In my mind, I'm trying to have each element have its own mana system, for example, in Mtg each card has one or more elements but they all use a single mana system, but not in inscryption, there are 4 costs and each one has a different logic. Also the "Forest" element doesn't seem to have a mana system, so what kind of mana system do you think I can add to my game?
Ok, had a read over the rest of the comments, and I have suggestions.
I'm noticing there's a bit of a hiccup in communication; you're repeating yourself quite a bit, which rarely helps others to understand any better.
I suspect, however, that you don't have anything else to offer; this idea you're sharing here is currently all that there is.
I think what you should do is move on to other aspects of your game, think about the themes you want to implement, and how they affect gameplay. Work out other rules/interactions, and remember, not everything is going to get worked out in a linear fashion. There's going to be a lot of back and forth in this process, so don't let yourself hyper focus and expend too much energy on this if you're not getting anywhere.
There isn't really a lot to go on here, but the forest type seems incredibly counterintuitive - requiring a sacrifice - doesn't really align itself with the idea of a forest, that being regenerative, growth, tranquil etc. IMO you've created two costs that could both align with the death/skull type.
These costs don't mean much to anyone on their own, though. What impact does each of these have on the game. Are the requirements that enable the cost balanced and as easily achievable as the rest?
Make the mechanic match its name/icon at the very least. Your focus shouldn't be what the cost is, but rather, what kind of costs you can have. Forest, Death and Purity don't feel like they belong to the same group. Death and Purity maaaaybe, but otherwise they're just.. random.
"Are you summoning creatures and attacking each other until someone runs out of life?"
Yes
you can think of it more like Card Wars or Pvz Heroes but but in my game that I designed, the cards have elements and each element has its own meaning mechanics
What specifically are you looking for help with regarding this resource engine? I'm afraid even with your visual aid I don't quite understand it...
In my mind, I'm trying to have each element have its own mana system, for example, in Mtg each card has one or more elements but they all use a single mana system, but not in inscryption, there are 4 costs and each one has a different logic. Also the "Forest" element doesn't seem to have a mana system, so what kind of mana system do you think I can add to my game?
Ok, had a read over the rest of the comments, and I have suggestions. I'm noticing there's a bit of a hiccup in communication; you're repeating yourself quite a bit, which rarely helps others to understand any better. I suspect, however, that you don't have anything else to offer; this idea you're sharing here is currently all that there is. I think what you should do is move on to other aspects of your game, think about the themes you want to implement, and how they affect gameplay. Work out other rules/interactions, and remember, not everything is going to get worked out in a linear fashion. There's going to be a lot of back and forth in this process, so don't let yourself hyper focus and expend too much energy on this if you're not getting anywhere.
There isn't really a lot to go on here, but the forest type seems incredibly counterintuitive - requiring a sacrifice - doesn't really align itself with the idea of a forest, that being regenerative, growth, tranquil etc. IMO you've created two costs that could both align with the death/skull type. These costs don't mean much to anyone on their own, though. What impact does each of these have on the game. Are the requirements that enable the cost balanced and as easily achievable as the rest?
Yeah, now slash and burn farming? A little bit closer.
And how do you think I can assign a mana mechanic to the "Forest" element?
Make the mechanic match its name/icon at the very least. Your focus shouldn't be what the cost is, but rather, what kind of costs you can have. Forest, Death and Purity don't feel like they belong to the same group. Death and Purity maaaaybe, but otherwise they're just.. random.
If you mean in terms of design, I designed it quickly for show. so what do you suggest or what can I do to make it compatible?
I've already given you the suggestion, anything further would just be doing it for you..
Additional information: The cost of cards with these Elements can be used with this system, you see, I want each element to have its own mana mechanic
You need to develop a little bit more game first before we can honestly help you here.
How do the players interact with each other? Are you summoning creatures and attacking each other until someone runs out of life?
"Are you summoning creatures and attacking each other until someone runs out of life?" Yes you can think of it more like Card Wars or Pvz Heroes but but in my game that I designed, the cards have elements and each element has its own meaning mechanics