- 01Inspect draws and gaps
- 02Choose a removal cost
- 03Remove and reshuffle
- 04Compare key-turn access
Deck thinning and draw density
Removing cards changes access to key effects without increasing their values. It can also remove defense, resources or situational answers.
The player's decision
Remove a weak card for consistency or retain it as insurance against a specific threat?
Original scenario
Original setup: two energy cards in ten, drawing three. Removing two blanks improves access, but removing the only shield leaves a fixed upcoming attack unanswered.
Start with this prototype
Build ten cards, two removals and three rounds of visible enemy actions. Show draw/discard piles and deck changes with repeatable seeds. Survive to win; omit a large card pool and meta progression.
Change one variable
Compare no removal, blank removal and functional removal using both key-card access and survival.
What to observe in a playtest
Are card counts correct after removal? Do matched seeds reveal benefits and lost functions?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Average damage hides fragility. Remove the exact card instance from every relevant zone.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Slay the Spire
The merchant offers limited paid removal, making a smaller deck a resource choice.
- Dominion
Trashing differs from discarding; cards such as Chapel permanently alter deck composition.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build ten cards, two removals and three rounds of visible enemy actions. Show draw/discard piles and deck changes with repeatable seeds. Survive to win; omit a large card pool and meta progression.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.