I actually thought the trample was a pretty good mechanic.
The way to generate "quanta" hasn't been decided yet..
Option 1: "Pillar" cards. Either 1 or more per turn to be discussed.
Option 2: "Land" cards. Either 1 or more per turn to be discussed.
Option 3: Give players 1 pillar/land per turn, at choice
Option 4: Gain 1 pillar by sacrifying the last card you drew (ie. Lava Golem turned into a red pillar)
Option 5: Other (specify)
Trample reduces the cost of attacking a creature. I think it reduces it by too much. It is better to leave it for an ability rather than the norm. This is especially true since you already buffed attacking creatures more than Yugioh's system (the prior extreme) does.
The energy discussion has 3 aspects.
1) Where sources come from
2) Rate at which sources accumulate
3) Lifespan of produced energy
Since energy is one of the two resources of the game, this decision will shape the pace of the game.
4 examples:
Any number of Lands per turnThe game starts with some energy. Excess energy is not conserved. 1-3 non land cards are played per turn. Again this quickly results in all cards being played.
Any number of Pillars per turnThe game starts with no energy. On turn 2 there is a large amount of energy. Excess energy is conserved. This quickly results in all cards being played and the game turns into draw, play, activate abilities.
1 Land per turnThe game starts with low energy. Energy is not conserved so we see cards trickle out starting with a weak card and moving up to a strong card or multiple weak cards.
1 Pillar per turnThe game starts with no energy. Energy is conserved. Players decide whether to play cards every turn (going from a weak card to a strong card/multiple weak cards) or they store energy resulting in earlier strong cards but fewer cards played.
Where sources come from has little to do with the pace of the game but it does impact the consistency of the game. These range from inconsistent to consistent. A list of 4 examples would be:
- Inconsistent
- Random card becomes a source (top of deck, first draw, ...)
- Dedicated source cards
- Convert cards into sources
- Gain a source of their choice
- Consistent
Remember rainbow decks are favored in consistent systems and mono decks are favored in inconsistent systems.