>>96451314
>TQ
I've got a favorite, but I also have two close runner ups:

3rd Place: I really like One Pieces resource because it's just generic resource, it ramps at a reasonable pace, it caps at 10, and it doubles as a power boost for your cards. It's very simple, but allows for some interesting design space.

2nd Place: Warlord is a game I was way, way late to get into but it reinvigorated my interest in TCGs. No resource is great. You'd think it would cause balance issues, but no. All the balance is done on the cards you're playing once per turn for free. A card seems too strong? Increase the requirements to use it. This card seems too weak? Lower the requirements to use it.

1st Place: I've played games where any card in your hand can be a resource, and they are okay. What I really like is "anything is a resource, but also there are resource cards" which is what the WoW TCG does. It's just a perfect combination of the two worlds and I feel like the design space is huge. I can play this equipment card face down as a resource, or I can play this quest card face up which can tap for resource but also has a one time activated ability and a reward, or I can play this location card face up for an ongoing effect and it taps for resource with the trade off being I can only have one location at a time. And I am pretty sure there are cards that when you play them as a resource you can reveal them to do a thing. But even just the idea of "I can play this high cost card face down as a resource and later I have an effect that lets me take a face down resource and put it back into my hand" or "This removal spell is cheap, but it turns the target into a face down resource" or "When this card dies, it returns as a tapped face down resource" or "This card cares about when I turn a quest/location face down" or "This effect cares about the card type of one of my random face down resources" I just love it so much and can't sing it's praises enough.