Onyx Tanuki
Member
I'm actually a little confused by the mana system. What's keeping a player from loading up on Up cost spells and only a few high-power Down cost spells? Do you start off with mana in your mana pool, or is it 0 by default? Is there a maximum amount of mana? Do you retain mana throughout the match, or do you lose any mana you don't expend at the end of a turn? Is there only one kind of mana, or does each race have its own? If the former, why would I bother having a deck circulate around one or two races (except in the Angels' case, since that's explained already)?
As for the problem with characters vs. troops, I'd suggest making events and actions that are able to target characters incredibly rare. This would make it harder for a character to be eliminated by a source other than a creature or another character. Also, because they require you to play another card to summon, I'd suggest making creatures typically stronger than characters. That would solidify their importance in a deck, as they'd become vital to destroying and defending against characters. On the other hand, characters should generally have more life, so it might take three or more turns to take them down.
This reminds me a lot of a TCG idea I had based on an RPG styled battle system. It was kinda complex in that you had to keep track of HP and MP, but I don't think it was too shabby. Maybe I'll post it up sometime.
As for the problem with characters vs. troops, I'd suggest making events and actions that are able to target characters incredibly rare. This would make it harder for a character to be eliminated by a source other than a creature or another character. Also, because they require you to play another card to summon, I'd suggest making creatures typically stronger than characters. That would solidify their importance in a deck, as they'd become vital to destroying and defending against characters. On the other hand, characters should generally have more life, so it might take three or more turns to take them down.
This reminds me a lot of a TCG idea I had based on an RPG styled battle system. It was kinda complex in that you had to keep track of HP and MP, but I don't think it was too shabby. Maybe I'll post it up sometime.