Chapuz asked about resource systems. To be fair, it is a decent idea to include many styles. There is Land, Pillar, and Burst.
EtG already uses Pillar (duh) and Burst (Nova, Soul Catcher, etc.). Land is a mixture of the two. It produces a small burst of quanta, but like a pillar, can be used every turn until destroyed. However, the resources gained only last during the turn you produce it.
Think of an EtG Land. Not too hard to code it, as all parts are there:
"0: Generate
. [Think Rustler, but free and unrepeatable.] Absorb
at the end of the turn if ability is activated. [Think Flooding, but the absorption is not a maintenance payment.] Can only play 1 per turn.
The 1 per turn would be kept in line by using a pseudo-Silence for Land cards. The second part isn't exactly there, but I imagine it like Iridium Warden delaying itself such that it doesn't attack. This could be stretched into allowing this to 'attack' your quanta pool.
It's difficult to balance this. Pillars allow being able to play bigger cards sooner, but at a more gradual rate, which slowly speeds up over time. Lands allow you to play a lot of small cards early game, and gradually allow bigger cards every turn.
In my mind, I could imagine a Land producing (and reabsorbing up to) 3 quanta and Pillars stockpiling 2 quanta per turn, and it would feel relatively balanced. Effectively, this doubles the EtG quanta scale. If there were upgrades... I'm going to just leave that out until it has cooked in my mind. Pillars probably would produce 2 quanta on play like they do in EtG, scaled. Lands I might want to say they could produce (and resaborb up to) 4 quanta per turn, but a playtest would be needed to test for actual balance.
Another small detail that could be added to a TCG/CCG is drawbacks. Quanta cost included, a drawback is what is required to play a card, to balance out that it has some value for being played. In EtG, this would also include ability cost, costing a different element than the card itself, or if it caused the creature to experience a negative effect (like Iridium Warden being delayed when using Guard). Soft synergies are not exactly drawbacks, but they both are what synergy is defined as: how cards interact with one another. Draw backs are mostly negative, soft synergies are mostly positive, while hard synergies are a more neutral mixture.
Subtypes are another possibility for a TCG/CCG. MtG already has a megaton of them. Ederon has only a handful for each type. EtG has a very limited scope. Weapons and Shields have a single slot on the field, pillars can be the only target of EQ, and nymphs can be generated by Nymph Tears, and mutations can be generated by Mutation (mutations may not be real cards, but they are a type of token, actually regarded on Improved Mutation).
I might finish this post later... time for bed...