TCG Design: Combat - Part 2 - The Big 3 TCGs
Magic's combat system may have a problem with stalls, but how do other TCGs get around this problem, and what other problems can these games face? A continuing discussion about how the base rules of a game influences its individual card design and overall game pace. Starting to get a bit nervous looking at my resolutions - I've been averaging a video every three weeks, rather than the target of roughly one every two weeks. On the plus side, I've got a ton of scripts already set out for the future, and I've been playing plenty of other games to get even more perspective on game design in general (also, TFT is addictive, send help).

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Magic the Gathering's Secret Advantage - Multiplayer

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The Evolution of TCG Resource Systems

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The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure

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TOO MUCH JUNK!! (Seven Deadly TCG Sins #6)

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Finally, a TCG That Gives a S**t

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THIS Can Help STRUCTURE Your CCG! | Card Game Design

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What is POWER CREEP? (And How to AVOID IT!) | Game Design

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Why Hasn't the TCG Bubble Burst?

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How Every TCG Evolved Into Riftbound - Magic, Yugioh, Pokemon, Hearthstone, And More!

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Which Card Game has the Best Mana System?

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The Dos and Don'ts of Leader Design in TCGs

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

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

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TCG Theory - The 1-Cost Problem

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TCG Design Log 4 - Final - Destruction, and Rebirth

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The Most HATED TCG Mechanic Designs | TCG R&D

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4 Major Card Games Do's and Don't

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Duel Masters and Magic Part 2 - Continued Comparison

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41 of the Most Hated Magic Cards

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