
Need feedback on new card design
This is the new card for my tcg, I need any form of feedback for it.

This is the new card for my tcg, I need any form of feedback for it.
I am starting to make the art for my tcg, but I have no idea what to use for making the card design.
I am mainly working off of this from my phone (just cause I’m away from my PC a lot) so any help on what apps for IOS or Android would help.
Any ideas for ones that improve work load would help a lot.
Right now I have been play testing my game a lot.
The game has a deck life and gravemana system.(Before i get lots of comments about deck life systems, I have a post about it already).
Those systems that I have made work really well together and I have been enjoying the play-testing with other people. But I feel like the game is really missing something.
There is a cool objective for the player (reduce ur opponent’s deck to 0), cool mana system (exile cards from the discard pile for mana cost), which creates a fun feedback loop of play cards to play more cards.
But for secondary objectives on board I feel like it’s lacking. For example of what I mean for “secondary objectives” I mean Digimon/Pokemon has evolving, riftbound has movement and battlefields, yugioh has summon mechanics. Things that players do that are imbedded into the “board” of the games mechanics.
My game is like a fast paced MTG in terms of how’s cards act while on the board. With a single number for play cost and the attack stat being the same as the health stat.
With this being said the gameplay is fun just feels like it’s missing something.
I have play tested with
- adding “leader” cards that give deck stipulations and give additional effects to build to.
- adding evolving
- adding battlegrounds that change the rules of the game.
- What are some ways that people have come up with their own systems on board?
- Are there other specific TCGs that I should look at for inspiration?
- (if your ok sharing) a system that you think would work for my game?
This is my first card designed for my tcg. And also my first attempt at art (that hasn’t been just tracing things.) I would like to have some feedback back on a couple of things.
For context the style I am going for is a pseudo-pixel art/ digital art look.
In terms of the style of the game, the game is quite explosive with both players doing lots on each of there turns.
I want to express that “over the topness” in the card art aswell.
Is the card readable?
Does the card look too busy or not interesting enough?
What fonts are better/should I use?
Does it look too generic?
What are people’s general opinion of it?
Right now I’m deciding between 2 different draw systems. I can’t decide between the 2. I like each one for separate reasons and they change the core tempos of the game.
draw 1
- this is common and feels natural to most players within a tcg
- promotes a more methodical play style
- promotes having more impactful cards then just lots of small units
Draw till 5
- promotes playing all cards at once
- fast passed game
- promotes more smaller cards then individual cards
- loses slow methodical plays
- loses a lot of “card tempo” and “card advantage”
What are people’s opinion on these systems and what do people prefer?
There are many ways to playtest your game. Right now I am in a phase for my game where I am playtesting a lot. I was wondering what are ways that other people playtest there games and the process that the do it in. Aswell as what are key things you may pay attention to or ask players of your game.
For me I am playing a lot by myself and taking it to locals early to get other people’s feedback on things. Right now my method to play testing at locals is pretty vague: writing down people’s thoughts, times when the game seems unfun for a specific player, cards that are used un intentionally, etc.
(this may be different for everyone’s games)
(I am using a riftbound template to create playtesting cards with random images on the internet. These are not my assets or custom riftbound cards)
I have gotten a lot of feedback from people about my decklife system and player opinions on this idea. I am still looking into how I can improve it and I still would like to play test with ideas people have given me. (Thankyou for the advice (:
Players obviously want to play the cards that they put into there decks. (This is pretty obvious). A decklife system means that players won’t be able to play every card they put into there deck. Although in my game at the moment this still will happens I want the player who is being attacked to still feel like there cards can/have had the chance to do something.
First of all from the examples above I’m going to introduce this “security” keyword. What is means is if it is going to be exiled from the deck, from ur opponent attacking the effect is applied. This means from deck building standpoint players “can build to be attacked” and means that there are cards that no matter what will have an impact on the game.
The second thing is adding a new system for how damage is checked on the deck. The new system is:
- A unit is attacking a player
- the power is checked for how many cards will be ‘checked’
- the top card will be flipped of defending player
- if the power of the card flipped is the same or greater the attacking card is destroyed and the flipped card is sent to the discard pile instead.
- if the power of the flipped card is lower than the attacking card or is a spell then the card exiled and the attack checks continues till it fails or has no more checks left
This system works well for 3 things. It means that even if a high power unit is sent to the discard pile it could have destroyed an opponents unit. When u need to have a low power to be destroyed to be sent to the grave, u can attack ur opponent directly to have it destroyed. Finally ur “bigger units” have a better chance of being sent to the grave where they can be retrieved more easily.
I know this doesn’t “fix the issue” but I think it’s a step in the direction.
With that being said, if there is anything that this particular change in the system may need changing or the cards please let me know. Or if u have any ideas.
For my tcg your health is tracked by the amount of cards within your deck. And your mana is tracked by the amount of cards within your graveyard.
I am now designing the system for this. I need advice on any “red flags” that might come of the system I have made and if you know how to mitigate it.
decklife system:
Your health is equal to the amount of cards within your deck, when you take damage from an opponents unit or spell, u exile the amount of damage from the top of the deck face up (skipping the grave). I have made it skip the grave to not punish the player for attacking too much by giving the opponent more mana to work with.
When you have 0 cards in deck, you only lose when you attempt to draw. When a card is exiled it is not a check for if you lose.
Grave Mana system:
For your first turn u will mill one card from the top of ur deck to allow for plays. To play a 1 cost unit, u have to exile 1 card from your grave and for a 2, cost two card, etc.
I’m hoping with a simple system like this I can more easily balance the game. But if there is anything that straight away seems to be an issue please let me know.
As the title says, yugioh, mtg and riftbound for example, all have varying degrees of importance on the lore for the game. I was wondering for my own tcg the level of importance it has to the game and how much others value it as a core part.
how detailed is the lore within the cards?
and
how do you convey your lore through the cards?
I have never made a TCG before and I have never made art before so I am learning to do everything as I go along. I have played lots of tcgs so I think that I have a good idea on how they work.
Quadora is played mainly in a 1v1 competitive format. As for the game loops: The mana system is tied to the health system. As to playing cards, you must exile the cost from your grave, and when you attack your opponent they exile cards from the top of there deck as the damage. The way you win is decking out the opponent.
Personally for me I don’t like dealing with all of the extra riffraff that comes with deck building (extra deck, points trackers, battlefields, etc) so I am trying to design the game where all you need is main deck and maybe a champion card. Life is kept track by how many cards are still in your deck, and mana is kept track by how many cards are in your graveyard. This keeps a streamline system with lots of breathing room for development.
I feel excited to start this journey and show my progress here. This is my first attempt at this so any help is greatly appreciated.
If there are videos people recommend or specific Redditor’s to go through there pages to help me get an idea that would be greatly appreciated too.
Hey everyone!! I’m beginning my journey into making my own TCG. I am new to all of it. This is my first attempt at making a card from scratch. I’m planning to redo everything and make it look good.
The game is based around the idea that your health, mana and deck are all one recourse. I’ll be going into more detail about the game and the creative process in soon to come posts.
If that interests you feel free to follow on instagram or here on reddit!!