Now that I think of it is there a way to make pogs into a game like MTG? Any ideas? I only have the bare bones ideas of 1) Divide pogs into cost ranks from 0 to 5 (or 0-10?)2) Zero cost pogs you can play 1 time per turn (or 4 times per turn?)3) you can coin flip your 0 mana pog if it lands face up it is summoned if it lands face down it goes to the graveyard.4) To summon 1 mana or more pogs you need to yugioh sacrifice your 0 mana pogs5) The sacrificed pogs are stacked under your main pog to be used as HP token indicators. 6) so a 1 mana pog is a 1/1 and a 2 mana pog is a 2/2 etc.7) MTG rules where the defender decides what to use to block.decides what pogs to use to defend8) pokemon HP rules where the monsters do not regenerate after they get damaged. 9) use 20 pogs for your HP tokens10) Hardcore/blood thirstier mode your HP is also your summon monsters where you can only summon the next pog in your HP stack and doing this reduces your HPThis is about it this way the kids keep their pogs and can show them. And also the low summons have value.Maybe incorporate some physical skill instead of having D2 coins flip randomness? Maybe you need to coin flip them into a cup from a distance? Maybe abandon the MTG summon monster mechanic and have the game be who can land the most pogs in their cup? Make the pogs have natures like you need to coin flip them into the cup or normal throw? Make them normal spells who reduce the HP of your opponent in the game if they land face up? This requires there to be more information on the POGs. Do you think you can fit it in there? The problem with pogs is that they literally are paper circles with pictures there is no corporation who controls them and there would be nothing to stop someone from making really overpowered pogs(unless they are auto balanced in this simplistic system, here a 9/9 summon costs 9 mana exactly)