# TGC Rework
* **1: Major Rule Changes**
* Item cards renamed Equipment cards
* Department cards are one-per-player rather than one-per-field
* When building your deck you choose 3 subtypes of cards; all your cards must have at least one of these subtypes. (If a card has 2 or more subtypes then you only need one of them to include that card on your deck)
* Only for constructed play; draft play can ignore this rule.
* Event Card can only be played on your turn at Sorcery speed / Spell Speed 1.
* Instant Card is a new type of card that replaces the old Event Card, being usable on both players turn.
* **2: Keyword Changes**
* Asimov: Does 0 damage in combat to other creature cards.
* Deadeye: Does an effect when hits the opponent's lifeshards. (Deadeye: Draw 1 card. For example)
* Graytide: This creature gains +1/+1 for the number of other creatures on your side of the field with Graytide.
* Squad Tactics: Does an effect when a card is added to your hand. (Squad Tactics: Deal 1 damage to the enemy's lifeshards)
* Fury: This creature is not tapped if it kills a creature during combat.
* **3: Subtype Changes**
* Subtypes are now mighty important as you're limited to 3 on your deck. Subtypes are meant to have a lot of synergy within itself, similar to Yu-Gi-Oh's archetypes.
* Changeling is now a very important keyword as it acts as a bridge between your subtypes
* "Human" is no longer a subtype.
* The departmental subtypes - Security, Service, etc - are now a placeholder for until we have more well-defined subtypes and will eventually be phased out for more specialized subtypes (Atmosian, Psychology, Plant, etc)
* 4: **Full Card Pool Rework**
* Keep the cards' flavor text, image and name. Change everything of theirs mechanically.
* Obviously remake the Subtypes - remove the Human subtype and spread other subtypes around.
* Make a mana curve, make low stat guys more interesting and high stat guys more powerful.
* 5: **Misc changes**
* Rename Mana to Plasma. C'mon guys!
* 6: **No vanilla monsters.**
* Exceptions can be granted but as a blanket rule every creature should have an effect or unique characteristic. Stat sticks aren't very interesting.
## Mana Curve
BST: Sum of power and resolve
**1 cost:** 2/2 OR 0/3 with meh effect | 1/2 OR 2/1 with good effects | 1/1 OR 0/1 with great effects.
**2 cost:** 5 BST with meh effects | 4 BST with good effects | 3 BST with great effects
**3 cost:** 6 BST with meh effects | 5 BST with good effects | 4 BST with great effects
4 cost or above numbers and effects get too complicated to chart, but also the bigger the numbers get then the less this matters
Important effect benchmarks on event cards:
No questions creature removal: 5 Cost
No questions creature bounce: 4 Cost
No questions equipment or department removal: 4 Cost
No questions untap a creature: 3 cost
No questions tap a creature: 3 cost
### Card Subtypes
Silicon
Wizardry
Bar
Alien
ERT
Maintenance
Clown
Abomination
Atmosian
Plants
Cybersun
Animal
Service
Engineering
Command
Cargo
Medical
Syndicate
Security
Science