MTG Strategy Layer Proposal - Intro and Chapter 1
 Posted: 01 Mar 2014, 02:11
Posted: 01 Mar 2014, 02:11Since the replies to my original post have petered out much sooner than I expected, I figured that to get the discussion going I should probably share at least some of what I have so far in terms of the design I had in mind.
The following is pretty much the summary of my MTG Strategy Layer idea, presented here with illustrations and a large amount of peripheral information. I will not go into too deep details (particularly stuff related to user-moddable content) or any of the complex algorithms, but will share enough to hopefully convince people that the idea is both good and viable.
DISCLAIMER: The images below are photoshop mock-ups only. There is no code as of this moment, nor will I start working on the code without guarantee that it could be plugged into MTG Forge (and the actual means to do so). Also, please forgive the low quality of the artwork, I had to do much of this by hand and did not put a lot of effort into making it look perfect - it simply represents the idea rather than how it would actually look.
DISCLAIMER #2: This is not, by far, any sort of finalized version of the rules or features of the proposed Strategy Layer. It is simply an idea that has received a lot of thought from me. It is also not a complete layout of everything I have considered - just what I think is important to mention. Don't be surprised if I already have answers to some of the problems you may spot here. Nonetheless, DEBATE IS ENCOURAGED. REPLY, REPLY, REPLY.
DISCLAIMER #3: I'm publishing this here in public because, quite frankly, if you steal this idea and run with it and actually make it happen, you've just saved me a lot of work. Of course, to paraphrase the old saying, "If you want something done, there's a good chance you'll have to do it yourself", as I have on many other past projects of mine. Still, if you can help, please do.
DISCLAIMER #4: Expect this post and the other parts of the article to be edited over time. I don't expect people to re-read and look for edits, but don't be surprised if something suddenly changes. This is NOT a finalized product.
Table of Contents
(These will be links as soon as I'm done posting all the chapters. Thank you for your patience.)
1. Concept and Basic Gameplay (this post)
2. Advanced Concepts
3. Invoking MTG Card Battles
4. Worlds
5. Challenges for this project
Concept
(Skip this if you want to get to the meat)
As I mentioned earlier, I played MTG Shandalar many years ago when it first came out, and a few years back I also acquired the updated Shandalar from the Manalink 3.0 project. I was very disappointed that, while the Manalink and match software was highly improved with thousands of new cards, the Shandalar portion was basically untouched in terms of content. I had considered perhaps looking into improving Shandalar so that could function with more cards and content, but then realized that a better idea would simply be to make a better campaign mode altogether.
Furthermore, while Shandalar is an enjoyable game that serves as a nice over-arching experience for MTG match play, has little to do with MTG in itself. It relies a lot on very simplistic mechanisms, like running around and dodging enemies, acquiring cards straight out of enemy packs (via ante), and basically acquiring more and more money and cards until you are strong enough to defeat all of the opponents. MTG match play, on the other hand, is a game of great forethought (both in constructing your deck and during play), and tactical prowess (reacting to the surprises that occur during a match, and to new enemy decks). I figured these should be reflected in the strategic play as much as in matches, and so the idea outlined below reflects that philosophy.
The Strategic play is designed to encapsulate many of the ideas and concepts appearing in an MTG card match, but taken into the realm of a turn-based strategy game. This was already done in Master of Magic (if you haven't played it yet - LOOK IT UP! Awesome game!), but was taken very far from MTG's concepts and is much closer to Civilization (whose engine was used in MoM). I am not attempting to make a MoM remake or clone, but a completely different experience that is directly related to MTG rather than resembling it or drawing inspiration from it.
Therefore, Strategic MTG will involve acquiring territory (lands), which in turn provide Mana, which is primarily used to enhance your capabilities (and your available decks), and slowly build up towards defeating your opponents. In this manner, it is closer to Shandalar in some ways, but the emphasis on land control makes it quite different from both Shandalar and MoM.
In a nutshell, it works as follows: The player starts with a set territory on the playing map. This territory provides some cards for a starting army, and slowly fills the player's mana reserves. Armies are sent out to conquer adjacent regions, thus expanding one's territory. Each region captured provides a number of extra assets and/or cards, and further increases mana accumulation. Capturing new regions is done by battling local forces in an MTG card match, using the cards allotted to the combating armies. The amount of Mana taken in by the player's lands determines the potential size and strength of the armies he/she can field, so more lands enables more (and stronger) armies to be formed. Of course, with more lands, more armies and assets are needed to prevent enemy wizards and even neutral roaming armies from retaking said land. Surplus mana can be used to fortify or improve one's occupied lands, and to cast certain spells that influence strategic gameplay. Mana can also be used to research new spells (adding them to your main card repertoire). Random encounters and other assets will provide alternative ways of acquiring more cards. The end goal is the same as in Shandalar, basically: defeat all of the opposing wizards, who are simultaneously trying to beat each other and the player.
With that huge block of text, I've basically described the entire idea in a nutshell. The following sections will give a small taste of what the game would probably look like in broad strokes, and how the above will be implemented.
Basic Gameplay Example
Instead of just describing the mechanisms in dry text, I've decided to make a simplified example of how the game will actually operate, accompanied by illustrations (photoshop, these are not real). We'll get to see a small bit of how the game would work from the first turn, and you can extrapolate on your own. Furthermore, the last chapter will outline advanced concepts that have been planned but not shown here.
The world we are about to play in is based on some 2ED content that I made as proof-of-concept. 2ED was chosen for reasons of simplicity - but there is really no reason this game couldn't work with ANY of the MTG sets, and in fact will strive to contain everything that MTG has to offer.
In this example, we will follow the very beginning of a game of MTG Strategy, just enough to get the general idea across.
Pre-Game Config
To start a campaign game, the player first will be asked to select a starting color (similar to Shandalar), as well as a world to play in (similar to Forge's quest mode), the size of that world, and the number of opponents. Additional settings may be added as needed, such as difficulty and so forth, but that is not important at this time.
The choice of color is very important, not only because it determines the kinds of lands and cards that the player will have in his/her repertoire at the start of the game, but will also have far-reaching implications throughout gameplay.
The choice of world will work similar to Forge's quest mode, in that it determines mainly what kind of enemies one will face during the game, and what cards will and will not be available to collect. Worlds will be defined
in external files, so that modders can add whatever they want. The implications of world choice are a little more complicated, and will be explained later on.
The size of the world, obviously determines the length and involvement of gameplay. Since MTG card matches can vary in length considerably, it is hard to estimate the length of a campaign based on size, but I figure the smallest world size will probably provide an hour or two of gameplay, while the largest world sizes should provide an almost-endless campaign, or at least one taking dozens of hours to complete.
The number of opponents is simply the number of AI players (or... human players?) present on the strategic map at the start of the game. They will endeavour to fight both each other and the human player.
With this set, the program will begin generating a new world for gameplay.
World Generation
The MTG Strategy campaign will be played on a hexagonal grid. The game world would, theoretically, be a large hexagon or square of a given size, sectioned into smaller hexagons (hereby referred to as "tiles"). Each tile represents a single "land" (I'll get to the meaning of that shortly).
The program begins by assigning each tile with a land type. For simplicity, in this example we will use the 5 "Basic Land" types which you are all familiar with. The algorithm will generally place Islands (or rather, "Open Seas") around the edges of the world map, place Swamps close to the shoreline, and will try to keep mountains further inland.
Below is an example of a small section of the map after generation has been completed. Once again, I apologize for the shoddy work in making this mock-up, so please assume that the map tiles continue up and left as can be expected. We'll focus on this part of the map anyway, so they just weren't important enough to fill in (it's a lot of work to do by hand!)

(Click image to enlarge)
As you can see, lands are assigned in patches (groups of similar lands next to each other) for several purposes, one of which will be clearer very shortly.
Lets get rid of all the fancy stuff and see this same piece of terrain in a different way, which will be more familiar and understandable (and somewhat less ugly):

(Click image to enlarge)
Each of these tiles will produce one mana of the corresponding color, to whichever player controls that tile.
Furthermore, each tile will provide its controlling player with the Basic Land card associated with it, which will be very important as we will soon see.
Regions
After assigning land types to each tile, the program proceeds to split up groups of similar tiles into what will be known hereafter as "regions". A region is a unitary piece of the map with its own properties, which can only change hands as a whole. Regions can be as small as 1 tile (though this will be very rare), or as large as 10 tiles.
Below is an example of region allocation which will be used for the rest of our example:

(Click image to enlarge)
I've chosen to keep regions above 2 tiles each for this example, even though 2 and 1 tile regions are both possible, for simplicity and visibility.
Again, regions will only change hands as a whole, so a region with more tiles will be quite coveted for the purpose of acquiring more mana and more land cards. However, as I'll explain in the Advanced Concepts chapter below, some tiny regions may be extremely valuable as well.
Region Capitals
The next and highly-important step for the program is to assign each region with special properties. Regions are not simply land, they often contain a central feature which acts as the "capital" of the region.
A "region capital" is a specific tile inside the region which must be captured in order to gain control of said region. The tile containing the capital is, by default, guarded by an enemy force which must be defeated, at which point the victor gains control of that capital and therefore the entire region.
The data files (in user-readable format, similar to decks, duels and challenges in MTG Forge) will define which regional capitals are available to be distributed, as well as a large number of important properties that distinguish them from one another. We'll get to that part soon.
For now, lets distribute some Regional Capitals around our map.

(Click image to enlarge)
We'll skip explaining what each of these is for now, and focus on the more basic-level ideas.
First of all, you can see that many of the regions on the map do not have a regional capital at all. These are "basic land" regions, and the rules governing them are a little more complex than military might - having to do primarily with the capture of regions surrounding them. In essence, you need to control at least 50% of the tiles around the edges of a "basic land" region in order to control that region, though there are many factors influencing how that number is actually calculated.
The regions containing regional capitals are the more important ones, and more valuable overall. The regional capital not only produces extra mana in many cases, but also provides a certain number of cards (as will be explained soon) to be added to the repertoire of the wizard controlling it. In essence, in order to make one's armies larger and stronger, regional capitals (and particularly those corresponding to your chosen color) must be wrested from the hands of enemies and neutral foes. The more of these you control, the better your options and the stronger your empire.
As I said, for now I will skip any in-depth explanations of regional capitals, but I do need to mention the big one in the top left corner that looks like an evil face. This is a "Black Sanctum", which will be the home of one of the players - in this case the human player which we will be playing in this example. The Black Sanctum will provide a hefty amount of Black Mana, and will serve many purposes. It is also the starting position for our player. The number of Sanctums placed on the map is equal to the number of players participating (whether human or AI), and are normally placed in the largest regions of the corresponding colors.
Starting Assets
When the game begins, the program will already give control of a few regions to the player, to form his/her starting territory. The selected regions are always ones containing Regional Capitals, and the program will endeavour to choose only ones that are very close to the player's Sanctum. It will also award the player any Basic LAnd Regions that would be necessary to create a direct uninterrupted link to the Sanctum, if necessary.
In the picture below, the red outline shows the extent of the player's territory after starting regions have been assigned:

(Click image to enlarge)
As you can see, the player controls the Black Sanctum region, as well as three regions around it. The region just west of the Sanctum is a small Swamp region containing a "Boneyard" capital. To the southwest is an "Elven Outpost" region of Forests.
The piece of ocean to the east does not have a Regional Capital, but has been awarded to the player by default because he already controls more than 50% of the tiles adjacent to that ocean region, as briefly explained earlier.
In addition to defining the size of the player's starting domain, the acquired regions already play a certain role in determining the player's starting assets.
Mana Generation
Each turn of gameplay, while this is the extent of the player's territory, he/she will accumulate an amount of Mana equal to the number and type of tiles under his/her control. In the example above, we can see that the player controls 13 Swamp tiles, 4 Forest tiles, and 6 Ocean (island) tiles. This means that each turn, the player will accumulate 13B, 4G and 6U.
Furthermore, based on the data files, each Regional Capital under the player's control will also provide a certain amount of Mana. The Black Sanctum provides 20B, the Boneyard provides 3B, and the Elven Outpost provides 3G, for a total of 36B, 7G, and 6U. The Ocean region does not have a capital, and thus does not give a bonus.
These values (36B, 7G, 6U) also dictate the limitations on the size of the player's armies/decks, as will be explained later (see Advanced Concepts).
The regional capitals (including the Sanctum) not only provide Mana, but also provide cards to the player's opening Repertoire. This is not the player's "deck", but rather the pool of cards the player can draw upon to create decks (i.e., "Owned Cards").
Initial Owned Cards
When the game begins, we need some cards in order to create our first deck. The cards we get for our "Repertoire" are dictated partially by the number and type of Regional Capitals we control, as well as some random factors.
For starters, each Regional Capital provides a set number of cards, of a certain spread of rarities, choosing from a limited number of options. These are all defined in the data file containing information about each regional capital. The varieties available to choose from will, ideally, be thematically compliant with the Regional Capital itself, in order to distinguish one from the other.
For example, the Boneyard will give us 2 Common cards which are selected at random from a specific variety of Black cards that are associated with bones - such as Drudge Skeletons and/or Raise Dead. The Elven Outpost will similarly provide 2 Common Green cards that are elven in nature - probably Llanowar Elves. The Ocean terrain, though not possessing a regional capital, will also provide a few Common Blue cards in a similar fashion, for instance a Sea Serpent or somesuch Common marine creature.
The Black Sanctum itself, being a high-powered and unique Region, will provide a few Uncommon Black cards, probably a couple of Black Knights.
In addition, as established earlier, each tile under our control provides our repertoire with a single Basic Land card representing it, so our player will have 13 Swamps, 4 Forests, and 6 Islands.
Finally, the game will fill up this starting repertoire to 40 cards, at random. The random process will generate cards only from the wizard's chosen color (in this case, Black), and according to the rules of rarity (i.e. more Common cards, a few Uncommon cards, and probably 1 or 2 Rare cards IF ANY).
It is important to note that the game will take into account the available casting strength (36B, 7G, 6U, remember?) when choosing these random cards. It will have to ensure that the total cost of all of the cards in our initial repertoire does not exceed the available casting power under any circumstances. It will drop cards from the repertoire and replace them with cheaper cards as necessary, to achieve this.
The Starting Army
With land control being the key aspect of this game, the player must be furnished with an army that will go out and conquer more lands.
To this end, the game provides a single "unit" - represented by a "commander". You can see him in the image below, indicated by the red arrow (sorry, he wasn't very visible )
 )

(Click image to enlarge)
The player's starting Commander is selected at random from a list of available Black commanders, which are also defined as separate data files. In this case, it has chosen a Necromancer. That choice can have a serious impact on strategy, but we'll ignore it for now. At the moment we'll only mention that as a Black commander, the Necromancer has the ability to move two Swamp tiles per turn (but only one tile per turn on any other terrain).
The commander essentially represents an entire army - our only army at this point. We will be able to move him each turn, in order to make contact with enemies to take and/or defend territory as necessary.
The army accompanying the commander is made up of a deck of cards. By default, all of our starting repertoire is placed into his deck in order to make a legal deck (40 cards). As you gain more cards, you may be able to alter the deck as you see fit. However, the total casting costs of all cards in the army may not exceed the casting power of the wizard at any time! Therefore, our commander's army cannot, at this time, exceed a total casting cost of 36B, 7G, 6U. This includes ALL cards present in the deck.
As more and more lands are acquired, a commander's deck's total casting cost can be increased proportionally - or alternatively you may be able to create additional armies using surplus Mana, under new commanders, as necessary. All of this will be explained later.
Actual Gameplay
Now we get to the meat of the game - actually playing it. Gameplay runs in "Simultaneous Turn-Based" fashion (see Discussion section, at the end of this article). This means that we need to decide what we're going to do, give orders, and then "execute". Execution occurs simultaneously for all wizards and neutral forces, so a lot of forethought is required. However, a Simultaneous Turn Based system coupled with a time limit may be able to serve as an excellent basis for multiplaying - even in larger worlds with many players.
Therefore, during each turn, we will need to give orders for our commander to move - as well as perform some other, simpler tasks (more on that in the Advanced Concepts chapter). Every turn is valuable, since enemy wizards will also be moving each turn.
For starters, we'll want to take a look at the lands around our Sanctum, to figure out what we want to do. Lets see that same image again:

(Click image to enlarge)
To the northeast of our Sanctum is a Cloud City, which is quite a valuable Blue region capital - but our Necromancer cannot reach it (and would likely be trounced by the defenders even if he did). The Benalish Town to the northwest is an easier target, but since we are playing a Black wizard, that region is a lower priority (its benefits are not too good for us).
The obvious target would be to the south, a small 4-Swamp region containing a Flooded Cemetery. That region, when captured, will not only provide us with more Black mana, but also will likely provide a few Zombies which could come in handy. Plus, it's right on our starting borders, which makes it a good first choice.
In order to acquire that region, we need to get the Necromancer to the Region Capital's tile (the Flooded Cemetary itself).
As shown in the image below, this will take exactly 4 turns:

(Click image to enlarge)
Each arrow shows one turn's movement. On the first turn, our Necromancer can move 2 tiles, since he can move across 2 Swamp tiles per turn due to being a Black commander. On the next turn, he can only move 1 tile through the forest, and the same goes for the turn after that.
Finally, on the last turn he reached swamp again, and can move 2 tiles in the same turn to reach the Flooded Cemetery.
When this occurs, the game switches into MTG card match mode, wherein our necromancer (with his deck, comprised of all the cards we have, basically) will do battle against a pre-defined deck as detailed in the Flooded Cemetary data files. To preserve the theme, this will likely be a Zombie deck, though it will likely be a very weak deck due to the relatively low value of the Flooded Cemetary. For comparison, the Cloud City at the top-right corner of the map would be defended by a deck containing at least a couple of Phantasmal Forces and/or Phantom Monsters, and who knows what else (up to the content-writer's imagination, really), since it has a higher value. (The most well-defended region on this specific map, btw, would be the little island/tower at the very bottom...)
Outcome
For now, we'll assume that we've just won the battle (more on the actual battle below), and have gained control of the Flooded Cemetery.
Our territory now looks like this:

(Click image to enlarge)
As you can see, we now own the Flooded Cemetery's entire region, and also the open oceans to the east of that (since they belong to a non-capital region, and we control more than 50% adjacency).
This adds the following to our assets:
1) 4B and 5U each turn, from the land tiles captured.
2) 3B each turn, from the Flooded Cemetary itself, as defined in its data file.
3) 4 Swamp cards, and 5 Island cards added to our repertoire.
4) A couple of Common Black cards thematically appropriate for a Flooded Cemetery, such as Scathe Zombies, Plague Rats, and/or Raise Dead, added to our repertoire.
5) A couple of Common Blue cards from the open ocean region that we've also acquired.
6) A chance to get one or more cards added to our repertoire from the deck of the zombie army we defeated (essentially, an ante without an ante). The number and rarity of cards that can be awarded this way depends on the strength of the enemy force, so in this case we can expect no more than one or two common black cards. Lands cannot be acquired this way, though artifacts have a higher-than-normal chance of being acquired post battle.
Thanks to the extra casting power and cards added, we can now adjust our Necromancer's deck to remove a few Forests or Islands and replace them with Swamps, and probably remove a few Green/Blue cards to replace them with whatever we got from the Flooded Cemetery.
Moving on
Lets look at the Region map again:

(Click image to enlarge)
From this point on we will probably want to capture a few more "soft" targets around our territory to expand our power base. The Benalish Town to the north, the Samite Church west of the Flooded Cemetery, are both of little value to us, but more mana is usually better.
The Defiled Cathedral in the swamp at the bottom-left corner of the image above is the most lucrative target, probably, but may be difficult to capture so early in the game - though it is generally what we will try to acquire as soon as it is possible!
The most reasonable target would be the Dark Fort in the map's center left (the black mountain with a moon behind it). This is easier to take than the Defiled Cathedral, and will probably furnish us with a few more Black Knights and possibly some other near stuff. To get its benefits, we would first need to capture the Samite Church just to the west of the Flooded Cemetery. Doing so will also net us the patch of forest between the Dark Fort and the Elven Outpost that we already control.
However, as will be exaplained in the following chapter (Advanced Concepts), there are other things that we might be able to do in the coming turns in order to strengthen our Black powerbase and repertoire, which are an important alternative to just going around slaughtering things. Furthermore, this all assumes that our territory does not come under attack whilst we are organizing for expansion...
SUMMARY
In this "short" example, we've seen the basic gameplay involved in a game of MTG Strategy Campaign. I hope you agree with me that this type of game combines elements from MTG card play into a strategy-based environment, in a way that is at the very least intriguing.
Of course, as I'll explain in the next chapter, things can get a whole lot more involved - and a whole lot more interesting - beyond just moving around and fighting things to get territory and cards.
			The following is pretty much the summary of my MTG Strategy Layer idea, presented here with illustrations and a large amount of peripheral information. I will not go into too deep details (particularly stuff related to user-moddable content) or any of the complex algorithms, but will share enough to hopefully convince people that the idea is both good and viable.
DISCLAIMER: The images below are photoshop mock-ups only. There is no code as of this moment, nor will I start working on the code without guarantee that it could be plugged into MTG Forge (and the actual means to do so). Also, please forgive the low quality of the artwork, I had to do much of this by hand and did not put a lot of effort into making it look perfect - it simply represents the idea rather than how it would actually look.
DISCLAIMER #2: This is not, by far, any sort of finalized version of the rules or features of the proposed Strategy Layer. It is simply an idea that has received a lot of thought from me. It is also not a complete layout of everything I have considered - just what I think is important to mention. Don't be surprised if I already have answers to some of the problems you may spot here. Nonetheless, DEBATE IS ENCOURAGED. REPLY, REPLY, REPLY.
DISCLAIMER #3: I'm publishing this here in public because, quite frankly, if you steal this idea and run with it and actually make it happen, you've just saved me a lot of work. Of course, to paraphrase the old saying, "If you want something done, there's a good chance you'll have to do it yourself", as I have on many other past projects of mine. Still, if you can help, please do.
DISCLAIMER #4: Expect this post and the other parts of the article to be edited over time. I don't expect people to re-read and look for edits, but don't be surprised if something suddenly changes. This is NOT a finalized product.
Table of Contents
(These will be links as soon as I'm done posting all the chapters. Thank you for your patience.)
1. Concept and Basic Gameplay (this post)
2. Advanced Concepts
3. Invoking MTG Card Battles
4. Worlds
5. Challenges for this project
Concept
(Skip this if you want to get to the meat)
As I mentioned earlier, I played MTG Shandalar many years ago when it first came out, and a few years back I also acquired the updated Shandalar from the Manalink 3.0 project. I was very disappointed that, while the Manalink and match software was highly improved with thousands of new cards, the Shandalar portion was basically untouched in terms of content. I had considered perhaps looking into improving Shandalar so that could function with more cards and content, but then realized that a better idea would simply be to make a better campaign mode altogether.
Furthermore, while Shandalar is an enjoyable game that serves as a nice over-arching experience for MTG match play, has little to do with MTG in itself. It relies a lot on very simplistic mechanisms, like running around and dodging enemies, acquiring cards straight out of enemy packs (via ante), and basically acquiring more and more money and cards until you are strong enough to defeat all of the opponents. MTG match play, on the other hand, is a game of great forethought (both in constructing your deck and during play), and tactical prowess (reacting to the surprises that occur during a match, and to new enemy decks). I figured these should be reflected in the strategic play as much as in matches, and so the idea outlined below reflects that philosophy.
The Strategic play is designed to encapsulate many of the ideas and concepts appearing in an MTG card match, but taken into the realm of a turn-based strategy game. This was already done in Master of Magic (if you haven't played it yet - LOOK IT UP! Awesome game!), but was taken very far from MTG's concepts and is much closer to Civilization (whose engine was used in MoM). I am not attempting to make a MoM remake or clone, but a completely different experience that is directly related to MTG rather than resembling it or drawing inspiration from it.
Therefore, Strategic MTG will involve acquiring territory (lands), which in turn provide Mana, which is primarily used to enhance your capabilities (and your available decks), and slowly build up towards defeating your opponents. In this manner, it is closer to Shandalar in some ways, but the emphasis on land control makes it quite different from both Shandalar and MoM.
In a nutshell, it works as follows: The player starts with a set territory on the playing map. This territory provides some cards for a starting army, and slowly fills the player's mana reserves. Armies are sent out to conquer adjacent regions, thus expanding one's territory. Each region captured provides a number of extra assets and/or cards, and further increases mana accumulation. Capturing new regions is done by battling local forces in an MTG card match, using the cards allotted to the combating armies. The amount of Mana taken in by the player's lands determines the potential size and strength of the armies he/she can field, so more lands enables more (and stronger) armies to be formed. Of course, with more lands, more armies and assets are needed to prevent enemy wizards and even neutral roaming armies from retaking said land. Surplus mana can be used to fortify or improve one's occupied lands, and to cast certain spells that influence strategic gameplay. Mana can also be used to research new spells (adding them to your main card repertoire). Random encounters and other assets will provide alternative ways of acquiring more cards. The end goal is the same as in Shandalar, basically: defeat all of the opposing wizards, who are simultaneously trying to beat each other and the player.
With that huge block of text, I've basically described the entire idea in a nutshell. The following sections will give a small taste of what the game would probably look like in broad strokes, and how the above will be implemented.
Basic Gameplay Example
Instead of just describing the mechanisms in dry text, I've decided to make a simplified example of how the game will actually operate, accompanied by illustrations (photoshop, these are not real). We'll get to see a small bit of how the game would work from the first turn, and you can extrapolate on your own. Furthermore, the last chapter will outline advanced concepts that have been planned but not shown here.
The world we are about to play in is based on some 2ED content that I made as proof-of-concept. 2ED was chosen for reasons of simplicity - but there is really no reason this game couldn't work with ANY of the MTG sets, and in fact will strive to contain everything that MTG has to offer.
In this example, we will follow the very beginning of a game of MTG Strategy, just enough to get the general idea across.
Pre-Game Config
To start a campaign game, the player first will be asked to select a starting color (similar to Shandalar), as well as a world to play in (similar to Forge's quest mode), the size of that world, and the number of opponents. Additional settings may be added as needed, such as difficulty and so forth, but that is not important at this time.
The choice of color is very important, not only because it determines the kinds of lands and cards that the player will have in his/her repertoire at the start of the game, but will also have far-reaching implications throughout gameplay.
The choice of world will work similar to Forge's quest mode, in that it determines mainly what kind of enemies one will face during the game, and what cards will and will not be available to collect. Worlds will be defined
in external files, so that modders can add whatever they want. The implications of world choice are a little more complicated, and will be explained later on.
The size of the world, obviously determines the length and involvement of gameplay. Since MTG card matches can vary in length considerably, it is hard to estimate the length of a campaign based on size, but I figure the smallest world size will probably provide an hour or two of gameplay, while the largest world sizes should provide an almost-endless campaign, or at least one taking dozens of hours to complete.
The number of opponents is simply the number of AI players (or... human players?) present on the strategic map at the start of the game. They will endeavour to fight both each other and the human player.
With this set, the program will begin generating a new world for gameplay.
World Generation
The MTG Strategy campaign will be played on a hexagonal grid. The game world would, theoretically, be a large hexagon or square of a given size, sectioned into smaller hexagons (hereby referred to as "tiles"). Each tile represents a single "land" (I'll get to the meaning of that shortly).
The program begins by assigning each tile with a land type. For simplicity, in this example we will use the 5 "Basic Land" types which you are all familiar with. The algorithm will generally place Islands (or rather, "Open Seas") around the edges of the world map, place Swamps close to the shoreline, and will try to keep mountains further inland.
Below is an example of a small section of the map after generation has been completed. Once again, I apologize for the shoddy work in making this mock-up, so please assume that the map tiles continue up and left as can be expected. We'll focus on this part of the map anyway, so they just weren't important enough to fill in (it's a lot of work to do by hand!)

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As you can see, lands are assigned in patches (groups of similar lands next to each other) for several purposes, one of which will be clearer very shortly.
Lets get rid of all the fancy stuff and see this same piece of terrain in a different way, which will be more familiar and understandable (and somewhat less ugly):

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Each of these tiles will produce one mana of the corresponding color, to whichever player controls that tile.
Furthermore, each tile will provide its controlling player with the Basic Land card associated with it, which will be very important as we will soon see.
Regions
After assigning land types to each tile, the program proceeds to split up groups of similar tiles into what will be known hereafter as "regions". A region is a unitary piece of the map with its own properties, which can only change hands as a whole. Regions can be as small as 1 tile (though this will be very rare), or as large as 10 tiles.
Below is an example of region allocation which will be used for the rest of our example:

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I've chosen to keep regions above 2 tiles each for this example, even though 2 and 1 tile regions are both possible, for simplicity and visibility.
Again, regions will only change hands as a whole, so a region with more tiles will be quite coveted for the purpose of acquiring more mana and more land cards. However, as I'll explain in the Advanced Concepts chapter below, some tiny regions may be extremely valuable as well.
Region Capitals
The next and highly-important step for the program is to assign each region with special properties. Regions are not simply land, they often contain a central feature which acts as the "capital" of the region.
A "region capital" is a specific tile inside the region which must be captured in order to gain control of said region. The tile containing the capital is, by default, guarded by an enemy force which must be defeated, at which point the victor gains control of that capital and therefore the entire region.
The data files (in user-readable format, similar to decks, duels and challenges in MTG Forge) will define which regional capitals are available to be distributed, as well as a large number of important properties that distinguish them from one another. We'll get to that part soon.
For now, lets distribute some Regional Capitals around our map.

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We'll skip explaining what each of these is for now, and focus on the more basic-level ideas.
First of all, you can see that many of the regions on the map do not have a regional capital at all. These are "basic land" regions, and the rules governing them are a little more complex than military might - having to do primarily with the capture of regions surrounding them. In essence, you need to control at least 50% of the tiles around the edges of a "basic land" region in order to control that region, though there are many factors influencing how that number is actually calculated.
The regions containing regional capitals are the more important ones, and more valuable overall. The regional capital not only produces extra mana in many cases, but also provides a certain number of cards (as will be explained soon) to be added to the repertoire of the wizard controlling it. In essence, in order to make one's armies larger and stronger, regional capitals (and particularly those corresponding to your chosen color) must be wrested from the hands of enemies and neutral foes. The more of these you control, the better your options and the stronger your empire.
As I said, for now I will skip any in-depth explanations of regional capitals, but I do need to mention the big one in the top left corner that looks like an evil face. This is a "Black Sanctum", which will be the home of one of the players - in this case the human player which we will be playing in this example. The Black Sanctum will provide a hefty amount of Black Mana, and will serve many purposes. It is also the starting position for our player. The number of Sanctums placed on the map is equal to the number of players participating (whether human or AI), and are normally placed in the largest regions of the corresponding colors.
Starting Assets
When the game begins, the program will already give control of a few regions to the player, to form his/her starting territory. The selected regions are always ones containing Regional Capitals, and the program will endeavour to choose only ones that are very close to the player's Sanctum. It will also award the player any Basic LAnd Regions that would be necessary to create a direct uninterrupted link to the Sanctum, if necessary.
In the picture below, the red outline shows the extent of the player's territory after starting regions have been assigned:

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As you can see, the player controls the Black Sanctum region, as well as three regions around it. The region just west of the Sanctum is a small Swamp region containing a "Boneyard" capital. To the southwest is an "Elven Outpost" region of Forests.
The piece of ocean to the east does not have a Regional Capital, but has been awarded to the player by default because he already controls more than 50% of the tiles adjacent to that ocean region, as briefly explained earlier.
In addition to defining the size of the player's starting domain, the acquired regions already play a certain role in determining the player's starting assets.
Mana Generation
Each turn of gameplay, while this is the extent of the player's territory, he/she will accumulate an amount of Mana equal to the number and type of tiles under his/her control. In the example above, we can see that the player controls 13 Swamp tiles, 4 Forest tiles, and 6 Ocean (island) tiles. This means that each turn, the player will accumulate 13B, 4G and 6U.
Furthermore, based on the data files, each Regional Capital under the player's control will also provide a certain amount of Mana. The Black Sanctum provides 20B, the Boneyard provides 3B, and the Elven Outpost provides 3G, for a total of 36B, 7G, and 6U. The Ocean region does not have a capital, and thus does not give a bonus.
These values (36B, 7G, 6U) also dictate the limitations on the size of the player's armies/decks, as will be explained later (see Advanced Concepts).
The regional capitals (including the Sanctum) not only provide Mana, but also provide cards to the player's opening Repertoire. This is not the player's "deck", but rather the pool of cards the player can draw upon to create decks (i.e., "Owned Cards").
Initial Owned Cards
When the game begins, we need some cards in order to create our first deck. The cards we get for our "Repertoire" are dictated partially by the number and type of Regional Capitals we control, as well as some random factors.
For starters, each Regional Capital provides a set number of cards, of a certain spread of rarities, choosing from a limited number of options. These are all defined in the data file containing information about each regional capital. The varieties available to choose from will, ideally, be thematically compliant with the Regional Capital itself, in order to distinguish one from the other.
For example, the Boneyard will give us 2 Common cards which are selected at random from a specific variety of Black cards that are associated with bones - such as Drudge Skeletons and/or Raise Dead. The Elven Outpost will similarly provide 2 Common Green cards that are elven in nature - probably Llanowar Elves. The Ocean terrain, though not possessing a regional capital, will also provide a few Common Blue cards in a similar fashion, for instance a Sea Serpent or somesuch Common marine creature.
The Black Sanctum itself, being a high-powered and unique Region, will provide a few Uncommon Black cards, probably a couple of Black Knights.
In addition, as established earlier, each tile under our control provides our repertoire with a single Basic Land card representing it, so our player will have 13 Swamps, 4 Forests, and 6 Islands.
Finally, the game will fill up this starting repertoire to 40 cards, at random. The random process will generate cards only from the wizard's chosen color (in this case, Black), and according to the rules of rarity (i.e. more Common cards, a few Uncommon cards, and probably 1 or 2 Rare cards IF ANY).
It is important to note that the game will take into account the available casting strength (36B, 7G, 6U, remember?) when choosing these random cards. It will have to ensure that the total cost of all of the cards in our initial repertoire does not exceed the available casting power under any circumstances. It will drop cards from the repertoire and replace them with cheaper cards as necessary, to achieve this.
The Starting Army
With land control being the key aspect of this game, the player must be furnished with an army that will go out and conquer more lands.
To this end, the game provides a single "unit" - represented by a "commander". You can see him in the image below, indicated by the red arrow (sorry, he wasn't very visible
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The player's starting Commander is selected at random from a list of available Black commanders, which are also defined as separate data files. In this case, it has chosen a Necromancer. That choice can have a serious impact on strategy, but we'll ignore it for now. At the moment we'll only mention that as a Black commander, the Necromancer has the ability to move two Swamp tiles per turn (but only one tile per turn on any other terrain).
The commander essentially represents an entire army - our only army at this point. We will be able to move him each turn, in order to make contact with enemies to take and/or defend territory as necessary.
The army accompanying the commander is made up of a deck of cards. By default, all of our starting repertoire is placed into his deck in order to make a legal deck (40 cards). As you gain more cards, you may be able to alter the deck as you see fit. However, the total casting costs of all cards in the army may not exceed the casting power of the wizard at any time! Therefore, our commander's army cannot, at this time, exceed a total casting cost of 36B, 7G, 6U. This includes ALL cards present in the deck.
As more and more lands are acquired, a commander's deck's total casting cost can be increased proportionally - or alternatively you may be able to create additional armies using surplus Mana, under new commanders, as necessary. All of this will be explained later.
Actual Gameplay
Now we get to the meat of the game - actually playing it. Gameplay runs in "Simultaneous Turn-Based" fashion (see Discussion section, at the end of this article). This means that we need to decide what we're going to do, give orders, and then "execute". Execution occurs simultaneously for all wizards and neutral forces, so a lot of forethought is required. However, a Simultaneous Turn Based system coupled with a time limit may be able to serve as an excellent basis for multiplaying - even in larger worlds with many players.
Therefore, during each turn, we will need to give orders for our commander to move - as well as perform some other, simpler tasks (more on that in the Advanced Concepts chapter). Every turn is valuable, since enemy wizards will also be moving each turn.
For starters, we'll want to take a look at the lands around our Sanctum, to figure out what we want to do. Lets see that same image again:

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To the northeast of our Sanctum is a Cloud City, which is quite a valuable Blue region capital - but our Necromancer cannot reach it (and would likely be trounced by the defenders even if he did). The Benalish Town to the northwest is an easier target, but since we are playing a Black wizard, that region is a lower priority (its benefits are not too good for us).
The obvious target would be to the south, a small 4-Swamp region containing a Flooded Cemetery. That region, when captured, will not only provide us with more Black mana, but also will likely provide a few Zombies which could come in handy. Plus, it's right on our starting borders, which makes it a good first choice.
In order to acquire that region, we need to get the Necromancer to the Region Capital's tile (the Flooded Cemetary itself).
As shown in the image below, this will take exactly 4 turns:

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Each arrow shows one turn's movement. On the first turn, our Necromancer can move 2 tiles, since he can move across 2 Swamp tiles per turn due to being a Black commander. On the next turn, he can only move 1 tile through the forest, and the same goes for the turn after that.
Finally, on the last turn he reached swamp again, and can move 2 tiles in the same turn to reach the Flooded Cemetery.
When this occurs, the game switches into MTG card match mode, wherein our necromancer (with his deck, comprised of all the cards we have, basically) will do battle against a pre-defined deck as detailed in the Flooded Cemetary data files. To preserve the theme, this will likely be a Zombie deck, though it will likely be a very weak deck due to the relatively low value of the Flooded Cemetary. For comparison, the Cloud City at the top-right corner of the map would be defended by a deck containing at least a couple of Phantasmal Forces and/or Phantom Monsters, and who knows what else (up to the content-writer's imagination, really), since it has a higher value. (The most well-defended region on this specific map, btw, would be the little island/tower at the very bottom...)
Outcome
For now, we'll assume that we've just won the battle (more on the actual battle below), and have gained control of the Flooded Cemetery.
Our territory now looks like this:

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As you can see, we now own the Flooded Cemetery's entire region, and also the open oceans to the east of that (since they belong to a non-capital region, and we control more than 50% adjacency).
This adds the following to our assets:
1) 4B and 5U each turn, from the land tiles captured.
2) 3B each turn, from the Flooded Cemetary itself, as defined in its data file.
3) 4 Swamp cards, and 5 Island cards added to our repertoire.
4) A couple of Common Black cards thematically appropriate for a Flooded Cemetery, such as Scathe Zombies, Plague Rats, and/or Raise Dead, added to our repertoire.
5) A couple of Common Blue cards from the open ocean region that we've also acquired.
6) A chance to get one or more cards added to our repertoire from the deck of the zombie army we defeated (essentially, an ante without an ante). The number and rarity of cards that can be awarded this way depends on the strength of the enemy force, so in this case we can expect no more than one or two common black cards. Lands cannot be acquired this way, though artifacts have a higher-than-normal chance of being acquired post battle.
Thanks to the extra casting power and cards added, we can now adjust our Necromancer's deck to remove a few Forests or Islands and replace them with Swamps, and probably remove a few Green/Blue cards to replace them with whatever we got from the Flooded Cemetery.
Moving on
Lets look at the Region map again:

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From this point on we will probably want to capture a few more "soft" targets around our territory to expand our power base. The Benalish Town to the north, the Samite Church west of the Flooded Cemetery, are both of little value to us, but more mana is usually better.
The Defiled Cathedral in the swamp at the bottom-left corner of the image above is the most lucrative target, probably, but may be difficult to capture so early in the game - though it is generally what we will try to acquire as soon as it is possible!
The most reasonable target would be the Dark Fort in the map's center left (the black mountain with a moon behind it). This is easier to take than the Defiled Cathedral, and will probably furnish us with a few more Black Knights and possibly some other near stuff. To get its benefits, we would first need to capture the Samite Church just to the west of the Flooded Cemetery. Doing so will also net us the patch of forest between the Dark Fort and the Elven Outpost that we already control.
However, as will be exaplained in the following chapter (Advanced Concepts), there are other things that we might be able to do in the coming turns in order to strengthen our Black powerbase and repertoire, which are an important alternative to just going around slaughtering things. Furthermore, this all assumes that our territory does not come under attack whilst we are organizing for expansion...
SUMMARY
In this "short" example, we've seen the basic gameplay involved in a game of MTG Strategy Campaign. I hope you agree with me that this type of game combines elements from MTG card play into a strategy-based environment, in a way that is at the very least intriguing.
Of course, as I'll explain in the next chapter, things can get a whole lot more involved - and a whole lot more interesting - beyond just moving around and fighting things to get territory and cards.


