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Make a TCG that most card game enthusiasts would agree is be...
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Make a TCG that most card game enthusiasts would agree is be...

Prompt

Make a TCG that most card game enthusiasts would agree is better than MTG. It must have a shuffled 40 card deck, a limit of 1 copy of each card for the deck. A better system than lands. No dice except 2 d20s per player max. It must be very far from a board game. No complex markers. Its theme must be gritty military fantasy. Among the diverse Voidborne, three individuals: Uso, Iso, and Peyo, ascended to levels of power that far surpassed all others. Through unique discoveries, unparalleled mastery of Kaia, and the forging of exceptionally potent Artifacts, these three achieved effective immortality provided their Anchors remained intact. However, their advanced existence demanded a constant, significant influx of Deia energy, and they remained critically vulnerable if their Anchor was destroyed. Because of their immense influence, these specific Voidborne became known in later ages simply as the Architects. These entities were powerful bit far from omniscient. Their actions were invariably shaped by their individual perspectives, driving fears, and inherent biases. Uso: Driven by a fundamental need for order and control, rooted in a deep fear of fading or resource depletion. Uso excelled as a craftsman, forging The Mask, an Artifact granting immense control over gravity and the manipulation of matter across vast distances. Uso’s Anchor manifested as a tall, imposing silhouette of pure darkness, due to its unparalleled dense structure, it appears unnaturally sharp and defined at the edges Iso: Focused on manipulating perception and the flow of time within localized areas, motivated by a fear of Uso's unchecked power. Iso created The Insignia, an Artifact enabling the projection of powerful illusions (visions) and the alteration of time locally to influence events. Iso’s Anchor appeared as an elusive, flickering shadow figure whose form constantly blurred and shifted, making it difficult to focus on. Peyo: Embodied principles of growth, biology, and nurturing, spurred by a fear of cosmic stagnation or the failure to cultivate enduring life. Peyo crafted The Core, a unique, living Artifact capable of directly influencing biological processes across entire ecosystems: stimulating growth, healing, or decay. Peyo’s Anchor took the form of a softer, more flowing shadow creature, often swirling with faint, bioluminescent patterns like ghostly roots or veins. While the Architects' differing philosophies already fostered tension due to their shared dependence on finite Deia, it was Uso's chosen method for supplementing energy intake that ignited direct conflict. Uso developed and employed a predatory technique: forcefully destroying the Anchor of other, weaker Voidborne, and absorbing the released Deia. Iso had contemplated this method but refrained due to fear of losing a conflict; Peyo rejected it based on principle. This brutal practice, viewed with abhorrence by Iso and Peyo as an existential threat, especially after it left them as the only remaining Voidborne solidified their fear and forced Iso to initiate a defensive alliance with Peyo, inevitably setting the stage for systemic division. **IV. The Domains** The Architects eventually recognized that direct conflict between beings of their magnitude risked mutual death, a potential outcome starkly revealed by visions cast by Iso using The Insignia. Faced with the prospect, they reluctantly agreed to a truce. Uso claimed the Vexa system. This system was strategically valuable, containing Renin and Jad, planets inhabited by intelligent life that could channel Deia. Iso chose the lifeless Kagi system, preferring to operate unseen from an isolated position, reflecting their manipulative nature. Peyo settled in the Siava system, a region abundant with primitive, non-sentient life forms well-suited to their long-term agenda of biological cultivation and nurturing. Make a lot of cards and make it simpler than MTG but less random. make sure it has no mana screwing, make playing require skill as well as deck building make big creatures or cards with ancient powerful lore relavence feel really powerful. achieve this by not having spells like murder from mtg big "creatures" should feel powerful. Do not have any rules that are like roleplay think of what mtg is moving towards and try to extrapolate while keeping it really simple. Think of good game design. MAKE SURE TO HAVE VARIABLE RATIO REWARD without game winning luck in competitve games. Think of the main principles of fun and work deeply