u/SpiritmonTcg

▲ 5 r/RWBY

CARL JUNG REFERENCE??

Reading "Man and his symbols" By carl young and in page 214 it has a passage of " ...when god created adam , he first gathered red , black , white and yellow dust from the four corners of the world "... yall think is an intetiona reference or just coincidence??

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u/SpiritmonTcg — 1 day ago

Choose Your Preferred Removal Sea Dragon

  • Adult Dramius — More expensive, no drawbacks, consistent type-based removal.
  • Red Dramius — Cheaper to summon, removal for a price.
  • Leviathunder — Can end a game on its own, destroys everything (even your own creatures).

Pair these up with Sea Storm and you're good to win the endgame.

u/SpiritmonTcg — 2 days ago

Choose Your Preferred Removal Strategy

  • Adult Dramius — More expensive, no drawbacks, consistent type-based removal.
  • Red Dramius — Cheaper to summon, removal for a price.
  • Leviathunder — Can end a game on its own, destroys everything (even your own creatures).

Pair these up with Sea Storm and you're good to win the endgame.

u/SpiritmonTcg — 3 days ago

One of my favorite parts of designing LockHeart is making the lore and the mechanics say the same thing

One of the design principles I keep coming back to is this: the best cards are the ones where the mechanic is the lore. Here are a few examples from what I've built so far.

Slimes → King Slime. Slimes are weak on their own, easy to ignore. But in LockHeart's lore they don't just wander — they gather,, and eventually they crown a King. King Slime's effect lets you sacrifice slimes on the field to discount its summoning cost. They're doing exactly what the lore says they do.

Lanterns. Lanterns are essentially sentient energy — glowing, drifting, alive in the loosest sense of the word. Their effect reflects that: they can convert themselves into even more energy, burning brighter for a moment. But energy doesn't last forever. Eventually, they dissipate.

Fruit Fish & Dogshark. Their effects tell a story together. One hunts, one flees — a predator and prey dynamic baked directly into how they interact on the board. You don't need to read any flavor text to feel the relationship. You just play them against each other.

In future updates I'm planning to add lore directly onto the cards themselves, but for now I love that the gameplay already tells the story on its own.

Do you think mechanic-lore cohesion is something TCGs should aim for, or do you prefer when story and gameplay stay separate? Would love to hear your thoughts!

u/SpiritmonTcg — 5 days ago

The combat system in my TCG rewards strategy over raw power — here's how it works

To win you reduce your oponents LP from 3000 to 0 You do this trought combat , here are the basics.

During your Battle Phase you declare an attacker — any active (upright) creature on your side. You can attack your opponent directly, or target one of their resting creatures. If you attack your opponent directly, they can choose to declare a defender . If no defender is declared, your creature's Power stat gets subtracted straight from their LP. If you target a resting creature instead, combat resolves immediately.

When creatures clash. When creature FIGHT, the outcome depends on the relationship between the two types — and this is where the RPS system kicks in:

  • If both creatures are the same type, or one is White, they're Neutral — you compare Power straight up. Higher Power wins and the difference is dealt as damage. Same Power is a draw and both are destroyed.
  • If one type has Advantage over the other — Blue beats Red, Red beats Yellow, Yellow beats Blue — the creature with Advantage uses its Power stat, while the creature at Disadvantage uses its Weakness stat instead. So even a small creature can beat a powerful one if the matchup is right.

After the fight. Win or lose, attacking and defending creatures are tilted sideways — they're now Resting and can't attack or defend until your Reset Phase. Resting creatures can still be manually targeted for attacks though, so leaving them exposed carries risk.

Between declaring attackers and defenders, both players get windows to activate cards — first the attacker, then the opponent. Betwenn the fights , you might even use a Battel Skill to seal the deal

Curious what you think of affinity-based combat systems. Do you prefer hard counters like this or something more gradual? Drop a comment

u/SpiritmonTcg — 7 days ago

The resource system in my TCG makes every card a tough choice

Every card is a potential resource. Instead of a separate land or energy deck, you place cards from your hand into your Mana Zone to pay for costs. You can hold up to 10 cards there, and they tap when used and reset each turn. Simple enough — but here's where it gets interesting.

Spells are cast from the Mana Zone, not from your hand. Some cards have a Spell effect that can only be activated while the card is already sitting in your Mana Zone — meaning the card has to be set first before you can use it. Since spells are lost after use , every time you place you use a spell you're committing.

Then there's Extra Mana. Unlike regular mana which resets every turn, Extra Mana can only be gained through specific card effects — and once you spend it, it's gone for good. It doesn't count toward your 10-card Mana Zone limit and sits in its own zone. It can be a lifesaver in a pinch or fuel for a big play, but you only jold a max of 3 at a time

The result is a system where you're constantly weighing short-term and long-term decisions with the same cards.

Still playtesting — would love to hear your thoughts on resource systems like this. What works for you, what doesn't? Drop a comment, I read everything!

u/SpiritmonTcg — 8 days ago

I've been quietly building a TCG — and I think it's finally ready to show

Hey everyone, I'm a first-time game designer and for the past month while I've been working on a TCG called LockHeart.

The core idea is simple: every match is influenced by a rock-paper-scissors type system. Blue beats Red, Red beats Yellow, Yellow beats Blue. When your type has the advantage, your strong stat counts — when you're at a disadvantage, only your weak stat does. It means a small creature can genuinely beat a powerful one if you read the matchup right.

On top of that, there's no separate resource system. Every card in your hand can double as mana, so you're constantly making tradeoffs between playing something and fueling something bigger. if your felling risky , maybe even go further

I have a working prototype and I've been playtesting solo , but I'd really love outside eyes on it. Does the RPS concept appeal to you? Is there anything you'd want to know more about?

Happy to answer any questions — still very much in the building phase and genuinely open to where this goes.

MORE INFO VERY SOON

u/SpiritmonTcg — 9 days ago