First off, hello everyone, i posted twice in 2009, then kinda forgot about this place. Hope to be more of a regular now, at least not fall off the face of the planet again, this is an awesome resource.
I'm focusing on TCG/CCG/LCG style games here, but any sort of mechanic involving cards could do. Are there any mechanics you really don't like to see? Or perhaps something that is simply overdone in your opinion. Of course, make sure to say why, and it's ok both if it's something really common or something that rarely happens. This could be a useful discussion, not just for me.
So what i read here is;
1.Don't make a deck automatically better because the cards in it are more expensive (and better yet, use a distribution system that favors equal collections for all).
-I think this is great advice, though a hobbyist like me has little to worry about here, someone more professional (and who knows, perhaps me someday) would do well to heed this.
2.Don't indulge in effects that can wipe the playing field (both universally and just the enemy side), unless the game is very fast paced and easy to rebound in.
-I completely agree, it really can make a game feel far less strategic. In my book, a hard-fought loss is much more fun than a cheap victory. There are rare cases where this does make sense, but not in the abundance that it takes place in most TCGs.
3.No one likes 'dead hands', try to create a resource system that avoids such a situation whenever possible.
-Some of the more complex games can't avoid this all the time, but i think that almost all TCGs I've played could do better in this respect. And the only game I've played that utilized 'chimera' cards did it in a very simple manner, the Call Of Cthulhu TCG. Every turn you had the option of putting down one card from your hand into one of your 'domains (resource piles, usually 3 except for certain cases)', and now it was a resource of it's type, no longer whatever it was. This meant that you almost always had resources, and usually had a card that's playable. Of course, it also meant making sacrifices, but that's befitting in a game about cults summoning monster gods. For a new TCG, having a fluid resource system (and if none at all, then a system where you can always play something) could easily be a selling point.
And a more intigrated 'chimera' system where a card could be numerous things at once has room for innovation. A monster-type card that can be played as a powerful spell for less cost but is then discarded, or used up to produce __ energy, or that can assist a different monster like a tool, or whatever else you could dream up? There's definite possibility there.