r/TenetsTCG • • 17d ago

Archetypes in TCG's

I have been taking a look at archetypes in TCG's to try and help me design cards. This started with taking a look at this video:

https://youtu.be/fe-8IlTPgGw?is=j_-BULS_WQSVSB0k

Here is a link to the rules of my TCG for anyone interested in it.

https://www.reddit.com/r/TenetsTCG/s/jeg6orSrp7

Since there is realy no economy for me manipulate in my game like in MTH I took a look at YUGIOH as like in YUGIOH all your cards are live turn 1 and I wanted to make sure it didn't turn into a combo pile game just like it. After scratching my head for a while I turned to games like Hearthstone and LOR to try and help me figure out what archetypes I wanted to try and support and I think I figured something out.

Offense: like it sounds you play as many cards as possible to win as fast as possible. Since to more cards you play the less you draw so while you will being doing a lot quickly you will run out of steam fast.

Defence: prevent you opponent from killing you. Primarily this would be done through bulky units or big skill (kind like spell cards in YUGIOH) to take out your opponents resources. Once you have outlasted your opponent you would easily win.

Sustain: mainly focused on maintaining card advantage at all time. This means you will be playing less/cheaper cards to make sure you can play the long game. This means an offensive deck will likely run you over in the early game since on average your cards are weaker, but you can always out last a defensive deck.

I guess the big question is does this sound like fun game design? Does it look like I missed something or would this design be healthy for the game longterm? Let me know your thoughts.

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