Written by Keith Rice, the lead designer of Legacy’s Allure.

Last updated 4/18/2025.

First, because I wanted a memorable name that would stand out from the crowd. Second, because it describes why factions fight against one another. Read the lore introduction to see this more clearly. Third, because it pays homage to one of my favorite games from my childhood.

At its core, I created Legacy’s Allure because the type of satisfying competitive card game that I wanted to play did not exist. (I talk about the design goals for Legacy’s Allure in this interview, if you’re interested.) The specific trigger for beginning work on the game, however, was my frustration playing Magic Arena. I uninstalled it in the fall of 2019 and haven’t looked back. That being said, although MTG influenced the game’s theming a decent amount, the mechanics of LA are mostly from chess, Heroes of Might and Magic 3, and Warcraft 3 / Dota 2.

The dream would be to create a game that thousands of players worldwide could call “their game”. While I think Legacy’s Allure is unique enough and good enough to reach that level with enough marketing, the truth is that marketing even a good game in such a crowded market is time-consuming and expensive. If you want to see the game succeed, the single best thing you can do is show the game (physical or digital) to others and encourage them to connect with our community, especially our Discord server.

If the the game reaches a certain player base, we’d love to hold in-person tournaments. The best way you can encourage a budding IRL scene is by asking your LGS (Local Game Store) to stock LA and host play nights and casual tournaments. We already have several players who have acted as “champions” at their LGS in this regard.

Legacy’s Allure is not a collectible / trading card game and it is not an expandable / living card game for one simple reason: those types of games (typically) do not rework or rebalance their cards, at least not for the physical version of their games. Legacy’s Allure does, however, because we believe this is essential for a satisfying competitive card game. Specifically, what this means is that the game will be released in versions, with major versions corresponding to seasons and minor versions corresponding to mid-season balance patches. This model has four notable advantages over other card game models:

  1. Affordability. Since the cards in Legacy’s Allure will not have a rarity and will not be sold in randomized boosters packs, creating a competitive deck will cost around 20 USD, not in the hundreds or thousands of dollars. We want the top tables to be filled with the best players, not the best players who also had lots of disposable income.
  2. No “card glut”. In CCGs, keeping up with new cards is incredibly time-consuming. The VCG model allows us to focus on quality over quantity: we’ll give you a smaller pool of cards that will always be relevant rather than giving you a huge pool of cards, most of which are irrelevant.
  3. Balanced. In a CCG, the only way to balance a format is either outright ban a card or print “answer” cards in future expansions. In Legacy’s Allure, if a card is broken or simply overplayed, we have the option of nerfing it or reworking it, even mid-season.
  4. No power creep. The unavoidable consequence of the CCG is the average power of cards getting more powerful over time, which makes the game harder to balance but also frustrates long-time players who see their favorite cards from early sets become increasingly irrelevant.

We don’t know the exact length of seasons at this point, but seasons will likely be 6 to 12 months long and have one or two minor balance patches during them. At least one new faction will also be added. New seasons will also likely have a new faction as well as reworks to the existing card pool.

My guess is that many people thought that Legacy’s Allure had died within six months of the release of Season 1 in fall of 2022, since Season 2 will not be released until summer of 2025. Not at all.

Unfortunately, despite the Kickstarter surpassing its funding goal and despite us selling out of starter kits, a major disruption in my personal life prevented me from moving forward with Season 2 in a timely fashion. This grossly reduced both the time and money I had to invest in Legacy’s Allure. While waiting for my life situation to improve, we continued to slowly playtest season 2 and develop the digital client.

That time has not been wasted. We are tremendously pleased with the status of season 2 and believe that the game will be in an even better place to achieve the player base it deserves as a result.

Yes. Season 1 included full-art metal cards for purchase. You can see samples displayed in the promo video on the main page. Due to tariffs and supplier issues, the type of collectibility in Season 2 is TBD.

We hope so, and we have many ideas, but we don’t have a timeline to share at this time.

The digital version was created to promote the physical version, not the other way around. We will always offer a physical product and will always design around a satisfying experience for the physical product.