Baseline Cards - TCG Theory
Games release a lot of boring, unimpressive cards - how many 2/2s for 2 do we really need? Turns out these cards accomplish a few different things, and even if games don't need them, there's still reasons they keep popping up, beyond just padding our booster sets. (I'm basically just using the second paragraph of the description as a stealth blog at this point.) I bought tickets to visit Tokyo! This is completely unrelated to the video, but it's something I've wanted to do for a long time, and I'm really excited to be able to check out Japanese card shops, and all the other wonderful weeb pilgrimage sites. If anyone has any suggestions, feel free to add them in the comments here as well!

▶︎
Deck Size in TCG Design

▶︎
Why TCGs Are Impossible to Balance

▶︎
TCG Theory - The 1-Cost Problem

▶︎
I Designed the Core of My TCG… and It Broke Everything (Spellpatch #4)

▶︎
Hey, Has Anyone Checked on Chaotic TCG? I Am Tired of Hearthstone

▶︎
Theory 301 - Randomness in TCGs

▶︎
The Most HATED TCG Mechanic Designs | TCG R&D

▶︎
Duel Masters and Magic - A Comparison of Differences in their Rules Systems

▶︎
Speaking of Pokémon TCG: Jamboree, the Cancelled 14th Pokémon TCG Set

▶︎
The Evolution of TCG Resource Systems

▶︎
TCG Design Theory - Is 0-cost card draw broken?

▶︎
AVOID Over Designing Your Homemade TCG | TCG R&D

▶︎
TCG Design: Combat - Part 2 - The Big 3 TCGs

▶︎
Which Card Game has the Best Mana System?

▶︎
We Need to Talk About Magic Design

▶︎
UNMIXABLE ATTRIBUTES!! The Seven Deadly Sins of TCG Designs Part 3

▶︎
TCG Design Talk 101 - What I've Learned Working On Homemade Card Games

▶︎
41 of the Most Hated Magic Cards

▶︎
