Idle TCG
favorites
completed
114 ratings
rated 3.9 stars, 114 ratings.
Posted August 28, 2024. Updated August 29, 2024. Played 8974 times for a total of 6425 hours.
description
Its a oldschool style browser incremental game with a TCG (Trading card game) theme.
No logins, no transactions only plain incrementing and idling.
Design is responsive and boring so it should work on most devices you try it on.
The game has an end and should take between 1 - 3 days to complete.
Have fun!
If you liked this game. Please donate to support further development:
https://buymeacoffee.com/gust42













newest comments
Makes everything a lot easier keep that in mind guys
But seriously great game <3
top comments
the tournament battle system looks interesting but i got bored waiting to unlock actual good cards maybe i'll see it to the end maybe not
developer response: Yeah i agree that it could use a little better balancing in that part of the game. With tournament 2 it gets better because it rewards pack supply. And when you defeat your first champion it stops being an issue
Step 1: Get exited about the game.
Step 2: Get into low level play.
Step 3: Try your hand at competitive and lose hard.
Step 4: Put a lot of energy into being competitive and get a very underwhelming reward.
Step 5: Find out you don't have enough money to do anything and not enough card to really get into it.
Step 6: Realize you have better things to do and quit.
Thank you for the experience! I mean it. Last time I felt something like this I lost a lot of money, and this one is free. XD
developer response: haha love it!
The best strategy I ended up with was to stack the "Other than X type" synergies, preferably all in one card type. This let me basically steamroll the fights of two card types which is usually good enough to win. Basic strategy to gauge if you can win is to do a quick demo run, write down all the battles in a grid, then compare your best cards and bonuses against them and try to pick out 2 wins each round or 5 wins in a champion round. It's a very interesting way to create strategy.
Only gripe I had about this game is that synergy creation can be tedious at times, since you'd have to remake all your synergies every now and then. While it's likely not random, I couldn't seem to find a clear pattern to the synergies. While that would likely be cleared up with a guide, maybe a future mechanic or some vague notes could help with it. On the topic of synergy, however, I wasn't sure if the bonuses were bugged or not:
"Increases WR of X card in your deck (weakness of Y card)" synergy implies that it boosts only X cards in your deck
This is comparison to the "Increases WR of X card" synergy which suggests it would boost all X cards no matter who uses it.
However, enemy players are never boosted by your synergies regardless of whichever synergy you use. Thus, there appears to be no difference between the two synergy types. As a result, there's almost no reason to not use the "Other than X type" synergies unless you just needed a boost in one card type to win. Perhaps if this is intended, maybe nerfing the "Other than X type" a little and buffing the other synergies a little to make it more balanced. Or perhaps add a synergy that boosts all cards at a reduced boost or boost certain symbols.
Some very minor gripes are that I also felt that rating quickly became useless besides leveling up your low rating teammates. After the first 1200 wall, rating never quite affects the natural progression in any way. Maybe champions could be rating locked as well. The trophies you can buy from your teammates are a nice addition, however, I quickly see that my teammates have hundreds and hundreds of trophies I can very easily buy but have no use for since I only need to champion battle to win. Maybe something else you can spend trophies on would be a way to supplement this or to increase champion trophy costs after the first.
50% (44), where the(44)is the literal value on the card, and the50%is the value used when comparing against your opponent, taking the RPS rules into account.