i feel like the evolution of the pokemon should have a mana cost of some sort, or something. because whats the point of having that out if you can just instantly evolve it? and this is pretty cool. i like it. i also feel that the pokedex is a bit too high of a mana cost. the stadium should be one of many different fighting grounds that change the effect of the fight. ex: grassy areas would give +1/+1 to grass/bug pokemon. also maybe give that enchantment a type, like if someone else played an enchantment called cave or something.. it should destroy the grassy area and implement the cave stats. Kind of, in a way, how legendary creatures used to get destroyed if someone else played the same one. just so its as if you are changing the location of the fight and now the other person gets the benefit. just some of my ideas that im rambling on about at 1 am...
I agree, actually. It's part of the reason I've not posted new cards. I'm trying to come up with a new evolution system that is based off of fighting. Problem is, you don't guarantee damage to enemies or players when you attack. It's the opponent who chooses that. As such, I'm having some trouble figuring out how I want to put in experience. Once I figure that out, the player will have to fight with the monster, which gives it experience, and when that experience is at a certain point, they can choose to evolve it.
As for the stadium and the pokedex. The dex is built based on the statements of others. I increased its mana cost because people said it was too low before (it was at 2, people recommended 5). The stadium, however, is just a Pokemon Stadium. It was built as a test card, one I'm planning to manipulate further later. As it is, both non-Pokemon cards in here are built as tests to figure out the basics of how to design certain types of cards. I'm trying to convert my knowledge of Yu-Gi-Oh into Magic, because I built a bunch of Yu-Gi-Oh Pokemon cards before. I'd like to keep the Magic versions similar to their Yu-Gi-Oh counterparts if possible, but having to limit myself to only 6 levels of damage is causing me a bit of confusion. For example: In Yu-Gi-Oh, I could set a low level monster to 900, 1000, 1100, even 600. This gave me a good balance between low power Pokemon (like Squirtle) and high power Pokemon (like Charmander). Problem is, all of these are now simply "1/1" cards, and that's causing me frustration. Squirtle and Charmander should not be evenly matched, because their powers levels in the game are so vastly different, but I can't put Charmander a 2/1 and Squirtle at 1/1 because I have some higher level Pokemon at 2/1. Like Moltres is at...was it 5/4? I can't build Charizard to be a 5/5 monster if it's weaker then Moltres in the game, but I can't build it as a 4/5 card if it's stronger then Blastoise (which would likely be a 4). So, I'm having a lot of trouble with balance in that regard.
If someone knew a way to fix that, that'd be great, by the way.
As well, without Synchro Summons, I'm a little unsure how to do stone evolution cards. I'm still experimenting with that as well right now. All-in-all, none of the cards you see are "finished products" of any sort, because a lot of them will likely be redone to be rebalanced. The problem is, before I can do that, I have to figure out the balance to begin with, and that's not easy being limited to 6/6 (as anything higher is considered OP)