Diamond City Crux
Creating Perfect Draw! Decks and Cards for Diamond City
There are specific attributes and types of cards which exist in Crux, the in-game card game. You should keep these concepts in mind when designing your cards. You may interact with these concepts in card creation as well, indicating effects which work only on certain types of cards, or create tokens of a certain type, etc...Crux Suits
Most cards in Crux belong to one of four "suits". Which suit a card belongs to is mostly dependent on vibes. Their domains have a fair bit of overlap, allowing for more nuanced applications. Having a card belong to a particular suit doesn't necessarily mean it has to be played among other cards of that suit. You can have any combination of colors in your deck, but many consider having a higher number of colors to be more challenging in the deck-building stage, since cards that belong to the same suit have a built-in synergy to build around.Corruption (Black)
Corruption decks tend to focus on sabotaging opponents' plays and game actions, and is represented by a skull. Corruption strategies always involve keeping the opponent off-balance while exploiting misplays and creating openings in the opponent's defenses.Likely Keywords
- Inconspicuous
- Fumble
- Sniper
- Teamwork
- Pressure
- Blocker
- Trauma - When a warrior with trauma attacks, it's owner cannot play a card from hand on the following turn.
- Exploit - An exploit ability can be activated at any time by "exploiting" a number of your own warriors as the effect requires. An exploited warrior must not have attacked yet this turn, and cannot attack the turn it is exploited.
- Detonate - When a warrior or item with detonate is destroyed in combat, the card that destroyed it is also destroyed.
Command (White)
Command seeks to build and overrun, and is represented by crossed swords. Command strategies tend to oscillate between aggressive attacks and building up their own defenses. They tend to combine many smaller, weaker warriors en masse to blindside their opponents. Command also has a penchant for effects which lock down enemy actions to prevent them from outpacing them.Likely Keywords
- Teamwork
- Piercer
- Blocker
- Underwhelm
- Fumble
- Followup
- Initiative - If you start the game with this warrior or item in hand, you may begin the game with it on the field.
- Graft - Before you attack, you may sacrifice an item. If you do, calculate the warrior's new strength as if it was fused with that item. The warrior's strength is reverted at end of turn.
- Wall - An item with this keyword must be destroyed before your opponent can attack you directly.
Control (Blue)
Control decks do exactly what it says on the tin: they seek to control the pace of the game. Control is represented by a single drop of water. A control player watches and waits, focusing on setting up powerful combos or plays and countering plays that threaten them.Likely Keywords
- Pressure
- Fumble
- Followup
- Teamwork
- Overwhelm
- Overwork
- Exhaust - After playing a card with Exhaust, it is removed from the deck until end of turn.
- Cycle - Discard this card to draw a card. If you must shuffle your graveyard into your deck in order to draw, you do not lose 1 life.
- Cantrip - Immediately play a staple/simple card move after playing this card.
Creation (Green)
Growth strategies focus on big warriors and cultivating advantage. They tend to focus on strengthening a small number of warriors, gaining life, and protecting themselves until they are ready to strike. Growth is represented by a heart or leaf.Likely Keywords
- Strengthen
- Overwhelm
- Overwork
- Sniper
- Followup
- Inconspicuous
- Scales - A card with scales enters the field with a number of Scale counters equal to its Scale number. Each time it would be destroyed, if it has a scale counter, instead remove 1 scale counter.
- Drain - When a card with drain deals damage to a player or destroys a card in combat, its controller gains one life.
- Poisonous - When a card with poisonous is destroyed in combat, the attacking warrior's controller takes 1 damage.
Construct (Colorless)
Some cards do not possess a suit. These cards can fit into any strategy, or bring a splash of one strategy into another. They fill fairly standard roles of bridging the gaps between synergies and providing niche options to create particular effects. They are most often items but not always.Likely Keywords
- Strengthen
- Weaken
- Overwork
- Fumble
- Followup
- Teamwork
- Gear - An item wth gear specifies a particular warrior and provides benefits only to that warrior. If the Geared warrior dies, the Gear is shuffled into the library.
- Gossamer - An item or warrior with Gossamer is destroyed if it becomes the target of another card's effect.
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