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There are a bunch of variables that can be tweaked outside of the cards too though. The game itself suggests not making a deck that uses all three mox colors, so a hypothetical "magnificus mode" that gives purely random cards would mean the player either ignores 1/3 of the options they're given or they try to make a 3 color deck that has gem awkwardness that persists through the entire run with a lot of dead cards that they need specific other cards to do anything.
The gem mechanic has to strike a very careful balance since if gems are too easily destroyed then you have the situation you often get in the deletion act where you lose your one gem and you're spending multiple turns drawing to try to get the one gem that lets you do anything, but if it's too easy to keep gems alive then the mechanic loses its meaning. Part of the reason that gems work in P03's section is that there are five lanes. It's much easier to keep a gem alive when enemies are split between more lanes. You also lose less by dedicating a lane to a gem that doesn't do anything on its own when there are more lanes.
Some potential ideas that would address these issues but have their own share of drawbacks:
-A 'side lane' where only a basic (single color) gem can be placed and it cannot attack. There is no opposing space for this lane, so it cannot be attacked or destroyed without specific card abilities or boss gimmicks. Really high chance of this making the gimmick too easy, and it also results in every draw from your side deck that gives another copy of the gem you put there being a dead draw.
-Starting hand mechanic where your first drawn side deck card MUST match one of your three drawn main deck cards. I think this one's a pretty obvious addition.
-Your starting deck is mono-colored and your first few card adding nodes can NOT be of that color. The map either randomly chooses the second color for you or you explicitly choose what it is. Cards that are unplayable without the third color do NOT appear throughout the whole run. This forces the player to make a two-color deck.
-A card upgrade node on the map that removes mox requirements on a card you choose. Common early in the run but doesn't appear as much later. Magnificus' gimmick in his boss fight and his item in Kaycee's mod both involve erasing glyphs, so this is pretty on-theme. Probably best if the node removes only one mox requirement on a card that requires multiple ones or also removes all other glyphs on a card.
-The "blows up if its mox is destroyed" cards are potentially too swingy when it comes to risk/reward. This depends on a lot of other factors, but it might need to be a gimmick that only appears on enemy cards. I think that "can't attack without X color" has a lot of potential for card design. You can have cards that need a color and turn off if you lose that color temporarily or you can do weird things like a card that doesn't require any mox and can be put down as a blocker, but can also attack if you fulfill its two or three color requirement.
In particular, my mind is drawn to how Magnificus's Tower is quite different from any of the other Scribes' locations. Leshy and Grimmora were mostly just a singular room to explore, while P03 had a factory that, technically, allowed more freedom in getting to choose between fighting either of his followers first (discounting the Dredger, who doesn't have a real fight at all but must be fought after the Smelter). He also had more complex puzzles to explore his factory's rooms whatsoever.
Magnificus has an entirely linear progression through four separate rooms, each with notable puzzle solving elements, and with each of the first three rooms focused on a single Mox color. In a similar vein to how P03's world replicates the original Inscryption world with thematically appropriate robot cards only found in their respective areas, perhaps going through a full Magnificus mode would involve climbing his tower, with each floor providing only cards that use that floor's relevant color. You could have a randomly chosen Green, Orange, or Blue Starter Deck (or perhaps you'd actively choose your Starting Color), and the first floor of the tower would be equally random/chosen, ensuring that if you start with a Green deck, the first floor is the Green floor, for example. This gives a consistent foundation to start from, but also inherently specializes the kinds of cards you'd have available to you, and also likely limit you from ever getting more advanced two-color cost cards until your second floor, where you'd start to consider how much you might want to sacrifice color consistency for a wider range of ability types and a higher peak power level.
Within this framework, I envision getting to opt out of any card gains/modifications like in P03's mode, as well as getting to choose what colors your 10-or-so Mox side deck would consist of. I also envision that the dual-color Mox wouldn't be randomly drawn cards, but instead would be Upgrades to single side-deck Mox at a time, applying a permanent Green, Orange, or Blue to it, at which point you could flip the second color between the two other options. Perhaps one could get the option to not necessarily remove the color cost from a mox, but to change the color cost around, so if you saw a really cool Blue card that you'd really want the ability of, but were otherwise running an entirely Orange deck, you could potentially shift it to a more appropriate color. These chances would be quite limited of course, as enhancing deck consistency like that would be a pretty major deal.