Thanks for the guide, surge.
I'd like to add a couple of talking points to it, based on my own experience.
1. When coming up with archetype concepts, I try to imagine the hand movement of the player // flow of cards when resolving the cards. Are my cards // hands doing something that hasn't been done to death already? Can I imagine a player resolving a mechanic and having fun doing it? A few examples to try and explain what I'm saying.
- Witchcrafters want you to discard a hand full of spells to power their abilities, only to have those resources come back in the EP. Causing massive swings in card advantage.
- Codetalkers / Prankkids want to vomit their main deck to power their extradeck climbs
- VW mill their combo pieces, then banish those, then shuffle them back. Then do it again next turn.
2. Is there a large amount of things you do to resolve your cards // between cards? would an opponent be able to follow what's happening?
IMHO, walls of text should be kept to minimum. It's one thing if your boss // payoff // main combo piece is doing a whole bunch of things for you, but if you've got more then one or two of those in the deck... then it's very likely you -
a. are trying to explain a mechanic that's too complicated
or
b. made cards that simply do too much, on their own
You should try simplify the text, or split the mechanics in between multiple cards. Hopefully you find a way to do these in a satisfying way without breaking anything, as things can get very interesting with a bit of creativity.
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hope this helps! have fun coming up with cool ideas.