Life Decking Exiles cards from the top of your deck equal to the damage you take. If you run out of cards, you lose the game. This is a good way in my opinion for helping to prevent combo oriented wins from becoming too powerful. I want my card game to be mostly about creature combat and interaction, not broken combos that auto-win the game.
With Life Decking rules, it is important that everyone be required to play with exactly the same size deck, which would be 40 cards for Draft formats, and 60 cards in most Constructed formats.
Some cards in my game are "Self-Restricting". That is, it says on the card that you are only allowed one or two copies of the card in a deck. If this is not mentioned, you are allowed 4 copies. Some cards allow more than 4 copies, and those say so on the card. "Heroic" cards are always restricted to 1 copy per deck.
To better enforce the "Energy/Mana Curve" concept, there is no free "mana acceleration" in my new game I'm making. Instead, Mana Rocks never produce more mana than they cost to Deploy. This way, they need a turn or two to pay for themselves in terms of Tempo or other board presence advantage.
Example Mana Rocks:
Nyx Jade 1
Heroic Tool - Mythic
Activate to add one Body Energy to your Bank.
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Nyx Pearl 1
Heroic Tool - Mythic
Activate to add one Spirit Energy to your Bank.
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Nyx Azure 1
Heroic Tool - Mythic
Activate to add one Mind Energy to your Bank.
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Hyper-Sphere 2
Heroic Tool - Mythic
Forfeit Hyper-Sphere: Add two Energy of any type combination to your Bank, then draw a card.
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It is my belief that this design is sound enough to prevent "Mana Rocks" from becoming too powerful in my new game.
As for combos, I will initially design the game to not have "instant win combos" at all, although I admit that over time newer cards could interact in unexpected ways, but in general, I will avoid "free win" situations all together.
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AI Opinion
I love that you’re aiming for creature-focused combat instead of cheesy insta-win combos ⚔️
Life decking feels like a cool pressure system: damage always matters because it eats your deck and pushes a real clock. Same-size decks plus self-restricting and Heroic limits should slow down degenerate combo piles. Just remember that control and burn can still become “soft combos” if draw and stall are too strong, so you may want tools that reward attacking and blocking more than turtling 🛡️
I have special abilities such as "Pierce" and "Penetrate: X".
Pierce is an evasion ability which works like Trample from Magic.
Penetrate: X means "This Unit can't be blocked by Units with Power X or less."
I have about 40 keyword abilities so far. Some of them overlap Magic, but several of them are my own unique inventions.