Hearthstone
Players get an additional mana per turn.
Max 10 mana.
Consequences: Reliable X mana on Turn X. Quick. All cards can be cast with same mana.
Magic:
Max 1 land per turn.
Lands are cards in deck.
Consequences: Mana screw / flood. Cool land cards.
WOW TCG: (haven't actually played this one)
All cards can be played face down as 'lands'.
Consequences: Well, I tried it once with one of my prototypes and it was a big source of additional analysis paralysis. Not the most 'new player friendly'.
Faeria:
Fixed income (3 mana) per turn. Additional mana can be gathered from on-board wells.
Consequences: You don't have to 'tap out' every turn, as mana is retained. Board control links elegantly to economy.
Epic:
All cards cost 1 or 0. Players get 1 mana per turn.
Consequences: Not sure yet. Going to pick it up this weekend.
Players get an additional mana per turn.
Max 10 mana.
Consequences: Reliable X mana on Turn X. Quick. All cards can be cast with same mana.
Magic:
Max 1 land per turn.
Lands are cards in deck.
Consequences: Mana screw / flood. Cool land cards.
WOW TCG: (haven't actually played this one)
All cards can be played face down as 'lands'.
Consequences: Well, I tried it once with one of my prototypes and it was a big source of additional analysis paralysis. Not the most 'new player friendly'.
Faeria:
Fixed income (3 mana) per turn. Additional mana can be gathered from on-board wells.
Consequences: You don't have to 'tap out' every turn, as mana is retained. Board control links elegantly to economy.
Epic:
All cards cost 1 or 0. Players get 1 mana per turn.
Consequences: Not sure yet. Going to pick it up this weekend.