Sorry to hear you've been having a stressful situation like that, Luna. If I had meatspace friends (I only really have my in-laws) I'd probably be in a similar situation -- I've often said that nothing urgent has ever been said by text message, am fairly unconnected to real name social media (no facebook, no twitter), and otherwise communicate at the rate of a letter-writer more often than not.
Which means, I know I've sometimes dropped the ball on PM conversations here. An apology to anyone who didn't get a reply.
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My personal history with CCGs started with Magic. A few other kids in my elementary school started playing, and I followed suit. Portal (the Portal 1 starter set) was the first product I bought, though I spent most of my allowance purchases on older sets that were still cheap and easy to get: Fallen Empires, Ice Age, and Homelands. That, along with the new ones that came out shortly after, Tempest and the Rath block on. Mirage is a weird dead-zone for me.
And for the longest time, I was ONLY into Magic. I briefly experimented with WotC's short-lived Hecatomb with its pentagonal plastic cards, and still have an almost complete set of the entire game to create a fixed set of "pre constructed" decks from when I finally feel like building storage to turn it into a "board game".
In recent years, I've branched out, wanting something lighter on the collection cost to scratch that itch, along with deckbuilding, and in which I could compete fairly with my family (we've found I have an overwhelming advantage in Magic). The first game I tried out from that is one called Force of Will. A little introduction with pictures.
Force of Will is a CCG of Japanese origin that's basically designed to be M:tG 2.0; it plays mostly the same as Magic, but with some changes that could only be made because it was a new thing from the ground up (like overhauling the mana system). It even has five elements that are essentially the five M:tG colors (Light/White; Water/Blue; Darkness/Black; Fire/Red; Wind/Green) though the color pie is somewhat different (Much of Blue's stuff belongs to Wind in FoW, including Countermagic).
Force of Will's, um... Force of Will. Free Countermagic is borderline broken in just about any game.Perhaps the most critical difference between FoW and MtG, however, is the mana system, and Ruler cards in FoW.
In FoW, you do not put the basic mana (will) generators, Magic Stones, in your main deck: they go in a (minimum size 10) special deck just for them, which is shuffled just like the main deck. This will be relevant later. Your main deck, meanwhile, has all your standard cards and can be between 40 and 60 cards (almost always run 40, like 60 in MtG). A couple mechanics let you have an "Extra deck" of some description, but those are locked to particular Rulers. Speaking of which...
You also have a special card with no analog in magic, the Ruler. The Ruler begins the game accessible to you, in its own zone, and may or may not have abilities that work somewhat like a commander with Eminence in M:tG does. One of the most common Ruler abilities is "Judgment", which is an activated ability, for cost, that causes the Ruler to enter the battlefield as a creature-like entity. It's a "J-Ruler" not a creature (Resonator) for the purposes of things that specifically target Resonators, but otherwise battles like one. Further, Rulers that do Judgment are double-faced cards: The J-Ruler is the other side, and may have entirely different abilities! Some Ruler/J-Ruler cards even have the same Ruler face paired with different J-Ruler faces, and which one you're using is not public information. Which is fun. Almost all Rulers work this way, though both one of my personal favorites and one of the perennial eternal format powerhouses don't have judgment. If a J-Ruler dies, it goes back to being its basic Ruler form, but is usually rendered "Astral", meaning it can't Judgment again, unlike EDH Commanders who can come out time and time again.
I find Malefic Verdant Tree one of the most interesting rulers. No Judgment, but entirely changes how you play the entire game. Also, Malefic Tree decks should always run 60 cards, for obvious reasons.Now, how about tying that in with the mana system? The basic way to get Will is Magic Stones, and the basic way that Magic Stones come into play is that each turn, with sorcery timing, you may tap (rest) your ruler or J-Ruler, whatever form or zone its in, in order to call a stone (take the top card of your stone deck and put it into play). The thing is, as opposed to systems that just automatically give you escalation, there can be hard choices. First of all, you usually don't want to call stone if you have your J-Ruler since that means it won't be attacking and is more vulnerable to being killed. Second, you will have to give up your stone call to do Judgment (which the vast majority of Rulers want to do) because you can't Judge a rested ruler and can't call a magic with a summoning-sick J-Ruler. So even though you can guarantee your mana quantity (if not color; greedy bases can still be hard to run, especially outside the eternal formats that have all the dual stones ever printed, since you don't get to choose WHICH stone you get), you don't always want to. You have to decide if ramping or playing with your J-Ruler is more important. And of course, some Rulers have Rest abilities on their Ruler sides, which are exclusive with calling a magic stone.
The Dual Stones, unlike M:tG Dual Lands, are fairly accessible with many reprints.Because Rulers are so important, FoW sets are designed very differently from M:tG sets: Typically, each set will contain cards specifically designed to support one or more archetypes for particular rulers. In older sets, new Rulers were printed in every set, and a significant number of the cards of that Ruler's colors would be dedicated to supporting that ruler (not that you can't also branch out from your Ruler's color identity to make a broader or even different deck. The ruler "Grimm, the Fairy-tale Prince" is technically a Light card, but I play him as mono-green). For instance, the set Return of the Dragon Emperor has the ruler Kaguya, Tears of the Moon // Kaguya, Millennium Princess. She's blue-green, and many of the blue, green, and blue-green cards in Return of the Dragon Emperor are specifically tailored for Kaguya. They can be good in the decks of other Rulers (many are) and other cards can be great in Kaguya decks (You'll need them), but it's clear that many of them really are meant to be Kaguya cards.
Naturally, that includes printing cards with the "Treasury Item" subtype, which is just flavor except for cards like Kaguya that call it out. She's also very strange in that her Judgment side is not, by default, able to battle or be battled. And if you're wondering about the numbers, life in FoW starts at 4k, so 100 in FoW is about equal to half a life in Magic.Later sets have experimented with how to distribute Rulers to make the game more accessible, including placing all of a block's rulers in Precon starters and supporting them over the block, and making rulers an automatic buy-a-box combined with smaller, cheaper buy-in boxes. There have also been a number of interesting fixes for Limited to work out with Rulers being necessary to play.
The other big difference is combat. In Force of Will, Combat is something you can pretty much just do on your main phase. You pick one untapped (recovered) Resonator or J-Ruler (J/Resonator) to attack with, resting it, and an opponent or opponent's rested J/Resonator to attack, and the opponent can block with a recovered J/Resonator they control (resting the blocker in the process). Once combat is resolved (Like in Magic, damage stays until EoT and Trample needs to be an explicit ability to take place) your main phase continues and you can combat or do other stuff as pleases you. This has a few interactions. First, there is only ever one-on-one combat, and creatures are vulnerable to direct combat, which makes FoW value going tall more than magic (which has gang blocks and invincible creatures favoring width). But, because blocking still works and blockers are one use per round (normally) there's still some value to going wide, even arbitrarily wide. And because only rested J/Resonators can be attacked (though there is a keyword that allows things that have it to attack recovered ones), you can still protect important little critters with abilities. This also has the side-effect that once a creature has blocked, if it's still alive, it's rested and able to be attacked itself, probably to finish it. Order of attacks ends up being tactically important, as is choosing when to block. For instance, you might be able to sneak in some scratch damage with little creatures if your opponent holds back their fatty to block your fatty, and then not attack with your fatty and get it killed. And if you have the ability to recover something during your main phase, it's not limited to one attack per creature per round, you can just swing again.
Another difference, the last I want to talk about, is a fairly small but surprisingly relevant pair of rules differences. First, summoning sickness wears off at the start of the next turn after something comes in, not YOUR next turn. So if you bring out a Sacred Elf on your turn, you can rest it for Will on your opponent's turn. Second, the beginning of the turn in FoW, rather than being Untap-Upkeep-Draw, is Draw-Untap-Upkeep. And like in magic, you can do things on your Draw step. It basically formalizes the "End of turn" last-minute timing to a place on your turn, and lets you see your new card before you recover all your things. So if you're topdecking and draw a card with Quickcast (Flash) you can cast it with what you had left over from last turn. Or, you could "Double tap" abilities by using one on your draw and then the same one again after recovery.
If you want to use Guinevere twice in one turn, you can! Activate her ability on your draw step, then a second time after you recover, giving one Resonator +800/+800 (or two the +400/+400) for its one hit. She's kind of bonkers, BTW, though more for the first ability than the second. Also, FoW has gone through a few card frames by now...