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

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 specific 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 Warcraft3 / 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 to others and encourage them to connect with our community, especially our Discord server.

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 could remove it outright from future versions, but we also have the option of nerfing it or reworking it.
  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.

Yes. Each new season will have full-art metal cards for purchase. You can see samples displayed in the promo video on the main page.

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