I'm posting this in the new card section but its just a template. Please feel free come up with card ideas within the thread (or in a new thread if you prefer) that fit the template.

First the keyword:

Cantrip X [Y]
Cost - Reveal this card from your hand and put it on the bottom of your deck.
Effect - [minor effect]; usually just “draw a card” or small combat trick, etc.

This is a keyword similar to Recur in that it's tacked onto a card that has a main ability and a Cantrip for "if the situation calls for it". The idea behind this keyword came from another idea I had:

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Ceiling Cotton Candy X [Y]
it's not cotton candy

Tactic

Cost - Search your deck for 3 copies of this card, reveal them and remove them from the game.
Effect - Something much better than expected at this numeric cost and/or threshold.

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This is a template for a "pseudo-restricted" card. You can run four copies in a deck but you can only effectively use the card once every game. The effect it produces (not limited to tactics, could be anything) is powerful but will not break the game if its used only once. I'm hopless at coming up with specific cards, they all end up as Magic card clones.

But what happens when you draw multiples before you can play the card, thereby making the cost impossible to fulfill? That’s how the Cantrip keyword came about. Now the card would look like this.

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Ceiling Cotton Candy X [Y]
its not cotton candy

Tactic

Cost - Search your deck for 3 copies of this card, reveal them and remove them from the game.
Effect - Something much better than expected at this numeric cost and/or threshold.

Cantrip X [Y]
Cost - Reveal this card from your hand and put it on the bottom of your deck.
Effect - [minor effect]; usually just “draw a card” or small combat trick, etc.

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Cantrip allows the multiple(s) to be recycled into the deck and makes it so the cost of the actual card can be accomplished once again. It also prevents the card from being dead (or resource I guess) in the event that something removes or bins some number of the other copies (heist planner or some manner of discard, etc.).

Of course there is also plenty of room for expansion with this idea. You could change the number of copies required of the cost (1 and 3 are the only numbers that change how many times you can play the card in a game). You could have a tiered number that each produces a different effect:

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Ceiling Cotton Candy X [Y]
its not cotton candy
Tactic

Cost - Pick a number for X between 1 and 3. Search your deck for X copies of this card, reveal them and remove them from the game.

Effect - If X is 1, do this. If X is 2 do that. If X is 3 do this and that.

Cantrip X [Y]
Cost - Reveal this card from your hand and put it on the bottom of your deck.
Effect - [minor effect]; usually just “draw a card” or small combat trick, etc.

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Cantrip itself can be used without the pseudo-restricted card idea. Cycling is a very popular mechanic in Magic and while the faction ability kind of nullifies the value of cycling compared to Magic, everyone likes cards that do other things.

I thought that the ability could be modified further still:

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Cantrip X [Y]
Cost - Reveal this card from your hand or discard pile and put it on the bottom of your deck.
Effect - [minor effect]; usually just “draw a card” or small combat trick, etc.

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Again, this plays off of recur but I feel it is different enough. Discuss.