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Magic: The Gathering as framework (now with cards!)

Started by Xathan, April 23, 2007, 04:41:08 PM

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Xathan

Thanks Stu and Kalin for checking balance! I'll probably be posting them here for feedback, but if I have any particularly tricky ones, I'll definitely shoot them your way.

In fact, for your viewing pleasure, here is my first cycle of cards: the Rebuttals.

[spoiler]Enlightened Rebuttal WWW
Instant (uncommon)
Counter target spell unless an opponent has you gain 6 life.

Deceptive Rebuttal UUU
Instant (uncommon)
Counter target spell unless an opponent has you draw three cards.

Furious Rebuttal RRR
Instant (uncommon)
Counter target spell unless an opponent has ~ deal five damage to him or herself.

Vile Rebuttal BBB
Instant (uncommon)
Counter target spell unless an opponent puts the top five of their library into their graveyard.

Stern Rebuttal GGG
Instant (Uncommon)
Counter target spell unless an opponent puts a 3/3 elephant creature token with trample into play under your control.[/spoiler]

Thoughts? I know counterspells are more costly now then they were back when I was playing, which is why I made these 3 colored mana. I know they aren't very flavorful - don't worry, my next batch of cards will start revealing the worlds in which my setting will take place. (On a separate thread)

AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xathan

Quote from: MustardI've played Magic in the past. Basically most of my Junior and Senior year of high school was filled with Magic. (Who needs classes. :) ). I stopped when Mercadia Mask came out. I didn't like the "free cards". (IE. This card can be played without paying the casting cost if you control a swamp, had three cards in your graveyard, or your oppenent picked his nose.) I play every now and again with the cards I do have, when my brother wants to play. I haven't made a deck in years. (sigh, I remember those days.)

Yeah, cards like that can be annoying, and there are alot of gimmicks in magic that can bug me, but I never let one wierd, off set *coughFutureSightcough*
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

SDragon

Quote from: MustardI've played Magic in the past. Basically most of my Junior and Senior year of high school was filled with Magic. (Who needs classes. :) ). I stopped when Mercadia Mask came out. I didn't like the "free cards". (IE. This card can be played without paying the casting cost if you control a swamp, had three cards in your graveyard, or your oppenent picked his nose.) I play every now and again with the cards I do have, when my brother wants to play. I haven't made a deck in years. (sigh, I remember those days.)

Well, darn.... My Affinity deck is my personal favorite....
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

Poseptune

I had a favorite deck once. It wasn't that good, but my friends had a hard time beating it. It was a black and blue deck. The blue was there to counter things until my land transformation cards came out. Then all lands were swamps even the opponents. Against a non black deck it was killer. Against a black deck it was able to hold its own. All of the black creatures had swampwalk. It was beautiful. Not overpowering, but I won the majority of the times I played with it. It was my favorite. It was stolen. :( Now my favorite is my silly grindstone/discard deck (it hardly ever wins, but it is annoying as heck :) ).

Back on topic:

The cards seem balanced enough with each other. You could have the black discard 3 cards or counter the spell, instead of from library to graveyard.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Polycarp

I played with a most excellent red/blue deck.  The principle was very straightforward - counterspells and direct damage.  Put a few sulfuric vapors into play, then use power drain to take all the opponent's mana, and launch some truly massive fireballs - all the while preventing the opponent from doing anything with a huge array of blue counters (counterspell/quash/force of will/etc).  It didn't have a single creature but worked marvellously.



Quote from: Just XathanThanks Stu and Kalin for checking balance! I'll probably be posting them here for feedback, but if I have any particularly tricky ones, I'll definitely shoot them your way.

In fact, for your viewing pleasure, here is my first cycle of cards: the Rebuttals.

Maybe things have changed since my day, but counterspells were UU and didn't have optional "opt-out" clauses like these do.  Unless cost dynamics have changed considerably I'd say all of these are underpowered.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

brainface

QuoteUnless cost dynamics have changed considerably I'd say all of these are underpowered.
they have man, it's generally more expensive.
from a recent set(?):
1uu - counter target spell
from a slightly old starter deck:
2u - counter target spell unless controller pays 1; draw a card
2u - counter taget spell unless controller pays 4
3u - counter target non-blue spell

Deceptive rebuttal probably is underpowered, since it's blue. Someone else could probably give a long spiel on how much the pricing has changed.
"The perfect is the enemy of the good." - Voltaire

Ghost

To keep on topic, i'll take a look at those ones you designed, JX.

Enlightened Rebuttal seems pretty good. I don't think I would change a thing.

Deceptive Rebuttal seems really good. You either counter the spell, or you draw 3, which will probably net you even more counterspells because you are so heavily into blue if you play this card.

Furious Rebuttal seems overpriced. If it's a game-winning spell you want to counter, then they'll want to pay the 5 life more. Quite a few decks will win before they are at 5 life or less.

Vile Rebuttal seems quite underpowered. Many decks today (and in all formats) take advantage of a full graveyard. Maybe it could be changed to them sacrificing a creature?

Stern Rebuttal seems pretty good, and well-designed.
‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

-Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

I've had the honor of helping:
    - Tera


SDragon

RW, would you mind creating your own thread for those? I've got a few comments, but I'd rather not take this thread off-topic.

On-topic, those look like nice cards, but they seem somewhat underpowered next to, say, Assert Authority. Have cost dynamics changed that much since Mirrodin?
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

Raelifin

Ack, I meant to get my existing mechanics up, but somehow it slipped.

The counterspells you made are broken. Sorry to say, but with the existing color pie they break quite a lot.

I'll start with the blue one. Three cards is so good that an opponent will always (unless in dire circumstances) have the spell countered. This means that it's basically a counterspell that costs one more mana than it needs to and will likely never see play.

The black counter is very weak. For three mana, all you'll do is knock a few cards into their grave. Black also doesn't put things from library to graveyard. You're better off with Glimpse of the Unthinkable.

White will just gain the life every time, so it's fairly pointless.

Red is probably the best, but red doesn't get counterspells. It breaks what red is and will mess up the balance.

Green is second, but it, too, cannot get counterspells. I know this might seem fairly arbitrary, but the color pie is balanced in a particular way, and giving one type of card to another color will not only mess up the balance, but it'll make each more bland.

The framework for Phaedoras: The AEther Orb will be up shortly.

Raelifin

Here ya go. Just fyi, I haven't playtested it yet. ;)

[spoiler]Phaedoras: The Aether Orb

Aether orb is designed for 2-5 players.

Play Areas
* Destiny: Deck
* Spiritworld: Discard
* The Beyond: Removed From Game
* Play Area: In Play
* Dreamspace: Hand

These are fairly self-explanatory.

Victory Conditions
A player wins if...
* they have no living opponents.
* they activate the Aether Orb (A special card).
* they fulfill their destiny (have no cards remaining in their deck).

Players are defeated if all of their home provinces are razed.

Card types
All cards in the Aether Orb behave in the same general way.

Turn Order
* Dream (Draw)
* Wake (Untap)
* Battle
* Build (Main)
* Rest (Discard)

Game Setup
Both players have decks composed of 60 cards and a number of Home Province cards. Each Home Province has a size value from 1 to 3, and the total size of all your home provinces must equal 3. At the start of the game, each player puts their home provinces into play and The Aether Orb is placed in the center of the table under nobody's control.

Each player draws a hand of five cards and then reveals the top card of their respective destinies. Each card has a "speed" value from 0 to 5. This comes into play later, but in the beginning, the player with the highest speed goes first. Cards revealed in this way are destroyed (sent to the grave). In the result of a tie, the tied players continue to reveal cards until the tie is broken.

The first player then takes his or her turn, starting with the Dream phase. After a player's turn, play proceeds clockwise.

Game Phases

All phases are identical in structure. A phase is composed of two steps:
* Tactics
* Effect

During the tactics step, all players have the ability to play cards or activate abilities in turn, starting with the active player. Abilities and cards have an indicator that states what phases they may be played or activated in. When the tactics step begins, a counter called "delay" is created with a value of 5. Cards may only be played if their speed value is greater than or equal to the delay and cards in play may only take an action if their speed value is equal or greater than the delay. Any time a player passes, the delay is reduced by 1, to a minimum of zero. If all players pass in sequence and the delay is at zero, the tactics step ends. The effect of a phase depends on the phase.

Dream: The active player draws two cards.
Wake: All cards (except those in a siege) the active player controls are refreshed.
Battle: (See Combat section)
Build: Nothing
Rest: If the active player has more than 7 cards in his or her dreamspace, he or she must discard down to 7.

Energy

As in magic, Aether Orb uses a tap mechanic. Tapping a card is called exerting it. If a card is exerted, it may not use any abilities that require it to exert.

Cards have three types of main text:
 * Abilities
 * Actions
 * Reactions

Abilities are usually passive, or cannot be controlled by the player. An example ability is "Beasts at this location cannot be targeted with actions."

Actions are effects that are willingly activated during a tactics step. All actions state what phases they may be used in and have some kind of cost, usually exertion. An example action is "(Dream) Exert: Draw a card"

Lastly, Reactions are actions without a specific phase that are used to pay a cost. Cards, and some actions, require energy (mana) to play. As you declare that you are playing a card or using an action, you must then use reactions on any number of your cards to generate enough energy for the card's cost to be satisfied. Reactions may only be used in response to a card you play or an ability you activate. An example reaction is "(Reaction) Exert: [Shadow][Shadow]"
The major exception to reactions is battle, which is explained in the battle section.

In The Aether Orb, energy is in one of five different types:
* Wealth
* Power
* Cunning
* Spirit
* Shadow

Card Structure:
All cards have the following values:
* Name
The name of the card

* Faction
All home provinces must be of the same faction. If a card is not unaligned or of the same provinces as your home faction, it costs two additional [wealth].

* Type
A number of identifiers for the card. No direct effect on play.

* Cost
The number and type of energy needed to bring the card into play.

* Playtime
The phase(s) where a card may be played.

* Layer
See layer section.

* Traits
A number of pre-defined abilities. (Like Trample, Flying and Fear in Magic)

* Domains
See battle section.

* Speed
How quickly a card can act. See Game Phases section.

* Actions, Reactions, Abilities
See Energy section.

Optional Field Are:
* Tokens
A list of tokens that are added to a card when it is played.

* Defense
A number indicating how hard a location is to raze. See battle section.

* Size
A number that replaces Cost on Home Province cards.

* Sublayer
See layer section.

Layer
Each card in play belongs to a group. A card group is considered to be a single unit for many effects. A card in a group is considered to have a speed equal to the lowest speed in the group. Groups with one or more location cards are called  terrains, groups without locations are called battalions.

The layer of a card determines what groups it may be played in. A layer 1 card may be played in any group or form a new group. A layer two card may only be played into a group with a layer 1 card. A layer three card requires a layer 2 card and so forth. A level 1 card may not support a level 3 card. If a group contains the required layer, a card is considered "supported." If a card in the group is destroyed and a layer ceases to be supported, all cards of that layer are destroyed.

For example, I play a Mountain Sanctuary with a layer of 1. Then I play a Naikakaii Veteran card with a layer of 2. I then play a Gentle Hymn card in the group, with a layer of 3. The opponent, seeing me do this, uses an assassin to destroy my Veteran. The Gentle Hymn, being unsupported, is also destroyed.

Every now and then a card will have a sub-layer. Sub-layers work just like regular layers with specific names, but a card must meet all layer requirements when played. A card with a layer of 3 and a sub-layer of shaman 2. This means that the card must be played into a group with a layer 2 card and a shaman layer of 1.

Tokens
Some cards use tokens. Tokens in Aether Orb are of one of three types:
* Blood
* Essence
* Luck

The effects of each token are described on the card. Some actions require removing a token, only tokens on the card may be spent.

The Aether Orb
The Aether Orb is a special card which starts in the center of the play area under nobody's control. In this state it is considered "lost." As an action during the build phase, the active player may spend 2 [Power] and exert a group to add the Aether Orb to that group. If the Aether Orb would ever be destroyed, it is instead returned to the center of the table and is again considered "lost." If the Aether Orb would be destroyed in battle, it is instead obtained by the victorious army and may be added to a group of the victor's choosing.

The Aether Orb
Unaligned
Artifact
Layer 3
Traits: Unique
Domains: All
Speed: 5
Reactions:
* Exert: SS || Exert: HH || 10 Essence: You win the game.
Actions:
* Main Exert: Draw a card.
Abilities:
* Whenever The Aether Orb exerts, put an essence token on it.

Tokens: Essence

Battle
The battle phase is actually a group of phases which work a bit differently than most. A player may skip their battle phase, if they choose.

*COMING SOON*[/spoiler]

Higgs Boson

I agree with Raelfin, but maybe you should make them multicolor.
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Raelifin

Yeah, they could be cool substitutes if you did:
QuoteEnlightened Rebuttal UW
Instant (uncommon)
Counter target spell unless an opponent has you gain 5 life.

Deceptive Rebuttal 1U
Instant (uncommon)
Counter target spell unless an opponent has you draw two cards.

Furious Rebuttal UR
Instant (uncommon)
Counter target spell unless an opponent has ~ deal four damage to him or herself.

Vile Rebuttal UB
Instant (uncommon)
Counter target spell unless an opponent discards two cards at random from his or her hand.

Stern Rebuttal UG
Instant (Uncommon)
Counter target spell unless an opponent puts two 1/1 green saprogling tokens into play under your control.

Ghost

Quote from: CornRW, would you mind creating your own thread for those? I've got a few comments, but I'd rather not take this thread off-topic.

On-topic, those look like nice cards, but they seem somewhat underpowered next to, say, Assert Authority. Have cost dynamics changed that much since Mirrodin?

Ack. Sorry about that, i'll take the link out now.
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Polycarp

I feel like an old man in this thread.  Give me back my Antiquities!
The Clockwork Jungle (wiki | thread)
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The_Stu

Hmmmm *looks over cards*

The Blue one is most definitely broken... try drawing just one or two cards.

The Red one is nearly a copy of:
Dash Hopes BB
Any player may pay five life, if a player does so, counter Dash Hopes.
Counter target spell.
But i kinda like your red version of it! Goes along with Book Burning, Skullscorch, Brow Beat, and that other one... all from Oddessey block.

Green is awfully hard to balance in a situation like this...if its a small spell it'll get countered, if its a card big enough to take care of a 3/3 elephant, then its never countered. Hard to say here

Black - i say go for discarding cards. That way the card has synergy with hand manipulation. It'd be really mean in decks that get rid of your opponents hand, since even if they top deck amazingly well, you still have an answer. This however, does lead to the inevitability that discard would have a high possibility at becoming a tier 1 deck for standard metagame.

white - not bad. Hard to balance (see green, replacing 3/3 elephant with 6 life.), but overall seems decent.

Other than that, i'd say make them one colorless mana in the cost instead of three colored (1WW, 1UU, 1BB, 1RR, 1GG)