That's not true. I played someone with an unbeatable Black Deck. Also, the guy that taught me how to play MTG, had an unbeatable water deck. Whenever he did get 'beat' it was because he couldn't get his Horseshoe Crab out with Diplomatic Immunity out.. There was also one more card he had attached to it. But basically, he could attack you 20 times in one turn if he had the mana.
The black deck that whooped my ass did it in four turns.
The Yawgmoth's Will deck? Maybe the Chains of Mephistopheles deck? Of course those deck are impossible to defeat or even hit them with many types of decks...... The Horshoe Crab with Diplomatic immunity? Well, its hard to beat without some cards, but there's plenty of techs you can do. The other card you are referring is Hermetic Study, right? Yes, that a big nasty bastard crab.... but really easy to wipe out with many decks.
On topic:
You start with your HQ, 4 workers, and 50 minerals. There are 3 phases, the first being the upkeep. In the upkeep you refresh(untap) your units, and add Time Counters on appropriate units, after all of that you draw your card. Only Triggered Events can be played during the upkeep(like something that automatically heppens when you have 7 or more cards in your hand).Talents(activated abilites) and Micro cards can not be used.
Refresh phase, good. Like it sounds, it's a refresh phase. Time counters? Strange stuff...
Triggered events, for example, what? What's that "something that you can put in there?
Talent is like unit's abilities? Maybe this is the regeneration phase also? Good to know that "sorcery like" abilities that can't be played anytime.
Too much mineral, I think. There will be many things to count, so you should not start with "50 minerals away" in a card game. I guess a free mineral card like I suggested will do. Maybe you could start with HQ, the four workers and a few mineral cards (four, five, dunno) in play, with some mineral counters on each. I calculate that ten mineral counters per card will do. You can reduce every SC cost by five, or even ten, rounded down, to make the calculations easier.
The next phase is the Structure Step. In the very beginning of this step you or your opponent may use Talents or Micro cards. In this case the priority would start with your opponent.
Goood. Giving the advantage of first hit to the opponent in the other player's turn is very strategic. Opponent may think that he will be tricked an does nothing in many of the cases....That''s funny. It's like fear.
Construction is like a type of talent that buildings and workers have. Construction can only be done during the Structure step. Research (a tech building ability) is also done during this phase.
Building's Construction is to make addons or evolve, right? Nice.
Another important thing done during this phase is the setting of cards face down. Now these cards can easily be any kind of card in the game(Unit/Building/Micro), but mostly micro(or on this later).
Explain how that works with a gameplay example. I think those cards should be only "micro" cards (and support card like the terrain I explained in earlier posts). Explain how this would work with a unit or building, please.
The last thing performed during the Structure Step is formation. When a player starts re-arranging their units from back to front lines it tells the other player they are ending their Structure Step. Units that were Constructed or played from the hand this turn can not be sent to the front line. (or maybe I should just make the formation part only on the beginning before any construction, so that this wouldn't even have to be a rule.)
good "summoning sickness" copy. Keep it but reformat it a little....
Skirmish Step, this is the last phase of your turn(no 'second main' deal). In the beginning of this phase Talents and Micro cards may be played (priority to the attacker). After this the player send announces which front line units he is attacking with. After this T/M(Talets/Micro) can be played(defenders priority). Then, of those units attacking, the defender matches the units with his own in anyway. The only illegal match is a single defender unit matching with more than 1 attacking unit. After this T/M can be played. Note: no damage has been calculated yet. Then the attacker matches his unmatched attacking units with any unit or building regardless of which line they are on.*************stopping here for now, g2g
No objections.... This is well planned but a little basic.
I'm expecting for more changes, maybe you could upload a txt with the complete info......
It should be also noted that this game also has the Golden Rule - that regardless of what the game rules are, a card's instructions will always be the exception(if the rules say you can, but the card says you can, the card wins).
Certainly. This wouldn't be a card game without this.
(add gas......lol)
None.