If you go through with this, Darth Vader will be able to wield a Jitte to take out Wolverine.
Things like this have already happened in testing. Indeed, in a test game from before I distinguished between Flying and Space units, Wonder in the graveyard enabled Deadpool (and an additional OverPower card) to take out an Imperial Star Destroyer. It lends a certain boost to the flavorful fun.
L5R translates reasonably well, despite the mechanical issues.
I read through what I assume is a basic-level rulebook for it, and I have several hundred cards for it, so I'm sure it's going in, but I'm not so sure I agree with this statement.

All the dueling and focusing and Personal Honor---I know I can do it, but I decided to leave it as a strong test case; I want the rules I develop now to be able to handle even very different card games added later.
Decipher Star Wars and Babylon 5 have been the biggest challenges, for sure. I'd say at least half of the DSW cardpool refers specifically to some other exact cardnames or very narrow types of cards. It would be like publishing a Magic card that, instead of preventing discard in general, said "Counter Duress, Ostracize, or Coercion if you have a Whippoorwill at an Island location." And Babylon 5
doesn't have a life total. Think about that one.
I tried to combine Overpower and Magic once. It was not pretty.
Yeah, OverPower is the only game I've seen with
no resource system. For the uninitiated: OverPower is vaguely like Type Four minus the drafting plus four 6-8 Power, 20 Toughness guys in play to start the game, with damage carrying over turn-to-turn.
For my purposes, I am going to just infer a mana cost for each card. Heroes have cmc = their highest attribute, Specials have a default cost of three mana, but the drawback is you must either have the specific Hero in play or revealed from your hand to cast it, and the version revealed/in play must have Power high enough to play the attack. It's not perfect, but then again it's not one of the games I've spent very much time on rules tweaking for.
The most up-to-date version of the rules is at:
https://netfiles.uiuc.edu/prstanto/www/metaccg.html (I'll also edit that into the first post for easy reference.)
Some of the things that would really distinguish this from Magic are:
(1) Creatures cannot be countered! They don't count as spells here. (Cards that specifically counter creatures like Exclude are, er, excluded from this provision and still work as expected, but you can't FoW a Tog.) I did this for a few reasons, mostly because I didn't want this game to just be a deep-card-pool Type One---which it would be if I didn't neuter blue in serious ways. Magic's noncreature spells are by far the most powerful of any game I've seen, at least in one-to-one conversion, and creatures hardly stand a chance against it. I also want it to be very hard to design decks without creatures. I'm thinking about banning Swords to Plowshares simply to encourage creature play.
(2) Creatures are so good. Vs characters are so huge per-mana that I decided the most elegant way to balance them was to give them all Echo.
(3) Removal of Storm. I hate combo, so I'm making any aspiring combo player really work for it. My VERY preliminary B&R ideas are towards the bottom of the linked page.