# 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