Game designer here. Like the idea. I doubt it will catch on among ex-M:tG players due to uncanny valley effects. It could still be a great game and I really hope it succeeds, but I don't see the CCG model itself generating a hit.<p>If I were to do a CCG, I'd take serious inspiration from the German-style board game genre. #1. Use a Victory Point goal instead of "kill the other guy" so you have interesting 3+ player play. #2. Use market-type mechanics and lots of options to avoid mana screw type degeneracies.<p>That said, I've heard of CCGs failing for not having enough random luck... so take my advice with a huge grain of salt. If you optimize away all the luck, you take out of the fun and most players will say you've gone too far at that point.<p>The problem with most of these post-Magic CCGs is that they're too similar to Magic, which was groundbreaking in its time but couldn't benefit from the German-style aesthetic, largely because it hadn't developed yet.<p>Secondly, being online is a disadvantage. Cards are part of the experience. Also, physical cards make Magic's love/hate scarcity socially acceptable in a way that it won't be in an online game. The way to win is to make the online aspect an advantage instead by open sourcing it. However, that requires a lot in the way of community management. It'll be a lot of fun, but hard to scale.