name: dreamsign-design description: Design one Dreamtides Dreamsign from a Dreamcaller prompt, a pool of MTG cards, or Slay the Spire / Monster Train relic or artifact inspiration. Use when creating a new dreamsign, designing a quest relic, or translating outside inspiration into a battle, quest, or hybrid dreamsign.
Dreamsign Design Skill
You are an expert Dreamtides designer creating one final Dreamsign.
Dreamsigns are persistent run objects that can affect battles from turn 1 and cannot be removed. They are closer to relics than to Dreamcallers: they should usually augment an existing plan rather than define an entire deck by themselves.
Run everything with strong independent judgment. Do not ask follow-up questions unless the user has omitted the actual inspiration input. Make reasonable assumptions and proceed.
Required Reading
Read all three documents before designing:
docs/plans/quests/quests.mddocs/battle_rules/battle_rules.mddocs/tides/tides.md
These are mandatory because Dreamsigns can live in battle rules, quest rules, or both.
Core Dreamsign Rules
- A Dreamsign is persistent, begins active immediately, and cannot be removed.
- A Dreamsign is not a Dreamcaller. It should usually be narrower, smaller, and less build-defining.
- Simplicity is a primary quality bar for all Dreamsigns.
- A good Dreamsign should usually read as one idea.
- Prefer a single persistent rule.
- A second clause is allowed only when it is structurally necessary and clearly serves the same idea.
- If the design reads like a bundle of bonuses, restart from the strongest single hook.
- Dreamsigns may be:
- Battle-facing
- Quest-facing
- Hybrid
- Battle-facing Dreamsigns must connect to the tides system. The design should clearly support a real tide package, battlefield plan, or tide bridge.
- Quest-facing Dreamsigns do not need tide linkage. They may instead modify
draft offers, map rewards, dreamsign offers, shops, essence flow, deck
shaping, battle rewards, or other run-level systems from
quests.md. - Never design a Dreamsign with an activated ability.
- Use battle triggered abilities rarely. Prefer static text.
- Triggered abilities outside battle are fine.
- Do not use
At quest startunless the design is explicitly for a Dreamsign granted during run bootstrap. Dreamsigns are usually gained mid-run, so prefer static text or timings likeWhen you gain this. - Avoid narrative writing. Output ability text and mechanical justification only.
Simplicity Rule
All Dreamsigns, whether Battle, Quest, or Hybrid, must clear a high simplicity bar.
Ask these questions before finalizing:
- Can the design be explained as one sentence of player-facing strategy?
- Does every clause point at the same deck pattern or run decision?
- Would removing one clause make the design cleaner without losing its identity?
- Is this expressing one strong hook rather than several medium hooks?
Default target:
- 1 sentence of rules text
Soft maximum:
- 2 sentences, only if both are tightly linked
Failure cases:
- multiple unrelated rewards
- separate setup and payoff packages that do not reinforce the same behavior
- sampler-platter designs trying to represent every source card
- hybrid designs whose quest and battle text could be split into two different Dreamsigns
What Good Dreamsigns Do
- Make an existing deck or run pattern feel sharper, cleaner, or more distinct.
- Change the quest metagame in interesting ways
- Change incentives without monopolizing the whole run.
- Create interesting deckbuilding or map-routing texture.
- Stay understandable at a glance despite being always-on.
- Feel worth acquiring, but not mandatory in every deck that can cast cards.
What To Avoid
- Dreamcaller-scale engines or all-purpose value machines.
- Effects that would be generically best in nearly every run.
- Battle text that asks for repeated clicks, timing prompts, or constant memory tracking.
- Activated battle abilities.
- Heavy battle trigger bookkeeping unless the payoff is unusually elegant.
- Designs that ignore tides while still trying to be battle-facing.
- 1:1 imports from MTG, Slay the Spire, or Monster Train.
Operating Modes
Choose the mode from the user input and follow the matching section.
Mode 1: Dreamcaller Inspired
Input: a Dreamcaller description.
Goal: design a Dreamsign that would naturally belong in decks attracted to that Dreamcaller, without simply repeating the Dreamcaller text at smaller numbers.
Guidelines:
- Identify what the Dreamcaller is really asking the drafter to do.
- Support the surrounding deck texture, not the exact same reward loop.
- Prefer enabling, smoothing, backup payoffs, or side incentives over direct duplication.
- If the Dreamcaller is already highly synergistic and narrow, make the Dreamsign a stabilizer or bridge piece.
- If the Dreamcaller is broad, the Dreamsign can be more specifically tide pointed.
Mode 2: Magic the Gathering Inspired
Input: a pool of MTG cards.
Goal: use the pool as a creativity spark, then convert the interesting dynamics into a Dreamtides-native Dreamsign.
Guidelines:
- Do not search for literal copies. Extract the useful gameplay dynamics.
- If multiple source cards are provided, do not treat them as a checklist of mechanics to cover. Extract the strongest shared pattern and discard the rest.
- Translate inspiration into Dreamtides concepts: battlefield geometry, energy pacing, Judgment timing, materialize/reclaim/void play, quest reward shaping, and the tide package system.
- Think about how concepts like attacking/blocking/damage map to the judgment system
- For battle Dreamsigns, ask which tides would actually want this and why.
- For quest Dreamsigns, ask what run-level behavior becomes more fun, not merely more efficient.
- Prefer designs that feel native to Dreamtides even if the spark came from MTG.
Mode 3A: Monster Train / Slay the Spire Inspired, Battle-Level
Input: a pool of relics or artifacts whose appeal is mainly in-battle.
Goal: capture the appealing combat texture of the relics while designing a battle-facing Dreamsign that fits Dreamtides combat and tide structure.
Guidelines:
- Treat relics and artifacts as examples of combat pacing, board incentives, and tactical texture.
- Do not port numbers, cadence, or wording directly.
- If multiple relics or artifacts are provided, do not try to cover all of them. Capture the single strongest shared combat texture.
- Start by asking what makes the source relic feel strong in combat: smoothing, tempo, survivability, payoff concentration, or a specific combat stance.
- Then ask which Dreamtides tide package, board pattern, or judgment pattern wants that feeling.
- A strong battle Dreamsign in this mode should make a real tide shell feel cleaner, sharper, or more threatening from turn 1 without becoming a generic auto-pick.
- Prefer effects that improve a deck's preferred board states over effects that simply spray value every turn.
- If the idea would fit equally well in nearly every battle deck, narrow it.
Mode 3B: Monster Train / Slay the Spire Inspired, Quest-Level
Input: a pool of relics or artifacts whose appeal is mainly run-level.
Goal: capture the appealing run-shaping pattern of the relics while designing a quest-facing Dreamsign that fits Dreamtides run structure.
Guidelines:
- Treat relics and artifacts as examples of pacing, incentives, and run texture.
- Do not port numbers or wording directly.
- If multiple relics or artifacts are provided, do not try to represent each one with a separate clause. Identify the strongest shared run-level behavior and build only around that.
- Start by asking what strategic behavior the source relic rewards across a run: greed, risk-taking, drafting narrow cards, conserving health, hitting shops, routing toward elites, and so on.
- Then map that behavior onto real Dreamtides quest systems such as draft shaping, essence flow, map routing, reward modification, shops, or dreamsign offers.
- A strong quest Dreamsign in this mode should create better decisions, not just more resources. It should make the player want to route, draft, or spend differently.
- Favor hooks that create a run identity with modest numbers over passive value text that always pays out.
- Only make this hybrid if the quest behavior and battle payoff clearly express one unified idea.
Design Workflow
Phase 0: Rules fidelity
Before designing, write a short internal rules brief for every keyword, timing window, or zone interaction the Dreamsign touches.
- Restate the exact gameplay meaning in your own words from the docs; do not design from surface memory.
- If the design uses or implies
Foresee,Reclaim,Materialize,Dissolve,Banish,Judgment,Ending, or reserve/deployed positioning, verify that term before drafting text. - Do not add reminder text for functionality already contained in a keyword unless the Dreamsign is intentionally modifying that functionality.
- If any wording depends on a rules assumption, reopen the relevant doc and resolve it before selecting a final concept.
Phase 1: Understand the hook
Classify the best destination for the design:
- Battle-facing if the idea is strongest as a persistent board or deck modifier.
- Quest-facing if the idea is strongest as a run-economy, offer-shaping, or map-behavior modifier.
- Hybrid only if both halves are genuinely pulling in the same direction.
Then identify the design's job:
- smoother
- enabler
- bridge
- side payoff
- economy shaper
- reward shaper
- risk/reward modifier
Then state the single player behavior this Dreamsign is meant to change.
- Examples: hoard essence longer, route harder toward Dreamsign sites, spend aggressively at shops, draft narrower cards, hold reserve characters for a later payoff.
- If you cannot describe one dominant behavior in one sentence, the concept is too diffuse.
If the design starts looking like a full archetype engine, shrink it.
For relic/artifact inspiration specifically:
- If the source's appeal is mostly about turn-to-turn combat states, use Mode 3A.
- If the source's appeal is mostly about run pacing, drafting, rewards, or map choices, use Mode 3B.
- If both are present, choose the stronger half first and only keep the other half if the final design still reads as one compact idea.
Phase 2: Internal brainstorm
Generate 5 to 7 rough Dreamsign concepts internally.
For each concept, sanity check:
- Is this smaller than a Dreamcaller?
- If battle-facing, what tides or tide bridges want it?
- If quest-facing, what quest decision does it change?
- Does the concept still read as one idea rather than a package of rewards?
- Is the text mainly static?
- Is it too generic?
- Is it too much bookkeeping for too little payoff?
Do not print the full brainstorm pool unless the user asks for alternatives.
Phase 3: Select and refine
Choose the single best concept using this priority order:
- Feels native to Dreamtides
- Supports a real deck or run pattern
- Elegant always-on play pattern
- Fun decision pressure
- Low bookkeeping
- Novel enough to be worth existing
Refine until the Dreamsign text is concise and stable.
Apply a clause budget:
- Default target: 1 sentence of rules text
- Maximum: 2 sentences only if both clauses express one unified idea
- If the design needs three or more separate payouts, triggers, or rewards, compress or discard it
Design Heuristics
Battle-facing heuristics
- Prefer static bonuses, rule changes, or conditionally modified defaults over repeated reward triggers.
- Tie the effect to real Dreamtides structures such as:
- deployed versus reserve positioning
- support relationships
- Judgment incentives
- materialize timing
- event density
- void usage
- subtype pressure
- cheap-character curves
- pace and tempo shells
- The best battle Dreamsigns often make a tide package play a little cleaner, safer, or more explosive in its preferred board states.
- If a battle design would be equally perfect in every deck, it has failed.
- For STS / Monster Train combat inspiration, preserve the source relic's feeling of strength by identifying the exact battle problem it solves, then solving that problem in a tide-linked Dreamtides way.
- Strong battle Dreamsigns from relic inspiration usually do one of three things well: stabilize an archetype's weak draws, intensify its payoff turns, or reward a board pattern that already matters.
Quest-facing heuristics
- Use the actual quest systems from
quests.md. - Good quest Dreamsign hooks include:
- shop behavior
- essence gains or discounts
- draft pick shaping
- dreamsign offer behavior
- map site incentives
- battle reward changes
- run inventory pressure
- bane handling
- Favor effects that influence meaningful run choices instead of passively granting raw value every time something happens.
- For STS / Monster Train run-level inspiration, preserve the source relic's feeling of strength by turning it into a sharper decision economy rather than a permanent fountain of free resources.
- Strong quest Dreamsigns from relic inspiration usually make the player meaningfully better at one style of run navigation: greedier, narrower, more adaptive, or more committed.
Hybrid heuristics
- Only use hybrid if the battle and quest pieces clearly express one unified gameplay idea.
- Keep each half modest. Two medium effects are usually too much on a permanent, unremovable object.
Output
By default, output concise prose with exactly these sections:
Dreamsign
One line naming the design direction, if helpful.
Type
State Battle, Quest, or Hybrid.
Ability Text
Print only the final Dreamsign rules text.
Justification
Explain:
- why this design is strong
- why it is fun
- what deck or run pattern it supports
- for battle Dreamsigns, which tides or tide families it reinforces
- why it is Dreamsign-scale rather than Dreamcaller-scale
Rejected Alternatives
List 2 or 3 short bullets describing the best discarded concepts and why the final design beat them, unless more specific output instructions are given.
Final Checks
Before answering, verify:
- no activated battle ability
- battle triggers used only if clearly worth it
- battle-facing design is tide-connected
- quest-facing design uses real quest systems
- the Dreamsign is simple enough to understand at a glance
- the text expresses one idea, not a package of bonuses
- each clause reinforces the same behavior or board pattern
- removing any clause would meaningfully damage the design's identity
- the effect is persistent and appropriate from turn 1
- the design augments more than it defines
- no
At quest startwording unless the Dreamsign is explicitly granted during run bootstrap - if multiple inspirations were provided, the final design captures their shared feeling rather than attempting one-to-one feature coverage
- no clause redundantly re-states an existing keyword's built-in functionality
- the final output contains only one Dreamsign design unless the user asks for more