july 6, 2026
my friend designed a really good card game and i was able to implement it in 24h (part 1)

My friend designed a really good card game, as of writing you can find it here: https://arcana.cool
The repo is here: github.com/levityproducer/duel-arcana-client
(Part 1 is about my thoughts on the game. Part 2 will be my thoughts on implementing the game, which was extremely fun)
From the Rules:
Duel of the Arcana is a two-player card game simulating a duel between mages. There are no turns. Instead, the two of you trade single actions back and forth — drawing breath, gathering power, and hurling spells onto a shared stack where speed decides who gets the last word.
The most central inspiration is old-school Magic: The Gathering. I think it delivers extremely well on a very refined old-school MTG experience, while also introducing some great new core ideas (the speed system).

I won't really get into the rules in this blog post, but here are some things I like:
- I really like the mana system -- any card can be “channeled” as a source. It's basically just like an MTG basic land: you tap it it can only produce mana of one color (but you get to pick the color when channeling). You untap it during an untap step (rest).
- This is very cool! It has many cool qualities. It reduces lame variance from draws hugely: You can't get too many / too few / wrong color lands. But color restrictions still end up mattering a lot. a card that costs 1M really is a lot easier to cast than one that costs MM.
- This also means you can have cards in your deck that are a lot more situational, because at worst it's a source. I think this is really cool and more interesting than a sideboard system.
- Despite decks being more consistent in terms of mana production, you can only have 3 copies of a card in a 50 card deck. So in terms of your actual options it can be a bit more varied than MTG. In practice this just feels so much better and more interesting of a form of draw variance.
- Also on variance: it uses the Hearthstone style mulligan where you redraw N cards of your choosing, once. Which I consider a lot better.
- Sort of like Legends of Runeterra, there's a lot more than just 5 colors. And you get to pick 2 for a deck. Again I think this is awesome. Each color feels like it has a quite interesting identity and I end up thinking a lot about different combos. Very cool!
- Noah was able to do a pretty darn good job generating art for the game, it's pretty cohesive. I know he has stuff he wants to change and I would too, but it's very serviceable and doesn't feel WIP at all. Good job AI.
- The primary action system that decouples playing things, drawing, and untapping, is super interesting and fresh. Haven't seen any other game do that.
So far the level of polish and balance is really amazing for a game that Noah has barely had time to playtest, that has 200(!) cards. I am very impressed. It's really such a cool gift when somebody designs a great game.
OK I am realizing as I write this that I don't have much to say except the game is good. I wish I could do a better job illustrating what cool moments exist in the game. I guess I should do a case study on some decks I built.
My first deck, “fuck you”
When I look at a new card game, the first thing I do is try to scan for any cards that seem broken.
There are a few things that tend to be very strong in any MTG-ish game; stronger than they would seem at first glance, so strong that they tend to cause balance issues. These are:
- Fast mana
- Drawing 3+ cards really cheaply (remember, a card that draws 3 cards is twice as good as a card that draws 2, since it's +2 net cards vs +1)
- Cards that don't cost anything to cast
- Mana destruction (can be devastating early into the game)
- Extra turns
Cards are organized in the deckbuilder by color and cost. So the 0-1 cost Fire cards are the first I read:

Out of these I noticed:



Hm, that's a lot of fast mana! You could combine Every Soul Aflame with Set Your Heart Alight and get crazy amounts of mana! And Set Your Heart Alight combos with itself!
I did a bit of testing and yes, rapidly getting to a state where you're in a chain (and can therefore cast without spending further actions) with 4-6 mana up is pretty feasible. In MTG having 4-6 mana on turn 2 is extremely good and could usually parlay into a victory. So what kind of stuff can I do with this mana?
One thing that stood out to me is Wildfire

-- since we can sacrifice mana sources that were temporary anyway, this is asymmetrically good for us and quite bad for the opponent. So that seemed good, but it's just 1 card.
Another issue is that if I'm spending cards on fast mana, then I don't have as many cards left over to play. And even if I do, if they don't win the game, I'm just sitting empty handed, which is almost always terrible in these kinds of games (your options are super constrained, and at the mercy of whatever happens to be at the top of your deck).
So how about card draw? Fire has several effects that draw cards, but are only good if you have few cards in hand. So that's interesting.

In particular, this one could have the dual purpose of keeping the party going + hurting my opponent.
For the most part, though, Fire does direct damage. So the most obvious application of this fast mana is to just make a deck that's really good at dumping its hand without needing to take the time to channel anything. The lethality of this compared to a slower strategy which channels things is a bit hard to calculate without running simulations (more on that later).

Alright well what else is really good to do proactively, particularly in the first few turns? There's land destruction and there's discard.

Ok, this shadow color does some discarding! What else is going on here?
(At this point I should mention each color has one Hero. Your deck is 2 colors and your Hero has to be one of those colors. Here's the Fire one:)

Ok and what about the Shadow hero:

Wow, more fast mana built right into the Shadow hero! And the passive reconciles the discard plan with our burn plan. Interesting!
Oh wow, that's basically Ancestral Recall!




And that's basically Dark Ritual! And it works with Wildfire!
“Neat”, I am thinking. This Shadow stuff seems strong! So then I made a stupid deck with these cards in it and named it “fuck you” since I am trying to make an aggressive deck that isn't fun to play against.
I also asked Claude to make an aggressive deck and here is what she came up with. She even did a bunch of simulations and showed hers was generally faster than mine, though mine would occasionally win in only 3 actions (wow!). At this point I take some time to add support for human-vs-MCP. It works pretty good, yay! I wasn't able to find logs of the first game we played, so here's the second (the first was cuter unfortunately, she ended every message with 🔥)

I expected to win but it turns out when playing against another Fire deck you don't want to constantly be dealing damage to yourself, so I was kind of obliterated.


Oops. So regardless of how good the deck might be in general, it seems really bad against a classic Burn deck. I want a deck that is good against everything, though, so it's time to build another.
See you next post!
P.S.
bonus sequence against my friend Bird, who is playing Claude's burn deck.



