Four rarity tiers give the card prototype a shared language
Background: Amid debate over on-chain costs and battle rhythm, the team also needed to settle a card framework players could understand. Today: The card rarity system was finalized in four tiers: Common, Rare, Epic, and Legendary. Impact and next: Card discussions moved from temporary labels to a shared four-tier framework, giving balance and art a common vocabulary.
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Background: Amid debate over on-chain costs and battle rhythm, the team also needed to settle a card framework players could understand. The card prototype now needed a stable rarity scale; without one, art direction, balance discussions, and later playtests would lack a common reference.
Today: The card rarity system was finalized in four tiers: Common, Rare, Epic, and Legendary. The designer checked that the names were intuitive, while the artists asked whether each tier should be recognizable at a glance. The team agreed to make the hierarchy clear first and leave presentation details for later production, so visual decoration would not stand in for explaining the rules.
Impact and next: Card discussions moved from temporary labels to a shared four-tier framework, giving balance and art a common vocabulary. The specific appearance and how tiers would shape players’ judgments still needed playtesting. This decision settled the classification convention only; it did not resolve chain costs or battle flow.