April 2024 Update
As intended, I have continued to think about Rune Masters in my free time and have come to a crossroads of sorts. The current iteration still feels a bit too much in the shadow of Magic: The Gathering, in particular, with its approach to card colors. While I tried to differentiate the different Rune types from Magic's colors, Order, Chaos, Natural, Unnatural, Mystic, and Neutral are still basically just White, Red, Green, Black, Blue and Colorless with some minor variations. So I decided to try and tie the rune types more closely with the narrative of the world. The Runes that fuel everything are the language of the world, after all, so where did those languages come from? I have two potential sets of sources, both of which would require massive overhauling of the card pool, but I think it would be worth it in the end. The first set of Rune types are as follows: Giant Runes, Dragon Runes, Celestial Runes, Humanoid Runes (Neutral), Mystic Runes, Natural Runes, and Aberrant Runes. Of course, that's a lot of types, so the second variation cuts down that number and consists of Mystic Runes, Natural Runes, Celestial Runes, Chaos Runes, and Neutral Runes.
Of course, that first set then prompted the issue of multi-typed decks and how powerful they can be. I currently have 3 solutions:
1) Have no limit to the number of rune types in a deck, but do NOT make multi-type cards in order to limit energy fixing.
2) A deck can only have 2 rune types flat out.
3) A deck can only have runes matching the type of their avatar, and minimize multi-typed avatars (most likely one).