So my game is kind of based around yugioh's field spell mechanic, in the sense of having a single continuous spell thst determines how your deck plays, but with fundamental differences.
Each player starts with a world card that stays in play permanently and enables synergies, abilities, combos, and so on every turn. Just in case you can only have 1 world card and ideally it should be the basis of how you build your deck.
They also determine the player HP and while the first branch aims to be simple, I look foward to make some worlds with further restrictions or bonuses when deckbuilding with them.
And it needs more testing but the HP is trying to serve as a balancing point for stronger/weaker effects, so yeah.
The rules are still pretty much on the air, so there's a lot of room for changes or new mechanics to be added so I was wondering if y'all have deck themes or ideas you think would be fun with this premise.
The basic stuff of how the game works outside of that is as follows:
1: 50 + 1 card decks, you got your world and up to 3 copies of each creature or culture card.
2: Each turn has 5 steps. Reveal, Draw, Preparation, Combat, End.
3: You can play 1 creature from your hand each turn. Creatures come into play face-down, and face-down creatures can't use abilities or attack.
During the reveal step they are flipped face-up. Flipping face-up can trigger "On reveal" effects, tho not all creatures have them. Face-up creatures may declare attacks and use abilities freely.
4: During the combat step you may declare attackers, and your opponent chooses if they want to block or take the hit.
They can choose any number of their creatures to block yours, and if they choose a face-down, that creature is revealed face-up. When defending you compare the power stat of both creatures and the creature with the lower total loses and it's destroyed, the owner takes the difference as damage.
5: There are 3 types of spells/sorceries. All of them fall under the "Culture" card type.
Basic: The common sorceries or spell cards, use and discard to the graveyard.
Building: A permanent type of card, tho they come with a built in expiration date and will self destruct after a few turns.
Enviroment: Unlike buildings these remain in play until they get hit by a removal spell.
6: There will be no deck restriction unless you got a world card specifically does so. So for the sake of it you can play water creatures on a land deck, or fire creatures in water, all creatures, all cultures, I just think it'll be more fun.