Dragon: the Quest: Background
Dragon: the Quest vs Magic: the GatheringThis is not Magic, but it is based on it. Think of it as Magic Simplified with some twists. No casting cost, no mana lands, little to no instant speed, and no life total.I decided to make this game because I love Magic, and I thought of some ways to make the game way easier to play. I believe simplicity is a key to having a good game. Since there is no casting cost I will allow only one character to be played per turn (like lands), and many cards are cantrips or have drawbacks to make sure all the cards are somewhat equal. You might notice that each card has one number. No Power and toughness is in the lower right hand corner of the card. Instead there is one number in the upper right corner. This is the character's strength: both it's life and the damage it deals in combat. Since healing magic is so powerful in Dragon Warrior (unlike Magic) I decided to make damage permanent, so a creature loses 1 strength per damage it takes. This makes sense for Dragon Warrior since a damaged monster wouldn't get in as many attacks before it dies as one with full life. Since the game will not have colors I will just use colors for card type identification: Gold for legends, black for monsters, red and blue for wizard spells, and white and green for priest spells. The game no longer has instants or instant speed. Some cards might be played at strange moments in the game, but generally in Dragon Warrior everyone has to take their turn. Even tapping is played at the speed of a sorcery. You might notice that Dragon: the Quest has new abilities, such as summoning. I will explain what the new abilities are as I create the cards. You are probably thinking No life? Impossible! Instead of life you will die by running out of cards in your deck. All decks will be 40 cards, and you can only use 4 of each card (like in Magic). Instead of taking damage you just put cards from the top of your deck into your discard pile. Not only does this make the game simpler, but it helps you get threshold and makes cantrips (card advantage) more risky. |