An offer for MTG Strategic Layer development.

Good day,
My name is Headrock, and I've been a long-time MTG fan since childhood. I've been playing MTG Forge for almost two years now, and have a great appreciation for its flexibility and its practical execution.
Over the past couple of months I have been spending a lot of time formulating an idea that I've had for a long time. It did not seem too likely to work with other versions of digital MTG that I had encountered in the past, but MTG Forge seems incredibly suited for it - given all the groundwork that's already been done on match play, interface, and the amazing moddability it as through external data (for cards, decks, matches, and obviously the quest system).
The idea I'm working on involves creating a strategy layer that is somewhat similar to MTG Shandalar, but operates more in line with turn-based strategy games. Instead of just walking around to find opponents to fight, cards to buy, and random encounters to loot cards from (which is basically what both Shandalar and the current MTG Forge Quest mode do), I've been thinking hard about how to make a game that models the MTG card gameplay as a functioning world. In essence, the player would have control of areas of the map, draw mana from said areas, acquire cards by capturing and upgrading territory, and then use all of these resources to field armies that would battle each other. The battles themselves would be handled as regular MTG Forge matches. The strategic layer basically provides the over-arching experience, similarly to how the Quest mode works today in MTG Forge, but far more involved and more interesting than that.
I am a game designer by trade, and have created several games in the past. My most successful games so far have been simple ones, Javascript browser games and a few simplified remakes of older games, though my primary experience comes from extensive work on the Jagged Alliance 2 v1.13 project (some of you might've heard of that). Unfortunately I am only an amateur programmer, and have little knowledge on how to properly code in Java. Unsurprisingly, Forge's Java code is utterly baffling to me. I've tried making sense of it, but have failed miserably so far. Though I'm very skilled with graphical design (sorry for the immodesty), I'm afraid I'm not a good enough coder to undertake this project myself. On the other hand, I've already put in a great deal of work designing the concept, gameplay, and some of the graphical elements, as well as some of the content that this strategic layer would presumably employ.
What I'm looking for is someone who finds the idea interesting, and has experience coding in Java as well as some familiarity with the MTG Forge code, to build a "groundwork" that can tie gameplay and interface algorithms into the Forge code. Once this is done, I might be able to code the gameplay in myself, or collaborate with said person to continue creating the strategic layer.
I will welcome any feedback on this issue. Even if you think that this is not a good idea at all, please let me know.
Thanks in advance.
My name is Headrock, and I've been a long-time MTG fan since childhood. I've been playing MTG Forge for almost two years now, and have a great appreciation for its flexibility and its practical execution.
Over the past couple of months I have been spending a lot of time formulating an idea that I've had for a long time. It did not seem too likely to work with other versions of digital MTG that I had encountered in the past, but MTG Forge seems incredibly suited for it - given all the groundwork that's already been done on match play, interface, and the amazing moddability it as through external data (for cards, decks, matches, and obviously the quest system).
The idea I'm working on involves creating a strategy layer that is somewhat similar to MTG Shandalar, but operates more in line with turn-based strategy games. Instead of just walking around to find opponents to fight, cards to buy, and random encounters to loot cards from (which is basically what both Shandalar and the current MTG Forge Quest mode do), I've been thinking hard about how to make a game that models the MTG card gameplay as a functioning world. In essence, the player would have control of areas of the map, draw mana from said areas, acquire cards by capturing and upgrading territory, and then use all of these resources to field armies that would battle each other. The battles themselves would be handled as regular MTG Forge matches. The strategic layer basically provides the over-arching experience, similarly to how the Quest mode works today in MTG Forge, but far more involved and more interesting than that.
I am a game designer by trade, and have created several games in the past. My most successful games so far have been simple ones, Javascript browser games and a few simplified remakes of older games, though my primary experience comes from extensive work on the Jagged Alliance 2 v1.13 project (some of you might've heard of that). Unfortunately I am only an amateur programmer, and have little knowledge on how to properly code in Java. Unsurprisingly, Forge's Java code is utterly baffling to me. I've tried making sense of it, but have failed miserably so far. Though I'm very skilled with graphical design (sorry for the immodesty), I'm afraid I'm not a good enough coder to undertake this project myself. On the other hand, I've already put in a great deal of work designing the concept, gameplay, and some of the graphical elements, as well as some of the content that this strategic layer would presumably employ.
What I'm looking for is someone who finds the idea interesting, and has experience coding in Java as well as some familiarity with the MTG Forge code, to build a "groundwork" that can tie gameplay and interface algorithms into the Forge code. Once this is done, I might be able to code the gameplay in myself, or collaborate with said person to continue creating the strategic layer.
I will welcome any feedback on this issue. Even if you think that this is not a good idea at all, please let me know.
Thanks in advance.