iggyland

Duel of the Arcana for people who understand MtG, from first principles

part 2 of my posts on Duel of the Arcana. part 1 is here

Broadly, DotA is designed for people whose favorite aspect of MtG is the stack. In DotA, the stack is the only zone that both players put cards in. It is always visible, and big, in the UI even while empty.

from Noah, my friend who designed it:

noah: "the goal is for the game to be way, way, way more strategically complex than magic with maybe like 2% of the comprehensive rules length. like 3x as hard, 3% of the total rules"

Based on the above information, we will now derive the rules of the game from first principles.


Alright so what do you need to have a good MtG-esque stackful experience? Well you need a deck, hand, discard, for sure. You need mana that can be exhausted and refreshed (but you certainly don't need dedicated mana cards and resultant variance). And of course you need a stack. Great!

Oh, and you'd keep HP, hard to have a generic victory condition simpler than “make this number go down”.

You don't need turn phases -- while “drawing” and “untapping” are meaningful here, “it's my/your main phase” is kind of meaningless if everything is at instant speed. Also, nobody should be saying stuff like “just making a note that I want to do something at the beginning of your end step”, and the UI for such a concept is horrid.

You definitely don't need creatures, nor tokens1. Disgusting.

You probably want some activated abilities since those are cool. So we can have artifacts (relics)2. After all, having some forms of progress/game state outside the stack does serve to add variety to the stack-based experiences and can serve to create interesting stakes for the on-stack drama. So we can have Enchantment spells as well for persistent effects.3

Oh, and you definitely want Storm. Of course.

Speed

You also want to have some spells that are “slow” and others that are “fast”. In MtG there's sorceries vs instants (great names...), but we don't have turn phases, so we really just care about which spells can respond to which. Enter what is probably DotA's most interesting novel mechanic, speed:

the rules on speed: every spell and ability has a speed from 0 (Ritual — enchantments, the slowest sorceries) to 11 (Timeless — printed only on Time cards). The legality rule: a newly cast spell must have speed ≥ the speed of the current top of the stack.

When evaluating cards, I think speed is the component newer players will most overlook at first. I think knowing what outspeeds what is one of the biggest learning curves, but in practice it ends up being incredibly interesting and I really underrated this mechanic at first.

Burning Ritual — speed 0: channel the top card of your deck as a Fire sourceLava Spike — speed 2: deal 5 damage to target player. Echo — 2FFSet Your Heart Alight — speed 3: gain Burned 2, then channel the top N cards of your deck as Fire sourcesStatic Shock — speed 9, Tempo: gain priority, your next spell this chain gets +1 speed, deal 1 damage
(The ⚡9, ⚡0 numbers on the cards are speed)
hmm, I really want to cast Lava Spike, but it's slower than Set your Heart Alight, but faster than Burning Ritual... but Static Shock could let me cast it after Set your Heart Alight... yes... much to consider...

I thought it would just be “what beats what”, but it actually has a lot of implications for how you chain together your own spells (something you typically want to do, for the sake of maximizing action efficiency). You often wish spells were slower! (relative to other spells in your hand -- if you could make all of your spells faster that is in fact just better)

Deep Roots — speed 2: channel the top card of your deck as an Earth source
I want to be able to use this mana in the same chain, but if it resolves with nothing beneath it, the chain will end and I'll have to spend an action to start a new one... if only I had another spell slower than 2...

colors

well everyone loves the color system so you obviously have colors. In fact you will have much more than 5 colors since that would be much cooler -- if you think about it, there should really be 8.

making mana

everyone hates lands. but colored costs are great. if you just do things like Hearthstone or Legends of Runeterra, you don't have colored costs. thinking about which lands to tap in order to keep what cards open... is cool. picking which land to destroy based on what you don't want your opponent to be able to cast, is cool. what to do?

okay how about this: any card can be a land if you play it as a land, and in order to constrain color usage, you just have to decide up front what colored land it will be.

so you have all the gameplay of the end-state (having differently-colored lands in play) and none of the drama regarding what lands you're able to draw. You also get new very interesting gameplay around which cards you want to keep in your hand so you can cast them, which ends up mattering a lot!

This is just a much better design for the exact same thing! MtG would probably just be better if they did this! Wow!

(It also impacts deckbuilding, since you can have cards that are more situational but never dead, which ends up providing the same metagame counterplay stuff as sideboarding, without having sideboarding, which is IMO cooler.)

wait, no turn phases?

Right, so if there's no turn phases, when do you draw cards? when do you untap? when do you make mana?

the rules on priority and primary actions: Think (draw a card), Channel (put a card into your mana zone as a source), Rest (refresh sources + abilities, halve armor), Cast, Equip, Activate

Your turn can be any one of those things. Fascinating! You never had to consider before whether you'd rather draw or untap next, but now you do, and it ends up being a really interesting decision. I just think this is extremely elegant and somehow creates so much more gameplay and complexity than phased turns while also being much simpler and cleaner.

You have now derived DotA from first principles. Great work!

in sum

  1. Noah and I did have spirited debate, however, over what should happen when Staff of Miracles and Horrors copies an Enchantment. Per current rules, copied spells (such as those made by Storm) leave the game when they leave the stack. So when I copied his Radiant Prayers, instead of entering play, it just went poof and I was very upset (I'd built my deck around Dawn's Morning Light, so it would have been a good enchantment for me). I felt the game should support this application of my awesome staff (the most expensive thing in the game), but Noah pointed out that if it worked that way he'd have just not cast Radiant Prayers and dug for more cards instead, which I agreed would have been more boring for everyone. So we just made it say “copy target non-enchantment spell” for now.
  2. In DotA, relics are not spells. This puts them in an interesting spot: they have their own action for putting them into play, Equip. This means you can't respond to or counter Equipping a relic. It also means you can't chain them together like spells -- if you want to equip 3 relics it will cost you 3 actions. (Also, why the fuck would you call a pre-existing metal object a “spell”.)
  3. Enchantments by contrast can be chained (efficient!) but are all 0 speed, meaning your opponent can do whatever they want in response, without needing to spend an action -- counter it, cast their own enchantment, kill you... Risky!