Good base to start generation
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@@ -573,7 +573,7 @@ Card Instance
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Opened on <date>
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```
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Randomized wear/condition and random imperfections are **not** part of the card-instance model.
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Randomized wear/condition and random imperfections are **deferred** and are not part of the M1 card-instance model.
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That general contract should stay renderer-independent. The database should not care whether Three.js or some future engine is displaying the card.
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@@ -614,7 +614,7 @@ The exact visual treatment, physical appearance, compatibility constraints, thic
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### Wear / Condition
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I am cutting randomized wear / condition from the card-instance model entirely.
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Randomized wear / condition is deferred and excluded from the M1 card-instance model.
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The more I thought about it, the more it felt like negative variance rather than a fun collector property. Getting the Legendary you wanted in the finish, material, and printing you wanted only for it to be a "bad" damaged copy would feel like being punished for no reason - especially when packs are earned through habits rather than something you can endlessly buy or grind that same day.
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@@ -634,7 +634,7 @@ Eventually there could still be some fun digital-scale idea for unopened packs,
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### Imperfections
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Cut.
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Deferred; excluded from the M1 card-instance model.
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I do not want randomized fingerprints, hairs, print defects, or other accidental-looking imperfections as an instance-level collectible system.
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@@ -814,7 +814,7 @@ At the functional level I only want a few religious-art guardrails:
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* Historical/traditional iconography can inform the artwork where appropriate.
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* Rarity should never imply greater spiritual worth.
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The Trinity/Foundation card remains a special art case that needs its own pass.
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The Trinity/Foundation art pass remains deferred.
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I still expect to lean heavily on LLM/image-generation tooling and MCP servers for creating and iterating on the artwork since I am a software engineer, not an artist.
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@@ -1007,7 +1007,7 @@ I would rather have **50 cards where all of the difficult rendering/material/var
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The full catalog can still contain 500 identities. M1 only needs a representative subset actually implemented.
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Randomized wear/condition and randomized imperfections are cut from the design. Filler-card economics, multiplayer trading, and advanced social behavior are not required for M1.
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Randomized wear/condition and randomized imperfections are deferred. Filler-card economics, multiplayer trading, and advanced social behavior are not required for M1.
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### Not Required for M1
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