent and troops they control, adding a fear factor into it flavor-wise, IE they won't hit as hard so as to dodge an attack and are unwillingly going into combat.

Not a mechanic, but meh.

MrLumber
05-14-2013, 06:11 PM
1(RU) Chaos Arc
Quickaction

Chaos Arc becomes a copy of target quick action with a cost equal to or less than 1 in target graveyard, or a random quick action with cost equal to or less than 1.

Escalation 2.

Void Chaos Arc instead of sending it to the graveyard.

Mental Magic (pun intended) X()
Basic Action
Create X copies of target player's top card and put them into your hand. These copies cost 1 less to play permanently at the start of your turn. Each copy has "After X turns in game, void this card".

Prismatic Burst 4 ()
Basic Action
All threshold change to a random threshold of a different color permanently.

Imposing Thoughts 1 (B)
Quick Action
Fill your opponents hand with target card in play, deal 1 damage for each card added this way.

Card Heart 0
Constant
If this card is in your deck, when ever you would look at the top of your deck, or draw a card, you may 'believe' (once per game). If you do, and you reveal Card Heart, put it into play. This card cannot be played from your hand. If this card would be sent to the graveyard, void it instead.

Invincible, Spell Immunity (I forget the keyword)

Whenever you would draw a card, draw the top three cards instead and pick one. Put the other two at the bottom of your deck. If you would be reduced to 0 life or below, instead reduce your life to 1 and void Card Heart.

Some stuff is kinda intentionally satirical, but I'm hoping things similar to prismatic burst and mental magic get 'printed'. One of the most absolutely enjoyable digital only decks is the Mirror deck, where you make copies of everything your opponent does and outspeed them. I especially love rainbow mirror, but we'll have to see if they let that become a reality. I also hope they make interesting costs to things, but that's neither here nor there.

Bloodiron
05-14-2013, 06:14 PM
Curse
Whenever a troop with Curse deals damage to an opponent, a random Troop in that player's deck gets permanent -1/-0.

Maybe as a side mechanic to go along with Curse, if a Troop that is Cursed enters play from anywhere, and the Troop that Cursed it is also in play, gain control of that Troop or destroy it.

Vibraxus
05-14-2013, 06:20 PM
Aswan Jaguar 3 (GG)

When Aswan Jaguar comes into play, choose a random creature type from those in target opponent's library.
2,T: Destroy target creature of the chosen type. It can't be regenerated. (2/2)

Power Struggle 4 (UU)

At the beginning of each player's upkeep, that player exchanges control of random target artifact, creature or land he or she controls, for control of random target permanent of the same type that a random opponent controls.

Whimsy 2+X (UU)

Play X random fast effects.

Is that cheating? :D

(Oh the horror of that dungeon that read "Power Struggle is in effect"...)

Gotta give ya props for this, and I LOVED the Whimsy effect. This would be awesome to add IMHO.

Otherwise we could do:

To the winner goes the spoils:

You can only have one copy of this card in your deck. When you play all players ante a card at random from their decks, the winner of battle gets all cards anted

syphonhail
05-14-2013, 06:30 PM
Memory Wipe
Remove all permanent effects cards have acquired this game.

C-Drive
05-14-2013, 07:09 PM
Still using the old WUBRG for card design? Not WBDRS? Going to be really hard to think "W" means MTG-Green, and not "White".

BigDog
05-14-2013, 07:12 PM
Aswan Jaguar 3 (GG)

When Aswan Jaguar comes into play, choose a random creature type from those in target opponent's library.
2,T: Destroy target creature of the chosen type. It can't be regenerated. (2/2)


I take it when i heard about MMOTCG i'm not the only person who immediately thought of shandalar :)

Vibraxus
05-14-2013, 07:21 PM
I take it when i heard about MMOTCG i'm not the only person who immediately thought of shandalar :)

I still play Shandalar with my son...and he HATES when I play the Whimsey effect...tee hee. But the <Insert random> affect is perfect for the digital only game. It adds fun/fear to playing a card.

SolarisFall
05-14-2013, 07:37 PM
Acid Burn

Shuffle two copies of Acid Burn with 2 threshold into your opponent's library. When Acid Burn is drawn, void the top card on the library, search for the other copy and void the cards beneath it, until a card with an equal or higher threshold is found.

Might be juuuust slightly overpowered against low-threshold decks :P but I really like the idea of a trap burning "through" cards.

Beastmaster
05-14-2013, 08:24 PM
Human mechanic - Blinding Light Card is defender and cannot be seen by opponent except when blocking.

Necrotic Mechanic Cover of Darkness Card is unable to block and can only be seen when blocked by a card with Blinding Light but can be targeted immediately after damage is dealt.

Disguised

Card appears as another card from the same race until targeted or Blocked or deals damage.

Orcs: Appear as Randalf the Meek 1 cost 1/1 does 1 damage when killed. uncommon, unique

Will be revealed if more than one Randalf as it is a unique card.

Shin'Hare: less powerful cards with disguise effect but they appear as a generic vanilla Shin'hare so harder to tell if a disguised card is in play.

Stealth: Card is not visible to opponent until targeted

MugenMusou
05-14-2013, 08:39 PM
Dimensional Separation
5
Constant
The game becomes asynchronous as long as this card is in play.

Basically what happens is both players take planning at the same time i.e. decide what to cast, what to attack etc. Then once both players are done deciding their actions, all actions resolve automatically. Basically this is what's called simultaneous play invented(?) by Infinity Wars. Your action is based on the prediction what the player will do next rather than actually seeing it. This is pretty fun mechanics though I miss Instant mechanics.

ShaolinRaven
05-14-2013, 08:40 PM
Prism Shield
Target troop gets "At the beginning of your turn can't block or be blocked by creatures of "random gem".

Wild Magic
All non-troop actions change to a random action when played.

Blood Puppet
Sacrifice X life. X random creatures in target opponents deck or hand come into play on your side instead when played by your opponent.

Kivan
05-14-2013, 11:59 PM
Purge
Destroy all cards in the opponents deck that are the same as the target card.

Ritual of Souls
All player's graveyards are shuffled together. Their current decks and hands are then sent to their graveyards and the original graveyard cards are redistributed evenly among players. Players then draw 5 cards.

Time Reversal
Return a targeted card to a state up to 5 turns previous.
This card would give the player options like "2nd card in deck" "3rd card in graveyard" "player hand" etc. and would be useable on both enemy and ally cards.

Divination
Divine intervention alters the game.
Basically this would be a randomized 'tarot' reading, the game draws 3 cards. 1st a race or source (always based on what is currently in play, it could be ruby troops, orcs, humans, etc.); 2nd an effect (anything from destruction or duplication to +/- 1 to 5 atk, def, or both); 3rd the player to receive effect.

Vile Seed
Vile Seed is randomly implanted in the targets deck dealing 1 damage to any troops surrounding it each turn.
Vile Seed is troops special skill.

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Ritual of Enfeeblement
Constant
At the beginning of each turn sacrifice 1 defense from any troop. After 2 turns Ritual of Blood beings.

Ritual of Blood
Constant
At the beginning of each turn sacrifice 1 health from any troop. After 3 turns Queen of the Damned is summoned.

Queen of the Damned
Troop -- Vampire Queen
Flight; Life Drain
Grants all Vampire Troops +3 Atk / -2 Def

Fireblast
05-15-2013, 01:49 AM
Human mechanic - Blinding Light Card is defender and cannot be seen by opponent except when blocking.

Necrotic Mechanic Cover of Darkness Card is unable to block and can only be seen when blocked by a card with Blinding Light but can be targeted immediately after damage is dealt.

Disguised

Card appears as another card from the same race until targeted or Blocked or deals damage.

Orcs: Appear as Randalf the Meek 1 cost 1/1 does 1 damage when killed. uncommon, unique

Will be revealed if more than one Randalf as it is a unique card.

Shin'Hare: less powerful cards with disguise effect but they appear as a generic vanilla Shin'hare so harder to tell if a disguised card is in play.

Stealth: Card is not visible to opponent until targeted

You're aware that people would see how much mana you've spent therefore hardcore players will know what you're playing (from knowing the deck, the mana costs). This mechanics would just create a bigger gap between new/casual and hardcore

~

Sereaphim
05-15-2013, 03:00 AM
You're aware that people would see how much mana you've spent therefore hardcore players will know what you're playing (from knowing the deck, the mana costs). This mechanics would just create a bigger gap between new/casual and hardcore

~

We could go a step further with a card like...

Darkness
Constant

Destroy this card at end of your next turn.
Your enemy can no longer see how many cards and what cards you have in any of your four zones. (your Field ,your Deck,your Hand and your Exile).
He can no longer see what cards you play but he can still react if you target one of his cards.

He can't see what cards attacking him but he can still block your attacks.
He can't target any card in your four zones but he can still use non-target effects and can attack your champion directly.

Rapkannibale
05-15-2013, 04:41 AM
Ardent Crusader
Cost: 1 Threshold: 1D
Type: Troop - Human Knight
Attack 1 Defense 3
As long as there are at least 3 Ardent cards among the top 6 cards of your deck, switch Ardent Crusader's Attack and Defense and it has Lifedrain and Steadfast.

Underworld Crusader
Cost: 1 Threshold: 1B
Type: Troop - Human Knight
Attack 2 Defense 1
As long as there are at least 3 Underworld cards among the top 6 cards of your deck Underworld troops that come into play under your command have Speed.

Tyrfang
05-15-2013, 08:33 AM
This would take a bit of programming work. Honestly, I prefer this to be an entire game mode for fun.

Time Compression:
All players take their turns at the same time.

In other words, both sides declare attackers at the same time, but without knowledge of who is attacking.
Afterwards, both sides declare blockers at the same time, but without knowledge of who else is blocking.

Instants can still be played at any time.

For playing troop/basic action cards, both sides are given the option of playing cards until they pass. If you play a card, it will be revealed at the same time as other players who chose to play a card at that moment. Once all players pass, the phase continues.

To simplify the programming, you could make it so you can only play 1 card during the basic action phase.

syphonhail
05-15-2013, 11:25 AM
Prosperous tunic has some neat digital only effects:
http://hextcg.com/wp-content/uploads/2013/06/ShrineOfPros_Gear_Web.png

Tyrfang
05-16-2013, 09:44 AM
Gambler's Egg (ARTIFACT):
[1] Place a random troop card with cost equal to the number of counters on Gambler's Egg from your library underneath Gambler's Egg. Remove a counter from Gambler's Egg.
[1] Add a counter to Gambler's Egg

[Sacrifice] Gambler's Egg. Put all cards under Gambler's Egg into play.

Tyrfang
05-16-2013, 09:50 AM
Dimensional Separation
5
Constant
The game becomes asynchronous as long as this card is in play.

Basically what happens is both players take planning at the same time i.e. decide what to cast, what to attack etc. Then once both players are done deciding their actions, all actions resolve automatically. Basically this is what's called simultaneous play invented(?) by Infinity Wars. Your action is based on the prediction what the player will do next rather than actually seeing it. This is pretty fun mechanics though I miss Instant mechanics.

That's funny, I suggested more-or-less the same card without realizing it about 10 posts down...except phases still exist.

Tyrfang
05-16-2013, 09:53 AM
We could go a step further with a card like...

Darkness
Constant

Destroy this card at end of your next turn.
Your enemy can no longer see how many cards and what cards you have in any of your four zones. (your Field ,your Deck,your Hand and your Exile).
He can no longer see what cards you play but he can still react if you target one of his cards.

He can't see what cards attacking him but he can still block your attacks.
He can't target any card in your four zones but he can still use non-target effects and can attack your champion directly.

I feel like this would be a very un-fun/frustrating card to play against, and for that reason alone, I wouldn't like it in the game.
Maybe as a one-off thing only for the next attack or block phase.

Showsni
05-16-2013, 10:42 AM
Patient Soldier [5] (D)
Troop - Human Soldier
Every time Patient Soldier is passed in a Booster Draft, it gets permanent +1/+1. This is locked in once the draft has finished.
1/1

Okay, probably unprintable - if you can convince the draft table not to take it, you'd end up with a 14/14 behemoth to be carried over into constructed matches.

Patient General [15](WW)
Troop - Human Soldier
When you open the booster pack containing Patient General it gets permanent cost -1 for each week you owned that booster pack since obtaining it.
Inspire - Inspired troops get permanent +2/+2
3/3

Well, why not? Now I've got to think of another way to be patient to finish the cycle... But it's tea time. You'll have to wait for it.

Tyrfang
05-16-2013, 10:46 AM
Patient Soldier [5] (D)
Troop - Human Soldier
Every time Patient Soldier is passed in a Booster Draft, it gets permanent +1/+1. This is locked in once the draft has finished.
1/1

Okay, probably unprintable - if you can convince the draft table not to take it, you'd end up with a 14/14 behemoth to be carried over into constructed matches.

Patient General [15](WW)
Troop - Human Soldier
When you open the booster pack containing Patient General it gets permanent cost -1 for each week you owned that booster pack since obtaining it.
Inspire - Inspired troops get permanent +2/+2
3/3

Well, why not? Now I've got to think of another way to be patient to finish the cycle... But it's tea time. You'll have to wait for it.

I like the mechanic of age to cards, but not so much in PvP (better to have a single instance only of a single card for PvP, for fairness.) It'd be silly to have, for example, 4 generals that have 0 cost and 4 soldiers who are 14/14 beatsticks in constructed.

Maybe add it to PvE cards, or add an age check on certain cards that allows them to evolve (probably better to make it based on games played using the card though, similar to Cursed Equipment from FF3US if anyone remembers that.)

D34thD34ler
05-16-2013, 11:00 AM
Feint Basic Action, 2 Mana, 2 Sapphire
If target player has at least one quickaction in hand they must discard one of those quickactions at random.

Tyrfang
05-16-2013, 11:07 AM
Double-Vision (Constant):
Create a copy of your deck. As long as this constant remains in play, you may choose which instance of your deck to use anytime you can choose to draw a card or an action affects your deck.

Sereaphim
05-16-2013, 12:13 PM
I feel like this would be a very un-fun/frustrating card to play against, and for that reason alone, I wouldn't like it in the game.
Maybe as a one-off thing only for the next attack or block phase.

Yea I agree should make the card little weaker and less annoying.
Was only a basic idea.

Her a idea for a card to help against mana screw/flood.

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Shaman Katiana
Cost: 3 Threshold: 1 D
Troop - coyotle Cleric
Attack 2 Defense 3

Transformation
(Pay 1 and you can transform this card in your hand in a diamond threshold.)
[1] Remove a threshold in your hand and draw one card.
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Transformation is a keyword idea that allow a card in the hand to transform himself in a threshold of his own color. If this power is used the card will replaced and stay as a threshold for the rest of the game. You still have to pay mana to transform.