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The IW Community => Community Events & Contests => Topic started by: Blitzbulletz on July 24, 2014, 02:01:48 PM

Title: Card Design Challenge: the forum game
Post by: Blitzbulletz on July 24, 2014, 02:01:48 PM
Once upon a time I used to be pretty active on the Magic Set Editor forums
 and had a lot of fun there. So I decided to bring this game to the IW forums.

So here are the rules:

1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.

2) All that wish to participate submit their card design. No double posting allowed, you may however edit your post till the deadline.

3) After an announced deadline The Judge decides a winner. The winner then becomes The Judge for the next round.

4) Any rewards are a plus, though entirely optional.


So to get this started I'll ask you to make me an Exiles' Aleta.

I'm not gonna set the deadline now, let's see how much replies this gets.

To encourage you to participate I'm gonna award a GOLD BORDERED FIGHT! to the winner.
(I don't care if nobody want's it I'm a poor player  :'()
Title: Re: Card Design Challenge: the forum game
Post by: Maerwin on July 24, 2014, 02:41:09 PM
Aleta, Immortal Prisoner
1 purity Exiles, 5 resources, 5 morale
Unique Character - Human
6/16
Rare

If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Pay 3, Exhaust: Each player discards one card at random.
Title: Re: Card Design Challenge: the forum game
Post by: hibolt on July 24, 2014, 03:01:25 PM
Just because i dislike the idea to get more discard for Exiles  :P

Aleta, Immortal Glutton
1 purity Exiles, 5 resources
Unique Character - Human
6/16

If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Pay 2, Exhaust: Target Character gets Consume 3 this turn.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on July 24, 2014, 03:25:27 PM
Aleta, Immortal Maniac
1 Purity Exiles, 5 resources
Unique Character - Human
6/16

If Aleta is in the Graveyard for 4 consecutive turns, she returns to play.
Discard a random card: Swap the attack and health of Aleta until end of turn.

EDIT: Realized I didn't specify random, which would have made her more powerful than she was intended. I guess I could also add that the reason for her coming back after 4 turns is due to how easy it is for her to die with 6 health after the swap and she's more intended to be a combat character in this fashion anyways.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on July 24, 2014, 03:45:04 PM
Aleta, Immortal Wanderer
1 purity Exiles, 5 resources
Unique Character - Human
6/16

If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Exhaust, Pay 5: Discard a random card from your opponent's hand into your graveyard. The discarded card gains Exile X, where X is the cost of the discarded card minus 1. If this card already has Exile, the lowest value is chosen.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on July 24, 2014, 03:50:36 PM
Was trying to think of a useful ability and also wanted to deviate from the other aletas by making one you'd actually want to play on the battlefield instead of just sticking in command/support, saw that fight was a prize and well...


Aleta, Immortal Slaughterer
1 EX, 5/5
Unique Human
6/16
Consume 2

If aleta is in the graveyard for 6 consecutive turns she returns to play.
Pay: (uhhh, 1?), If aleta is in a combat zone target an enemy card in the opposing zone, if that card is still in the same zone when aleta or the target card enters combat aleta ignores card order and attacks or blocks that card.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on July 24, 2014, 03:51:57 PM
Aleta, Immortal Shapeshifter
1 Purity Exiles, 5 Resources, 5 Morale cost
Unique Character - Human
6/16

If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Exhaust, Pay 1: Target Demon gets +2/+2 permanently. Discard a random card.

My idea for this Aleta was to create an Aleta based off of the lore of the Exiles. Since most of the Exiles are humans that are being shapeshifted into Demons, I decided to name her the Shapeshifter. I created her ability to buff one of those new demons and to follow the fun play style of Exiles I wanted her to be able to discard a random card in hand as well. This Aleta would eliminate the need to have a Ritual Master in command zone and would be a bigger buff to one unit, but doesn't affect the whole field like Ritual Master does.
Title: Re: Card Design Challenge: the forum game
Post by: Nehkrimah on July 24, 2014, 04:04:02 PM
Aleta, Immortal Visionary
1 Purity Exiles, 5 Resources, 5 Morale cost
Unique Character - Human
6/16

If Aleta is in the graveyard for 6 consecutive turns, she returns to play.

Exhaust, Pay 1: Until end of turn, whenever you would discard a random card, you may choose it instead.
Title: Re: Card Design Challenge: the forum game
Post by: Zahiri on July 24, 2014, 04:46:44 PM
Aleta, The Immortal Tormented
1 Purity Exiles or Verore, 5 Resources, 5 Morale
Unique Character - Human
6/16
 
If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
If Vasir, the Chained becomes Unchained or Vasir, Demon Prince is in play remove her from the game. When  Vasir, the Unchained or Vasir, Demon Prince leaves play return Aleta, the Immortal Tormented exhausted to the support zone.

Exhaust, Pay X: Until end of turn, target on the battlefield get -X/-X until the end of turn.

Flavor Text: The Tormentor has become the Tormented.

1st Edit: Flavor Text added
2nd Edit: Add or Verore to keep in line with lore.
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on July 24, 2014, 09:05:05 PM
Aleta, the Immortal Reclaimer
1 Purity Exiles
5 Cost
6 Morale
Unique Character - Human
6/16
Exile 2

If Aleta is in the graveyard for 4 consecutive turns, you may pay the Exile cost to return her to play.

Exhaust, Pay 3: Choose a card in your graveyard. It gains Exile 'X' where 'X' is half the cost of the card (rounded down). You may pay the Exile cost next turn to bring the card into play.

Explanation: this Aleta will allow you to finally, finally, FINALLY "reclaim" those high cost and/or non-exile-able cards that Ritual Master accidentally discarded. Also, can be used to bring back important characters that died in combat.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on July 25, 2014, 03:28:51 AM
Aleta, Immortal Descender
1 purity Exiles, 5 resources, 5 Morale
Unique Character - Human
6/16
Rare

If Aleta, Immoratal Descender is in your graveyard for 6 consecutive turns, she returns into play.

Pay 1, Exhaust: All cards in your hand and graveyard gain Exile X until the end of next turn, while X is the cost of the card. If the card already has Exile, the lower number is selected.

Flavor Text: (1)One descender, thousands of descendees.
                  (2) (After a short while of time) This may be the start of cooperation of Exiles and other factions.

Card Idea: Currently, Exiles is a faction that is not easy to splash. The most important reason is that cards from other factions don't have Exile, so the player suffer from discarding cards from other factions. This Aleta, with purity 1, can significantly reduce the lost from discarding a wrong card, and therefore significantly increase the possibilty for splashing. Also, I believe this card will not be OP, but if further test prove her strong, she will be changed to "Pay 2, Exhaust" or so.

Lore Idea: Aleta, Immortal Sorceress was caught by Vasir. In order to punish her, Vasir turned her into Immortal Descender.

Edit: The part that cards in graveyard gain Exile does not mean the player can bring back cards played before. It is just used to ensure the discard mechanics to work, as Exile effect triggers in graveyard.
Title: Re: Card Design Challenge: the forum game
Post by: Bactrian on July 25, 2014, 06:41:42 AM
Aleta, Immortal Sacrifice
5 resources, 6 morale
6/16

If Aleta, Immortal Sacrifice is in your graveyard for 6 consecutive turns, she returns to play.

Pay 1, Exhaust, discard a random card: Target creature gains +2/+2 and becomes a Demon in addition to its other types.

Flavour: Immortal blood for endless strength.
Title: Re: Card Design Challenge: the forum game
Post by: Blitzbulletz on July 25, 2014, 07:45:06 AM
It's great to see so many of you have responded, all with such a great ideas. I hope this could go on for a long time.

So I'm gonna make the deadline tomorrow at 10:00 GMT, everyone please convert it to your own, any posts or edits after that are gonna be disqualified. I'll try to announce the winner as soon as I can.
Title: Re: Card Design Challenge: the forum game
Post by: Symphony on July 25, 2014, 11:53:20 AM
Not sure if I still fit the deadline, but oh well:

Aleta, Immortal Prisoner
1 Purity Exiles, 5 resources, 5 morale
Unique Character - Human
6/16

If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Pay 4, exhaust: Discard a random character card from your hand (fails if there is none). Target character on the battlefield becomes a Demon in addition to its other subtypes and gets +X/+Y, where X/Y are the discarded character's power/health divided by 2 (rounded down). Discarded character gains exile 1.

It seems a lot for a card, but I like the concept. Coyle does a similar stuff for himself, even though his effect is a bit crappier. The general idea is to use Verore Aleta's power, now that she' s imprisoned by Vasir, channelling her dark magic to help them demons :v
Title: Re: Card Design Challenge: the forum game
Post by: 64chrom on July 26, 2014, 09:17:57 AM
i didnt read those rules carefully so i leave post like this cause i cant delete it already
Title: Re: Card Design Challenge: the forum game
Post by: Blitzbulletz on July 26, 2014, 09:24:01 AM
64chrom, I'm not sure you read the whole OP


So to get this started I'll ask you to make me an Exiles' Aleta.

Title: Re: Card Design Challenge: the forum game
Post by: Blitzbulletz on July 26, 2014, 01:03:00 PM
So here it comes. I'm very happy so many of you participated :-* It, however made it very hard for me to carefully judge every single card and took me lot of time. But I still think it was worth it 8)

Maerwin:

hibolt:

DrayGon:

aldin:

NatoPotato:

Vertu Honagan:

Nehkrimah:

Zahiri:

vengefulmierothi:

Reincarnation:

Bactrian:

Symphony:

The winner:

Honorable mentions:

I would now like the winner to post the next challenge and contact me for a way to hand him the prize. (my ign is Blitzbulletz).
Title: Re: Card Design Challenge: the forum game
Post by: Symphony on July 26, 2014, 01:58:48 PM
Holy puffy, I just realised this. The 'exile 1' part of the description was actually meant to be exile 'cost of the card - 1'. Exile 1 is too bs. My bad :v
Title: Re: Card Design Challenge: the forum game
Post by: Swiftwynd on July 27, 2014, 12:52:14 PM
I really love this idea, wish I had contributed before the deadline, but congrats on the win!

I'll be sure to toss in my ideas on the next round.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on July 28, 2014, 01:23:11 AM
This is cool. I'll have to chip in something next round. All these ideas are neat. From my experience with such things, I have to advise future judging to be done more based on ideas than numbers, unless something is really out there (Exile 1 typo for instance :P).
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on July 28, 2014, 03:25:40 AM
Next contest:

Create an Overseers Agent Coyle. Nailed it.

P.S.:

Congrats to the winner!
Title: Re: Card Design Challenge: the forum game
Post by: Blitzbulletz on July 28, 2014, 08:41:13 AM
Anyone knows where has Aldin gone?

This is cool. I'll have to chip in something next round. All these ideas are neat. From my experience with such things, I have to advise future judging to be done more based on ideas than numbers, unless something is really out there (Exile 1 typo for instance :P).
Of course, it's not like we can know the numbers are right without playtesting anyways. But that does not mean I can't comment on them, does it?
Title: Re: Card Design Challenge: the forum game
Post by: Zahiri on July 28, 2014, 12:56:15 PM
Next Contest hopefully overseer artifact since they have none currently.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on July 28, 2014, 02:08:08 PM
Here I am!  Wasn't really online this weekend much (Destiny beta ::)).  Thanks for picking my entry!  In my opinion, the game simply doesn't have enough ways to mess up  someone building the "perfect hand".

For our next design, let's all make...

A Unique Insectoid Character!

The prize will be... a Survival Swarmer!

Let the swarm begin!

Entries due within 48 hours of this post.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on July 28, 2014, 03:42:14 PM
Was about to go with the obvious 'spawn more swarmers/allow all factions of swarmer' abilities that have been suggested in the future card ideas thread multiple times, but I thought I should try and think of something else, not that there's anything wrong with those abilities.

Seeing as there's no overseers swarmer yet...


Ascending Swarmer
Unique Insectoid
1 Overseers
cost 6/morale 8
6/6

Flying
When Ascending Swarmer is on the battlefield all insectoids you control have Flying.
If you control 8 or more insectoids Ascending Swarmer ascends.
While ascended, Ascending Swarmer and insectoids next to Ascending Swarmer have +2/+2.


I dunno about it in terms of balance, just wanted it to be like overseers in terms of trying to get a bunch of units out and rushing with flyers, not too sure about the ascend ability, I was just trying to think of an 'ascended' effect that wasn't just a copy of one of the pre-existing angels.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on July 28, 2014, 03:49:33 PM
Edited: I decided to completely change my idea.

Agent Coyle, Crawler
Factionless Unique Character-Human
Cost 4, Morale 8
10/10
Lengendary
Pay 4: Agent Coyle, Crawler gains +1/+1 for each insectoid you control on the battlefield and becomes Insectoid in addition to other subtypes until the end of the turn.
Pay 20-X, Exhaust: Agent Coyle evolves into a 25/25 Flying Unstoppable Insectoid Dragon. (X is the number of insectoids you control on the battlefield)

Title: Re: Card Design Challenge: the forum game
Post by: Zahiri on July 28, 2014, 07:21:17 PM
Hive Queen
Factionless
Unique Character- Insectoid Queen
Cost 7, Morale 15
0/11
Legendary

If Hive Queen is in Command all Insectoids ignore Purity Requirement for Deck Construction.

Pay X+1, Exhaust Create Insectoid (List of all Available Swarmers similar to Aleta, the Immortal Traveler ability.)
Pay 7, Exhaust All Insectoids gain Untouchable until the end of the turn. 
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on July 28, 2014, 07:26:20 PM
Frontier Swarmer
Factionless
Cost 4, Morale 6
6/6

Unique Character - Insectoid
Epic

Ability:

When Frontier Swarmer enters the battlefield, all Insectoids on the battlefield are moved to the assault zone.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on July 28, 2014, 10:06:12 PM
Heart of the Swarm
Factionless
20R/10M
Unique Character - Insectoid
Epic
0/10
The cost of Heart of the Swarm is reduced by the number of insectoid characters you control.
At the start of each turn that Heart of the Swarm is on the battlefield, for each character that was killed by an insectoid character you controlled last turn, you may either put an insectoid character into play from your graveyard or create a Survival Swarmer in your support zone.


Because the swarmers needed a titan.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on July 29, 2014, 02:27:24 AM
Heart of the Swarm
Factionless
20R/10M
Unique Character - Insectoid
Epic
0/10
The cost of Heart of the Swarm is reduced by the number of insectoid characters you control.
At the start of each turn that Heart of the Swarm is on the battlefield, for each character that was killed by an insectoid character you controlled last turn, you may either put an insectoid character into play from your graveyard or create a Survival Swarmer in your support zone.


Because the swarmers needed a titan.

Call her Kerrigan pls
Title: Re: Card Design Challenge: the forum game
Post by: Conquest on July 29, 2014, 03:42:50 AM
Swarmer Breeder
5 Cost
6 Morale
7/9
Unique insectoid
Factionless

When swarmer breeder dies, create a swarmer hatchling in the support zone. Pay 2: Exhaust Swarmer breeder and another insectoid. Create a 2/3 hatchling with the affect of the exhausted insectoid

Swarmer Hatchling
2 Morale
2/3

Title: Re: Card Design Challenge: the forum game
Post by: Antimony on July 29, 2014, 03:45:12 AM
Name: Royal Larva
Faction: Factionless
Cost: 3
Morale: 8
Character label: Unique Character - Insectoid
Rarity: Epic
Power/Health: 0/3
Card text:

Quote from: Royal Larva
Cannot attack or block.

At the end of each turn, Royal Larva gets +1/+3. (This ability can be triggered from the command zone.)

When Royal Larva has 3 or greater attack as a result from this ability, it loses its inherent abilities and transforms into a Royal Chrysalis with:
Quote from: Royal Chrysalis
Cannot attack or block.

Whenever Royal Chrysalis ends the turn in the Support Zone, it gains +2/+3.

When Royal Pupa has 9 or greater attack as a result from this ability, it loses its inherent ability and transforms into a Lapis Monarch with:
Quote from: Lapis Monarch
Flying
As long as Lapis Monarch is in play, all Insectoids you control gain +1/+1 at the end of each turn.

Additional Notes:
Each time it transforms would be a different picture.
-Royal Larva will be a yellow/gold caterpillar with blue streaks emerging from an egg.
-Royal Chrysalis will look a bit like this (http://www.obsessionwithbutterflies.com/img/butterfly/gold%20chrysalis2.jpg) but with blue accents.
-Lapis monarch will be a glorious giant deep blue/gold monarch butterfly.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on July 29, 2014, 04:14:24 AM
5C/9M/1OoS/Rare
6/6
Unique Insectoid Character
Healing Swarmer
If Healing Swarmer is on the Battlefield, each Insectoid you control Ascends when it kills a character. Ascended Swarmers heal 2 health at the end of each turn.

I don't know that you can't post more than one, but if you're restricted to one entry, ignore the following

6C/8M/1SoA/Rare
4/4
Unique Insectoid Character
Bloodthirsty Swarmer
If Bloodthristy Swarmer is on the Battlefield, all Insectoids you control have Bloodthrist 2.

4C/15M/1Exiles/Rare
4/4
Unique Insectoid Character
Chaotic Swarmer
If Chaotic Swarmer is on the Battlefield, all your Insectoids have Exile X - 2, where X is the cost of the card. Insectoids cannot have an Exile cost lower than 0.

4C/8M/1FD/Rare
6/6
Unique Insectoid Character
Forceful Swarmer
If Forceful Swarmer is on the Battlefield, all Insectoids you control have +4/+0.

8C/6M/1DoD/Rare
2/8
Unique Insectoid Character
Stalwart Swarmer
If Stalwart Swarmer is on the Battlefield, all Insectoids you control take 2 less damage from all sources.

6C/9M/1WP/Rare
5/5
Unique Insectoid Character
Leaping Swarmer
If Leaping Swarmer is on the Battlefield, all Insectoids you control have Reach.

7C/12M/1GI/Rare
3/3
Unique Insectoid Character
Overloading Swarmer
If Overloading Swarmer is on the Battlefield, all Insectoids you control gain +1/+1 at the end of each turn, except Overloading Swarmer.

6C/15M/1CoV/Rare
4/4
Unique Insectoid Character
Sacrificial Swarmer
Sacrifice Insectoid you control: Deal 5 damage to target character.

These guys might deserve 2 purity.
Title: Re: Card Design Challenge: the forum game
Post by: Cleanse on July 29, 2014, 04:59:58 AM
Yobo, Redeemer of the Swarm

"Shunned by Human, Beast, Demon and Angel societies alike, Yobo found understanding among other outcasts..."

7 Cost Factionless
Unique Insectoid Human
Epic
7/7
0 Morale

There is no limit on how much morale you have.
While Yobo Redeemer of the Swarm is on the battlefield, whenever an Insectoid you control dies, gain 5 morale instead of losing any and remove it from the game.
At the end of the turn, if you have 200 morale or more, you win the game.
Title: Re: Card Design Challenge: the forum game
Post by: Maerwin on July 29, 2014, 07:40:24 AM
Swarmer Overlord
Unique Character - Insectoid
Factionless, 7 cost, 12 morale
Epic
12/10

Charge
Sacrifice an Insectoid character: Swarmer Overlord gets +4/+4

Page 9 of the Explorer's Journal: "It is fascinating to watch these creatures fight for the leadership. So far, specimen #3474 defeated and killed all the opponents. In the process..."

Page 32 of the Explorer's Journal: "After being provoked, specimen #3474 stomped through most of the nearby legion's camp, including one battle tank. It is now heading west and the hive follows..."
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on July 29, 2014, 11:25:25 AM
Well, since everyone already took up all the ideas for a hive queen and breeder factories, I'll go with something slightly different.

Sentinel Swarmer
Type: Unique Character - Insectoid
Cost: 4
Morale: 7
Rarity: Rare
Purity: Factionless
Stats: 2/14
Passive: While Sentinel Swarmer is on the battlefield, half of all damage taken by other insectoids you control is redirected to Sentinel Swarmer.
Art: Heavily armored swarmer
Text: "These specimens are renowned for their zealous protection of the hive queen herself, never hesitating to throw their own lives away in her defense."
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on July 29, 2014, 12:51:55 PM
Hmmm... Unique limits me from including a swarmer for the OoS faction as all other swarmers aren't unique. The other obvious ideas for a unique factionless swarmer have also been taken up, and someone even included ideas for adding a new unique swarmer to each of the existing factions. Hmmm...

Marnaxxa
Factionless Rare
Character - Unique Insectoid
Cost: 5 Morale: 10
10/15
Reach
If Marnaxxa kills a flying character, Marnaxxa heals to full at the end of the turn.
Pay 5, Exhaust: Target opponent's character. That character is exhausted and locked to the support zone. Opponent may pay 5 resources to free the character.
Art: Giant spider wrapping up a victim in it's webs.

Not really expecting to win, but figured I'd try something.

Title: Re: Card Design Challenge: the forum game
Post by: Nazirite on July 29, 2014, 02:04:50 PM
Name: Ancient Colossal Swamer
Purity: Factionless
Cost: 8
Morale: 12
Rarity: Legendary
Character: Unique Insectoid
Stats: 14/14
Passive: If Ancient Colossal Swamer is on the battlefield, all characters you control becomes Insectoid.
Insectoid you control gets +3/+3

Flavor text: The method of how Insectoids reproduce remains unknow, simply because those who know it, is already one of them.
Title: Re: Card Design Challenge: the forum game
Post by: Swiftwynd on July 29, 2014, 06:46:09 PM
Swarmers are very similar to Chimera Ants from Hunter x Hunter http://hunterxhunter.wikia.com/wiki/Chimera_Ants (http://hunterxhunter.wikia.com/wiki/Chimera_Ants), in that they are tenaciously resilient and adaptive thanks to their combinant DNA that allows them to absorb traits from creatures they encounter and consume, a process called Phagogenesis.

I think adding in a card that really capitalizes on that aspect would be very, very cool.  Its very mechanically loaded, but I think it is actually fairly balanced due to the difficulty of pulling off its actives successfully:


Progenitor
Unique Character - Insectoid
Factionless, 10 Cost, 30 Morale
Epic
10/15

Shield 1, Untouchable

If Progenitor is in the deck, all Characters must be Insectoid.  Ignore Purity requirements for InsectoidsProgenitor shares any effects gained from Sacrificing characters with all Insectoids you control.

Active: Pay 2, Sacrifice a non-insectoid CharacterProgenitor permanently gains any Key-Word passive effects of this character and +3/+3.

Active: Pay 5, create a Survival Swarmer in your Support Zone for each Character that has been Sacrificed by Progenitor.

"All things have beginnings ... but what awaits us at the end?"
"You are what you eat!"



Rationale:

Basically, the concept behind this card is you want to use Infect mechanics to "bring home food" from the opponent, stealing their characters to be used as food to fuel the Progenitor.  Each time a character is consumed in this way, their passives become added to the entire swarm, strengthens the Progenitor, and increases the number of Survival Swarmers that can be created per use.

While the card itself is extremely hard to kill in command zone, it also offers absolutely nothing beyond solid deck building options for all-faction Swarmers if the opponent successfully prevents their characters from being eaten by Infect mechanics.

It also could be quite interesting, albeit total RNG, if used in tandem with Uncontrolled Rift.
Title: Re: Card Design Challenge: the forum game
Post by: Nazirite on July 29, 2014, 06:54:16 PM
Swarmers are very similar to Chimera Ants from Hunter x Hunter http://hunterxhunter.wikia.com/wiki/Chimera_Ants (http://hunterxhunter.wikia.com/wiki/Chimera_Ants), in that they are tenaciously resilient and adaptive thanks to their combinant DNA that allows them to absorb traits from creatures they encounter and consume, a process called Phagogenesis.

I think adding in a card that really capitalizes on that aspect would be very, very cool.  Its very mechanically loaded, but I think it is actually fairly balanced due to the difficulty of pulling off its actives successfully:


Progenitor
Unique Character - Insectoid
Factionless, 10 Cost, 30 Morale
Epic
10/15

Shield 1, Untouchable

If Progenitor is in the deck, all Characters must be Insectoid.  Ignore Purity requirements for InsectoidsProgenitor shares any effects gained from Sacrificing characters with all Insectoids you control.

Active: Pay 2, Sacrifice a non-insectoid CharacterProgenitor permanently gains the passive effect of this character and +3/+3.

Active: Pay 5, create a Survival Swarmer in your Support Zone for each Character that has been Sacrificed by Progenitor.

"All things have beginnings ... but what awaits us at the end?"
"You are what you eat!"



Rationale:

Basically, the concept behind this card is you want to use Infect mechanics to "bring home food" from the opponent, stealing their characters to be used as food to fuel the Progenitor.  Each time a character is consumed in this way, their passives become added to the entire swarm, strengthens the Progenitor, and increases the number of Survival Swarmers that can be created per use.

While the card itself is extremely hard to kill in command zone, it also offers absolutely nothing beyond solid deck building options for all-faction Swarmers if the opponent successfully prevents their characters from being eaten by Infect mechanics.

It also could be quite interesting, albeit total RNG, if used in tandem with Uncontrolled Rift.

How would u use Active: Pay 2, Sacrifice a non-insectoid CharacterProgenitor permanently gains the passive effect of this character and +3/+3. ??? The card states all Characters must be Insectoid.

Title: Re: Card Design Challenge: the forum game
Post by: Nazirite on July 29, 2014, 06:55:52 PM
By infect?
Title: Re: Card Design Challenge: the forum game
Post by: Swiftwynd on July 29, 2014, 06:56:48 PM

How would u use Active: Pay 2, Sacrifice a non-insectoid CharacterProgenitor permanently gains the passive effect of this character and +3/+3. ??? The card states all Characters must be Insectoid.

Simple: Infect their units and bring them home to mama.

Its intended to be a very powerful, but similarly hard to pull off ability.  Kill a unit with Infect from undead swarmer, bring home food for the Progenitor, hive all benefit from the effect.


Also, since ability cards can be used, if running x2 Sleepers (not the best idea but possible) you could use Raise Dead to nab one of their units.
Title: Re: Card Design Challenge: the forum game
Post by: dougernaut on July 29, 2014, 08:20:45 PM
Also, since ability cards can be used, if running x2 Sleepers (not the best idea but possible) you could use Raise Dead to nab one of their units.

Or token generator (overwhelming dead, scouting mission, war machinem etc).
Title: Re: Card Design Challenge: the forum game
Post by: cprender on July 29, 2014, 08:49:51 PM
Swarmer Princess
Factionless, Cost 5, Morale 10
Attack 5, Health 9

If Swarmer Princess is Commander, it counts as every faction
If Swarmer Princess is Commander, only Swarmer character cards are allowed in deck.

Pay 2: Target Swarmer gets Reach for this turn.

Title: Re: Card Design Challenge: the forum game
Post by: Swiftwynd on July 30, 2014, 03:38:11 AM
Also, since ability cards can be used, if running x2 Sleepers (not the best idea but possible) you could use Raise Dead to nab one of their units.

Or token generator (overwhelming dead, scouting mission, war machinem etc).

True, though the only ability to be gained from such cards would be Vigilance (x1 DOD), Charge (x2 FD), or Flying (x1 Genesis / x2 Overseers), so certainly rather strong but it would lock the deck into certain purity requirements.

Being limited to only Insectoid characters and 2 levels of Purity (except insects) for all abilities/lands/artifacts is very limiting as a balancing mechanic, so while the ability to give the Progenitor, and thus all other insectoids, flying after turn 6 (remember, no resource ramp outside of Growth!) after using Scouting Mission still is quite late.
Title: Re: Card Design Challenge: the forum game
Post by: Bactrian on July 30, 2014, 07:20:55 AM
Ancient Swarmer
Factionless
Unique Character - Insectoid
6 Resources / 8 Morale
4/4

When Ancient Swarmer enters the Battlefield, all Insectoid characters you currently control get +1/+1.
Ancient Swarmer gets +1/+1 for each other Insectoid you control.
When Ancient Swarmer dies on the Battlefield, Recruit a non-Unique Insectoid.

As most common Swarmers are genetically identical, it is hypothesized differences in strength, intelligence and size all result from maturation. - Genesis Research Log 4
Title: Re: Card Design Challenge: the forum game
Post by: aldin on July 30, 2014, 03:20:33 PM
Awesome Entries!  I had a ton of fun following these as they were posted:

NatoPotato:

Reincarnation:

Zahiri:

Vertu Honagan:

Pjoelj:

Conquest:

Antimony:

JSlayerXero:

Cleanse:

Maerwin:

vengefulmierothi:

DrayGon777:

Nazirite:

Swiftwynd:

cprender:

Bactrian:

The winner:

Honorable mentions:

I would now like the winner to post the next challenge and contact me for a way to hand them the prize.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on July 30, 2014, 06:04:34 PM
Wow! Didn't really expect to win that, but... Thanks. :) I'm getting in game now, In-game name is same as forums: DrayGon777

Now to come up with my own challenge. >:D

EDIT: Ok, that didn't take long. Being that I'm a fan of dragons, and that there isn't a dragon for factionless or Overseers, How about we make this challenge to make a Factionless or OoS dragon. Preferably factionless as I'm not keen on the Overseers after they nearly wiped out my favorite faction. :P

Reward... Hmmm... I'll have to get back on that. Most of my dragons are soulbound, and I also didn't really want to give any up. :(

EDIT 2: So previous rewards consisted of a gold bordered common, and a common unlimited. I guess I could give away... I know! How about I open a pack of the winner's choice and they get to choose the card they want from it. I know it means they'll likely get the rarest card, but it's easier to give away something I haven't started trying to play around with yet, than to determine what card I can give out that wouldn't be... cheap.

EDIT 3: Right! Time frame. I think a week should allow everyone to have a chance to contribute that's going to. :)
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on July 30, 2014, 06:30:14 PM
10C/10M/Epic
16/16
Dragon
Hording Dragon
Flying, Unstoppable
Some Dragons are inherently more curious than others. These found their way through the rifts with while hunting for treasure.

Considering this is probably going to be something Alpha One can probably morph into...

Also, consider the following:
Warpath: Sticks for cheap! Sticks for cheap! Got Ramp? GET IT OUT EARLYYYY!!!
FD: Expensive, but Immolating AND Multistrike?
GI: Single Purity, but takes ages to build and is very vulnerable as such.
DoD: Triple purity, but has tons of raw power and refuses to die, like many other DoD cards.
CoV: DEMOOOOOONS!
Exiles: Consume 3... For 9 cost. 'nuff said.
SoA: RARE? Plus much Endless Horde AND Infect.

As most factionless cards are much worse than their factioned couterparts (Rift/Vandalize to any faction card of similar effect) it only makes sense that, as this is available to everything, that it's not worth as much as the rest are.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on July 30, 2014, 06:33:00 PM
Congrats on winning, your idea definitely jumped out at me. I am annoyed that I zoned on contributing a Swarmer idea... will have to come up with something really really good for this.

I believe we need a deadline for this.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on July 30, 2014, 06:50:52 PM
Congrats DrayGon777!

Drake Hatchling Factionless
1 cost, 7 Morale
3/5

Pay 2: Hatchling gains Flying this turn. Gain +1/+1 Permanently.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on July 30, 2014, 07:19:45 PM
Xenophon, Dragon Mercenary
Factionless
3 Cost / 0 Morale
Unique Dragon Character
Flying, Untouchable
15/45

Xenophon can not be in Command.
When Xenophon is in play, he is in the Assault Zone.  Xenophon cannot be moved from the Assault Zone.
At the start of the turn, each player bids a number of maximum resources.  The player with the highest bid takes control of Xenophon.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on July 30, 2014, 07:39:16 PM
Dragon of Solace
2OS
5R/8M
Character - Angel Dragon
Epic
3/3

Flying, Unstoppable
When you deployy Dragon of Solace, pay X: Create X Dragon Hatchlings in your Support Zone.
Dragon of Solace has +3/+3 for every other Dragon you control.
When Dragon of Solace hits the enemy fortress, all other Dragon Characters you control gain +1/+1

Quote
Dragon Hatchling
2OS
1R/3M
Unlimited Character - Angel Dragon
No Rarity
3/3

Dragon Hatchling can't attack or block unless Ascended.
At the end of each turn, if Dragon Hatchling has 8 or more power, it Ascends.
While Ascended, Dragon Hatchling has Flying and Unstoppable.
Title: Re: Card Design Challenge: the forum game
Post by: Antimony on July 30, 2014, 07:54:08 PM
Congrats, DrayGon777 :)

Name: Blood Whelp
Faction: Factionless
Cost: 6
Morale: 2
Card Type: Character - Dragon
Rarity: Rare
Power/Health: 5/5
Card text:
Quote from: Blood Whelp
Pay 2: Blood Whelp gains Flying and Unstoppable this turn.

When Blood Whelp dies, remove it from the game and shuffle two cards named Dragon's Blood into your library.
Art: A chubby looking and pale whelp with barely any scales. It has heavy blushing around its belly and extremities from its rich blood, and is probably cowering in fear at the sight of you.


Name: Dragon's Blood
Faction: Factionless
Cost: 0
Morale: N/A
Card Type: Ability
Rarity: Rare
Power/Health: N/A
Card text:
Quote from: Dragon's Blood
Target character gains +10/+10, Unstoppable, and Flying until the end of the turn. This card is then removed from the game.
Art: A vial/tincture of blood with a bloody dragon's tooth dangling from a blue ribbon tied around it.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on July 30, 2014, 08:07:59 PM
Congrats on winning, your idea definitely jumped out at me. I am annoyed that I zoned on contributing a Swarmer idea... will have to come up with something really really good for this.

I believe we need a deadline for this.
Thanks. I forgot that part. How about a week? Seems most fair.

Also, Aldin, I'm online now if you want to do the trade.
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on July 30, 2014, 08:51:47 PM
Eveshriam, Who Sleeps Below

Type: Unique Character - Dragon
Faction: Factionless
Rarity: Epic
Cost: 4
Morale:8
Stats: 0/20, Flying, Unstoppable
Passive: When Eveshriam is played he is asleep, and cannot be moved to the combat zone until awakened.
Passive: Whenever a character dies, place two counters on Eveshriam.
Active: Pay 8, Awaken Eveshriam. Eveshriam gains X power and deals X damage to both fortresses, where X is equal to the number of counters on Eveshriam.
Art: Dragon sleeping, entombed beneath the earth.
Art(after Awakening): City-size dragon flying up from below the surface, bringing a storm of stones and dirt with him.
Text: "It fed on the interminable bloodshed of our wars. Then, in one fell swoop, it ended them."
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on July 31, 2014, 02:25:13 AM
Congrats on winning, our expert of Hunted Dragon :)
Dragon of Gabriel (I hope everyone knows he is the guard of solace)
2 purity Overseers
Unique Character-Angel Dragon
9 cost, 15 morale
Flying, Unstoppable, 20/20
Whenever Dragon of Gabriel would die. Create an artifact "incubating dragon" in support zone.
Incubating Dragon, Artifact
Untouchaable
Exhaust a non-angel character on the battlefield: Incubating Dragon becomes 15% more awaken.
When he reaches 100% awaken, remove Incubating Dragon from game and create a Dragon of Gabriel in your support zone. All of your characters gain +2/+2

Incubation is my lack of vocabulary, so perhaps there is a better word to describe the status of "dead" angel absorbing energy from mortals (according to lore)
Certainly, as a Overseer Dragon, he has abilities to interact with tokens.
Title: Re: Card Design Challenge: the forum game
Post by: Conquest on July 31, 2014, 02:53:35 AM
Grats on winning Draygon :)

Tsello, The Patient Watcher


2 OoS
Cost: 11
Morale: 8
5/18
Flying, Locked to Support
Unique Dragon Angel

Passive: Tsello ascends by one depending on how many angels you control ascend other than him while he is in play. Cannot be a Commander.
Ascended 1 (After 1 Ascension): +3/+2; Morale cost +2; Gain ability: All ascended angels gain +1/+1 while Tsello is in support
Ascended 2 (After 2 Ascensions and 1 Unique Character Ascension): Gain Unstoppable; Unlocked form Support; Morale cost + 1
Ascended 3 (After 4 Ascensions): +7/+5; Morale cost + 5; Gain Passive: Characters adjacent to Tsello ascend while Tsello is in a combat zone. These ascensions do not count toward Tsello. Ascension removed when no longer adjacent.
Ascended 4, Final (After 7 Ascensions and 1 Unique Character Ascension): +5/+5; Morale cost reduced to 0; Gain Passives: Can not die from non-damage sources; When Tsello dies, remove all cards from both players graveyards.

To avoid confusion: The next ascending tier requires the previous tiers ascensions (i.e. Ascended 2 would require 3 Ascensions and 1 unique character Ascension, not just 2 Ascensions and 1 unique ascension)
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on July 31, 2014, 06:20:57 AM
I have so many ideas dammit. Dragons is such a rich area for me. I'll probably list my unused ideas after.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 04, 2014, 01:58:35 PM
I have so many ideas dammit. Dragons is such a rich area for me. I'll probably list my unused ideas after.

Don't flake on us, Shimrra - I've been waiting to see these for days now!
Title: Re: Card Design Challenge: the forum game
Post by: Zahiri on August 04, 2014, 02:15:30 PM
Dragon Egg
3c
0M
Common
0/4
Dragon Egg
Vilgilance

When Dragon Egg is destroyed put into play a 4/4 Flying Dragon Hatchling that has Pay X, Dragon Hatchling gets +X/+0 until the end of turn. 
Title: Re: Card Design Challenge: the forum game
Post by: Symphony on August 04, 2014, 03:40:13 PM
Name: Ith's Egg
Purity: Factionless
Type: Unique Character - Dragon
Cost: 5 Morale: 0
Stats: 0/10
Description: Ith's Egg can't attack. If Ith's Egg dies while in the Defense Zone, he deals 2 damage to all opposing characters and freezes them. Frozen characters are bound to the zone they were frozen until the end of the next turn and are unable to attack or defend. Additionally, an Ith, Wounded Hatchling is summoned in your Support Zone.

Name: Ith, Wounded Hatchling
Purity: Factionless
Type: Unique Character - Dragon
Cost: 4 (in case he gets bounced) Morale: 10
Stats: 3/5
Description: If Ith, Wounded Hatchling dies, he freezes all characters in your opponent's support zone. Frozen characters are bound to the zone they were frozen until the end of the next turn and are unable to attack or defend. If Ith, Wounded Hatchling survives until the end of the turn he evolves into Ith, Frostbreath.

Name: Ith, Frostbreath
Purity: Factionless
Type: Unique Character - Dragon
Cost: 8 (in case he gets bounced) Morale: 15
Stats: 23/25
Description: Flying, Unstoppable. Pay 6: Target 2 characters on the battlefield and freeze them on the zone they were during the Resolution Phase. Frozen characters are bound to the zone they were frozen until the end of the next turn and are unable to attack or defend.

Notes: Since there is no Ice Faction yet (:sadpanda:), an Ice Dragon could fit the factionless quite well (dragons are usually unaligned, so it works :v). The general idea is to have a dragon that requires time and effort to grow, but still helps you even if you can't protect it. The current costs allow you to get fully evolved Ith by turn 8, which is fast, but the work required to pull it off should make up for it. Hope you guys like ith :P
Title: Re: Card Design Challenge: the forum game
Post by: xneosrevenge on August 04, 2014, 04:24:59 PM
EDIT: Ok, that didn't take long. Being that I'm a fan of dragons, and that there isn't a dragon for factionless or Overseers, How about we make this challenge to make a Factionless or OoS dragon. Preferably factionless as I'm not keen on the Overseers after they nearly wiped out my favorite faction. :P

First off, congratulations on winning on the last challenge ^-^
Secondly, (warning: spoiler)
Title: Re: Card Design Challenge: the forum game
Post by: Rex Goodwin on August 04, 2014, 09:49:24 PM
Swooping Mirage Dragon

10 cost 15 moral
18/18
Flying

Activate (no cost): This creature loses flying until the end of the turn

When Swooping Mirage would enter combat with a character, he gains an effect until the end of the turn depending on which faction that character is.

Flame Dawn: Gain Immolate 4 and deal 1 damage to all characters in enemies' defense zone
Verore: Deal 2 damage to all characters in your opponents support zone
Warpath: Gains +2/2 and Unstoppable
DoD: Draw 1 card
Exiles: Gains Consume 3
GI: All enemy flyers take 2 damage
Sleepers: Gains infect
Overseers: Create 2 2/2 angels in your support zone
Federation: 1 card from your opponents deck is placed into your hand
Klingon: If character battled is not dead after the first attack, Swooping Mirage attacks the same character again


I didn't want to go too nuts with the abilities since it's neutral, but I wanted a taste of every faction's dragon with him. I was going to have verore create a 6/6 demon, but it seems like too big of an advantage over the others. I tried to make them all somewhat balanced, but I still think some are stronger than others.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on August 05, 2014, 04:46:07 AM
DRAGON LIST HYPE. Longish post, you've been warned.


Idea #1 (to enter)

Name: Lightning Reaver
Purity: Factionless
Rarity: Epic
Type: Character - Dragon
Resource Cost: 8   Morale Cost: 8
Power/Health: 12/12

Description:
Flying, Unstoppable, Haste

At end of turn, Lightning Reaver is sacrificed.

-----

Its not particularly big, and its only there for the one turn, but its very hard to deal with. Resource cost could even be bumped up to 9 - as it stands, the most dangerous thing with this is to play it and throw some massive artificial/s on top, which would only cost another 1 or 2 resources. Otherwise, Dark Blast is arguably better for the purposes of straight-up nuking someone. Although obviously this can also be used to defend, or clear a flying defensive line (i.e. Xi ghosts).

Also Dark Blast doesn't get wrecked by Fear. Comparable to Shikana comboed with Herald of Dawn, Ferocity or Word of Command; the former somewhat gives it away but can be done as early as 6 resources, the other two cost as much or more. All cases require more purity and more cards.

Another version of this would be 2-3 purity FD, something like 16/16 for 9 resources w/ 12 morale and Charge instead of Haste. And possibly minus the sacrifice part.

~~~~~


Idea #2 (extra)
To be clear: I like the first one more.

Name: Shiva, Heaven's Fury
Purity: 2x Overseers
Rarity: Epic
Type: Unique Character - Dragon
Resource Cost: 10   Morale Cost: 14
Power/Health: 14/14

Description:
Flying, Unstoppable

When Shiva deals damage to an opponent's fortress, he ascends.
While Ascended, Shiva has +14/+14 and can only be blocked by characters with Flying.

-----

Highly original, I know - Overseers ascend. I figured that what with Overseers already having an abundance of Flying, their dragon aspect could take it to the next level, so to speak. Hence the last part - things with Reach won't work. Although without Genesis in the mix, basically nothing with Reach makes a difference against something that big. Speaking of which, since hes not going to hit particularly hard before he ascends, I figured why not be that big.

Alternative to this concept was my initial dragon, which a Supersonic Dragon or something, and it took reduced damage from non-flying sources. I decided it was too similar to Immovable's Dragon; the speed element ended up being incorporated into the Lightning one.

~~~~~


Idea #3 (extra)
Not Factionless or Overseers, so also not my entry. Also came up with it last. Also pretty silly.

Name: Gigantis, the Worldbearer
Purity: 3x DoD
Rarity: Legendary
Type: Unique Character - Dragon
Resource Cost: 13   Morale Cost: 18
Power/Health: */*

Description:
Flying, Unstoppable, Vigilance

When Gigantis comes into play, its power and health become equal to your remaining fortress health.

-----

Finally managed to come up with another one while typing this out. Just going through the factions and trying to pinpoint their main strengths/goals ... ideally, the correct DoD defense doesn't let much by. But they can sort of lack a real end-game strategy.

Enter the giant beatstick of death. Simple, yet effective. Even though Ao Shun sort of already does this. Its not even Overseers or Factionless, it doesn't count!

It could be worse, I could have been super-cliched and called it Atlas.

OK, realistically... I had it costing 14 or 15. But its NOT an instant win condition. By the time you can pay that much, you'll have to be very lucky or very good to have enough health to make it much larger than Ao Shun, who has other perks (like immunity to death). Just not Vigilance. Sorta threw that on because I could.

Alternative to this is having it cost that much more... but only be 2 purity. Which leaves it open to high-priority-target defensive spells other than Deflect (here meaning Word of Command, Ferocity and/or Fiery Resolve). Which would be blatantly ridiculous. As opposed to something that can just one-hit the other fortress, right - then again, Infested Knights practically do that anyhow.

This could also be a Warpath monstrosity. Definitely with the higher cost and no Vigilance, what with Warpath. And it could also be called Worldbreaker. Not entirely sure it thematically fits though - Warpath getting up to that stage of the game have plenty of late-game finishing options as it is. Nor should they be in the defense zone for the entire match.

Another more aggressive possibility is having something (probably not DoD-based) that turns its power/health into the opponent's remaining fortress health. Seems sorta OP.

~~~~~

Lightning, alt FD Lightning, Shiva, Supersonic... Worldbearer (Worldbreaker?)
I thought I had more but they seem to have sort of merged into the above. My attempts to figure out more extras on the fly ended up being quite derivative:
Exile Dragon that has to be fed characters regularly - Vasir Demon Prince?
Clockwork Dragon (Genesis) that has to have artificials sacrificed to it in order to buff it and enable it to attack - Demon of Gluttony...
I had another Overseers one earlier that ended up being basically being Bromich or Angel of Virtue for fliers. Like they need more of that.

OK THAT'S ENOUGH. Been typing here for ages.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on August 05, 2014, 04:58:03 AM
It just occurred to me that Surprise Defense with that last dragon would be absolutely hilarious.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 07, 2014, 10:18:56 PM
Is time up? I believe this challenge started a week ago.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 07, 2014, 11:17:23 PM
Right! Time is up. Forgot to take care of this yesterday before bed. >.< Ok, let me gather all of the entries.

EDIT: Ok, here goes!

JSlayerXero
Vertu Honagan
aldin
Pjoelj
Antimony
vengefulmierothi
Reincarnation
Conquest
Zahiri
Symphony
Rex Goodwin
Shimrra3

And the winner is!
*drumroll*

Honorable mentions:

Please message me what pack you'd like me to open, and I'll let you know what was in the pack so you can choose your card. :)
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 08, 2014, 02:31:23 AM
Mission Accomplished! I got into honorable mentions by making the most vanilla card here. Congratulations Symphony.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 08, 2014, 05:48:19 AM
In a tie, the player that had control would keep control 8)

Congrats, Symphony!
Title: Re: Card Design Challenge: the forum game
Post by: Symphony on August 08, 2014, 11:45:50 AM
Oh yeah! Now I really want Ith to be a thing :v
Thanks, everyone!

For the next challenge, seeing how the Flame Dawn has received the short end of the stick regarding the usability of their triple purities, you'll have to create (or modify) a triple purity FD card!

For the rewards, I really wanted to keep ramping up the prizes and I really like Dray's idea, but I'll have little time to farm this coming week and I'm short on IP. I'll keep thinking about something better, but the current prize is a Foil Tribble! (damn, those are so freaking cute >3)

Current deadline is next Tuesday (the 12th), 11:59 PM, GMT(+0). Good luck to everyone!
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on August 08, 2014, 01:30:15 PM
Picture a person in flame dawn armour carrying a huge flame thrower and spraying flames across the battlefield into the enemy lines.
(irl flamethrowers have insane range)

Flame Dawn Pyromaniac
cost 6 / 12 morale
Human

5/8

"They shall all be purged."
"You will burn!"
(hidden joke text, taken straight from tf2 wiki) "Murr hurr mphuphurrur, hurr mph phrr."


Reach, Immolate 5

Pay 4, Exhaust: Target enemy character on the battlefield (combat zones, lol terminology change), that character becomes immolated, taking 5 damage at the start of every turn.
(focuses on specific enemy instead of just shooting whoever is closest)
Pay 6, Exhaust: Select either the Assault zone or the Defense zone, all enemy characters in that zone become immolated, taking 1 damage at the start of every turn.
(shoots a wide arc instead of concentrated fire, to hit many enemies with weaker flames)
If Flame Dawn Pyromaniac would enter combat with an enemy character that character first takes 5 damage.
(shoots fire at enemy before they reach him)




Basically I was thinking about how flame dawn could probably make much better use of realistic flame throwers than fantasy fire swords and tried to equate that to a card, because of the long range he should be able to target nearly any enemy on the field, he should also be able to burn pretty much anything that tries to attack him well before he's within their range, including aerial attackers.
(well except for other long range attackers, like snipers, so obviously he's weak to cards like assassinate, brimstone battle-tank, called shot, CV Aleta, firebolt etc, since they kill/do damage over a long range without starting combat, he can also be taken down fairly easily by a beefy card if he's not in the support zone, its just that the card will probably die a bit later due to being on fire)

Not sure about stats in terms of balance, cost/health/ability costs/etc could all be adjusted to whatever, I'll probably edit it several times before the round is over, my main focus was the abilities, while I may edit those as well, the main concept of all the abilities is being able to burn enemies from a distance.

The passive ability doesn't count as combat since the enemy card takes damage BEFORE entering combat, essentially it's just applying immolate pre-emptively, so basically if he's facing a bunch of units with 5 health or less he effectively has unstoppable.
(imagine him charging with the flame thrower on full blast and just absolutely incinerating everyone in his way)
Title: Re: Card Design Challenge: the forum game
Post by: Zahiri on August 08, 2014, 02:51:17 PM
The Final Charge
Purity: FD, FD, FD
Cost 5
Unique Ability
Sacrifice to a maximum of 5 deployed characters.  Deal X damage equal to combined power of characters sacrificed to target player's fortress.   
Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 08, 2014, 04:37:17 PM
Tactical Maneuvering
FD/FD/FD
Cost 3
Ability

Preemptive

Characters in your assault zone gain Shield 1 this turn.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on August 08, 2014, 04:42:06 PM
Congratulations on the victory, Symphony! I like the new challenge.


Sigmund, Siegebreaker Elite
3FD
7R/16M
Unique Character - Human
Epic
12/4

Multistrike 2, Can't block
Pay 5: All other characters in your assault zone gain +1/+0 until end of turn. Target character in a defence zone is moved to its controller's support zone and becomes exhausted at the start of the next turn.
Sigmund can't be damaged or destroyed by a character if that character's health is equal to or lower than Sigmund's power.


Making this guy not be grossly overpowered was hard.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 08, 2014, 05:46:30 PM
Reckless Soldier of Flame
3C. 5M. 3FD.
Character - Human, Uncommon
12/4
Charge, Immolate 3
Reckless Soldier is Immolated, taking 3 damage at the end of every turn.
Some soldiers that are on the verge of death prefer to take their enemies with them in a blaze of combat.

Considering Flame Dawn just throw bodies at you until you eventually lose, I figured some of them would bathe themselves in Napalm and run at their opponents. Thematically it makes some sense, since they're an army that will take you down at whatever cost. Plus, I want another 3-purity card that isn't rare+

You know what nevermind, I'll make something different to enter. Ignore below.

Callous, the Swift Destroyer
3C. 11M. 3FD.
Unique Character - Human, Epic
18/18
Unstoppable, Charge
Callous has -X/-X where X is equal to your Max Resources x2.

I was going to tweak Ireul, but he's 2 purity. So, it's time to invent a new FD character with Unstoppable instead. I took some inspiration from Demon of Solitute, where instead of emptying your hand and top-decking, this guy does best when when rushing, as the faction does.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on August 09, 2014, 02:38:10 AM
I would like to try modify a card instead of making a new one, because it seems most FD players have forgotten Bloodbath
Bloodbath
3 Purity Flame Dawn, Ability, Epic
Cost 5
Move all of your deployed characters (in old words "characters on the battlefield") to your assault zone. Each of these characters gets +(X-1)/-(X-1) where X is the current health of the character.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 10, 2014, 12:09:33 AM
3FD... check.
Let's see what we can do here. I'm terrible with names, though. :/

Zuel, the Zealous Berserker
3FD, 6C, 12M
Unique Character - Human, Epic
10/10
Charge
The first defender which would block this card is instead pushed back to the support zone. If this effect goes off, this card attacks again.

The idea is to help give FD an additional push late game by forcing back one potentially big blocker. Zuel attacks again, which could put him at risk of killing himself on the second defender, if there is one. Sorta like a reverse Fleeting Footman.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on August 10, 2014, 03:12:07 AM
3FD... check.
Let's see what we can do here. I'm terrible with names, though. :/

Zuel, the Zealous Berserker
3FD, 6C, 12M
Unique Character - Human, Epic
10/10
Charge
The first defender which would block this card when it attacks is instead pushed back to the support zone. If this effect goes off, this card attacks again.

The idea is to help give FD an additional push late game by forcing back one potentially big blocker. Zuel attacks again, which could put him at risk of killing himself on the second defender, if there is one. Sorta like a reverse Fleeting Footman.
Optimised description for you, 'the first character this card would attack' might also include abilities like Fight!. Makes things clearer. :)
I would like to try modify a card instead of making a new one, because it seems most FD players have forgotten Bloodbath
Bloodbath
3 Purity Flame Dawn, Ability, Epic
Cost 5
Move all of your deployed characters (in old words "characters on the battlefield") to your assault zone. Each of these characters gets +(X-1)/-(X-1) where X is the current health of the character.
I hope your intention for this is to last for only a turn...
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 10, 2014, 05:03:34 AM
Thanks. Will make the adjustment to my entry.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on August 10, 2014, 06:40:54 AM
Name: Rampaging Hellion
Purity: 3x FD
Rarity: Epic
Type: Character - Beast
Resource Cost: 7   Morale Cost: 10
Power/Health: 12/12

Description:
Unstoppable, Charge

Whenever Rampaging Hellion kills a character blocking it, it gets +2/+0 until end of turn.

-----

Still not sure about the numbers. I originally had it as either +4/-2 or +3/-1 but self-deprecating effects are more Exiles' thing. It could also be 10/10 with +3/+0 or +4/+0. Realistically, I could pump the numbers on this considerably more, seeing as its triple purity and very few cards could be made to combo with it (i.e. DoD damage reduction / Genesis buffing can't be done).

Alternative to this is a smaller version - say an 8/8 or 9/9 for 4 or 5 - which does the exact same thing. FD already has a lot of stuff around that cost range though. Plus I envisioned this as a finisher.

It all works the same way - you play this knowing that it is going to chew on a lot of defenders and probably die. Either that or run into some massive Genesis thing or Skraar and only do the last part. Sort of like Ireul except without adding more defenders.

The fact its a beast is just flavor. FD have no beasts (one dragon, which is still not a beast). I figure its nearing end-game, FD are running out of tricks and they just let loose with whatever is left - in this case, they release this thing, which is then pretty much out of their control. It can't be comboed with beast-related things since, once again, its triple purity.

When I imagine how this would look, I think of MtG's hellions of course. Like this one (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=208256&type=card). Open to interpretation.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on August 10, 2014, 10:06:28 AM
Name: Marcella, Restrained Strategist
Purity: 3x FD
Rarity: Epic
Type: Character - Human
Resource Cost: 7   Morale Cost: 12
Power/Health: 10/16

At the start of you turn, return target character on the battlefield to it's controller's support zone.

While Marcella, Restrained Strategist is on the battlefield, all other characters you control get +0/+3.

-----------------------------

That's right, I'd like to see more FD cards that *aren't* RUSH RUSH RUSH. Basic concepts going into the card:

A more aggro control late game drop, rather than just 'rush harder'.
A late game drop that don't have the stats of three drops.
I'd like to see more cards that a wide ranging effect on the game, where they get value over keeping them around for a few turns. But this is FD, so there's still some focus on combat - and it does have the indirect advantage of protecting your RUSH RUSH RUSH cards from AOE burn.

Character wise, the idea is basically to have someone FD that isn't a crazy, brutal fanatic. Someone who actively tries to minimize casualties on both sides, rather than the usual FD strategy of Kill/Burn/Pillage everything. Plus, a female character to balance with Kali (Also: Wouldn't dress like a stripper).
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 10, 2014, 01:05:01 PM
Aberion's Chariot

Type: Unique Character - Artificial
Cost: 7
Morale: 10
Purity: Triple Flame Dawn
Rarity: Rare
Stats: 0/12
Active: Pay 8, move to the front of the Assault Zone. All your characters in the Assault Zone gain Invincible this turn. Aberion's Chariot becomes exhausted next turn.
Art: an armored personnel carrier (APC) rolling through the battlefield, shrugging off bullets and shrapnel

Expensive but powerful tool for keeping your late-rush characters alive just long enough to finish off an opponent. Fits with the Aberion theme of invincibility.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on August 10, 2014, 02:33:45 PM
I hope your intention for this is to last for only a turn...

No, actually that's my intention.
Title: Re: Card Design Challenge: the forum game
Post by: Antimony on August 11, 2014, 05:29:17 AM
create (or modify) a triple purity FD card!
Gonna try "upgrading" a 1 purity card to a 3 purity card (mostly because I didn't like the nerf it got). If that doesn't work I can actually make something from scratch. :)

Name: Fleeting Footman
Faction: 3P Flame Dawn
Cost: 3
Morale: 6
Card Type: Character - Human
Rarity: common
Power/Health: 2/2
Card text:
Quote from: Fleeting Footman
Charge

If Fleeting Footman would enter combat with a character while he is in the assault zone, that character is instead moved to the support zone and becomes exhausted at the start of next turn while Fleeting Footman is returned to it's controller's hand.
Flavor text:
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on August 11, 2014, 06:25:49 AM
Aberion, Battlemaster
FD/FD/FD, 10 cost 15 morale
Charge, Multistrike 2
Aberion is invincible when in the Assault Zone
When you deploy Aberion, all other characters are moved to their controller's support zone
10/10

I felt like giving trip FD more lategame love beyond just Calamity + Firestarter. So I put a fear effect on a creature that would go swinging in like a Leeroy Jenkins. Seeing as other cards are evolving (Orion, Vasir, the Ascended Trio), I figured that Aberion, who "Leads every offensive" (at 8 resources, yeah right, not in your current card, bud) would be a nice recipient. The Morale is the same as with previous Aberion and I let him keep his old invincibility clause. I bumped up his cost because yeah, he's doing more now and I bumped his stats because I'm a generous guy--not that I bumped them too much. He's designed to be a finisher like Sacullus but not as token-spam dependent. If you've run out of gas, he can still save you. If you got your opponent low enough.
The name could probably use some work.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on August 11, 2014, 11:01:01 AM
Hi, first time posting on forums and thought i'd start here.

Name: Burst of Flame
Purity: 3
Unique Ability
Cost: 7
Card Animation: Shows a burst of Flame Dawn soliders shooting on to the battlefield like an a flaming arrow from the ground.
Card Effect: All Flame Dawn Aspirant's in owners graveyard are brought back into play and placed into the assualt zone.

Truthly, did not take me long to come up with this but I still think It's pretty good.
P.S. Dont really mind whether I win or not, just like designing stuff.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on August 11, 2014, 05:16:20 PM
Name: Captain of the Flame Dawn
Faction: Flame Dawn
Purity: 3
Cost: 5
Morale: 9
Card Type: Character - Human
Rarity: Rare
Power/Health: 13/6
Card Ability: While in the Assault Zone all allies in the same zone get +4/+2
Title: Re: Card Design Challenge: the forum game
Post by: Symphony on August 13, 2014, 12:36:02 AM
Alright, time's up! We got lots of entries, and pretty much all of them were very interesting to see/analyse. So, with this challenge, what I was really looking forward to picking as a winner is the card that made me go: “I’ll be damned, going 3FD is actually worth it with this card!”. While most card concepts were very interesting, there was one that really deserved the prize. But first, the runner-ups!

NatoPotato

Zahiri

Aldin

Pjoelj

JSlayerXero

Reincarnation

DrayGon777

Shimrra3

Abyss

Vengefulmierothi

Antimony

Benionin

DeathDealingDarkness

Vertu Honagan


Ladies and Gentlemen, our winner is!

Honorable Mentions:

Congrats to the winner! Contact me in-game whenever you see me online and claim your cute Tribblez >3
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 13, 2014, 02:37:41 AM
 Yay, I won! ;D

I really like Callous. Every time I read him I just thought "YES! THIS is Flame Dawn." Heck, if you get lucky in an Enyah deck he might actually be helpful with pulling out Baldo if you put him at the front of the Assault... Assuming Sydern, or something... Probably something you pull off once every 500 games, because Enyah... Still, be hilarious to actually pull that off the whole one time it works.

Despite this, I still didn't expect to win, because I had this nagging suspicion I was just biased because I made the card. Apparently I'm not the only one that liked this idea. :)

However, I ended up dropping Callous for two reasons:

1. I wanted to make a 3 Purity card that isn't Rare+. Out of all the other entries that specified the card's rarity, Antimony is the only one that is a Common or Uncommon. That was a modification to an existing card. I wanted something new that you can probably find in a Collection Booster with relative ease and maybe in more copies than you care to count. I have a Soulbound regular and Foil version of the Fanatic, who is common, and a Soulbound and non-Soulbound version of Innevitable dead, the only other non-Rare+ 3 purity card, which is uncommon. I have some Rare+ 3 purity cards, but I wanted something that you could trade for, I dunno, a spare Angel of Virtue you got from buying Friend in High Places from the store.

2. Is in the spoiler below. To summarize: I thought he was OP. After some thought, recorded in said spoiler, I realized that this is somewhat invalid, and it's really the first reason that matters. Feel free to read me giving counter-arguments to myself after reading Symphony's thoughts:


I actually was considering scrapping the Reckless Soldier of Flame and making yet another entry. However, that was under low consideration and I didn't think too heavily towards acting upon it. Well, now the deadline is here so it doesn't really matter.

Edit: The following spoiler was added because I forgot to put this in the post when I first wrote it

I have two ideas that are completely unrelated. I don't want to ask you guys to do one or the other, because it would feel like having to judge Apples and Oranges at the same time. With the Dragons, at least it was comparing dragons. The two ideas I have are: An Exiles card that has targeted discard and isn't completely broken, and a Factionless Titan.

After having already made a thread that re-imagines all existing Exiles cards with discard targeting, I figured it'd be much more fun to see a factionless Titan. Does it requiring three Factionless commanders? Nope. If you want it to, go ahead! However, you could make it available to all factions. On top of that, you can have its cost reduced/increased based on various conditions pertaining to Factionless cards, like how many Factionless characters you control, -10 for each factionless commander or even something unrelated to factionless, like its cost being equal to your fortress health/morale or how many cards are in your deck. Does it have a cool effect, or is it just a vanilla card if you ignore its cost? These are some ideas. You're free to use these or make your own. Just note you shouldn't be able to randomly throw this into a deck because of its raw power.

I'm not sure about the deadline, but I'll probably cut it off as early as Saturday (the 16th), 11:59 PM, GMT(+0). I will probably cut it off later though, I'll update you on that one; most likely tomorrow, since it's 10:36 PM where I live as I write this sentence.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on August 13, 2014, 03:45:04 AM
A factionless Titan, eh? Let's see what we can do.

RiftWielder
Factionless
Unique Character
15 cost, 15 Morale
10/30
CARDNAME's cost is reduced by 1 for each Uncontrolled Rift in your graveyard
3, Exhaust: Put a random character from Infinity Wars into your hand. Activate this ability only if RiftWielder is deployed.

Flavor Text: You wouldn't believe half the things that I've seen.

When I went factionless the first thing I thought was this: Factionless cards can do pretty much anything factions can do, but at a higher cost. They also have Uncontrolled Rift, a really cool card. So I put Uncontrolled Rift on a stick. The cost should probably be raised as a dedicated Uncontrolled Rift deck could probably get him out early, but I think that he would work well even if you were running something else.
As for stats, 15 morale seems pretty standard for Titans and pretty reasonable, and while I wanted him to be reasonably safe from removal (30 health), I didn't want people to use him as a wall as much as just using his ability--so I only put 10 Power on, meaning that lategame he won't really be killing all of the biggest characters. And I made the ability cost 3 because having abilities cost one more than one-shot ability cards seems standard--see Daode, Yuanshi, and Lingbao. I had him exhaust so you couldn't just fill up your hand, because he IS generating a form of card advantage. Besides, I didn't want him to both block half your opponent's line and fill up your hand with replacements.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on August 13, 2014, 03:47:32 AM
I suddenly recalled the days when I just entered IW. I was surprised by Shimrra3's simple (only 1 rare) but effective 75 Win Rift Run Deck. His Rift Run Guide also helped me much.

Shimrra3, The Rift Runner
Factionless
Unique Character-Human
Cost 15, Morale 15.
20/20
Shimrra3, The Rift Runner's Cost is reduced by the number of different factions of characters in play under your control. (Factionless doesn't count; Hybrid and Mercenary count as both factions.)
At the start of each turn, if Shimrra3, The Rift Runner is deployed ("on the battlefield" in oldspeak), put 4 random cards from Infinity War Universe in your hand. You may choose 0 or 1 of them, and remove others from game.
Whenever Shimrra3, The Rift Runner kills a character, that character is removed from game, and Shimrra, The Rift Runner gains 1 charge of energy.
When Shimrra3, The Rift Runner leaves the Deployed Area ("battlefield" in oldspeak), he loses all of his energy. Create X Uncontrolled Rift in your hand, while X is the number of charges of energy lost.
Pay 1: Shuffle any number of cards in your hand into the deck. The deck is reshuffled and you draw equal number of cards.

Basically a card that can either work with Uncontrolled Rift or Enyah.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 13, 2014, 05:13:19 AM
Congratulations! I was trying to go somewhat unique on my entry's ability but it turns out he was just a re-usable Harbinger without the targetting. Just felt FD needed a bit more to play with in regards to the mind games as it tends to be rush, rush, rush, done.

Anyways... Factionless titan... That's a toughy since Factionless tend to be a Jack of all Trades. Well, here goes!

Black Market Salesman
Factionless Character
Epic
15C 15M
10/10
This card's cost decreases for every factionless character you have on the battlefield (old term Combat Zones).
While in the support zone, this card is Invincible.
Pay 2, Exhaust: Remove Black Market Salesman from the game until end of turn. Next turn Black Market Salesman's activated abilities cost 1 less until end of turn.
Pay 3, Exhaust: All factionless characters you control on the battlefield gain +1/+1
Pay 4, Exhaust: Target factionless character gains reach.
Pay 5, Exhaust: Draw a card. If it's an ability card, you can play it for free next turn.
Pay 6, Exhaust: Target factionless character gains Untouchable until end of turn. Reduce max resources by 1.
Pay 7, Exhaust: Target factionless character gains Invincible. At the end of the turn, sacrifice that character.
Pay 8, Exhaust: Increase max resources by 1.

First thing that came to mind. May change it later as I'm kinda tired and might not have thought this idea out completely. :/
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on August 13, 2014, 06:51:41 AM
I am now a card.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on August 13, 2014, 08:29:39 AM
So, a factionless Titan....Well, we once had a topic about having a Cthulhu faction, which I was against - because I'd prefer IW to do their own take on it. So what could be more worthy of a Titan card than Eldritch Abominations?

Name: Slygra-Nograth, The Madness In-between
Purity: None
Rarity: Epic
Type: Character - Deity
Resource Cost: 40   Morale Cost: 100
Power/Health: 30/30
Flavour text: There are things that wait, in the dark places between reality and insanity.

Flying

The cost of Slygra-Nograth, the Madness In-between is reduced by one for each faction card played this game.
Slygra-Nograth, the Madness In-Between can't be removed from the game or killed by non damage effects.
At the start of each opponents turn, choose a character that opponent controls if you control no faction characters. Take control of that character, and it loses all factions.

Conceptually, I'd see it as something woken up by the large scale use of rifts, which is why it triggers off faction cards being played. Then, it's a big ugly monster that sends people insane and drives them to worship it.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on August 13, 2014, 08:31:18 AM
Hi, its me again for a second post. Hopefully I do better this time round.

King Fatalist
Factionless
Unique Character
Cost: 30 / Morale: 15
Stats: 20/20
Cost is reduced by 3 for every character you control. (Aleta the Immortal Traveler would really help in combo with him)
Untouchable
Once per turn King Fatalist can be exhausted to bring back one charcter from the graveyard and be placed into any of the owners zones immediately.
Shown sitting on a golden throne in royal platinum armor, his helmet forged as a crown and beside him, his blade in which is a two-handed sword with a very long handle.

Good luck to everyone else designing but I do hope my card wins.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on August 13, 2014, 09:59:44 AM
Guardian Spirit
Factionless
Unique Character - Spirit
Cost 25 / 10 morale

0/10

Reach, Untouchable

The cost of Guardian Spirit is reduced by 1 for every character you own that has been killed in combat and is not artificial or undead.
Guardian Spirit has 0/+1 for every 3 points of damage taken by your fortress.
Guardian Spirit cannot be killed from non damage sources.
If Guardian Spirit attacks an opponents fortress the opponent loses morale equal to half of Guardian Spirits remaining health (rounded down).

The great spirit had slept deep beneath the land for eons, but the bloodshed of the war above awoke it from its slumber, as it rose it had but one thought, 'No more'.
Title: Re: Card Design Challenge: the forum game
Post by: Crimes on August 13, 2014, 10:34:13 AM
Gonna give this a shot...

Xeno, The Undecided
Factionless
Unique Character
Subtype: Angel Demon
Cost: 15 Morale: 15
Stats: 1/1

Abilities:
Flying
Xeno, The Undecided's cost is reduced by 5 for each factionless purity you have.
When Xeno, The Undecided is deployed all character's that your enemy controls lose their subtypes and abilities and are counted as factionless.
Xeno, The Undecided gains +X/+X where X equals twice the number of factionless characters on the field and in both players graveyard.

Flavor Text: "In this world, nothing is black and white."
Lore: An Overseer searching for power became half-way corrupted by the demon wastes. He was only able to keep his sanity because of his Overseer blood. Hated by both Overseers and Exiles, he has no choice but to wander the rifts and contemplate his fate.
Card Art: Half of his body is a white Overseer with an angel wing and the other half is a black Demon with a demon wing.

The idea is that this would encourage more use of factionless commanders since he is pretty much unplayable without one, he might be OP but sacrificing a purity should even it out I think. It would be pretty hilarious to turn everything the opponent had into vanilla.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on August 13, 2014, 01:57:23 PM
I'll throw my hat in too...

Guardian of the Rifts
Factionless, unique character
No subtype
15 resources, 10 morale cost
20/20

Guardian of the old world's cost is reduced by every factionless card in play or in the graveyard, and increased for every factioned card in play.

When you play Guardian of the Rifts, choose a purity. All cards both players control of that purity are removed from the game.

How it works is that you are given 3 purity choices, same as the deckbuilder. If you choose Verore/Neutral/Neutral, you remove all single purity verore cards from the game. If you choose Flamedawn/Sleeper/Neutral, this will only remove FD/Sleeper hybrid cards. Mercenaries count as 1 purity of either faction, so you would be able to remove Xi, Ascended, by selecting Overseers/Neutral/Neutral or DoD/Neutral/Neutral.

Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 13, 2014, 03:16:57 PM
I'm obviously not entering, but here's a few random ideas I felt like throwing out there. Some that I came up with when I thought of the idea. Feel free to make your own versions of them if you wish.

Mercenary Guild
Factionless Location
15 Resources
The cost of Mercenary Guild is reduced by 1 for every Hunter character you control.
Pay 4, Exhaust: Create a Hunter character of your choosing.
Pay 5, Exhaust: Hunter characters you control deal double damage. (This is before the Hunters' own abilities)

A Hunter character refers to Bounty Hunter, Spec-Ops, Demon Hunter and any other variety they come up with. I was going to say Mercenary, but that refers to cards with OR purity already. While I doubt this would win, because I personally find it rather weak, it's a Location Titan. I mean, Consecrating Angel can kill it, how useless is that? ;D Yeah, I only see this being useful in a dedicated deck, and definitely not Enyah.

Striker, The Ultimate Mercenary
15C. 15M. Factionless
Character - Human, Epic
12/16
Reach
Striker cannot be included in a deck that has a second or third purity, except Factionless. Striker's cost is reduced by the number characters your opponent controls.
Striker does double damage to characters.

Yes, this does account for the day that Factionless gets purity, even if that day doesn't exist. Yes, good in Rainbow Decks, Factionless decks and even very specific Enyah decks. Do remember to include Varyus if you plan on using this card in an Enyah deck, you'll need him.

Mythra, Leader of the Mage Guild
17C. 15M. Factionless
Character - Human, Epic
10/10
Mythra cannot be included in a deck that has a second or third purity, except Factionless. Mythra's cost is reduced by 1 for every Factionless Ability card in either graveyard.
Exhaust: Mythra uses a Factionless Ability card as her ability. Pay the cost of that card plus 1. (Maybe plus 2)
Pay 1, Exhaust: Remove from the game target Factionless Ability card from either graveyard. Mythra uses that ability.

This is probably OP because infinite Gather Thoughts. Yes, same Mage Guild Evellee is in. Yes, this would make for some interesting mirror matches since both graveyards would be trying to load up on Factionless Abilities to then remove them each other. The best part is that she feeds off of factionless abilities that aren't even your own. Would be an interesting pick for commander of an Uncontrolled rift deck. Even preemptive cards would go off during the ability phase, and it wouldn't create a card that ends up in the graveyard.
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 13, 2014, 07:42:16 PM
Cantric, the Consistent

Type: Unique Character
Rarity: Epic
Purity: Factionless
Cost: 2 - His cost is increased by 1 for every different kind of card remaining in your deck or hand.
Morale: 15
Stats: 9/9
Passive: If Cantric is a commander, you may have up to 4 of any card in your deck, including unlimited cards.
Passive: When Cantric is deployed he has +3/+3 for every 2 cards in play or in your graveyard that have the same name. This effect can only occur once per card name.
Text: "Choices are easiest to make when you have fewer of them."


Notes:

This guy is basically the opposite of Enyah, giving you more card copies, rather than less. Also, as opposed to her, you actually want to deploy him.

Drawbacks: he starts very expensive, is only really good as a commander, and as factionless, he limits you to 2 purity of anything else. Also, extends the 4 card limit to unlimiteds, which prevents abuse for just filling your deck with 1 kind of card.

Benefits: like the name says...consistency!

About his cost - since most people went with a reducing cost, I elected the Tygrugh route. This plays into his first passive. With a 40 card deck you can have a minimum of 10 different card types. If you manage to play all of one type, his cost goes down. Ideally, you'd play some ramp and all 4 of three or four different cards, and get him out by turn 7-8 as a 18/18 or 21/21. He can also get stronger as you play 2+ copies of your remaining cards.

Possible abuses: putting him in the deck (not command) and having all the rest of the cards be a single type of unlimited. You'll get a 12/12 for 3 cost, which is kinda way above curve, but honestly that deck would be terrible. Also, having 4 recycle and gather thoughts would make those stupid mill decks even more ridiculous.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on August 13, 2014, 08:09:55 PM
Xylphar, the Knight

Type: Unique Character
Rarity: Epic
Purity: Factionless
Cost:  15
Morale: 15
Stats: 14/15

Xylphar's cost is decreased for each Tech Knight on the field. When Xylphar is deployed he gains +2/+2 for each Tech Knight on field.
At the start of the turn, if Xylphar is in the support zone, he heals all damage from himself.

Factionless Tech Knight Titan anyone? ;)


Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 13, 2014, 09:35:24 PM
Aeternium
Factionless
Unique Character
Cost: 20
Morale: 15
Attack: 10 Life: 30

At the beginning of each turn, every Unlimited Character in a combat zone produces a copy of itself in that zone.

Aeternium's cost is reduced by the number of deployed Unlimited Characters.

Each turn, Aeternium gains +X/+0, where X is the number of deployed Unlimited Characters, until the end of the turn.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 14, 2014, 12:12:55 AM
Cantric, the Consistent

Type: Unique Character
Rarity: Epic
Purity: Factionless
Cost: 2 - His cost is increased by 1 for every different kind of card remaining in your deck or hand.
Morale: 15
Stats: 9/9
Passive: If Cantric is a commander, you may have up to 4 of any card in your deck, including unlimited cards.
Passive: When Cantric is deployed he has +3/+3 for every 2 cards in play or in your graveyard that have the same name. This effect can only occur once per card name.
Text: "Choices are easiest to make when you have fewer of them."


Notes:

This guy is basically the opposite of Enyah, giving you more card copies, rather than less. Also, as opposed to her, you actually want to deploy him.

Drawbacks: he starts very expensive, is only really good as a commander, and as factionless, he limits you to 2 purity of anything else. Also, extends the 4 card limit to unlimiteds, which prevents abuse for just filling your deck with 1 kind of card.

Benefits: like the name says...consistency!

About his cost - since most people went with a reducing cost, I elected the Tygrugh route. This plays into his first passive. With a 40 card deck you can have a minimum of 10 different card types. If you manage to play all of one type, his cost goes down. Ideally, you'd play some ramp and all 4 of three or four different cards, and get him out by turn 7-8 as a 18/18 or 21/21. He can also get stronger as you play 2+ copies of your remaining cards.

Possible abuses: putting him in the deck (not command) and having all the rest of the cards be a single type of unlimited. You'll get a 12/12 for 3 cost, which is kinda way above curve, but honestly that deck would be terrible. Also, having 4 recycle and gather thoughts would make those stupid mill decks even more ridiculous.
I could also see an Evellee deck with WP, and use here to pull out all ramp which in turn gives you higher resources and thins out at least 2 sets of cards from your deck. Granted it takes 8 turns to completely clear out those two cards, but chances are if you ramp isn't hit too heavily, you'll get him out as early as turn 5, assuming you drew at least 3 resource characters and two of them were nobles.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on August 14, 2014, 07:06:06 AM
So I've thought of a better idea than my previous submission, which has more to do with the titans, and I've removed my previous submission. It still lacks the Cost–reduction mechanic trait which the other titans have, though.

Name: Titan of the Old World
Subtype: Unique
Cost: 10
Morale: 15
Stats: 0/8

Abilities:
–When Titan of the Old World would die or be removed from the game by a non–sacrifice effect, it goes into the Support Zone exhausted for 3 turns instead.
–Sacrifice 13 Maximum Resources, exhaust: Create a Unique Titan card of any other Faction which costs 0 in your hand. It cannot be removed from your hand.

Flavour Text: When the Old World was destroyed, the original Titan could no longer sustain it's physical form, which relied of the fabric of reality itself for sustenance. It transformed into a weak consciousness, but was capable of growing into new forms in the New Worlds.

This idea keeps the concept of Factionless being adaptable with any other Faction, while also including the expensive nature of the Titans.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 17, 2014, 06:44:27 PM
Right.. I was out most of Yesterday, but it seems nobody posted past the deadline, so I'll be gathering the entries later and picking the winner.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 18, 2014, 10:29:21 PM
Benionin

Reincarnation

DrayGon777

Abyss

DeathDealingDarkness

NatoPotato

Crimes

vengefulmierothi

Vertu Honagan

aldin

CommunistMountain

And the winner is:

Honorable Mentions
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 19, 2014, 10:59:53 AM
Woohoo! Thanks JSlayerXero. I'm glad my peculiar brand of mad creativity appeals to your peculiar brand of mad creativity :)

Anways, on with the show!

For the next challenge I'd like to see...a HYBRID CARD!

Specifications:
-This must be a hybrid faction combination that does not exist yet (sorry sleepers), ie. FD/Exile or DoD/CoV
-This can by any TYPE of card: character, ability, location, whatever
-I'd like to restrict it to Common, Uncommon, and Rare.

The goal is to come up with a card that bridges two factions that don't normally mesh well, creating new and interesting playstyles and deck possibilities.

That's it. Have fun. Be creative.

Oh, and the award for the winner will be a FOIL Blood Arrow!

EDIT: Let's put a one week suspense on this, so entries are due by next tuesday.

EDIT2: Ok, just realized the new deckbuilder filter lists "AND" purity cards as Dual Faction, and "OR" purity cards as Hybrid Faction. In this challenge I was looking for "AND" cards, so, I guess, technically, I'm looking for Dual Faction card ideas. My bad.
Title: Re: Card Design Challenge: the forum game
Post by: BlackLorren on August 19, 2014, 12:03:22 PM
Waban, the Wastes scout
Exiles/FD
Uncommon
3C 5M
3/6
Pay 1, Exhaust: Discard one card at random, all other characters you control gain charge and Plunder 1 next turn.
Title: Re: Card Design Challenge: the forum game
Post by: Conquest on August 19, 2014, 12:29:31 PM
Infested Angel

1 SoA/1 OoS
Uncommon
Cost:4
Morale:5
Stats:7/7
Angel Undead

Reach

If Infested Angel enters combat with a flying character, it ascends. If this card were to die through means other than a flying character, it instead transforms into 6/4 Risen of Avarrach. When this character ascends, it gains flying and bloodthirst 2.

Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on August 19, 2014, 12:38:07 PM
Bionic Hulker

1 Genesis 1 Warpath

4C 8M

8/8

Pay 3 : Enrage. sacrifice an artificial charater to Bionic Hulker.
Edit: He gains power and health double the cost of the character.
He also gains all passive abilities of the sacrificed character.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 19, 2014, 01:37:32 PM
Not The Droids You're Looking For

GI/DoD
Ability
Cost 1

Preemptive

The Artificial subtype is removed from all units until the end of the turn.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on August 19, 2014, 02:29:17 PM
Paladin of Talich
FD/GI
Character--Human
Cost: 3 Morale: 9 Rare
7/7

Charge
When CARDNAME kills a character, that character is removed from the game.
Pay 3: CARDNAME gains flying until the end of the turn
Pay 2, Sacrifice an Artificial character: CARDNAME cannot be killed from non-damage sources this turn

For some reason, even though they're on the same planet/world/plane/Talich and have a history of working together (to invade the WP, to fight the Sleepers), the Flame Dawn and Genesis Industries don't have any hybrid cards.
Quote from: Firefly
Does that seem right to you?
So here comes the Paladin of Talich. He's like the Paladin of the Flame Dawn, but... different. For one thing, he has the purifier ability (which sits in FD and Overseers), but he can also give himself a jetpack every turn (costing one more than Demonborn's ability), and, for the low low price of 2 resources and an artificial, he can truly mimic his former self. I thought about including Overloaded Soldier's effect, but decided against it. He's a 3-cost monster who's slightly on the small side (compare Flame Dawn Purifier, 3 cost 8/8), but his abilities should make up for it. With the changes to effect resolution I'm not sure if his "cannot be killed" ability will resolve in time to save him if you don't have priority though. I put him at rare because that seemed the thing to do with the original Paladin.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on August 19, 2014, 03:55:59 PM
Name: Suffering Knight
Purity: 1 Exile and 1 Flame Dawn
Cost: 4 
Morale: 6
Rarity: Common
Character: Human
Stats: 7/7
Abilities:

Exile 2

When Suffering Knight is played through Exile, he returns to play transformed as a 10/10 Demon with immolate 1.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on August 19, 2014, 04:32:46 PM
When you say "Hybrid", do you mean what is typically refered to as "hybrid" (requires two factions) or what's called "hybrid" in the deckbuilder (requires at least one of two factions)?
Not that it really matters, just asking.

Soul Split
1GI/1CV
4R
Ability - Magic
Uncommon
(No stats)

Destroy target character on the battlefield. Target deployed character gains power and health equal to the power and health of the first target.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on August 19, 2014, 04:40:55 PM
For some reason, even though they're on the same planet/world/plane/Talich and have a history of working together (to invade the WP, to fight the Sleepers), the Flame Dawn and Genesis Industries don't have any hybrid cards.

< they do though, Immolation Drone or w/e it's name is.

______________

Name: Enslaved Dragon
Purity: 1 CoV/DoD
Cost: 5
Morale: 8
Rarity: Rare
Character: Dragon
Stats: 3/3
Abilities:
Flying
Can Evolve:
Each time an enemy character dies while this card is in play, this card gains +1/+1. When this card dies, for each time it gained +1/+1 from it's ability, it evolves into a cost 7/10 Morale Demon Dragon, with random stats and abilities, but ones that likely to be higher the more times this card has gained +1/+1. This card is shuffled into your deck and is named "Corrupted Dragon". (It's ability is meant to be similar to Ancient Egg, if you didn't notice.)

Flavor Text: "Desperate, the remnants of the Cult of Verore raided the sacred shrines of Jinhai, seeking out the power of the ancient dragons, to twist and turn to their own purposes."





Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on August 19, 2014, 05:33:15 PM
Undying Angel
Text: Angels were already strong but when infected, that’s just kinda scary.
Shows a slightly shadowed soldier of solace with small drops of ooze and small feathers falling from her to the round. Her background is a red sky and black cloud variant of the actually soldier of solace.
Un-common
Overseers1/Sleepers1
Undead – Angel
Cost: 5 /Morale: 8
Stats: 8/8
Flying
When Undying Angel is in the graveyard for 2 consecutive turns, she comes back to the owners support zone at the end of the turn 2.
 
Good luck everyone and have fun designing.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on August 19, 2014, 11:10:48 PM
For some reason, even though they're on the same planet/world/plane/Talich and have a history of working together (to invade the WP, to fight the Sleepers), the Flame Dawn and Genesis Industries don't have any hybrid cards.

< they do though, Immolation Drone or w/e it's name is.

I don't count Mercenary cards--those with "OR" purity--as hybrid. If mercs do count, (the challenge post just says Hybrid, but connotations/interpretations) I can do a different entry.
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 19, 2014, 11:44:11 PM
For some reason, even though they're on the same planet/world/plane/Talich and have a history of working together (to invade the WP, to fight the Sleepers), the Flame Dawn and Genesis Industries don't have any hybrid cards.

< they do though, Immolation Drone or w/e it's name is.

I don't count Mercenary cards--those with "OR" purity--as hybrid. If mercs do count, (the challenge post just says Hybrid, but connotations/interpretations) I can do a different entry.

Yep. Just two faction hybrids like "Mad Monk" or anything with "Infested" in its name please. I believe Mercenary ("or" faction) cards deserve their own challenge :)
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 20, 2014, 01:28:08 AM
Aw man! I was thinking about how it's very difficult to get rid of the Black Market, but I totally forgot about him being able to be in command. I also probably could have just gone with untouchable, but there weren't many cards with Invincible and... Ah well.

On to the new challenge, Hmmm...

WP/Exiles

Consuming Hulker (for lack of a better name)
3C / 5M
Character - Beast
7/8

Enrage 4: When enraged, this character gets +2/+2, Consume 2, and demon subtype.

Not the most creative, but what would have been my ideal vision for such a hybrid was kinda taken already in a card Lightmare released. Here's what I'd like to have done.

Bunny Rabid
WP/Exiles
3C / 5M
Character - Demon Beast
1/2

When this character is deployed, your opponent receives Blessed Grenade with 0 cost in their hand with the following effect: If this card is in your hand at the start of the turn, add one counter to it. If it has 4 counters or more, discard and deal 10 damage to your fortress. When played, this card has the following effect based on the counters on the card. 1 counter: Target a zone on the battlefield (formerly Combat Zone). If Bunny Rabid is in that zone when this card resolves, kill Bunny Rabid and remove it from the game. 2 counters: If Bunny Rabid is on the battlefield when this card resolves, kill Bunny Rabid  and remove it from the game. 3 counters: If Bunny Rabid is deployed, kill Bunny Rabid and remove it from the game.
When this character enters combat with a human character, kill that character without either card dealing damage.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on August 20, 2014, 02:30:45 AM
Adora Bear
Rare
Unique Character-Beast
WP+DoD
Cost 2, Morale 5
2/3
Enrage: Pay 2, gains +8/+8. This ability can only be used once.
If it dies without being enraged, your opponent lose 8 morale.

What seems to be most adorable is often the most dangerous.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on August 20, 2014, 09:23:04 AM
To Judge: please take note of the edits to the additional buff and morale, in case you have already noted down the original post. :)

Name: Soldier of the Truce
Purity: Flame Dawn and Dragon Descendants
Rarity: Uncommon
Subtype: Human
Cost: 3
Morale: 8
Stats: 6/6

Abilities:
–Soldier of the Truce gains +0/+2 when in the Defense Zone at the start of the turn.
–Soldier of the Truce gains +1/+0 when in the Assault Zone at the start of the turn.
–Pay 2: Buffs from Soldier of the Truce's abilities quadruple next turn. This can only be activated once per turn.

Flavour Text: A shared hatred for the Cult of Verore brought two very unlikely friends together. A truce was made, and they were born. (This offers some explanation as to why these characters would be aligned to both of these factions.)

Commentary:
–So why these 2 factions? Playing these 2 factions together is something people often overlook, since the rushing nature of the Flame Dawn completely contradicts the damage–tanking nature of the Dragon Descendants.
However, upon experimentation, I found out that these 2 factions amplify each other's strengths and compensate for each other's weaknesses well by possessing both health and power advantage, offering a variety of interesting combinations.
I think this card would do well in such a deck, offering both health stability and powerful attacks, and I hope to introduce such builds to others through this card.

–Why is Health buffed more than Power? The reason is that Power has a higher value than Health. Health is easily reduced by many sources, while Power is only reduced by certain specific cards.

–Also, I have decided to amplify these abilities by making them activate at the start of the turn.

–The additional 2 Resource is equivalent to +3/+0 or +0/+6, which I feel is justifiable.

Consuming Hulker (for lack of a better name)
deadmau5 reference spotted.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on August 20, 2014, 02:19:38 PM
Well, I'm drawing him at the moment, so I may as well design his card:

Skizzi, Death Ray Specialist

CoV/GI hybrid

Unique character, artificial human

Rarity: rare

cost: 7, morale 10

Stats: 10/10

Abilities:

Skizzi deals 3 bonus damage to artificial characters.

Pay 5, exhaust. Kill target character on the battlefield. If a character would die to this ability, Skizzi gains +2/2, otherwise Skizzi deals 2 damage to himself. This ability can only be used while deployed.

Flavor text:

Bored of watching his creation being used obliterate enemies from afar, Skizzi decided to take a more personal approach to death bringing.

With technology salvaged from slain Genesis expeditions, the former lightning mage takes to the field, his new and improved death ray in hand.


Explanation:

The ability was chosen because it fits with his Death Ray, and was a way to reward good decision making and prediction by Verore players while punishing bad decisions. It actively provides an incentive to try to read your opponent, and has a strong effect to boot.

Also, I just wanted to make some use of the drawing I'm working on XD
Title: Re: Card Design Challenge: the forum game
Post by: cprender on August 20, 2014, 06:58:29 PM
According to the Deck builder UI, Hybrid means X faction OR Y Faction. I am assuming you actually meant Hybrid card despite the other dual faction entries.

Mazuki, Sage of Truth
Purity: DoD / CoV
Rarity: Rare
Cost: 3
Morale: 7
Power: 4
Health 6

Pay 3:, Exhaust, Sacrifice Target Character: You gain morale equal to the morale of the sacrificed character.
Pay 4, Exhaust, Sacrifice Target Character: Your opponent loses morale equal to the morale of the sacrificed character.

The last thing I am debating is if the sacrifice should remove card from the game.

Edit: Changed DOD or CoV to DOD/CoV. I don't think it makes much difference for this card. 
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 20, 2014, 08:27:42 PM
According to the Deck builder UI, Hybrid means X faction OR Y Faction. I am assuming you actually meant Hybrid card despite the other dual faction entries.


Hmmm, I didn't even realize until now that the new deckbuilder filter lists "AND" cards as Dual Faction and "OR" cards as Hybrid Faction. I could've sworn it was the other way around. In the challenge, I was referring to the popular usage of Hybrid which was for "AND" faction cards. Sorry for the confusion. You can submit a new idea or tweak your existing one, cprender. I won't disqualify you :)
Title: Re: Card Design Challenge: the forum game
Post by: BrainMuncher on August 20, 2014, 09:09:27 PM
Unrelenting Assault
Purity: 1 Flame Dawn and 1 DoD
Cost: 3

Ability Card:

For every time you lose morale this turn, create a Flame Dawn Aspirant in your assault zone at the end of the turn.

Title: Re: Card Design Challenge: the forum game
Post by: Crimes on August 20, 2014, 10:04:12 PM
"Solace or Torment"
Overseer/Exile
Ability
3 cost

Target character gains Flying and +2/+2 if it does not already have Flying. Target character looses Flying and gains Consume 2 if it already has Flying.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on August 21, 2014, 07:07:18 AM
Name: Great Wise Dragon Warrior Guardian
Purity: 1 Genesis, 1 Descendents of the Dragons
Rarity: Rare
Type: Character - Artificial
Resource Cost: 6   Morale Cost: 10
Power/Health: 12/12

Text:
Flying
The first time Great Wise Dragon Warrior Guardian kills a defender each turn, it attacks again.
At the end of the turn, if Great Wise Dragon Warrior Guardian is in your Defense zone, it heals all damage from itself.

Flavour text: Beset on all sides, Genesis Industries gave their new allies the greatest weapon they had - Giant Robots.
Art: Giant humanoid robot, with a DOD look. Animation would be defending itself with an energy shield, and then attacking with some form of 'beam weapon'.


Okay, so DOD are more Chinese rather than Japanese but I don't care - You know GI would be building Giant Robots if they could get away with it. So the 'lore' aspect is pretty simple. From a gameplay element, it's designed to solve one of DOD's issues, that it doesn't have any real way to deal damage once it's stalled the game. This would give them a bit of offensive power, but would let you use it a bit more strategically than Unstoppable (because it doesn't keep attacking until it dies), and Multistrike (because it can't attack twice to the fortress). Defensively, healing each turn makes it a great defender, but it probably needs some Genesis buffing to make it really dominant. Though the stats and cost would probably need to be watched to make sure it isn't too crazy...
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 21, 2014, 12:09:57 PM
Consuming Hulker (for lack of a better name)
deadmau5 reference spotted.
If it was, it was unintentional as I don't even know the reference. >.>
Title: Re: Card Design Challenge: the forum game
Post by: Nekelkosh on August 22, 2014, 06:56:18 AM
Name: Etiam Lux
Purity: Sleeper of Avarrch/Overseers of Solace
Rarity: Rare
Type: Unique Character - Undead Angel
Resource Cost: 8   Morale Cost: 10
Power/Health: 4/10

Text:

Flying

While in a Combat Zone removes Flying from all other creatures.

Flavor text:

You were the chosen one! It was said that you would destroy the Sleepers, not join them. You were to bring balance to Solace, not leave it in darkness.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on August 22, 2014, 07:22:53 AM
Meditating Drone
picture: line of monks meditating, one happens to be a robot dressed like a monk.
DOD/GI
cost 4
4/4
Artificial

Each turn that Meditating Drone ends in the support zone, it gains +1/+2.

After stumbling through a small rift this intelligent drone found itself amongst the descendants, curious the drone decided to learn their ways.

The drone found that a higher level of self control and self discipline lead to more efficiency and access to previously locked data and functions.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 22, 2014, 06:53:42 PM
Charging Hulker
1 WP and 1 GI
4C/8M
Artificial Beast Character - Rare
8/10
Pay 4: Enrage X, where X is the number of turns Charging Hulker has been deployed x3. When Mechanical Hulker enrages, it loses Beast sub-typing and gains Flying.
Pay 4: Enrage X, where X is the number of characters you control x2. When Mechanical Hulker enrages, it loses Artificial sub-typing and gains Unstoppable.

Image: A Hulker with a mechanical enhancements. When Enraged as a Beast, it shows the Hulker breaking free of the shell. When Enraged as an Artificial, it becomes completely encased in metal, electricity is surging through it and it has electric wings.

With a mutual enemy in the Overseers, Genesis Industries and the Warpath teamed up to create a monster.

Note: Enrage can only be used once, so you can only choose one of the two methods of Enraging this character.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on August 25, 2014, 03:51:06 AM
Name: Vanguard of Solace
Purity: 1x DoD & 1x Overseers
Rarity: Rare
Type: Character - Angel
Resource Cost: 7   Morale Cost: 12
Power/Health: 7/14

Description:
Flying, Vigilance

When Vanguard of Solace blocks, you gain 3 morale.

-----

First things first: Xi Ascended's purity is either or, this is both. I declare that sufficiently different, DQ me if you disagree. Moving on.

This card took me a while to figure out. I blame not using DoD all that much. First few iterations ended up resembling a cross between Eagle-Eye and Zealous Protector, before I decided that I could ignore the ascension mechanic and settle for a fat blocker with a rarely-seen functionality (morale gain) that is currently unique to three cards: Yobo, Rally and Azael.

The character could be unique, but that would sort of just seem like an excuse to make it bigger, and I tried not to make the card inappropriately large to begin with... although it does cost 7, which I see as a niche neither faction really has a lot of stuff for (not that they need it). Came very close to being a 6/16 but I reconsidered due to this being Aleta's stats - nevermind the fact neither faction has an Aleta yet. All the numbers could be tweaked. I figure the morale cost has to be sort of high since (in theory) its going to take a lot of hits before going down. If the card was any bulkier I would have to lower the morale gain to 2 per block for sure.

An alternative is simply a smaller version of this that could get away with having 4 or 5 morale gained per block simply due to not being large enough to survive blocking too many times as a standalone card (i.e. without supportive cards to synergize and beef it up). Hard to contain the utility of the card in a smaller form though, it would end up being scaled down like Immolation Drone; best case it would resemble Spirit of the Ancient Guardians with a different ability than deathtouch and maaaybe higher stats.
Title: Re: Card Design Challenge: the forum game
Post by: TDa96 on August 25, 2014, 09:32:55 AM
Cursed spirit
Warpath/Exile
unique ability
Cost 3

While Cursed spirit is in your graveyard, all characters that increases your max resources become demon and gain Exile X, where X is the cost of the card +2, if a card already has exile, lowest value is chosen. Lose 4 morale at the end of each turn.

is easy to discard your hand in one turn and you get pretty rewarded for doing so while using Exiles, but it can really hurt your ramp for Warpath. I did not care about this card's cost too much becouse it will most likely be discarted to send it to graveyard. Note this ability is unique but you can get more copies of it to your graveyard using discard from hand and the morale loss stacks. Also you can use wealthy nobles in combat - Mark of the demon is already very good card. I always wanted double Exiles ramp deck :)
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 26, 2014, 03:20:16 AM
Ok, here's the roundup. Thanks for all the great ideas guys (and gals?) :)

BlackLorren


Conquest

MrSinister


aldin


Benoinin


Vertu Honagan


Pjoelj

.

Grinnin_Gin


DeathDealingDarkness


DrayGon777


Reincarnation


CommunistMountain


stranger42


cprender


BrainMuncher


Crimes


Abyss


OKay, more to come. Got to go to bed for now, I'll finish it tomorrow. So...many...entries...


Nekelkosh


NatoPotato


JSlayerXero


Shimrra3


TDa96


Ok, that's all of them. Good job everyone!

.

..

...

What? You mean I have to pick a winner? Oh, gawd, why did I ever sign up for this!

Fine. Here goes...

Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 26, 2014, 05:56:11 AM
Yep - it's primarily there as a cheap way to disrupt GI shenanigans the way that Drag Down disrupts flying.  Could also be used with Aleta Caretaker or in an Enyah deck with Descension, but it's intended to have a narrow scope.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on August 26, 2014, 02:19:40 PM
Solace or Torment may be pretty dangerous combined with Sol. Imagine, dropping him down and giving him consume 2, with his doublestrike and two lives...

.. Then later, once he's big enough, let him regain flying, and get +2/2

Really strong, and congrats.

P.s. the art for Skizzi might come out by the end of next week. I've got a lot of stuff to take care of now, so I haven't been able to work on him for awhile. However, the basic outlines etc. are there, and now it's just a matter of detailing and shading.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 26, 2014, 02:34:24 PM
Admittedly, my card is probably a bit too strong. Oh well, looking forward to the next challenge.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 26, 2014, 04:29:33 PM
Glad you liked my concept card. Now, when can we see the next card challenge. ;)
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on August 26, 2014, 05:36:13 PM
Just wanted to say gratz to Crimes again, but the rest of you had some great ideas as well. Really, there wasn't a bad proposal, and with a tweak or two, I could see pretty much all of them worming their way into IW's arsenal.

Also, I apologize if my critiques seemed harsh at times. I had a lot of them to go through and was just spewing out my gut reaction, so if my diplomatic measures were lacking I am sorry.

@ Crimes - keep an eye out for me so I can give you the prize card. I'm usually on right around midnight GMT when the daily resets.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on August 26, 2014, 05:50:45 PM
I would consider a higher immolate if it was a higher rarity. I only gave it common so I wanted to balance it the way a common card should be balanced. I've noticed with a lot of the suggestions in this thread, the cards aren't quite balanced and would prove to be too strong if they ever existed.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 26, 2014, 07:15:06 PM
I used Infested Hulker as my inspiration. Admittedly, I probably didn't put enough thought into stat gain, but the concepts was an all-around card that can specialize in something one faction is known for, but has to give up the typing of the other faction. Granted, Mechanize exists, but still.
Title: Re: Card Design Challenge: the forum game
Post by: Crimes on August 27, 2014, 08:02:16 AM
Thanks vengefulmierothi, I designed the card with Sol in mind (since he's your avatar XD) could also be combo'd with a buffed up demon born by giving him flying with his ability and then dragging him down to give him consume! It was meant to give Overseers some more depth besides the somewhat mindless buff and rush while simultaneously giving exiles more access to flying.

Okay folks, next up is alternate win condition card!

Create a card that requires you to play an alternative strategy to win. Can be like Shrine to the Heavens/Ju-Lin that really does win you the game or like Ultra-Unit which is considered an auto-win but could possibly be countered. These types of cards are difficult to pull off but can win you the game if a deck is built around them.

Rules:
-Any type of card (character, ability, etc).
-Any faction besides DoD (since they have 2 already).
-You should have to build a deck around the card to be able to use it effectively.

Prize: Shrine to the Heavens 8)

Get creative, let's see them Johnny cards.

Deadline: Sep 3rd
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on August 27, 2014, 10:43:59 AM
Valley of Insanity

2 Purity Exiles
4 Cost
Rare

"All cards and effects that discard from hand cost one extra resource.
After having paid 20 Exile Cost in total since you played Valley of Insanity , you win the game!"

The idea behind this card is to promote random discard in a way that actually makes sense.
The tricky part is dealing with the random discard and the higher resource cost for discard.
Plus you have to actually activate the Exile mecanic , thus paying the Exile cost for discarded Cards.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on August 27, 2014, 11:46:37 AM
I've got two ideas here:

IDEA 1:

The Ancient Seed
2 purity warpath
Unique Artifact
Opening (same as the Star Trek mission)

Whenever a beast you control comes into play, the seed gets 1 charge. Whenever a character you control dies, the seed gains 1 charge.

Sacrifice 1 maximum resource. The Ancient Seed grows by 7%. When 100% completion is achieved, remove Ancient Seed from the game. Create a Tree of Life in your support zone, and X One of Many in your support zone, where X is the number of charges on Ancient Seed. These do not cost you morale when they die.

Tree of Life
2 purity warpath
Unique Artifact
Untouchable

Exhaust, spawn a beast character of your choice. Pay X, where X is the cost of the beast +2.

(available beasts are Pack Leader, Matriarch, Jungle Giant, Killaroo, and One of Many)

This set of cards is designed to make use of warpath's resource ramp and the ability to field many beasts, as well as continue an assault well into the lategame. This actually makes warpath very resistant to Calamity, too, as you can spawn all the beasts post-calamity. Just remember not to use Growth and kill your own seed XD.

"Deep beneath the ashes of the untamed world, the seed pulsed with the spirits of all whose lives were lost during the Great Consecration. It bides its time, watching, waiting, for someday it will sprout anew..."


IDEA 2:

Charise, Archangel of Hope
3 Purity Overseers
Unique Character - Angel
15/15
11 cost, 15 morale
Untouchable

You can only play Charise, Archangel of Hope when you have less than 30 morale

You cannot lose morale when a character you control dies. Charise, Archangel of Hope and Ronia, Archangel of Joy cannot die to non-damage sources. This ability is only active if Charise, Archangel of Hope and Ronia, Archangel of Joy are on the battlefield.

Ronia, Archangel of Joy
3 Purity Overseers
Unique Character - Angel
15/15
11 cost, 15 morale
Untouchable

You can only play Ronia, Archangel of Joy when you have less than 30 morale

Your maximum morale has no limit. At the end of every turn, you gain 1 morale for every angel you control. If you reach 200 morale, you win the game. This ability is only active if Charise, Archangel of Hope and Ronia, Archangel of Joy are on the battlefield.

Rather than have a single card get you the win, I thought about having two cards instead, considering the Overseers are all about teamwork and whatnot. These cards help compensate for the Overseers' high morale costs too. As with Azael, playing these characters is about pushing yourself to the limit. The difference is, this is for morale, while Azael is for damage. The win condition works well with cards like Heaven's Assistance too. This is probably for if the angels can somehow get stalled versus, say, DoD with Ao Shun and Heaven's Bell or something.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on August 27, 2014, 02:06:43 PM
Desert of Irrationality
2 purity Exile
Location
Untouchable
Cost 6
Whenever your opponent discard a character, remove it from game if it is still in your opponent's graveyard at the end of next turn. Desert of Irrationality gains 1 charge for every card removed in this way.
At the start of the turn, if the charge reaches 10, reset the charges to 0 and put every character removed from game in this way back into play under your control.

What is the meta of Exile? Discard? I don't think so. In my opinion, Exile's meta is to create chaos in the game, while the Exiles can better endure the chaos, and opponent usually can't.
This Location provide possibility to focus on using chaos on others instead on ourselves.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on August 27, 2014, 02:12:52 PM
Probably not the most creative idea, but I'd been thinking about a mission card for WP ever since Star Trek got one and it was mentioned that other factions would likely get one as well. On second thought, I'll just make a different version as my original played around with max resources which would either be too easy for WP, or require too many wasted turns making it potentially unplayable.

Overwhelming Numbers
2 Purity WP
Mission
Opening

If you control more Beasts than characters that your opponent controls at the end of the turn, this card gains 20%. If you control no beasts at the end of the turn, this card loses 10%. When this card reaches 100%, you win.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on August 27, 2014, 04:06:42 PM
Enter Madness
2EX
0R
Mission
Rare
(No stats)

Opening
At the end of each turn, if you have at least 1 card left in your deck, Enter Madness gains 3% completion for each card in your hand. If you have no cards left in your deck, you win the game instead.
When Enter Madness is complete, you lose the game.


Perhaps 3% completion is too much, perhaps it's not enough, I have no idea how to balance this. Perhaps it should've been 3EX instead, to prevent Fill The Graves/Exhumed-shenanigans, but then I doubt it'd be playable with how little draw and stall the Exiles have.



Also, have a non-entry. Not competing with this one, just throwing it out there anyway.
Avarrach, World of the Undead
3SA
13R
Location
Epic
(No stats)

Shield 1
When you deploy Avarrach, World of the Undead, all players sacrifice all deployed characters they control.
Exhaust: Avarrach, World of the Undead removes all cards not named "Sleepless of Avarrach" in all Graveyards from the game. At the end of the turn, Avarrach, World of the Undead creates a Sleepless of Avarrach (1R/0M, Character - Undead, 5/5, Reach) in your Support Zone for each card that was removed from the game this way or entered a Graveyard from anywhere this turn.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on August 27, 2014, 04:42:45 PM
Name: The Glorious Crusade
Cost: 0
Purity: 2 FD
Card Type: Mission
Rarity: Rare
Stats: N/A

Opening
At the end of each turn, put a charge counter on this card each time a character you control inflicts damage to your opponent's fortress, or characters while attacking. If this card has 4 or more charge counters, characters you own have Charge, and if they have Vigilance, they instead have Haste. If this card has 8 or more charge counters, creatures you control gain +2/+2. If this card has 25 or more charge counters, you win the game.

Since people seem to be going with missions for this contest, I figure that giving The Flame Dawn a mission that fits their flavor and tactics would be appropriate. 





Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on August 27, 2014, 05:58:06 PM
Name: The Open Portal
Cost: 0
Purity: 1Cov/1Exile
Card Type: Mission
Rarity: Epic
Stats: N/A
Flavor Text: "Why is the Portal still open?! The Demons are consuming everything!"

Each time a Demon type character is placed on the field by a means other than hand or command zone gain 3%. Upon hitting 100% you win the game!
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on August 28, 2014, 12:37:21 AM
OK, while going through these I initially was a tad horrified by all the missions being used, simply because the card type came from the ST set (for which I still have to look to 'if you don't have anything nice to say, don't say anything at all' unfortunately...). But for alternate win conditions it actually makes a lot more sense, particularly if the deck is built around it and isn't much good for winning conventionally. Shrine decks, for instance, still have to get the Shrine into play. It only costs 1, but if its not in the opening hand then mulligans are called for.

I might have to cave and do it that way myself.
Title: Re: Card Design Challenge: the forum game
Post by: Crimes on August 28, 2014, 03:30:34 AM
I should have done create a new mission card since the type is pretty much meant for alt win conditions. Still, please use whatever card type you want. I'll be judging more on creativity than viability. Just remember that it shouldn't be as easy to get the win as shrine since you have it out turn one and there is no mission hate atm.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on August 28, 2014, 06:29:06 AM
OK, while going through these I initially was a tad horrified by all the missions being used, simply because the card type came from the ST set (for which I still have to look to 'if you don't have anything nice to say, don't say anything at all' unfortunately...). But for alternate win conditions it actually makes a lot more sense, particularly if the deck is built around it and isn't much good for winning conventionally. Shrine decks, for instance, still have to get the Shrine into play. It only costs 1, but if its not in the opening hand then mulligans are called for.

I might have to cave and do it that way myself.
Nothing wrong with having an Artifact or even Location that has the Opening keyword (or a Character if you really want to get interesting...). Or having a mission that doesn't and has an actual cost, for that matter.
I just made mine a Mission with Opening because I wanted to use completion and needed it to start completing right away in order to keep people from just holding it in their hand until their deck is all but empty, but not all win conditions have to be Missions and not all Missions have to be win conditions.
Title: Re: Card Design Challenge: the forum game
Post by: aldin on August 28, 2014, 03:31:59 PM
New Eden
3xWP
Cost 1
Location

Untouchable

Whenever a token is generated by a Warpath card, sacrifice the token.  New Eden becomes 5% more complete.  At 100% completion you win the game.

We sent away the young to restore the world after the desolation of the Overseers.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on August 29, 2014, 08:56:02 AM
Verore Body Bomb
Unique Artifact
Verore purity 3
Cost: 5
Text: Whether its our enemies or our own, death is our greatest weapon.
Shown as a giant, shadowed sphere filled half way with dead bodies. The sphere resonates with dark energy and starts to beat like a heart. When at 10 counts, the card animation switches and shows the bomb exploding in a black and purple explosion.
One per turn this card can be exhausted. When it is exhausted, the owner can remove one card from his/her own graveyard from play. When 10 cards have been removed by this cards effect, the owner wins the game.

Maybe some of the values are off but I think it's a good concept and could work really well. It also helps to make the owner think more about his/her decisions in battle.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on August 29, 2014, 06:59:17 PM
Combat Hunter
3-Cost, 15-Morale, Factionless, Epic
Unique Character - Human
6/8

Can Evolve

CARDNAME cannot be placed in the deck. (During deck building) If CARDNAME is in the graveyard at the end of the turn, remove it from the game.
When CARDNAME kills a character, CARDNAME's abilities evolve into a stronger form.
When CARDNAME kills a character, place a charge on it. When CARDNAME has 15 or more charges, you win the game.
Pay 1: Create a 4/4 Soldier of Fortune in an opponent's battlefield zone of your choice. This effect can only be used once per turn.

After killing one character, CARDNAME gains Reach.
After killing a second character, CARDNAME gains Bloodthrist 2.
After killing a third character, CARDNAME deals double damage to all characters.
After killing a fourth character, CARDNAME gains Bloodthirst 4. (replaces Bloodthirst 2)
After killing a fifth character, CARDNAME gains Consume 2.
After killing a seventh character, CARDNAME gains Unstoppable.
After killing a tenth character, CARDNAME gains Consume 3. (replaces Consume 2)

Infiltration, Fight! and maybe Dehumanize if it could spawn the demons in the zone of the killed would all be helpful. The limitation on the deck means you can only run the single copy of this card in command, and it's a factionless card.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 01, 2014, 08:53:48 AM
Note to Crimes: Do note the small change I've made to this submission, and the reasoning stated below the card description (the 'remove exhausted character from game on death' one).

Payload Cart (edit: Artifact)
Cost: 0 (Due to Opening making Cost unnecessary)
Purity: Factionless
Subtype: Unique
Abilities:
–Opening, Indestructable
–Activate: exhaust any number of characters you control. The opponent can also use this ability.
–When a character which was selected for the above ability would die, it is removed from the game instead. (This works even if exhaustion would take place after death, as the only criteria is to be selected in the Planning Phase.)
– Payload Cart increases 4% in completion for every character you exhaust more than the opponent, and decreases 4% in completion for every character the opponent exhausts more than you.
–When Payload Cart reaches 100% completion, you win the game. If Payload cart is incomplete after 20 turns, you lose the game.

As the name and concept suggest, it is based on TF2’s Payload game mode.

I find it really interesting because it would also allow the opponent to interfere in the instant–win process, adding an additional layer of strategy. For instance, if your opponent is busy trying to exhaust as many characters as possible, you can abruptly change your stance and go for an all–out attack, with the opponent having minimal defences due to exhaustion!

Opening allows the opponent to know what's coming, and hopefully this would make it a more balanced game.

Removing characters selected for exhaustion from the game after death is a deterrent for builds providing an endless stream of characters for Payload Cart's ability, which would make fighting back too hard (e.g. using Endless Drones).

This is a more extreme variant of my idea I made in my TF2 Promo Faction thread (it just kills off any deployed character your opponent controls, and all characters you control on the Battlefield), because this challenge is all about extreme cards, yeah?
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on September 01, 2014, 01:15:03 PM
The Hungering Abyss

Cost: 2
Purity: 1 Exiles
Type: Location, Untouchable
Rarity: Epic
Passive: Whenever a card is permanently removed from the game, The Hungering Abyss becomes 4% complete. When it reaches 100% completion, the following effects occur:
-All cards (except for The Hungering Abyss) are removed from play and both players discard their hands.
-You spawn five 6/6 demons in your support zone.
-All characters you control for the rest of the game have consume 3.
-At the end of every turn, all demons you control gain +2/+2. All other character types gain -2/-2.

Grave rob and Calamity will be your best friends with this card out. Other good pairings could be FD for Kali Purifier/Ascended, and Purify, OoS for Champion of Ruin, Banish, Precautionary Measures, (yes, this works when removing your own cards too), Soldier of Purity, SoA for Wall of the Dead, DoD for Xi, Who Honors the Dead, and probably a lot more I'm not thinking of. Does not work with temporary removal, a la CTA or Phase-bot.

Rather than an instant win card, I went with a huge advantage swing similar in effect to Omnitron or Ultra-Unit. I made it a location because Exiles don't have any useful locations as of yet.
Title: Re: Card Design Challenge: the forum game
Post by: Crimes on September 03, 2014, 01:05:29 AM
Will be selecting a winner later today, 6am IW time if anyone wants to put in a last minute submission. Also, Stranger42 pick which one of your submissions you like better.

Title: Re: Card Design Challenge: the forum game
Post by: Benionin on September 03, 2014, 01:18:47 AM
Alexander, Leader of the Militia
6cost, 6/6 Unique character Human 15 Morale

CARDNAME's strength and health is increased by each Conscripted Militia in the same zone as he is. If CARDNAME is your commander, you may only have factionless cards in your deck.
Exhaust: create a Conscripted Militia in your Support Zone.
When you control (either 30 or 100) Conscripted Militia, you win the game.

Alone, a man is weak. But together, they are strong enough to shake the foundations of the world. Rise up and stand with me, men of this world! Rise up and stand together!
Title: Re: Card Design Challenge: the forum game
Post by: Dyingday on September 03, 2014, 02:20:38 AM
The Gates of Torment
2 Exiles
1 cost
Location
Epic

Untouchable.

Whenever you choose to not pay for the "Exile" ability of a discarded card, CARDNAME becomes 7% more complete.

When CARDNAME is 100% completed, CARDNAME removed from the game. All your deployed characters are sacrificed, your deck is removed from the game, and your graveyard is shuffled into your deck. Then repeat the same for each other player.

You can choose to forget what you've left behind. But one day they will return to haunt you.

Note that the way it is worded the sacrificed characters basically return to the deck, just to give it some form of balance. Not sure what % I should leave it as, 15 activations sound about right.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 03, 2014, 08:58:37 AM
Will be selecting a winner later today, 6am IW time if anyone wants to put in a last minute submission. Also, Stranger42 pick which one of your submissions you like better.

It's been a while. I guess the warpath one. The overseers one was just for fun

Just saw this btw, hope I wasn't too late
Title: Re: Card Design Challenge: the forum game
Post by: Crimes on September 03, 2014, 09:42:26 AM
Judge Crimes here, here are my judgements (you should all feel judged).

Now Judging...

MrSinister


stranger42


Reincarnation


DrayGon777


Pjoelj


Grinnin_Gin


Vertu Honagan


aldin


DeathDealingDarkness


JSlayerXero


CommunistMountain


vengefulmierothi


Benionin


Dyingday


Judging 99% Complete...

Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 03, 2014, 11:11:46 AM
Also, if it's not too much to ask, can I get some feedback on the overseers one as well?
Title: Re: Card Design Challenge: the forum game
Post by: Crimes on September 04, 2014, 08:39:57 AM
After running the submissions through many complex algorithms, running them over with my bike and then nuking them with a low orbit ion cannon, the only one that survived was...


Honorable Mentions


Seriously good work to everyone who entered, I had such a hard time deciding that I had to take an extra day to think about it, but it really came down to asking myself "which card would I really love to play?". So really good job all, it was a tough decision and I liked each entry in some respect.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 04, 2014, 01:03:37 PM
Congrats, reincarnation. Enjoy your shrine =P

Glad the seed made it to final phase XD. I think the problem of putting too much good stuff into one card is a spot on criticism. I think the same process was made for Sol to be honest...

...Okay, let's give him flying...

...What about his ascended? Two lives or doublestrike? I know, how about both?...

...How to make him ascended? Let an angel die, that should be tough enough...

...Oh wait, what about that 1 cost 2/2 angel we put in? Nah, I'm sure they'll miss the combo...

(the above is in no way intended to offend anybody)
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 04, 2014, 02:23:44 PM
Congratulations, Reincarnation.

However, in the wake of many instances of the winner being hard to differentiate from the runner–ups in past challenges, I have a proposal for future challenges: a partial elimination system, rather than a one–time selection. For instance, out of all submissions, I like 3, but cannot choose between them. I can then promote these 3 participants to Challenge Number 2, while the rest are eliminated. This would make judgement easier and more fair.

Future Judges, please take this into consideration.

P.S. Crimes, Payload Cart is an Artifact rather than a Location, I forgot to mention it in my submission. :P
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on September 04, 2014, 02:56:58 PM
Thank you guys! My turn for the judge :)

My challenge will be making a card that is 3-faction hybrid. (Please make sure don't make a mercenary card instead)
Restriction: The factions must be ranked legal.
Your card must be related to both meta and lore of all the 3 factions. Feel free to add extra explanation if you feel needed.
Because mixing 3 factions' meta and lore is very difficult, I wouldn't be too strict on this.

My reward will be 3 uncommons from the 3 factions of the winner's design.
The challenge is due on 11pm IWT on 9th.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 04, 2014, 03:06:34 PM
Congratulations, Reincarnation.

However, in the wake of many instances of the winner being hard to differentiate from the runner–ups in past challenges, I have a proposal for future challenges: a partial elimination system, rather than a one–time selection. For instance, out of all submissions, I like 3, but cannot choose between them. I can then promote these 3 participants to Challenge Number 2, while the rest are eliminated. This would make judgement easier and more fair.

Future Judges, please take this into consideration.

P.S. Crimes, Payload Cart is an Artifact rather than a Location, I forgot to mention it in my submission. :P

Good idea, but putting 3 winners into the next challenge simply makes there 3 judges, and they must discuss together to make new challenge and to judge. I think it is just far more complex, as they possibly share no common time zone.
No, no, you will still be the Judge for these 3 participants.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on September 04, 2014, 03:41:31 PM
My challenge will be making a card that is 3-faction hybrid. (Please make sure don't make a mercenary card instead)

Ironically, if I won this is the challenge I would have issued (though I would have given the option for 2 purity of one faction and 1 purity of another, but that's neither here nor there). Now I gotta think of something new to do if I win.
Of course, first comes the whole winning part, so I gotta think of something for that. 3-faction Lore is tough, though.

Shrine to the Fallen
Unique Location, 5 Cost
FD/OS/DoD
Whenever a character you control dies, put a charge on CARDNAME. Characters you control gain +0/+1 for each charge on CARDNAME. If CARDNAME is destroyed, put a 3/3 Spirit Angel with flying onto the battlefield for each charge on it.
After the Sleepers were defeated, it was left to the Angels to remember. Kali left a flower for Bromich, and Xi lit incense for every soul lost in the cleansing.

Art: The focus of the scene is a set of spinning columns with glittering text on them. We can't see the text, but we know that it is the names of the fallen. Kali and Xi kneel before it in mourning, their backs to the viewer, and Solace Gate is in the background. When in play, several columns are raised on your field, just like those in the art, and ethereal flowers float around the edges of your zones--like those in Xi, Ascended's art. Your graveyard is lined with sticks of incense.

Lore Explanation: although the FD and DoD are on opposite ends of the planar daisy chain (Talich--Untamed--Avarrach--Reish), they were united, as I see it, post-Ascension as the Overseers traveled about, doing all their overseery things. As the war left an indelible mark on these two lovely ladies, they set up a shrine, a memorial, to those slain fighting the Sleepers outside the gates to Solace. And please, remember that Bromich is a brother/father figure to Kali, not a romantic interest. While Xi and Kali may not have known each other prior to Ascension, they are united in their loss and mourning for those who died before the Angels intervened.

Gameplay: The FD swarm/rush, the Overseers swarm/buff, and the DoD buff/defend, with an emphasis on the spirits of the fallen returning as fliers. You can probably see where I'm going with this. As your Aspirants crash into enemy lines, they'll buff themselves and the rest of your people up, including any swarms of angels. Then, if the shrine is destroyed, all of the spirits within are released back to the battlefield to hold the line--a sort of last defense. I thought about making it untouchable, but decided against it as it could definitely get out of hand. Invincible Defenders with a +0/+20 buff that can't be removed? No thanks. At 5 cost it shouldn't be too bad, as most rush is over by then so the FD characters should already be dead, preventing it from scaling too well. I thought about having it be a 4-cost, but that's a very competitive slot and, besides, is too cheap for the effect. It might also be an artifact, but I think that it's easier to remove locations so I did that instead. By labeling it as a "Unique" location, I sort of made it like a Unique ability in that it checks your graveyard, so you can't just play one right after losing one. That would be too insane.

Alternate rules text wording: At the start of your turn, you may remove from play any of your characters who died last turn to put a charge on CARDNAME. Characters you control gain +0/+1 for each charge on CARDNAME. If CARDNAME would be destroyed, put a 3/3 Spirit Angel with flying onto the battlefield for each charge on it.

This would open a dialog box like that of Nysrugh, Shikana, or Exile cards at the start of your turn. "Would you like to remove x card from your graveyard to put a charge on Shrine to the Fallen?" This would also prevent the charges from stacking up in a single turn, making a line of Invincible Defenders a little too invincible as each one dies off. And, well, any sizable line of defenders really. Not to mention that it reduces the Xi, Who Honors the Dead spam. It would also introduce counterplay in graveyard hate such as Grave Rob and even an attacking Purifier card (Cassial, Champion of Ruin, Purifier, Kali Purifier) or Cheryl (provided the cards were already in the grave when Cheryl hit)

I actually think I like the alternate rules text better, as it's more balanced and introduces more opportunities for counterplay.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on September 04, 2014, 06:47:14 PM
(Just so you know you should reword it to mean Dual Faction not Hybrid. Since in the game when you search Hybrid you get all the or cards. Just a heads up.)

Name:  Cheryl, the Fallen Angel
Purity: Overseer/Sleepers/Exile
Cost: 7
Morale: 12
Rarity: Epic
Stats: 14/14
Unique character - Undead Demon
Flavor Text: After being dragged down by the Sleepers during the virus, Cheryl was not only infected by the virus, but tainted by the very land itself.

Abilities: Consume 2

When Cheryl comes into play all creatures with flying gain infect for this turn.

Explanation: I wanted to create a new cheryl after Drag Down killed her off. This is my version of what she would be like if the Sleepers infected her when they killed her. She has consume  and demon to show off Exiles kind of skills. She has a buff to flying for overseers and she has infect and undead for Sleepers. The reason she lost flying is because Drag Down clipped her wings. So keeping with the lore she wasn't allowed to have flying.
Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on September 04, 2014, 06:50:18 PM
Menacing Monkey

Purity: DoD/CoV/WP
Rarity: Rare
Type: Unique Character - Beast
Cost: 3
Morale: 10
Stats: 6/10

Active Ability: Pay 2. Target deployed character is moved to the front of the zone opposing Menacing Monkey. If target character is killed by Menacing Monkey, all other characters in the same zone retreat to their controller's support zone. This can only be activated from the battlefield, and only once per turn.

Passive Ability: At the end of the turn, if your opponent has no characters on the battlefield, they lose 8 Morale.

Art: Crazy-looking monkey dude with sharp fangs taunting the enemy.


This guy is a beast, which are already present in these three factions. He's got the taunt mechanic from WP, the fear mechanic from CoV, and the morale component from DoD. He also combos with himself very well. Yes, I'd say he's a bit powerful, but the triple-hybrid and unique tags off-set his beastliness (pun intended) somewhat.
Title: Re: Card Design Challenge: the forum game
Post by: Clearbeard on September 04, 2014, 07:43:45 PM
Isn't fear a sleepers ability, not CoV?  Other than that, I like your monkey.  And I like the 3x1 purity idea, too.
Title: Re: Card Design Challenge: the forum game
Post by: heavyyield on September 04, 2014, 07:56:44 PM
Forsaken demon
Purity: Cult of Verore/Exile/Sleepers of Avarrach
Rarity: Epic
Cost: 7
Morale: 6
Stats: 7/14
Type: Character - Undead Demon

Forsaken Demon gets Consume X until end of turn, where X is the number of abilities you cast this turn.
When Forsaken demon is destroyed or removed from play, you discard your hand. All characters that were discarded this way and cost 5 or less are raised to your support zone.

Lore: (1) Though the netherworld kept to itself...
         (2) ... Aleta and her dark magic did not...
         (3) ...and neither did the Avarrachian sleepers.

Art: A lone, dark demon laying in a corner, fending off three Sleepers of Avarrach with its sole mechanical arm. The other limbs are restricted by broken purple magic chains. Its wings are replaced by mechanical spikes and exhaust (similar to Recurring Nightmare).

Explanation: First draft, numbers may be off.

The Spell clause refers to its chains: by casting dark magic, you empower the chained demon and give it the possibility to fight and consume. This is a typical Verore/Exile combination mechanic and rewards dumping your hand and casting things from exile.

The death effect is a combination of Exile and Sleeper mechanics, discarding your hand and raising only those characters. This clause rewards card advantage and fetch (Best Fiends, Inevitable Deadpurity) while also giving you more discard options for triggering Exile clauses. It does not allow for crazy Hehkeem plays and 'punishes' spell heavy hands. For full value, you need creatures. For clarity: it only applies to discard by this death effect, so it won't work with ritual master, Demonic Presence or other discard mechanics. It also works from the command zone.

This card can shake up the meta and give Verore a good creature, while rewarding a balanced deck makeup (both spells and creatures synergize well). I think it is actually well balanced because its effects are both double edged (get it killed recklessly and discard your Dark Wish) and very valuable/flavorful. The consume is kept in check by relatively low base attack stats but can get crazy quite quickly on a spell heavy turn.

Title: Re: Card Design Challenge: the forum game
Post by: vengefulmierothi on September 04, 2014, 08:01:19 PM
Isn't fear a sleepers ability, not CoV?  Other than that, I like your monkey.  And I like the 3x1 purity idea, too.

I was thinking more along the lines of Demon of Fear. Plus, the morale aspect is more CoV-ish than it is SoA-ish.
Title: Re: Card Design Challenge: the forum game
Post by: Dyingday on September 05, 2014, 12:23:39 AM
Congrats Reincarnation! Interesting challenge too...how about:

Outbreak
OoS/SoA/FD
11-cost
Ability
Epic

All characters from all graveyards are raised into your attack zone. These characters are removed from the game at the end of the turn.

(1) I told you to burn all the bodies!
(2) When precautionary measures aren't taken.

(I know, I have awful naming sense. Maybe I'll modify it if I think of something better)

Meta-wise: Not that it's played much in the current meta, but I've seen one or two interesting decks which use zombie tokens or early game FD rush to feed Precautionary Measures. While PM is 2-purity so you can only go either FD or SoA, this card allows you to go all out with the 3 different purities, and finish with a bang. Unfortunately, weaknesses would be surprise beefy blockers, certain Demon Dragons (ahem), and the fact that your own characters are likely to be pretty weak, although you get to utilise your opponent's graveyard too. The difference between this and Avarrach Has Risen is that this effectively grants all the raised characters Charge, and dodges Calamity/MD when played on your opponent's initiative, functioning as a pretty decent finisher.

Lore-wise: Lazy FD purifiers and angels not finishing the job and burning the dead. Or using PM. Result? Outbreak of FD and angel zombies. Situation gets "controlled" and purified at the end of the turn, resulting in their removal from the game.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on September 05, 2014, 01:30:07 AM
Now I have a challenge idea and have to win to use it... Oh well...

CoV/Exiles/SoA
Unique Character - Undead Demon
8-cost, 15-morale, Epic
Peacemaker, Demon of Corruption
6/10

Infect

Sacrifice X characters you control: CARDNAME gains Bloodthirst X and Consume X. This effect can only be used if CARDNAME does not have these keywords already and only once per turn.

Note: If a character you were going to sacrifice dies through another method, the Consume/Bloodthirst buff is weaker. If X = 4, but a character dies, then it only gets Consume/Bloodthirst 3.

Lore: It's a demon that fled control from Verore to the Exiles, where it later got infected by the sleepers. However, like Aleta, the thing seems to have a resistance to the virus, possibly because the emotions that feed into it are of a corrupting nature.

Meta: Consume makes for a great damage sponge if it kills something, even makes it stronger, and is an Exiles key-word. Bloodthirst, is an SoA key-word that acts as a buff for combat against characters only, and also acts as a damage buffer. As far as CoV goes, it has sacrificing as a cost, which seems to be one of their focuses and even works with Exiles somewhat.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 05, 2014, 07:30:38 AM
Ok, here's mine:

Null, the consuming flame
FD/CoV/Exiles
Unique character - Human
4 cost, 10 morale, Rare
6/6

Null does double damage to demons

Null enters the game chained, and cannot attack or block while chained. While chained, Null is untouchable.

Pay 5, Null becomes unchained. Negate the effects of all abilities played this turn. Null gains +X/X, where X is the total cost of all enemy abilities negated this way. Null also gains consume Y, where Y is the number of enemy abilities negated. This ability resolves at the start of the resolution phase.



The chained artwork is a picture of a chained paladin of the Flame Dawn in the middle of a magic circle, with three altars of binding around him. Purple and orange flames are surrounding the armor, as though fighting for control. One arm, one leg, and the head of the paladin keep morphing between a demonic form and a human form.

The unchained artwork is a picture of the same paladin, standing with the altars of binding broken around him and in flames. The magic circle has turned bright orange and is starting to char at the edges. The bright flame becomes an inferno, consuming the prison he was kept in. The chains can be seen on the floor, melting slowly.



Lore:

Deep within the bowels of Veroria, lies a creature deemed so dangerous by the Cult, that it was bound with stronger enchantments than even Vasir, the Chained Prince. A creature found wandering the demon wastes, so horrifying that even the abominations of the exiles would not dare touch him. Even subject to countless experiments at the hand of the research department, the creature survives, even in what seems to be excruciating agony. It is said that the act of observing changes the thing observed, as well as the observer. No researcher would dare touch it after seeing it, watching it change form right before their very eyes, so it was bound in the deepest dungeon and forgotten, until now.

The Paladin now named Null by the Verorians had lost his humanity, lost his sanity, but not his fiery resolve. The leader and only survivor of the first Flame Dawn expedition into the Demon Wastes, his mind broke first, watching his comrades succumb to the chaos of the desert, watching them slaughtered by the demons, and finally consumed. Yet, he firmly resisted the demonic corruption, although not completely. His fury took on a life of its own, scorching any demon foolish enough to venture near until he was finally left alone to wander the wastes.

Word eventually got back to Veroria, of a strange creature that even the demons feared. Seeking to use it as a weapon, many expeditions were sent, until at great length and with great casualties, they succeeded in binding him. Many experiments were attempted, but none succeeded as neither magic nor machine could pierce the shield of fire surrounding it. Like a living thing, even like one of the demons of the waste, the fire fed on the spells until they gave up.


Explanation:

This card was basically an attempt to create some kind of ability negation card. The ability negation fits with the chaos/denial aspect of the exiles, as well as the consume. It also helps to slightly mitigate the FD's weakness to nuking abilities, while still requiring some thought and anticipation in the thought process. This card's creation was actually more lore-driven than anything specific, though.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 05, 2014, 08:45:51 AM
Now I have a challenge idea and have to win to use it... Oh well...
Yeah, me too. In fact, I wasn't in for the prizes, I was in to make my own challenge to see what would the community's take on it be. :D

Reincarnation, note the edit of +0/+6 to +0/+4. Also a small change to the 'Resource Explanation' footnote.

AVR–1 Missile Launcher (Rare Artifact)
Cost: 5
Purity: Genesis Industries, Sleepers of Avarrach and Dragon Descendants
Subtypes: Unique, Artificial
Abilities:
–Cannot be taken over by the enemy (À la Corrupted Machinery. Not really important gameplay–wise as it only counters 1 card, but necessary to be consistent with its lore.)
– Pay 5, exhaust for 2 turns: Target enemy–controlled character on the Battlefield takes 6 damage.
– When target characters die, they come back into play under your control at the end of the turn, become Undead in addition to their other Subtypes and gain +0/+4. (Note that target characters need not be killed by AVR–1 in order for this to happen, similar to Undead Corruption.)

Flavour Text: The Virus refused to be tamed, eating through the machinery meant to contain it. The scientists then turned to a rather unorthodox option: the Dragon Descendants’ regeneration magic. Thus, an alliance was made.


According to the current lore, Genesis Industries managed to get hold of Aleta, Immortal Sufferer in order to find a cure for the Sleepers. However, the Overseers’ suspect that their other agenda is to harness the Sleepers' abilities for their own ends.


The AVR–1 Missile is my interpretation of how such a weapon would be like. It is essentially a bioweapon, utilising the Virus to assimilate enemies into their side. However, as the cards Corrupted Machinery, Converted Prototype and Infected Drone suggest, the Virus is fully capable of infecting machinery. As such, Genesis turned to the Dragon Descendants, who possess the power of regeneration, in order to sustain such a weapon without it turning against them. This, on top of the fact that they have common enemies, led to their agreement on this joint project, and the result was AVR–1.


The idea of this card was to incorporate the damage abilities and Artifact advantage of Genesis, the Infect ability of the Sleepers and the Health superiority of the Dragon Descendants. This card is also good enough to build a deck around, thus promoting GI/SoA/DoD meta.


Resource Explanation:
–Dealing 6 damage to enemy–controlled character on Battlefield = 2 Resources
–Undead Corruption–like ability = 2 Resources
–Gaining +0/+4 = 1 Resource
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on September 05, 2014, 02:10:26 PM
Hello again everyone, got a big one here. I've designed this Hybrid to evolve by purity and to gain effects towards the amount of purity gotten from the decks commanders. Note, I'm not that great with lore's but I feel the design and concept are enough to win.

Legendary Wannabe
Non-Unlimited Human
Hybrid Flame Dawn or Cult of Verore or Genesis Industries
Animation: Sees a grown man wearing a home made costume, shouting his name from the rooftops.
Text: Not all Legends started out so.... Legendary.
Cost: 2 Morale: 6 Stats: 4/4
Can evolve/The amount of commanders to a faction in your deck can alter the purity of Legendary Wannabe's evolutions. When Legendary Wannabe kills another character in battle and survives, he will evolve to suit 1 of his 3 factions.

Legendary Saviour
Unique Human
Flame Dawn (1 commander 1 purity/2 commanders 2 purity/3Commanders 3 purity)
Animation: Shows a grand, golden armoured warrior with a large spear in one hand and the Flame Dawn's banner in the other.
Text: Legends of strength rise with fire in their hearts.
No Cost (must be summoned through Legendary Wannabe) Morale: 10 Stats: 18/10
Purified immolate 2 (deals immolate, +2 level for each level of purity). When this card is destroyed it is removed from the game.

Legendary Death Dealer
Unique Human
Cult of Verore (1 commander 1 purity/2 commanders 2 purity/3Commanders 3 purity)
Animation: Show a hooded, black cloaked figure a magnum in one hand and purple electrified chains and side arms at his belt.
Text: All legends bear both dark and light. Which one will you follow?
No Cost (must be summoned through Legendary Wannabe) Morale: 10 Stats: 12/12
Extremest: Each a character dies, Legendary Death Dealer gains +1/+1 (effect is increased by +1/+1 for each level of purity).When this card is destroyed it is removed from the game.

Legendary Techno Sorcerer
Unique Human
Genesis Industries (1 commander 1 purity/2 commanders 2 purity/3Commanders 3 purity)
Animation: Shows a lightly armoured and cloaked old man. He bears a large two-handed staff bursting with the power to create and control.
Text: All Legends can create amazing things.... and this guy can eat them.
No Cost (must be summoned through Legendary Wannabe) Morale: 10 Stats: 10/15
Technovore, Exhaust: When you exhaust Legendary Techno Sorcerer, he will create 1 Mechanical puppet (3/3 +1/1 for each additional purity). Then the owner of this card can choose whether to sacrifice the puppet to increases the Sorcerer's power/health by 5, or to play the puppet in any other way.When this card is destroyed it is removed from the game.

Good luck everyone.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on September 05, 2014, 10:05:25 PM
I'm pretty sure we were told not to make OR purity, but AND purity characters. It's an interesting concept, but I'm I think it goes against the challenge rules. I dunno, if Reincarnation allows it, then so be it, but if I'm reading his post correctly, it's supposed to be AND purity.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on September 06, 2014, 12:24:44 AM
Shin Zaou the Pitiless
Purity: DoD/CoV/Exiles
Cost: 5
Morale Cost: 12
Rarity: Legendary
Unique Character - Demon
8/13
Vigilance, Reach

Each time you play an ability card, Shin Zaou the Pitiless gains +0/+3 and Consume X, where X is the number of ability cards you've activated this turn.

"Once a Sage in training under the Descendants of the Dragon, Shin Zaou turned to the Cult of Verore for forbidden knowledge and mastered it all in secret...only to have it master him."




Title: Re: Card Design Challenge: the forum game
Post by: Abyss on September 06, 2014, 02:22:20 AM
Warriors of the New World
Purity: FD/GI/WP
Cost: 5
Morale Cost: 12
Rarity: Uncommon
Character - Army
12/14
When Warriors of the New World enters play, it gains your choice of: Charge, Flying or Unstoppable

Flavour: The enemy of my enemy is my friend (Hidden text: ...Maybe.)

Art: A big battle scene with characters from all three factions rushing an enemy of screen. I'd like to see lots of crazy **** going on - FD guys riding One of Many's, cyborg beastmen with pew pew lasers, maybe a big Genesis robot version of Skaar or something. Let them go a little wild.

Conceptually, I wanted to keep it pretty simple. It's just a big guy that lets you choose the relevant faction ability you want at the time. I think the game needs more big, viable characters in general. As for the character type, I specifically didn't want to make it Beast Human Artificial or anything like that, because I think there's too much focus on those sub types already. A variation would be to give it extra text giving it those types, or giving the corresponding character type with the ability (ie, choosing Unstoppable makes it a Beast character).

 
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on September 06, 2014, 05:33:04 AM
Hello again everyone, got a big one here. I've designed this Hybrid to evolve by purity and to gain effects towards the amount of purity gotten from the decks commanders. Note, I'm not that great with lore's but I feel the design and concept are enough to win.

Legendary Wannabe
Non-Unlimited Human
Hybrid Flame Dawn or Cult of Verore or Genesis Industries
Animation: Sees a grown man wearing a home made costume, shouting his name from the rooftops.
Text: Not all Legends started out so.... Legendary.
Cost: 2 Morale: 6 Stats: 4/4
Can evolve/The amount of commanders to a faction in your deck can alter the purity of Legendary Wannabe's evolutions. When Legendary Wannabe kills another character in battle and survives, he will evolve to suit 1 of his 3 factions.

Legendary Saviour
Unique Human
Flame Dawn (1 commander 1 purity/2 commanders 2 purity/3Commanders 3 purity)
Animation: Shows a grand, golden armoured warrior with a large spear in one hand and the Flame Dawn's banner in the other.
Text: Legends of strength rise with fire in their hearts.
No Cost (must be summoned through Legendary Wannabe) Morale: 10 Stats: 18/10
Purified immolate 2 (deals immolate, +2 level for each level of purity). When this card is destroyed it is removed from the game.

Legendary Death Dealer
Unique Human
Cult of Verore (1 commander 1 purity/2 commanders 2 purity/3Commanders 3 purity)
Animation: Show a hooded, black cloaked figure a magnum in one hand and purple electrified chains and side arms at his belt.
Text: All legends bear both dark and light. Which one will you follow?
No Cost (must be summoned through Legendary Wannabe) Morale: 10 Stats: 12/12
Extremest: Each a character dies, Legendary Death Dealer gains +1/+1 (effect is increased by +1/+1 for each level of purity).When this card is destroyed it is removed from the game.

Legendary Techno Sorcerer
Unique Human
Genesis Industries (1 commander 1 purity/2 commanders 2 purity/3Commanders 3 purity)
Animation: Shows a lightly armoured and cloaked old man. He bears a large two-handed staff bursting with the power to create and control.
Text: All Legends can create amazing things.... and this guy can eat them.
No Cost (must be summoned through Legendary Wannabe) Morale: 10 Stats: 10/15
Technovore, Exhaust: When you exhaust Legendary Techno Sorcerer, he will create 1 Mechanical puppet (3/3 +1/1 for each additional purity). Then the owner of this card can choose whether to sacrifice the puppet to increases the Sorcerer's power/health by 5, or to play the puppet in any other way.When this card is destroyed it is removed from the game.

Good luck everyone.

Sorry for the good idea, but my rules don't allow "or" purity. In other words, without Enyah, you have to put 3 commanders of each faction. Your idea is not valid for this challenge.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on September 07, 2014, 10:23:48 PM
Have a late congratulations, Reincarnation.
Anyway, here's my entry:

Idris, the Lost Commander
GI/FD/SA
4R/8M
Unique Character - Undead
Rare
10/8

Charge
Pay 2: Target Character gains Flying until end of turn. Activate this ability no more than once each turn.
When Idris kills a Character, create a Fallen Soldier (3/3, 1R/2M, Character - Undead, "Exhaust, sacrifice Fallen Soldier: Target Character gains +4/-2.") in your Support Zone.


Flavour text (1): Many were lost when the United Talich Front first encountered the sleepers.
Flavour text (2): Some were found again.


So, lore's pretty self-explanatory - Idris, a high-ranking soldier of the UTF, was killed in the old/new/untamed world when the sleepers attacked and ended up like this.
As for mechanics:
The sleepers bring swarming, something infect-like and a miniature infectious transfusion.
Genesis brings flying and buffing.
Flame Dawn brings Charge, fairly solid stats and offense at the expense of defense.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on September 08, 2014, 07:05:58 AM
Trojan Monk

CV/EX/DOD
Cost: 7
Human
0/1

Trojan Monk cannot be chosen as a commander.

If Trojan Monk would attack an opponents fortress it transforms into a 20/5 demon, kill a random enemy character in the opponents Support zone or Command zone, the opponent loses 10 morale, you gain 10 morale.
At the end of the turn if Trojan Monk is a Demon it is removed from play.




Basically it's a normal looking human who just walks through the gates along with a bunch of other normal looking humans then at night they transform into a demon and puffy the place up from the inside.

The 'lore' is that the COV were doing some experiments into making captured human servants (who happened to be DOD due to them being on the same planet) able to be transformed into powerful demons at their command, while they were able to make some very powerful demons, they were not able to control them as they lost all intelligence and went puffing insane just attacking everything around before eventually dissolving, while they thought these were failures eventually they came up with a plan to make use of the technique.

The plan being that while the resulting demons can't be controlled and don't last long, pre-transformation their corruption is almost undetectable so in order to do some real damage to their enemies with fairly little effort they capture a few people from the target location, bend them to their will and put the curse on them, letting the ones that survive go so they can sneak into the location while the main forces are distracted by an attack, then at night they can be 'set off' while the COV watches and laughs.




You get the easy kill/damage from COV, high risk high reward/random chance from Exiles and morale manipulation from DOD.

Wanted to make it powerful enough that people would consider making a deck around it, but at the same time you should be able to counter it, so I gave it very weak health and only go off if you hit the fortress with it, which makes it fairly easy to stop.

While you can play it and use a Word of Command on it (and 1 on a possible defender if you have an extra resource) that's about it, if you don't use WOC the opponent can see it coming so you have to play some mind games.

You also can't use Demon of Fear since it would cost too much and you can't use Fear since you can't splash Sleepers, so there's always a chance for the opponent to block the attack and kill the card and without a splash of Sleeper or triple Verore the best you can do if it dies is use gather thoughts or recycle.

Also made them unable to be put in the command zone and set them to remove themselves from the game so you could never successfully use more than 3 in a single game.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on September 08, 2014, 11:11:27 AM
Hi all, even if my card isnt valid, mostly I design cards cause I like to design them. dont really mind if I dont win. Just rate it, thats enough for this round.

As Always, Good luck everyone.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on September 09, 2014, 11:08:46 AM
Deadline is approaching, last change if you want :P
Title: Re: Card Design Challenge: the forum game
Post by: Sosome on September 10, 2014, 03:39:59 AM
Aleta, Joker Queen
5 resources, 10 morale
1/21

If Aleta, Joker Queen is in your graveyard for 5 consecutive turns, she returns to play.

Pay (x), Exhaust, discard (x) random card from your opponent deck.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 10, 2014, 07:04:45 AM
Aleta, Joker Queen
5 resources, 10 morale
1/21

If Aleta, Joker Queen is in your graveyard for 5 consecutive turns, she returns to play.

Pay (x), Exhaust, discard (x) random card from your opponent deck.
I'm sorry, the challenge for the Exile Aleta is long over. The current challenge is asking for a card with 3 different Purities. You can't enter this one, though, because the deadline is long over.
Title: Re: Card Design Challenge: the forum game
Post by: Reincarnation on September 13, 2014, 05:00:38 AM
Sorry guys, I am very busy these days, so I can't write extensive comment on every entry.

Winner

Dyingday
Yes, this card may not connected to OoS meta, but I still decide to pick it as winner-for its simplicity. I have seen tons of games fall into more and more complex design as time passed, and I dislike that.


Honorable Mention

Benionin
Very creative way to combine the meta and lore, though I don't know if it is OP even for 2nd text.

stranger42
In lore or meta, it is slightly not so good as Benionin's, but in gameplay it must be more interesting.

Dyingday, PM me for the 3 uncommons.
Title: Re: Card Design Challenge: the forum game
Post by: Dyingday on September 14, 2014, 01:32:55 PM
Glad you liked my submission, Reincarnation!

Now for the next one...

I personally love cycles. They allow each faction to present their specialty, their uniqueness, in a structured manner that allows for comparisons across factions. So here's a challenge that is as broad as it can be.

Make me a card that fits into one of the current cycles, be it the 1-cost wonders, 4-cost horrors, Coyles, Aletas, titans, token generators, what have you. This can be from any faction, even the factions that are already have a card in the cycle; for instance, a 4-cost comes-into-play unique character from a particular red faction is fine. So here's your chance to make an ascended Aleta, a 4-cost sleepers unique character, or an exile 1-drop that's better than waste chucker.

The prize this time will be a set of the Omni cards, that is, one each of Raa, Navi, and Dugg.

Closing date will be 12am IWT on the 20th.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on September 14, 2014, 07:04:16 PM
Congratulations on the win Dyingday.
Well, no time like the present, here's my entry.

Thigat, Infected Nanosmith
1SA
4R/6M
Unique Character - Undead
Uncommon
8/8

When Thigat enters the Deployed Zone, all Characters you control gain Infect until the end of turn.

Flavour text (1): "This man and his knowledge appears to have played a large part in creating what became the virus of Avarrach. I suspect the virus knows this too."
Flavour text (2): "The virus appears to use his body and knowledge to reprogram itself. To adapt to any weaknesses and cures I can find."
Flavour text (3): "But even though the virus controls him, he's alive. The chance is slim, but perhaps I can get him to hinder the virus rather than help it." - Aleta, 'The Virus of Avarrach' Vol. 2
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on September 15, 2014, 12:39:00 AM
Name: Chaos Wish
Purity: Triple Exiles
Cost: 5
Rarity: Epic
Type: Ability - Magic

Exile 4

Choose One:
Inflict 16 damage to up to 4 deployed characters your opponent controls.
Discard your hand and draw five cards.
Your opponent discards three cards at the start of the next turn.
Choose a zone on the battlefield; All deployed characters your opponent controls move to that zone.
Both players sacrifices 1 random creature in all zones. Creatures you control cannot be moved from the zones they started the turn in. (This includes Command, btw)



Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 15, 2014, 10:55:33 AM
Chengde, Who Strikes Fear In Enemies
Cost: 4
Morale: 8
Purity: 2 Dragon Descendants
Stats: 8/8
Subtypes: Unique, Human

Description:
–When Chengde enters the Deployed Zone, each opponent's Morale is reduced by twice the characters each opponent currently controls.


As you might have guessed, the whole idea of Chengde is to be the Dragon Descendants' counterpart of Sacullas. Fitting with the concept of Morale being a counter–mechanic (i.e. how much Morale lost depends on how many of the opponent's characters die), Chengde's ability depends on the opponent's characters rather than your own characters.

I found Zunzhen and Hehkeem to be really weak cards compared to the other cards in their cycle, because their abilities last for only a turn, while the rest have permanent buffs (Candit's 2 drawn cards, Sacullas' damage, Lucca's buff). Not that I'm asking for their buffs to be permanent, because that would be really OP, so either way their abilities aren't very good.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 15, 2014, 12:11:10 PM
Okay, so many cycles, so little time. I'm sad I have to pick one only. May as well go for the 4 drops.

Mal'fis, Scourge of the Wastes

Cost 4
Morale 6
2 purity exiles
7/7
Unique Character - Demon

When Mal'Fis enters the deployed zone, all characters you control gain +1/1 and demon subtype in addition to their other subtypes. All demons with consume gain +1 to their consume level, otherwise they gain consume 2.

This is a card I wanted to be as good a card in the exiles as Lucca and Sacullas are to their respective factions. It synergises well with the demon focus in Alpha Demon etc. as well as augmenting the consume mechanic. It makes consume characters very nasty (with guys such as Devil of Despair being bumped up to a whopping consume 4) as well as makes all your characters very good statwise with a few alpha demons on the battlefield.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on September 15, 2014, 09:58:55 PM
For a list of cycles, I used the infinite network article: http://infinite-network.com/articles/view/card-cycles. It's pretty thorough, so if any of you need to look at the current cycles for inspiration check it out.
At first I wasn't going to do this round, but then I figured I would give it a try. This isn't going to be particularly amazing, but hey, it fills a cycle.

Trophy Hunter
Factionless, 3 cost, 4 morale, 6 attack, 8 health
Trophy Hunter does double damage to Beasts

Because for some reason no one wanted to Hunt Bigger Game besides Garruk. (trolly M15 coreset reference for the win)
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on September 15, 2014, 10:25:12 PM
Name: Protection Wish
Cost: 5
Purity: 3 Descendants of the Dragon
Ability
Card Effect:
Choose one:

Here is my idea for a DoD wish. Let's see what you all think. :)
Title: Re: Card Design Challenge: the forum game
Post by: Dyingday on September 15, 2014, 10:49:12 PM
Will upgrade the prize to 4 x each Omni card, if we can get 3 more entries.

In true kickstarter fashion, will throw in a foil overwhelming dead if we can get 8 more entries.

Depending on the number of entries (I have a number in mind which I won't disclose at the moment), might throw in a plat Champion of Ruin too.
Title: Re: Card Design Challenge: the forum game
Post by: Cleanse on September 16, 2014, 12:12:47 AM
Warriors of the Rifts

Factionless
4 Resources

Create 3 random unlimited characters in your hand.

(Like Aleta Traveller, it could spawn Starfleet Ensign, Tribble and Klingon Warrior, but only in Infinite mode)

A factionless version of the "Token Generator" cycle.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on September 16, 2014, 03:28:23 AM
Call of the Beasts

Warpath 1 purity
6 resources

Create a One of Many in the assault, defense and support zone.


FD has theirs charge into assault, DoD into defense, Exiles into hand (for discarding), GI has flying, and Sleepers have numbers. Figure WP should get one, but Their thing is Haste, Unstoppable, Resource generation, or just plain being beefy. They are also fairly versatile either on offense or defense which is why I had it generate one in each zone since Haste isn't really usable during resolution phase. Also, they lack a fair amount of 6 drops at the moment. :P
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on September 16, 2014, 03:45:27 AM
Soldier of Avarice
1-Cost, 2-Morale, Common
Factionless Human Character
4/4
When you play Soldier of Avarice, you gain one max resource until the end of next turn.
Image: A Soldier of Fortune that is instead in Blue Fatigues.

Note: The extra resource goes away past turn one, so while you have 3 resources turn 2, you will still have three resources turn 3 if you don't play Wealthy Noble or the like. It can be useful to pull out certain plays early, or to play all three and pull Calamity out of nowhere. However, you basically just get them for free in terms of overall resources, but it helps with getting certain plays to activate quicker.
Title: Re: Card Design Challenge: the forum game
Post by: Gahlike on September 17, 2014, 05:09:25 AM
Man, DoD and all their abilities that do the same thing as their character.

Huan Shan, Teacher to All
1 Purity DoD
Cost 5, Morale 10
Unique Character - Human
Uncommon
When Huan Shan, Teacher to All comes into play, characters you control have their power become equal to its health.
12/12

Much like how Zunshen, the Resolute General casts Inspire on everybody you control, Huan Shan casts Balance on everyone you control. Combine him with your vigilant blockers to hold the line or with Defense Golem for a surprise beating. Balance is a great effect but not very impactful when it only hits one target. Inspire is in the same boat but has Zunshen to make up for it. Huan Shan is here to fill that void, turning late-game Daode's protection into a super Guns of Goliath or Pack Leader. He costs 5 because Zunshen is Inspire+3 so Huan Shan is Balance+3 and DoD lack very good 5 drops.

edit: purity
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on September 19, 2014, 12:55:28 PM
Evolving-Drone

2 Purity Genesis Industries
4 Cost
6 Morale
Type : Artificial

7/7

When Evolving Drone comes into play, remove all deployed Unending Drone´s from the game.
Evolving Drone gets +3/+3  for every Unending Drone sacrificed when deployed.
Depending on the number of Unending Drone´s removed trough this effect, Evolving Drone gets the following Effect/s:

[1] Drone : Get Flying
[3] Drones : Get Unstoppable
[5] Drones : Transform into a 15/15 flying Annihilator Mark I Drone with Shield 1 and Unstoppable.
                   If the Mark I is removed from the game or destroyed, return the sacrificed Unending Drone´s to your support zone.

Flavour Text :
[1] "Genesis Industries realised quickly, that they needed to create machines able to adapt to compensate their lack of manpower in the war against Flamedawn!"

[2] "STOP ABSORBING MY COFFEE-BOT 2000, DAMIT!"

Edit: So i guess i should explain myself a little bit. This card represents the new GI, fighting against Overseers and Flamedawn and thus taking a more offensive aproach. The Evolving Drone takes the unlimited Character from GI and uses them to improve itself and melt faces. I think its long overdue that GI gets some Unending Drone Synergy with one of their cards.
The card is designed to be more mid-game , while still not using to much resources, so you can still use ability cards to stall for the turn.
Title: Re: Card Design Challenge: the forum game
Post by: Dyingday on September 20, 2014, 02:46:52 PM
To reiterate the current challenge:

Make me a card that fits into one of the current cycles, be it the 1-cost wonders, 4-cost horrors, Coyles, Aletas, titans, token generators, what have you. This can be from any faction, even the factions that are already have a card in the cycle; for instance, a 4-cost comes-into-play unique character from a particular red faction is fine. So here's your chance to make an ascended Aleta, a 4-cost sleepers unique character, or an exile 1-drop that's better than waste chucker.

The prize this time will be a full set of the Omni cards, that is, four each of Raa, Navi, and Dugg.

And now for the comments

Pjoelj
Grinnin_Gin
CommunistMountain
stranger42
Benionin
Vertu Honagan
Cleanse
Draygon777
JSlayerXero
Gahlike

MrSinister

So we've got mainly 'wish' cards, one-drop wonders, and the 4-cost Saculluccas cards. Kinda sad that there were no Aletas/Coyles, but I guess that's to be expected - I realised too late that my challenge was way too broad and general, and I should've given something more specific - maybe just narrow things down to one particular cycle.

And the winner is...
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 20, 2014, 03:20:00 PM
Thanks, Dyingday! I don’t want those cards, though, because I was in this challenge simply so that I could set my own challenge, and see what the community would make of it. Also, I already have those cards.

For the next challenge, I want a card with an indirectly proportionate efficiency to how much you lose/are disadvantaged. It can be any type of card, be it an ability or a character card.

I know this sounds very vague, so what do I mean by this? What I mean by indirect proportion is that your loss/disadvantage and the card’s effect must have no correlation whatsoever.

Mass Death is an ability with a directly proportionate efficiency as both your disadvantage and Mass Death involve characters: a large number of enemy characters on the Battlefield, and killing these characters. Verore Brute, on the other hand, has an indirectly proportionate effect as Unique characters you control taking damage and gaining Power are completely unrelated.


Criteria:
1. I cannot stress enough on balance. If your card is imbalanced, no matter how interesting it is, it wouldn’t score very high in my book. Also, keep in mind that the card’s rarity should be Rare and lower, because balance pretty much goes out of whack for higher rarities. You don’t have to state the rarity of the card, though.

2. The effect cannot negate or minimise the effect of your losses/disadvantages. For instance, Verore Brute would not be valid if its effect was “Whenever a Unique character receives damage, the damage is reduced by 4 and Verore Brute gains +1/+0”.

3. Random elements are banned. Sorry, fans of RNGesus, but I don’t like how some cards rely so much on luck to be effective, as (in my opinion) it takes out the significance of planning and strategy. But hey, I’m the Judge this round, I get to call the shots! Note that this criteria does not cover the drawing of cards, since the random nature of shuffled decks are a must for card games in general.


The winner gets an Ancient Aether. If you play TF2, you may also choose to claim a Strange Jarate! I mean, who doesn't like strange piss?

The deadline is 27 September, 11pm GMT/IWT. If no definite winner can be defined (which I will try to refrain from, but I think it would be hard), I will have the finalists take part in another round. Good luck!
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on September 21, 2014, 12:43:06 AM
So, i hope i did get it right. Your description confused me a little bit.

Celerus, the inspiring Lieutnant

2 Purity Flamedawn
4 Cost
8 Morale

Unique Character / Uncommon

3/9

Celerus grants Charge to the first Character you play this round if one or more of your Characters died last turn ,while he is deployed.

"FORWARD MY BROTHERS! AVENGE THE FALLEN AND DESTROY OUR ENEMIES!"
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 21, 2014, 02:41:50 AM
So, i hope i did get it right. Your description confused me a little bit.

Celerus, the inspiring Lieutnant

4 Cost
8 Morale

Unique Character / Uncommon

3/9

Celerus grants Charge to the first Character you play this round if one or more of your Characters died last turn ,while he is deployed.

"FORWARD MY BROTHERS! AVENGE THE FALLEN AND DESTROY OUR ENEMIES!"

Yes, you got the essential idea. :)

I also reformatted my post a bit to make things clearer.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on September 21, 2014, 07:52:06 AM
Name: Innumerable Graves
Cost: 4
Type: Ability
Purity: 2 Sleeper

Preemptive

If a card you own was removed from the game last turn, create a copy of each card removed from the game in your Graveyard. Cards cannot be removed from either player's Graveyard this turn. All cards that would be removed from the game this turn are instead sent to their respective owners Graveyards.

Flavor Text: "For each one you burn, a thousand more arise in their place"

Reasoning: Since sleepers are extremely vulnerable to Graveyard hate, and an entire - faction - of the game has effects specifically designed to hate on them and their win condition - the grave - it makes sense that if sleepers are getting hit in the grave, they're losing the game, and hard. So, this card is designed to be used after a timely Graverob. It also functions as a possible Precautionary Measures stopper, and also is worded so you can't play this and then, say, Awaken or Hehkeem in the same turn since the cards cant be removed from the Grave this turn.

It has a high enough cost to make it so you have to play into it and not cast it as an afterthought, but not so high as to make it unplayable.

Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 21, 2014, 08:48:22 AM
Conrad, Knight of Valor

6 cost, 14 morale
Unique character - Human
Rare card
2 purity Flame Dawn
0/12
Charge

"The night is darkest before the dawn"

"Desperate times call for desperate measures"

When Conrad attacks, he gains +2/0 until the end of the turn for every 5 points of morale you have lost .

_____________________________________

This card sort of works in the same vein as Infested Knight, the more your guys die, the stronger he is. I wanted to make it more interesting, though, considering the fact that to get huge damage from this guy is not that hard with FD's high morale costs. The thing is, though, if you don't play carefully you can push yourself too far and die straightaway to morale damage. Add to the fact that this guy also has a pretty hefty morale cost, and it really makes you think whether or not to play him out.

The damage for this guy is calculated as follows: Take 100 minus your current morale, divide by 5, take the whole number and discard the remainder. Then, double that value to get the attack. The number balancing is tricky and might go through some readjustment before this round ends.

One source of inspiration for this card came when playing against a morale deck. I wanted something to make the matchup more interesting, as well as offer the FD deck some sort of counterplay.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on September 21, 2014, 08:59:58 AM
Recruitment Station
Location
Cost: 4
No purity
Rarity: Rare

Whenever two or more characters you control are killed by an opposing effect, draw two cards.

Artwork would be a line of new war recruits moving through. Maybe an 'Aberion wants you' kind of poster or something.

Not sure if this breaks the 'minimizing your losses' part, since it indirectly gets you more characters...Anyway, the idea is pretty simple - I hate the AOE burn meta, and this would help would help out decks a bit by preventing the mass card advantage some of those effects can generate.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 21, 2014, 02:28:13 PM
Not sure if this breaks the 'minimizing your losses' part, since it indirectly gets you more characters.
This is fine, since you have no idea what types of cards you will draw.

On hindsight, this contradicts my Random Elements Banned criteria... oh well, I guess I will make an exception for drawing. I will edit my original post.
Title: Re: Card Design Challenge: the forum game
Post by: Gahlike on September 21, 2014, 08:23:29 PM
Cheerful Pup
1 purity Warpath
Cost 1, Morale 4
Character - Beast
Whenever a Warpath character you control activates an ability, Cheerful Pup gains +3/+0 until end of turn.
Common
2/2
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on September 22, 2014, 03:10:42 AM
Name: Salvage Operation
Purity: 2x GI
Rarity: Rare
Type: Ability
Resource Cost: 6

Description:
Target character gains +4/+4 for each artificial character you controlled that died in the previous turn. Remove those characters from the game.

-----

Beware of walls of text.

... now I think this satisfies the criteria, but translating dead characters into buffing other characters is sort of close since its essentially Power/Health into more Power/Health. You decide.

v1 was +3/+3 without the removal, which just resembled Never Forget the Fallen. I already had it specifically not including artificials that were removed from play, because GI has tons of non-lethal ways to pull that off - and because in order to salvage something it has to still be there. Of course, once you salvage it, what happens? [Core] Orion removes things, so I figured this would remove things too. Which now makes it look like Precautionary Measures too but whatever. Basically it means that you can't throw Splitters at the enemy, then salvage everything ever and throw it on some flier, and then pull all those things that you supposedly just salvaged via Orion as more artificials - shouldn't be allowed to do all those.

The contrast to NFTF and Precautionary Measures is the focus on buffing a single character, which GI does fairly regularly. I figured this was balanced now that Lanstead doesn't do a million billion tokens. Also, this ends up being what I call a 'single point of failure' scenario, here meaning it doesn't do much if someone DEATH RAYS IT - NFTF and Precautionary Measures lack that particular weakness.

Back to balance. A Constructor can buff something with a Bad-Bot, +16/+16 for 5. The condition here is that your Constructor survives to this point. Or to be more realistic, lets have it be a Contructor and a Tinkerer and a Bad-Bot, +19/+19 for 6. This ability can do +20/+20 for 6, but that needs you to lose 5 artificials on the previous turn, which I tend to see as a more challenging condition depending on the game. The real problem is that it really can't be played efficiently unless you do lose a ton of artificials, whereas Constructor and/or Tinkerer can just be done continuously.


Another possibility was to make this a Salvage Crew character, i.e. an 8/8 or lower with the same effect and maybe +1 cost, but I don't like it quite as much (also would mean you could just play the Crew following a board wipe and buff itself).

NOTE: as I saw somewhere else in this thread (possibly on another challenge), I'm going to point out that if the opponent has initiative and Grave Robs some of your would-be salvage fodder, the ability should retroactively adjust the buff accordingly. Its a pretty solid counter, in the event that someone is running graveyard hate and doesn't discard it since they're vsing GI.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 22, 2014, 08:16:36 AM
... now I think this satisfies the criteria, but translating dead characters into buffing other characters is sort of close since its essentially Power/Health into more Power/Health. You decide.
It's fine.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on September 23, 2014, 12:53:26 PM
So, if understand this correctly, the challenge is to create a card that, when something bad happens to you, does something unrelated but good.

Sceptre of Madness
2EX
6R
Unique Artifact
Rare
(No stats)

When a player draws a card as a result of a card effect, Sceptre of Madness deals 5 damage to that player's fortress.
When a player discards a card, Sceptre of Madness repairs 8 damage from that player's fortress.


Basically, it converts card disadvantage to health advantage, but it goes both ways.

And here's a non-entry as well. Not competing with this one, but I made it before I came up with the sceptre and didn't want to just throw it away:
Last Call to Action
2SA
4R/0M
Unique Mission
Rare
(No stats)

Last Call to Action enters play with 10 counters on it.
At the end of each turn, if your fortress took damage from any source that turn, Last Call to Action becomes 2,5% complete for each counter on it. If not, remove two counters from Last Call to Action.
At the start of each turn, if there are 9 of fewer counters on Last Call to Action, put a counter on Last Call to Action.
When Last Call to Action becomes complete, create a copy of Avarrachian Taskforce Ω-10 in your Support Zone.

Flavour text (1): Very little of Avarrach's old military technology lasted for all the years that Avarrach slept.
Flavour text (2): But sometimes, very little can be more than enough.

Avarrachian Taskforce Ω-10
2SA
8R/8M
Character - Undead
(No rarity)
16/16

Infect, Two Lives, Bloodthirst 2
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 24, 2014, 07:48:30 AM
So, if understand this correctly, the challenge is to create a card that, when something bad happens to you, does something unrelated but good.
That is correct.

I think I really have to edit the challenge to make things clearer, but I just don't know how to do so without compromising its current conciseness.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on September 24, 2014, 03:50:38 PM
Name: Demon of Lust
Purity: 2 Exile
Rarity: Rare
Type: Creature
Cost: 5
Morale: 8
Stats: 5/10

Abilities: Exile 4

At the start of the turn, if the opponent has more creatures than you deployed Demon of Lust gains +x/+x for this turn. X = the number of creatures that the opponent has deployed that are higher than the owners.

Explanation: So the ability of this creature doesn't directly come from an obvious negative affect to you, but from a potentially negative affect. Since she is the Demon of Lust, I wanted her to have an ability that would make it seem like she was lusting for the power that the opponent has.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on September 26, 2014, 04:13:01 AM
Vorthat, Vengeful Beast
2 WP
Unique Character - Beast
4 Cost
10 Morale
8/8

While this character is deployed, If you lost 3 or more beast characters last turn, this character gains +7/+7, unstoppable, and untouchable for this turn. Each card with this name can only have this effect activate once per game.

Hoping I have the general gist of what you are looking for. If not, I'll try to rethink it. Anyways, the idea is that this character has to be in play before you lose characters. Then it gives a temporary boost that can't be easily removed for that turn.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 26, 2014, 06:35:31 AM
Hoping I have the general gist of what you are looking for. If not, I'll try to rethink it.
Yes, this is fine.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 27, 2014, 11:05:49 PM
Submissions are closed.

The bad news is that perhaps my wall of text put off a few people, or perhaps the prize wasn't attractive enough (I chose Ancient Aether merely because it fit the theme), and so the number of submissions has reached a record low (the second lowest was 11).

The good news is that my job is easier this way. :D
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on September 28, 2014, 01:21:08 AM
MrSinister
Grinnin_Gin
stranger42
Abyss
Gahlike
Shimrra3
Pjoelj
Vertu Honagan
Draygon777

And the winner is...

Honourable mentions (in no order of merit):
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on September 29, 2014, 04:28:00 AM
Maybe I needed to raise it's cost some, but I was figuring it could be a potential Skraar, but only under certain conditions, and only for the turn. Maybe the untouchable was a bit much, but I felt it needed it to prevent removal when you could actually use the effect. Anyways, Congratulations to the winner. :)
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on September 29, 2014, 04:50:31 AM
Oh, wait, that means I've got to do something, right?

Okay then. So, I'm really looking forward to the day when factions have a bit more depth due to a bigger card pool, where they can hopefully be played in multiple different ways. So, the new challenge:

Design a non unique card with a cost of 4 or more, that opens up a new theme and/or playstyle  for a faction.

- In this case, it should be a single faction card (So no factionless/hybrid/merc cards).
- The theme doesn't have to already exist and could work with other hypothetical cards. But in those cases, it should be a core card for the theme. However it shouldn't introduce new keywords or the like.

A few examples of what I'm looking for:

A GI card that triggers off Artifacts (But probably not if it involves buffing characters)
A way for DOD to be more aggressive, or change how decks play without being a straight power card
An new 'tribal' theme around Spirits, Humans, Giants etc
A playstyle that the game doesn't already have (E.g. a proper Mill deck)
A card that makes Warpath something other than 'ramp to big dudes'

The prize: Your choice of Bromich's Banner, Junkyard, or Apparition.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on September 29, 2014, 09:03:14 AM
HI guys, been awhile since last post. Congrats on win Abyss, hope you like my card. It's kinda basic but I thought Warpath could finally get a flyer.

Stoic Eagle
Non-Unlimited Beast/Warpath 1
Animation: Shows a great eagle soaring the skies.
Cost: 5 Morale: 6 Stats: 10/8
Flying

Gl and hf everyone.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on September 29, 2014, 01:13:26 PM
Name: The Careless Worshipper
Purity: 2 CoV
Cost: 4
Morale: 8
Stats: 10/10
Ability:

When you play an ability card all friendly units get -1/-1. At the end of your turn of no ability card was played all friendly units get +2/+2.

Flavor text: "We have the Power.....Ooops!"
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on September 30, 2014, 03:21:37 AM
Name: Legate of Dawn
Purity: 3 FD
Morale Cost: 12
Cost: (5)
Rarity: Rare
Character - Human
8/8

If a character you control attacks, it is moved to the defense zone after all its attacks are completed. If a character you control blocks in the defense zone, it is moved to the assault zone after all your opponents characters have attacked.

____

This card is designed to make the Flame Dawn less of a *put everything in the assault zone* deck and allow them to have both a decent defense and stellar offense without having to splash DoD or Sleepers in there for mooks/defense buffs, etc.






Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on September 30, 2014, 11:29:10 AM
Disciple of the Dragon

Purity: 2 DoD
Morale: 8
Cost: 6
12/12
Human

The Disciple challenges the character with the highest power in the enemy defense zone, if in the assault zone. If he kills the enemy character, he restores his full health and gets +2/+2.
He can not be killed trough combat damage if he kills the enemy character.

"In the Name of Ao-Shun, i challenge you!"
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on September 30, 2014, 01:23:05 PM
Scorched Earth

1 Flame Dawn
Location
5 resources
Rare

"The corpse-strewn battlefield was razed by strange fire, courtesy of Kali and her cohort of purifiers. Yet even they could not have imagined what would come of it. That strange inferno, purging even the undead out of existence, seemed to take on a life of its own, like a plant drawing strength from the earth."

Untouchable

Whenever an enemy deployed character moves from one zone to another, that character becomes immolated, taking 1 damage at the end of each turn. The effect stacks with itself, up to immolate 5. If a character dies to this effect, it is removed from the game.

___________________

This card aims to maximise the Flame Dawn's soft control abilities to deal some steady damage to an opponent. It also makes movement abilities quite valuable, as it can potentially cause the immolation to stack up quite fast.

Moving a character around during the planning phase will not proc the immolate if it doesn't change a zone. If a character is moved from support to attack and to defense in planning, it will only get immolated for 1. However, if during the turn it is placed in attack, then shifted to defense with Word of Command, it will become immolated for 2.

This card is designed to complement soft control, and even make for some interesting combos such as with fear, ferocity, word of command, and even trickster monkey. (yes, you read that right)
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on September 30, 2014, 02:24:07 PM
Why does it have to be 4 cost or more? Oh well...

Stampede
2 WP
Ability
Uncommon
6 cost

All WP characters played next turn gain haste. At the end of next turn, all characters played in this fashion are exhausted the following turn.

Haste is a nearly unique keyword to WP and has the potential to make WP very scary due to beefier characters. As WP doesn't have much in the 6 cost range, and due to how potent this card could be the following turn, I made it cost 6, though that means you are spending that whole turn prepping for hasted characters coming out the following turn. Since haste is pretty powerful, allowing you to literally defend or attack on a whim, I figured those effected by this card should be exhausted to keep the card from being too powerful.

P.S. I still want a 4 cost hasted character though. I think an all haste deck could be a scary and fun way to play WP.
Title: Re: Card Design Challenge: the forum game
Post by: Heaven-Canceler on September 30, 2014, 04:37:53 PM
I am not really interested in the Price so you can hold me out of the actual competition, but I do want to try this since this sounds fun.

Huang Long, The Wise
Purity: 2 DoD
5 Cost, 12 Morale
Unique Character - Human
Rare
6/10

Whenever Huang Long attacks the enemy's fortress, instead of doing damage, all characters in your defence zone get +1/+3

The Basic idea is that this is a center piece character for a variety of characters with mechanics that give positive effects to the defending characters, or do otherwise good things when they attack a character in the assault Zone or attack the fortress. This would force the Opponent to split their Attention to make sure that you don't get any shots in, but at the same time continue assaulting your defence or ending up with even more Trouble.

Ideas for other mechanics would include "repairing your fortress instead of damaging the opponents.", "Getting Moral equal to a killed character's cost", "getting Moral equal to the damage that would have been done to a fortress.", "Doing direct damage to Moral instead of the fortress" and "Search your deck for a Card named Invincible Defender and put it in the Defence Zone" and stuff like that.

Basically, offense is the best defence.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on October 04, 2014, 01:09:27 AM
Name: Siege Tower
Purity: 2x FD
Rarity: Uncommon
Type: Artifact
Resource Cost: 4

Description:
Pay 1, exhaust a deployed character you control: deal 4 damage to target character in the defense zone.

-----

To be clear, that ability can be activated as many times as one can afford to do so.

... Really really unsure about the numbers here but what the hell.

Basically, this enables Flame Dawn to wear down a stubborn defensive line without actually attacking. Its not particularly cost efficient (unless the player is blocking with high value targets with low health), but its potentially better than throwing everything at a massive wall of defenders. Particularly nasty against things like Jialan. Armored Landcrawler continues to laugh in FDs face though.

Potentially scary when used in tandem with fliers. Opponent thinks you're going to attack with everything, blocks accordingly - when instead you just have some characters take potshots at their limited flying defenders and hit them with an Aerial Commando or something. Net result, you lose nothing, they lose characters and health.

BALANCED OUT by being relatively completely ineffective against anyone who is actually trying to attack you. Originally I had it dealing 2 damage and 4 if it was in the defense zone - that is OP as hell against Sleepers or other FD, renders characters like Aberion's Apprentice utterly useless.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on October 04, 2014, 06:24:31 AM
Okay people, I will do the judging thing in the next couple of days, so get in now if you want to submit an entry.

(And DrayGon: The reason I wanted cards to cost four or more was to promote 'build around me' kind of cards. Which can cause some balance issues for low cost cards).
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 04, 2014, 08:29:17 AM
Forest Mystic (Character)
Cost: 5
Morale: 5
Purity: 2 Warpath
Subtype: Beast
Stats: 8/10
Abilities:
–While Forest Mystic is deployed, all abilities cost 1 more Resource to play.

This card works like Tithe Collector, taking advantage of the Warpath not being reliant on abilities, like Ancient Aether, which is the currently the only card which works this way.

Because I've made the ability affect all players, I could take away the stat drawback and allow it to have beefier stats worthy of the Warpath.

For Resource allocation, 3 Resources goes to stats as I've made it slightly stronger than One of Many, which means approximately 2 Resources goes to the ability. I think it's pretty balanced this way.
Title: Re: Card Design Challenge: the forum game
Post by: Deadguy on October 04, 2014, 11:50:33 PM
Oh, we used to do this in another (now defunct) online TCG I was pretty into. This is so fun. Lets see,

Jackie Chun, the Confused General
Cost 6
Morale 7
Purity 2 (DoD) OR 2(Flame Dawn)
Unique Character: human
Stats: 12/12
While Jackie Chun is deployed, all characters you control have their attack and health swapped, and each turn, before combat, swap all characters in your attacking and defending zones.

Turns Charge into Vigilance, and Vigilance into Charge. Offensive cards become defensive, and defensive ones offensive. Works for either DoD or Flame Dawn, so I put it in both.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on October 05, 2014, 01:03:45 AM
Ah! Guess I need to rework my card as I don't think it's really got an effect to build around. Haste is nice and I have plans, after Order's release, to make a WP haste deck but if that's his only ability, I'm pretty sure I'm not going to get even close to the top. :P
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on October 05, 2014, 01:40:50 PM
Iban, Aether Igniter
2FD
5R/8M
Unique Character - Human
Rare
8/8

When you play an Ability card, Iban deals damage to the enemy fortress equal to twice the cost of that Ability card.

Flavour text (1): "When the world ends in fire, will you burn it or burn with it?"


So, yeah. Burn decks. Keeping the agressive flavor of FD, while allowing them a slightly slower deck. Of course, we'll need more FD Abilities for this guy to really shine, but he's probably fine already with the right splash. A soft control deck with Sleepers or Exiles could be pretty fun. Puffy, this guy might even make an Uncontrolled Rift deck work.

I was going to make him single purity, but I don't want this guy in the same deck as Siphoner and Fear. Either he'd be broken in those decks or he'd have to be worthless outside them.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on October 08, 2014, 08:19:23 AM
IT'S JUDGING TIME! (Oh, and there's a few people that missed the conditions. Oh well).

DeathDealingDarkness

Vertu Honagan

Grinnin_Gin

MrSinister

stranger42

DrayGon777

Heaven-Canceler

Shimrra3

CommunistMountain

Deadguy

Pjoelj

So, the winner huh? Alright then, the winner is:

Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on October 08, 2014, 08:30:35 AM
Sad that I didnt win but congrats MrSinister, It was a nice design.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 08, 2014, 12:37:40 PM
Yep, I like this guy. A control option that slows other decks, and helps Warpath do it's thing. Meanwhile it's got a hefty cost, so it feels pretty balanced even with ramp. Also, screws The Calamity! Good card.
I didn't think of that, good point! Now that you mention it, I love my card even more. <3

Anyway, congratulations, Mr Sinister. I hope your challenge would be interesting. :D
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on October 08, 2014, 01:21:25 PM
In hindsight, my entry definitely feels like yet another 'If You Fail To Do What FD Are Meant To Do' option...

Congrats MrSinister, waiting on the next one.
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on October 09, 2014, 06:36:44 AM
Oh wow! Seems like i won. Thank you guys, now if only i knew where i put my Oscar-Acceptance-Speach :p

I will post the next challenge and reward once i am back home and had time to look trough my collection.
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on October 09, 2014, 09:18:17 PM
Ladies and Gents , the next round of the CDC is now open!

The prize for this round will be a Phase-Bot!

The Challenge for you little rascals will be as following:

Design a One-Of-Many for a specific faction.
Right now Warpath, Verore and Sleepers have a version of this card.
I would love to see more iterations of this card, therefore the challenge to create one of em.

Rules: Create a One-Of-Many
-He has to be 1 Purity of an existing IW-Lore faction EXCEPT Overseers( Overseers dont live
on the planet, therefore they can not have One-Of-Manie´s).
-He can not cost more than 5 and less than 2
-The One-Of-Many shall have an effect that represents his faction. Nothing OP please, just something interesting :)
-You are allowed to re-imagine the existing iterations of this card ( WP ,CoV, SoA ).

The CDC closes 14/10/2014 and shortly after i will name the winner and hand out
a buggy Phasebot.
Title: Re: Card Design Challenge: the forum game
Post by: The_Fallen on October 09, 2014, 10:32:01 PM
An interesting challenge.

Beast of Flames

1P FD
Cost: 4 Ress / 2 Morale
8/1 Charge
If Beast of Flames deals dmg to the opponent's fortress every character in his support zone get immolated 3, else all your characters in the assault zone get immolated 3.
At the end of turn Beast of Flames dies and is removed from the game.

Flavour: After the cleansing fire from the Overseers, the dying beasts burned everything before becoming ashes.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on October 09, 2014, 10:54:47 PM
One of Many consumed

1P Exiles
Cost: 3/6
8/9

Consume 2
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on October 10, 2014, 12:31:15 AM
One of Many United
Cost: 5, Morale: 6
Character--Beast

One of Many United gets +0/+1 for each other character in your defense zone

8/9 OR 4/8

A Defensive wall. The first set of stats is sentimental One-of-Many tradition, the second one seems more realistic. 5 cost is probably assuming the first one.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on October 10, 2014, 12:31:46 AM
Oh, forgot to mention that my submission was 1 purity DoD. Whoops.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on October 10, 2014, 12:40:37 AM
That's quite a short timeframe, and quite a unique challenge:

Bot-of-Burden

1P Genesis Industries
Artificial Beast
3 cost 8 morale
8/8

When you deploy Bot-of-Burden, choose a human character to act as its 'master'. If the 'master' would die for the first time, they live instead and Bot-of-Burden dies instead.

Flavor text: Loyal to a fault, tireless and efficient, these masterpieces of Genesis technology owe their existence to a scientist's daughter who desperately wanted a puppy for her birthday.

I wanted this to be an interesting take on the machine-human interaction that I feel Genesis cards do not exploit enough. So far, I believe mega 01 is the only card that interacts in this way. The beast is flexible enough in its usage to keep around as an extra life buffer of sorts, or to sacrifice as some constructor fodder. Both artificial and beast subtypes allow it to be affected by a wide range of buffs, so I bumped up the morale cost to compensate.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 10, 2014, 12:59:47 AM
Beast of Magic
Cost: 4
Morale: 3
Purity: 1 Verore
Subtype: Beast
Stats: 8/9

Description:
When Beast of Magic comes into play, shuffle target ability card with cost 3 or less in your Grave back into your deck.

Flavour Text: Once the Cult realised the true potential of the Beasts of Burden, they were no longer maltreated. For them, this was a cause for happiness.


The idea is to combine a One of Many with a Recycle. The Recycle effect weakened so as to compensate the advantage of only requiring one card draw for what usually takes 2.

Limiting it to abilities goes in tandem with Verore’s theme, and costing 3 or less allows it to maintain enough usefulness without becoming too useful, because if it were cost 4 or less, it could recycle Annihilate too.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on October 10, 2014, 04:03:47 AM
Guardian Wolf

1DOD
Beast
Cost 4 Morale 5

8/10

If a card would attack your Fortress a deployed Guardian Wolf you control is moved to the defense zone.



The idea is that they are basically tamed guard dogs that will defend the home of its owner from attackers, they will essentially cover you from unexpected attack which could be helpful if the opponent somehow ends up with a strong card about to hit your fortress.

The other benefit to using these guys is that if you have priority their ability won't interrupt them attacking.
e.g. the wolves attack, then the enemy attacks, you didn't have enough defenders and (assuming they survived) one or more of your wolves move in to defend.

Wasn't sure about cards with flying, since cards with flying kinda screw with the ability, but I didn't give a condition for it since it would only move one wolf for each flyer and I thought it would be an interesting way for the opponent to 'distract' them.
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on October 10, 2014, 06:40:52 AM
Hello there! Yes, i know that it is a short timeframe. Sadly i wont be able to frequent the forums after the 15th so i decided to make it rather quick, instead of setting a timeline wich is way to long.
:D
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on October 10, 2014, 06:50:06 AM
Beast of War
FD
4R/4M
Character - Beast
Common
7/8

Pay 1, Exhaust: Another target deployed Character you control is moved to your Assault Zone. If Beast of War is deployed, Beast of War is moved to your Assault Zone.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on October 10, 2014, 09:06:58 AM
Hi again all, hope you like this one.

Searing Wings – Aerial Brigade
Flame Dawn Purity 1/Beast
Card Animation: Soaring at improbable speeds, shards of light surrounded by flame break the fire around them revealing their true form, red hawks bearing the crest of the Flame Dawn. When their true form is known the sun gleams behind them.
Text (if any): Their bright flames pierce the dark and show our troops the way forward.
Cost: 3 Morale: 4 Stats: 6/3
flying
When Aerial Brigade deals damage to the enemy fortress, add 1 flame dawn character with 3 or less cost from your deck to your hand.

I know the Flame Dawn already have some flyers but I thought these are still pretty good cards to add. I think you'll like their ability to to a bad hand into a good one.
And I hope you don't mind but I'm pretty big on writing the animations.

Good luck to everyone else in the competition.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on October 11, 2014, 07:39:08 AM
Hi again all, hope you like this one.

Searing Wings – Aerial Brigade
Card Animation: Soaring at improbable speeds, shards of light surrounded by flame break the fire around them revealing their true form, red hawks bearing the crest of the Flame Dawn. When their true form is known the sun gleams behind them.
Text (if any): Their bright flames pierce the dark and show our troops the way forward.
Cost: 3 Morale: 4 Stats: 6/3
flying
When Aerial Brigade deals damage to the enemy fortress, add 1 flame dawn character with 3 or less cost from your deck to your hand.

I know the Flame Dawn already have some flyers but I thought these are still pretty good cards to add. I think you'll like their ability to to a bad hand into a good one.
And I hope you don't mind but I'm pretty big on writing the animations.

Good luck to everyone else in the competition.
While that is an interesting card, the criterea for the current challenge was to create a "One of Many" for a faction other than Overseers. While on that thought, I'm not sure if Factionless is able to be done, either.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on October 11, 2014, 10:12:38 AM
Lol sry forgot to put purity on it.
Flame dawn purity 1 and Beast type.
Title: Re: Card Design Challenge: the forum game
Post by: MrSinister on October 17, 2014, 11:05:04 AM
The_Fallen

Vertu Honagan

Benionin:

stranger42

CommunistMountain

NatoPotato

Pjoelj

DeathDealingDarkness


Aaaaaaaaaaaaand the lucky winner is :


Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on October 17, 2014, 01:30:01 PM
Natooooooooooooo Potatooooooooooooooooooo!!! Congratulations my fellow potato!
I really think that Guardian Wolf can be very usefull in a DoD deck and gives them a nasty early-midgame card that has to be played around ( if you are not a guy sitting at a handful of
Deathrays )
Please PM me on the forum so we can arrange you a new Phase Bot ;)

Wow thanks, really was not expecting to win, originally I was making a card just like bot-of-burden where it would defend it's master but as I was writing strangers post was added and I had to come up with something different  ;D

anyway lets see....

I would like to see more dual-faction cards that are not characters since the only one that exists currently is infest, also since a bunch of hybrid abilities were designed in a previous challenge I'll make it interesting and say artifacts and locations only.

So basically design a dual-faction artifact or location, it can be a hybrid or a mercenary and artifacts can be unique or not unique.

the prize will be the winner's choice of two of the following dual-faction platinum cards
(I wanted the prize to match the challenge somehow)
Infested Hero
Immolation Drone
Lucca ascended
Xi ascended
Tibat, the mad monk
Worf


entries will close at 12pm on the 21st of October IWT
(aka closing time = time of this post - 1.5 hours + 4 days)
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on October 17, 2014, 03:39:10 PM
Instrument of War
Purity: 1FD/1GI
Cost: 1
Artifact

Pay 4: Sacrifice target friendly deployed artificial, create an x/x artificial with Immolation 2 where x = three times the level of target.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on October 17, 2014, 04:30:24 PM
The Cleansing Flame
Artifact FD/OS
4
Whenever a character you control kills another character, the killed character is removed from the game

Bringing death to the deathless since 2013--Flame Dawn Purifier's Codex

Giving the Purifier ability to all of your characters. Kapowie! I thought about having some undead-hosing effect (pay to give undead -4/-0 until end of turn was the one that I considered), but decided to leave it as is.

Note: I tried looking up when Rise came out and ended up with some time in 2013. I may have been wrong (Rise was when the card Flame Dawn Purifier came out, which is only relevant for the flavor text)
Title: Re: Card Design Challenge: the forum game
Post by: heavyyield on October 17, 2014, 04:55:19 PM
Fields of Slaughter
Purity: Exile OR Flame Dawn
Cost: 7
Location

Flame Dawn Characters you control have Consume 2 and Plunder 1. Exile Characters you control have Charge.

A feast for mad men, mad men their feast.

Can be used in single factions as well, but not to the full effect. Probably a tad OP in its current incarnation (might bump it up to 8 cost). It gives both factions what they sorely lack. FD gets card advantage and incentive to play bigger characters (Ireul!), while Exiles get faster characters (Mindbender!).
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on October 18, 2014, 12:49:23 PM
Altar of the Damned
CoV/Exiles hybrid
Artifact
3 cost
Rare

Altar of the Damned gains 1 charge every time a character is sacrificed.

Exhaust, sacrifice a character. Altar of the Danmed gains two additional charges.

Exhaust. Create a X/X demon in your support zone, where X is the number of charges on Altar of the Damned. If X is greater than 10, the demon gains flying. Altar of the Damned loses all charges.

________________________-

The aim of this artifact is to complement the Demon spam decks, whether 2Cov with exile splash, or 2 Exile with CoV splash. It directly benefits from guys like Nysrugh, Shikana, Acolyte of the Altar, Summoner of the Deep, Demon of Gluttony etc. while also gaining power off your opponent's secluded constructors or shikanas.

The first activation is for a net +3 charges, as it gains 2 from the ability and 1 because a character was sacrificed.

Although similar to summoning stone, I intended this card to have a little more interaction from your opponent, and introduce an additional element they have to consider. The charge gain is also reduced slightly, as Wholesale slaughter is already able to buff the demon decently even with 1 charge gain per sacrifice.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on October 19, 2014, 05:09:12 PM
Name: Soul Stealer
Purity: 1xCoV/1xDoD
Rarity: Rare
Type: Unique Artifact
Resource Cost: 6

Description:
Whenever you kill a character an opponent controls, gain 1 health and 1 morale.

-----

I have mixed feelings about this...

On one hand, its simple yet effective, almost elegant. It fits either faction, particularly Verore obviously. I think I've got the numbers vaguely balanced - if we go by the existing cards Repair and Rally giving 15 for 5, this needs you to kill 9 characters (after playing it) to break even and give 9+9 for 6. This would be strongest against character-heavy factions, but the two with the most (Overseers and Sleepers) pack decent artifact killers.

On the other hand... this fits absurdly well into the current 'mill'/stall decks, AKA The Scourge of Infinity Wars, Public Enemy #1, etc. So I feel like I've created a monster. This even gets into the CoV/DoD/Exiles decks... where you can run Dehumanize. Kill me now...

Alternate versions had things like pay 3 to use all charges and gain 2 health/morale per charge... which is just like Summoning Stone and other entries, so I thought I'd steer clear. It also strikes me that the result of that version would be the user banking charges until they actually need to use them to restore health/morale (unless facing obvious artifact removal), rather than using them up regularly like Summoning Stone entails. Not exactly the same level of interaction there.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on October 20, 2014, 03:47:37 AM
Not really sure locations fit with cross factions unless they are factions on the same world. Artifacts are a little more likely, but still not sure they in with the concept of lore. Still, this is sort of a game for brainstorming so let's see what I can devise.

Name: Tapped Aether
Purity: 1 WP/1 CoV
Rarity: Rare (Or whatever you deem appropriate. I don't view rarity as a balancing factor)
Type: Unique Artifact
Resource Cost: 5

Description:
When an ability is played, all your characters gain +1/+1 until end of turn.

Commentary:
WP already has an aether of sorts, so the lore side is that CoV somehow acquires, studies, and learns how to draw from it. Since WP is character heavy and CoV is spell heavy, I felt that there should be a connection to characters gaining power as spells/abilities are played. I made it temporary to avoid making everything into an Aether Acolyte as I feared that would be too potent.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 20, 2014, 07:15:12 AM
Hell’s Tokamak (Artifact)
Cost: 4
Purity: 1 Genesis, 1 Exile
Subtypes: Unique, Magic (Fun Fact: a lot of Artifacts don’t have the Magic subtype when they should)
Abilities:
–Hell’s Tokamak gains 1 Charge the first time you discard every turn.
–Discard a random card, exhaust: Hell’s Tokamak gains 1 Charge.
–Sacrifice X Charges, exhaust for 2 turns: all opponent–controlled characters on the Battlefield take 2X damage. X can be customised.


I got the idea for an Exile/Genesis card from the Creative Concept Deck by Sithlord13 for a recent tournament. I see a lot of potential for synergies involving these 2 Factions. Also, the name is a reference from another game, which coincidentally fitted these factions nicely.

The idea is to combine Genesis’ damage abilities with the Exile’s discarding abilities into a card similar to Low Orbit Ion Cannon. This is a potentially more powerful card with a big drawback, as discarding is a double–edged sword. Being able to choose how much to damage adds another layer of strategy by giving the player additional options.
Title: Re: Card Design Challenge: the forum game
Post by: Salabar on October 20, 2014, 01:41:37 PM
Location for Descendants of the Dragon + Sleepers of Avarrach

Dahuang, the Corrupted Section of the Wall
Cost 3.

Up to 5 times per turn, when your character dies, your opponents lose 1 morale.


The idea is to create morale build for zombies. Use efficient characters for defence and slowly but inevitably eat opponent's morale. Not even 3 CoV is completely safe. Proc limit is needed since Overwhelming Dead + Lingbao's Will + Yuanshi's Wrath is already 25 morale in a single turn.
Title: Re: Card Design Challenge: the forum game
Post by: Gahlike on October 21, 2014, 05:54:06 AM
Battle-scarred Wasteland
SoA+WP
6R
Location
All characters have Unstoppable and Reach.
Whenever a character deals combat damage to a fortress, it becomes exhausted next turn.
Rare

I originally made this card FD+WP granting charge and unstoppable, but then I thought that SoA needed that Reach pretty badly to help against the OS and changed the card. I believe the new result is fairer for it's cost.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on October 21, 2014, 10:55:11 AM
Flame Heart
Aritfact
FD + DoD purity
Animation: A stone like heart slowly beating. Emanates a bright red and an emerald light (switches between colours with each beat).
Cost: 5
At the end of each turn, whenever a character you control has battled with another character and survived. Your characters will be by 2 (doesn’t increase max health).

Hi all, thought a design boarding on flame dawns need for health and Desendants ability to heal would be nice yet simple. Wasn't sure about the cost I gave it.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on October 21, 2014, 12:01:53 PM
ok entries are now closed, just give me a little while to write some reviews.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on October 21, 2014, 01:03:44 PM
Vertu Honagan

Benionin

heavyyield

stranger42

Shimrra3

DrayGon777

CommunistMountain

Salabar

Gahlike

DeathDealingDarkness


Final Decision


Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on October 21, 2014, 09:18:37 PM
Well, at least I got runner up. I feel good. :)

On another note, I suspect you mistook Gahlike's entry to be Overseers and Warpath, and not Sleepers and Warpath. Still agree that Unstoppable would be powerful, particularly on an undead with Infect, though they do get exhausted if they manage to hit the fortress.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 22, 2014, 02:07:40 AM
Thanks, NatoPotato! Didn’t think I’d have won that one, to be honest. :P


For the next challenge, I want a Common or Uncommon version of a Rare, Epic or Legendary card (you don’t have to state the Rarity, though). I feel that the Pauper scene is really stagnant because all the interesting mechanics are mostly confined to higher Rarities. Such cards would probably help spice up Pauper gameplay.

An example of this would be the Order preview card Chef being an Uncommon version of Daode. They are similar in their mechanics, which is to provide mass Health buffs. Your card also has to have a similar mechanic to the Rare/Epic/Legendary, but the rest is all up to you.


The prize is a Summoning Stone. I apologise for the lack of good prizes, I’m a poor guy. :/ The deadline is the 28th, 11pm IWT.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on October 22, 2014, 04:29:47 AM
Well, at least I got runner up. I feel good. :)

On another note, I suspect you mistook Gahlike's entry to be Overseers and Warpath, and not Sleepers and Warpath. Still agree that Unstoppable would be powerful, particularly on an undead with Infect, though they do get exhausted if they manage to hit the fortress.

*looks at entry again* ah.. yeah.. I was tired :-\, sorry Gahlike, giving sleepers reach would've been pretty cool
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on October 22, 2014, 11:03:33 AM
Okay, I'm pulling a couple of effects from different sources, hope it's okay.

Verorian Half-Breed (I'll think of a more badass name later)

2 purity Verore
Uncommon
2 cost, 5 morale
Unqiue character, Human
4/4
Can Evolve

Every turn Verorian Half-breed is deployed, his abilities evolve into a stronger form.

First turn: Gains +1/1 and beast subtype, becoming a human beast

Second turn: Gains +2/2 and an active ability: pay 2, exhaust, target enemy character is sent to the support zone.

Third turn: Gains +3/3 and a new active ability: pay 3, exhaust, sacrifice a character you control. Target character in a combat zone has its stats reduced to 1/1 until the end of the turn

Fourth turn: Gains +6/6 and turns into a Verorian Hydra, loses human subtype

"In desperation, the Verorian scientists released their captive test subjects prematurely to fight for them. Anything to fight off the horde of advancing demons hell-bent on exacting revenge for their torments"

"The half-breeds are engineered down to the genetic level, combining the traits of both species. Ultimately, though, one must prove superior. The intermediate forms are truly terrifying, and able to cripple even the most valiant warrior with fear and trembling. I strongly recommend that the pitiful acolytes assigned to watch over them at this stage be put out of their misery, permanently - Candit, Head Researcher"
_________________

Well, if this does not fit the bill, please let me know so I can think of a new one. I enjoy making intricate cards, and Zomborg's ability seemed to allow me to do just that. It turns pretty much into the old verorian Hydra, while throwing in a good mix of soft control, as hard control might be a little too overpowered. The abilities are strong ones (stumble and Hubris), but require a decent measure of prediction to maximise their usage.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on October 22, 2014, 11:26:40 AM
Flame Dawn Berserker
2FD
5R/12M
Character - Human
Uncommon
10/8

While Flame Dawn Berserker is in the Assault Zone, it has Shield 1 and all damage that would be dealt to Flame Dawn Berserker is prevented.
At the end of each turn, Flame Dawn Berserker gets -2/-2

Flavour text (1): Endurance is nothing. Determination is everything.

Finding a rare+ with interesting mechanics that could be used to create a different card which didn't already exist was harder than I thought. But, yeah, have a miniature Aberion.
I was going to make his power loss slower, until I noticed Ritual Master would basically turn this guy into Aberion. This way, he doesn't stay both dangerous and alive for too long (without constructor or Mechanize/Immortal Tinkerer. They break this guy. But screw them).
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on October 23, 2014, 11:49:31 AM
Okay an uncommon version of an Epic... MUST BE A DoD CARD!:

Wisdom of Ao shun
Resource cost 6

move exhausted character to the defense zone until the end of the turn, it returns to it's previous zone at the end of the turn.

just spit balling, kinda like surprise defense and such probs to powerful but whatever
Title: Re: Card Design Challenge: the forum game
Post by: Oeilduciel on October 23, 2014, 07:31:51 PM
Disciple of the defiant Hermit
Purity: 1 Warpath, 1 Verore
Cost: 2
Morale: 3
Stats: 2/3
Race: Beast.
Pay 2, Exhaust: Deal 1 damage to all humans. All beasts you control gain +1/+1.
Flavor text: If he didn't want to even heard of humans again, he didn't mind to teach some tricks to help the animals to defend against them.

Just a lesser version of the defiant hermit, but this time the character is a beast. Indeed I don't think that the defiant hermit could accept to have a human disciple at the time of the storyline.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on October 24, 2014, 08:57:19 AM
Legacy of the Matriarch
Non-Unlimited Beast/WarPath purity 1
Animation: A younger Matriarch franticly healing the dying beasts of the burnt wildlife.
Text: Even after the angels “purification”, life still breaths within the wild.
Cost: 3 Morale: 5 Stats: 4/6
At the end of the turn, 1 random character that you control and that is in the support zone, is healed by 4. This effect does not increase that characters max health.

Lore: When the angels attacked, many were wiped clean off the worlds surface. Aleta started to  search for other survivors. Exhausted from battle, things went dark but before she could accept the end, a light. Aleta opened her eyes slowly seeing before new life. The had survived, hidden away by the elders. With hope restored in her heart, Aleta smiled. The new world begins.

Thought it might be nice to see future of WarPath after the angels attack.
Title: Re: Card Design Challenge: the forum game
Post by: Cleanse on October 25, 2014, 01:55:28 AM
Succubus
2 Purity Exiles
3 Cost, 5 Morale
4/4
Character - Demon

If Succubus would enter combat with a Character, she retreats and diseases that Character instead.

Characters with Succubus' disease take 2 damage at the end of the turn. If a character would die to her disease, instead you gain control of it.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on October 28, 2014, 11:47:05 AM
EDIT: card change:

NAME: Relinquish

Cost: 3

Card type: Ability-Magic

Effect: target card loses all power/health buffs and debuffs and gains untouchable until the end of the turn.

Based off of humble, i dont know if giving the card untouchable would make it too unbalanced for a 3 drop but it might prove an advantage to either player. the cards effect (to clear up the works) makes one creature revert to its original state for the rest of the turn and also gains untouchable until the end of the turn.
Title: Re: Card Design Challenge: the forum game
Post by: Aerio_Shpee_1 on October 28, 2014, 07:11:36 PM
Im not sure what the name would be but here's my idea:
7 cost Factionless ability
Choose one deployed zone. All characters in that zone (yours  and your opponents) are removed from the game.

Just a weaker version of Calamity that I thought of.
Title: Re: Card Design Challenge: the forum game
Post by: Pixelei on October 28, 2014, 09:17:10 PM
Based on Hidden by Clouds.

Martyr of the Path
Purity: 2p Warpath
8/8
Cost: 6
Morale cost: 15
Character - Beast
Pay 3, sacrifice Martyr of the Path. Search your deck for a beast character and put it into play. Martyr of the Path cannot be sacrificed while exhausted. Martyr of the Path is exhausted for one additional turn after being played.

Suffering more pain and death than they ever had before, the defenders of the New World grew ever more desperate.

Logic behind the card: exceptionally high morale cost because it's basically a way to get Hidden out sooner than normally possible and playing it poses a risk in the first place. Can't sacrifice while exhausted to keep it from being overpowered - the opponent still has two turns to try and take it out after it hits the field. Makes for some interesting interactions with turn priority. Even if Hidden isn't in the deck, an emergency Skraar could make the difference between losing and winning.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 29, 2014, 12:45:07 AM
Submissions are closed. Judgement in progress.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on October 30, 2014, 03:37:15 AM
stranger42
Pjoelj
Oeilduciel
DeathDealingDarkness
Cleanse
TjMellows
Aerio_Shpee_1
Pixelei

And the winner is…

Honourable Mentions, in no order of merit:
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on October 30, 2014, 04:09:52 AM
I agree, definitely like the mini Calamity something something spoiler censor thing. Congrats.
Title: Re: Card Design Challenge: the forum game
Post by: Wolf_Without_End on October 30, 2014, 04:14:40 AM
I agree, definitely like the mini Calamity something something spoiler censor thing. Congrats.

Mini-Catastrophe?
Title: Re: Card Design Challenge: the forum game
Post by: Aerio_Shpee_1 on October 30, 2014, 04:38:34 AM
Wow I'm surprised I actually won. There are 19 pages in this thread so I don't know if this has been chosen before but I want you guys to design a Overseers Dragon. Deadline is November 5th.
Title: Re: Card Design Challenge: the forum game
Post by: Wolf_Without_End on October 30, 2014, 04:58:25 AM
Dragon of Solace Cost 13, Morale 20

Flying, Untouchable

Dragon of Solace cannot be killed by non-damage sources. While Dragon of Solace is in play, all cards that would enter the graveyard are removed from the game instead.

(Flavour Text 1) It does not Devour, it only Scours.
(Flavour Text 2) ...Nobody ever comes out.

20/20
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on October 30, 2014, 06:48:03 AM
Well, I kinda had the option to create an Overseers dragon, but also included factions that lacked one entirely. Still, I don't see a problem with redoing concepts, particularly with a different judge. :)
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on October 30, 2014, 12:06:18 PM
Just what they need lol my hate for flying! dragons should have names like ao shun so:

Lazarus, dragon of judgement
triple purity overseers
cost 6
morale 15
0/1
flying, two lives
this cards cost is increased by the number of cards in your graveyard.
When this card is deployed all characters on the battlefield lose flying and cannot gain flying for the rest of the game. when this card enters the battlefield from the command zone, it ascends. while ascended this card gains unstoppable and untouchable. this card gains +x/+x where x is the number of cards that lost flying when it enters the battle field.

"Even Angels must face judgement for their sins"

im not a huge fan of overseers besides the fact that i like the names of their unique characters. i wanted to make a disadvantage advantage for overseers.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on October 30, 2014, 01:34:09 PM
Well, here goes nothing:

Dragon of Celestial Radiance
2 Purity Overseers
Cost 13
Morale 18
Epic
Character - Dragon

25/25
Flying, Unstoppable

If a character would be killed by Dragon of Celestial Radiance, it is removed from the game.

Every time Dragon of Celestial Radiance kills a character, all characters you control gain +1/1 permanently

Pay 3: Dragon of Celestial Radiance loses flying until the end of the turn. Dragon of Celestial Radiance cannot die to a non-damage source this turn.

_____________________

I wanted the dragon to fit in thematically with the other dragons, having unstoppable and being epic, as well as 2 purity (there are some exceptions, notably ao shun and dragon project, though).

The cost is super high because this card will be such a beast to get out. I wanted this to be to the overseers what Mega Unit 02, Subjugated Dragon, and Dragon of Summer Flame are to their respective factions. I fully intended this fit into a revive deck, or a condition of a ramp deck.

It is truly a game-winning card if it gets out, and precautionary measures can cause insane buffs, so I toned down the stats by quite a large amount compared to Mega 02's 32/32. It also comes with the option to lose flying, and plow through a defense line instead. In exchange, it gets the ability of 'fiery resolve, but without the preemptive part. It still allows some options to deal with it, and although it isn't as powerful as MU02's built in shield, I think this card has its own tricks up its sleeve.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on October 31, 2014, 11:04:07 AM
Wanted to create a almost original dragon and give it great survivability since most dragons are killed off pretty quick if they can be.

Lightmare, The Infinity Dragon
Unique Angelic Dragon/Overseers purity 3
Animation: Card would have 2 animations, first would be on the ground and second would be ascended. First Animation: Standing on hind legs with its wings folded up behind its back. White skinned and wearing silver steel armour with a black undercoat. Covered with many scars as it has survived for so long. Second Animation: 4 big scaled wings spread out as its soars the sky as it leads the attack for the Overseers.
Cost: 10 Morale: 13 Stats: 30/30
Can Ascend/Lives X: When Lightmare survives a round, it gains 1 extra life (max5). When Lightmare achieves 1 life extra, its ascends. When Lightmare achieves 5 lives, every character you control ascends regardless of any restrictions. 

Hope you like and I hope I win. ;D
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 02, 2014, 12:11:10 PM
I'm not sure this ended up quite as good as the one I created for DrayGon's competition, but I'm not sure I'm allowed to re-submit that one, so here's a new one instead:

Iaia, Draconic Angel of Ferocity
2OS
10R/12M
Unique Character - Angel Dragon
Epic
0/30

Unstoppable
When Iaia takes 10 or more damage from any single source, it gains +15/+0 and ascends if able.
While Ascended, Iaia has Flying and heals all damage from itself at the end of each turn.

Flavour text (1): Never wound what you can't kill.


A lot of Overseers cards have a theme of being at their most powerful when things otherwise look kinda bad (Precautionary Measures and Sol being fairly bad unless until you lose Characters, Heaven's Assistance giving you stuff depending on how much stuff your opponent has, Azael not getting deployed unless you're taking some pretty serious damage...). Of course, in all those cases the reward is a bit too big for the risk, but I figured I could do something around that side of the faction.
Title: Re: Card Design Challenge: the forum game
Post by: heavyyield on November 02, 2014, 01:52:21 PM
Majestic Dragon

2 OoS
10 resources, 15 morale
Character - Dragon
Epic
19/19

Unstoppable
When a Unique character you control dies, Majestic Dragon ascends.
While ascended Majestic Dragon has Flying and whenever it deals damage to another character, your opponent's fortress takes damage equal to that character's health.

Judgment is inevitable, vengeance is insurmountable

Animation: Lilariah falling down wounded out of the sky, after which the dragon soars up to the skies from below and spits white angelfire.

Basically, it has double Unstoppable. If your opponent chumps with a Defense Golem, they would take 20 damage. When blocked by a line of eight 6/6 tokens by Xi, Majestic Dragon would attack four of them before dying. In the meanwhile, the fortress would take 24 damage.
Title: Re: Card Design Challenge: the forum game
Post by: Wolf_Without_End on November 02, 2014, 06:32:17 PM
Majestic Dragon

2 OoS
10 resources, 15 morale
Character - Dragon
Epic
19/19

Unstoppable
When a Unique character you control dies, Majestic Dragon ascends.
While ascended Majestic Dragon has Flying and whenever it deals damage to another character, your opponent's fortress takes damage equal to that character's health.

Judgment is inevitable, vengeance is insurmountable

Animation: Lilariah falling down wounded out of the sky, after which the dragon soars up to the skies from below and spits white angelfire.

Basically, it has double Unstoppable. If your opponent chumps with a Defense Golem, they would take 20 damage. When blocked by a line of eight 6/6 tokens by Xi, Majestic Dragon would attack four of them before dying. In the meanwhile, the fortress would take 24 damage.

I like this design mechanic, it punishes turteling, without being crazy.
Title: Re: Card Design Challenge: the forum game
Post by: Clanouper on November 06, 2014, 02:07:50 PM
According to the Deck builder UI, Hybrid means X faction OR Y Faction. I am assuming you actually meant Hybrid card despite the other dual faction entries.

Mazuki, Sage of Truth
Purity: DoD / CoV
Rarity: Rare
Cost: 3
Morale: 7
Power: 4
Health 6

Pay 3:, Exhaust, Sacrifice Target Character: You gain morale equal to the morale of the sacrificed character.
Pay 4, Exhaust, Sacrifice Target Character: Your opponent loses morale equal to the morale of the sacrificed character.

The last thing I am debating is if the sacrifice should remove card from the game.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 06, 2014, 05:14:08 PM
According to the Deck builder UI, Hybrid means X faction OR Y Faction. I am assuming you actually meant Hybrid card despite the other dual faction entries.

Mazuki, Sage of Truth
Purity: DoD / CoV
Rarity: Rare
Cost: 3
Morale: 7
Power: 4
Health 6

Pay 3:, Exhaust, Sacrifice Target Character: You gain morale equal to the morale of the sacrificed character.
Pay 4, Exhaust, Sacrifice Target Character: Your opponent loses morale equal to the morale of the sacrificed character.

The last thing I am debating is if the sacrifice should remove card from the game.
I think you missed a couple challenges...
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 10, 2014, 12:58:32 AM
Is this contest still being judged? Just curious since it's about 5 days past the deadline.

I do hope the delay is because it's a tough and close decision.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 10, 2014, 12:38:14 PM
Same. i have a bad card idea on the OoS dragon but still hoping i win! :D probably not though hahahaha
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on November 10, 2014, 01:17:00 PM
I'd Like to add a new rule to the contest. Judges must decide within a set amount of days after their deadline. I know this is pretty impatient but I've got a pretty good contest idea and prize set up.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 10, 2014, 07:19:31 PM
I second the notion. Should a judge fail, however, how exactly do we determine who gets next pick?
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on November 10, 2014, 07:33:32 PM
Probably the previous judge would have to decide or the guy that started the topic.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on November 10, 2014, 08:15:31 PM
Heh. This is why the DotA version of this I managed had, well, management. At least two people at a time.

Of course we also had two entire forums (heroes and items) to work in, and that was a lot more stuff to deal with than a single thread.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 11, 2014, 12:13:48 AM
Ok, how's about this as a compromise:

- First, we try to contact Aerio_Shpee_1 in game or through whatever means and just remind him/her about the contest. It could be that they completely forgot.

- In the event no contact is able to be established, say by the end of the week, the contest can be voided and started anew. It's a little sad, but I think for things to move on it can help a little.

There are probably two main courses of action here after that. The first is to declare a winner from this contest. That will require a new judge, but I think there are a few people who have judged a couple of these before, and did not enter this last one. That should make for a relatively impartial judging (although subject to individual preferences etc.).

The second course of action is to throw out this particular section, and to restart from scratch. That would mean that a volunteer judge would be needed to provide the prize out of pocket, as it were, because they would not have received one from a previous win.

Thoughts?
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on November 11, 2014, 02:45:47 PM
I tried informing the creator of this game in game that we needed help here, and he just ignored me and clearly never tried to help out. So we won't get any help from him.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on November 12, 2014, 01:00:42 AM
Since I was the previous judge, why not I delegate the next challenge to the runner–up?

And the new winner is...

Aerio_Shpee_1 hasn't even collected the Summoning Stone from me, but I'm not giving this to the new winner because I'm going to reserve this for him/her.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 12, 2014, 08:42:10 AM
Well, that works too. I guess this sets the precedent for future challenges.

Looking forward to the next challlenge
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 13, 2014, 12:51:06 PM
Oh my god yay! thanks guys! anyway new challenge...

Im thinking...
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 13, 2014, 01:31:51 PM
Well im a 3 purity fanatic...

okay next challenge:
create a 3 purity card for any faction

Requirements:
1.Must fit that factions norm, so like dont make a 30/1 character for DoD, if u have a cool card concept or something that doesnt look like it fits in, you can come up with a reason for it to work.
2.must be creative (joking. you all are :))
3.State the cards rarity,type, and if it has one, subtype
4. dont get mad at my judging its my first time please be nice to me :'( haha

DEADLINE: in five days from now. (tuesday morning where i am)

Have fun :) Good luck ;) Think outside the box :D and may the odds be in your favor! ;D

I cant enter but heres an example:
Jing Di, Deity of Legacy
3 purity DoD
Legendary
10 cost
0 morale
unique character-Spirit
0/15
Haste, flying, can evolve
Original text or Command zone: Depending on the zone this card is in at the start of the turn this card evolves into a stronger form.when this card would be killed or sacrificed, this card is instead exhausted for the rest of the turn.

Defense zone: Transforms into 0/20 with same abilities as Original text. When this card takes damage your opponent loses X morale, where X equals the number of cards that are in play at the end of the turn.

Support zone: 0/10 with same abilities as Original text. All characters you control gain +0/+4 at the beggining of each turn and heal 4 at the end of each turn. these buffs dissapear when this card leaves the support zone.

Attack zone: 0/15 with haste, multistrike 3, and immolate 5. when this card battles a defending character that character is moved to the support zone and your opponent loses morale equal to the resource cost of that defending character.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 13, 2014, 01:42:14 PM
I like 3 purity as well, but not sure how well I can make a three purity card. I know it's usually got to be a card to build around and exemplifies the strengths of the faction. Hmmm...

Name: The Last Stand
Purity: 3 WP
Rarity: Epic
Type: Location
Cost: 10

Card Text: While this card is in play, all beasts gain +X/+X for every max resource above 10.

Maybe not the most creative and I might change it later but this is what I could come up with for now. :/
Title: Re: Card Design Challenge: the forum game
Post by: Scurry5 on November 13, 2014, 04:49:05 PM
Looks fun, so I'll give this one a shot for my first post. This one's kind of a FD equivalent to Angelify.

Name: Medal of Aberion
Purity: 3 FD
Rarity: Rare
Type: Ability
Cost: 5

Flavor text: The Medal of Aberion is only bestowed upon the fiercest warriors of the Flame Dawn.

Lock a target character to the Assault Zone. Target character gains +6/+2, Immolate 2, and attacks twice. Target character gains untouchable for 1 turn.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on November 13, 2014, 05:33:42 PM
Name: Genesis Fabricator
Purity: 3x GI
Rarity: Rare
Type: Character - Human
Resource Cost: 5   Morale Cost: 10
Power/Health: 4/10

Description:

Pay 4, exhaust Genesis Fabricator and a deployed artificial character you control: create a copy of the exhausted artificial character in your support zone.

-----

I figured this was pretty much Genesis Industries' thing. Sort of an alternate to Lanstead. Certainly not as scary as a 32/32 whatever-you-want, but this provides a degree of flexibility on account of the following:

This creates an exact copy - complete with any buffs, stat changes, damage taken, abilities, and so on and so forth. If you clone an Aerial Destroyer that's been buffed to 20/24, you get a second 20/24 Aerial Destroyer (with flying). If you clone a Splitter that's been hit by Poison 3 for three turns, you get a second 10/1 that will die at the end of the turn, costing you 8 morale and producing the standard two 5/5s.

(I feel full morale cost is important. None of that War Machine rubbish. That being said, clone a War Machine's 16/16 and you get that 16/16 with its stupid 4 morale cost or whatever its at right now...)

Also? Not unique. You can have six of them if you really want, good luck with pulling 24 resources a turn but you can do six of them. Being realistic, you can potentially use three of these in one turn and churn out three clones. If you've got a 20/20 or something, that's potentially more hazardous to the opponent than one 32/32. I mean, they wouldn't do anything until the next turn, but its not like they wouldn't see the 32/32 coming for some reason.

The overall numbers might be a bit out of wack since I was comparing this to Lanstead the entire time. The fact of the matter is that this can be in the command zone and is therefore 4-5 resources cheaper than I had it on paper. You also don't have to invest in backup Cartographers to find the thing. So I bumped the cost of the ability up to 4 instead of 3.

At face value, nowhere near as scary as Lanstead's instant 32/32 potential and splash capacity, but this wins on flexibility and being significantly cheaper.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on November 13, 2014, 08:08:05 PM
Light's Wrath
3 Purity Flame Dawn
Ability - Preemptive
Cost 4

Target character gains Invincible and Unstoppable this turn. At the end of the turn, sacrifice target character.

"The warrior took up his blade and advanced again and again...he was the cleansing light, and he stopped only when the last enemy had fallen dead at his feet.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 13, 2014, 08:11:46 PM
Name: Genesis Fabricator
Purity: 3x GI
Rarity: Rare
Type: Character - Human
Resource Cost: 5   Morale Cost: 10
Power/Health: 4/10

Description:

Pay 4, exhaust Genesis Fabricator and a deployed artificial character you control: create a copy of the exhausted artificial character in your support zone.

-----

I figured this was pretty much Genesis Industries' thing. Sort of an alternate to Lanstead. Certainly not as scary as a 32/32 whatever-you-want, but this provides a degree of flexibility on account of the following:

This creates an exact copy - complete with any buffs, stat changes, damage taken, abilities, and so on and so forth. If you clone an Aerial Destroyer that's been buffed to 20/24, you get a second 20/24 Aerial Destroyer (with flying). If you clone a Splitter that's been hit by Poison 3 for three turns, you get a second 10/1 that will die at the end of the turn, costing you 8 morale and producing the standard two 5/5s.

(I feel full morale cost is important. None of that War Machine rubbish. That being said, clone a War Machine's 16/16 and you get that 16/16 with its stupid 4 morale cost or whatever its at right now...)

Also? Not unique. You can have six of them if you really want, good luck with pulling 24 resources a turn but you can do six of them. Being realistic, you can potentially use three of these in one turn and churn out three clones. If you've got a 20/20 or something, that's potentially more hazardous to the opponent than one 32/32. I mean, they wouldn't do anything until the next turn, but its not like they wouldn't see the 32/32 coming for some reason.

The overall numbers might be a bit out of wack since I was comparing this to Lanstead the entire time. The fact of the matter is that this can be in the command zone and is therefore 4-5 resources cheaper than I had it on paper. You also don't have to invest in backup Cartographers to find the thing. So I bumped the cost of the ability up to 4 instead of 3.

At face value, nowhere near as scary as Lanstead's instant 32/32 potential and splash capacity, but this wins on flexibility and being significantly cheaper.

i could totally see this card in a phasebot deck.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 13, 2014, 08:13:38 PM
as a prize... Unknown! i put all my resources into DoD! and im saving for order so the winner will get a random Order card (i wont be cheap and give you a common, i promise) :)
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 13, 2014, 10:26:09 PM
Disicple of Daode
3DD
6R/10M
Character - Human
Epic
0/25

Vigilance
If Disciple of Daode is in your Defense Zone at the start of combat, other Characters you control not named "Disciple of Daode" can't block until the end of turn.
At the end of each turn, heal all damage from Disciple of Daode.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 14, 2014, 02:59:41 AM
Candit's Archive
3P Verore
5 cost
Location
Epic

Starts with 2 charges

At the start of each turn, you may sacrifice a character you control. Candit's Archive gains 2 charges. If you do not, Candit's Archive loses 4 charges. If Candit's Archive reaches 0 charges, it is removed from the game.

Pay 2, exhaust. Shuffle target ability card in your graveyard back into your deck, draw a card.

Pay 5, exhaust, discard a card. Search your deck for an ability card that costs X or less, where X is the number of charges on Candit's Archive

__________________________________________

The most secure vault outside of Vasir's Prison, the Archives' rune-inscribed walls are fortified with the strongest enchantments Candit could muster, and for good reason. Within the bowels of the complex lie volumes and tomes innumerable, filled with evil lore and vile enchantments. The books, with a twisted life of their own, require daily sacrifice, without which the facility would be torn apart by raw magic.

__________________________________________

I intended this to be a tool much like Varyus, allowing some sort of control over the abilities you can pull out of the deck. It fulfils a different function to veroria, trading its defensive power for a little more control in gaining necessary cards. It does have an upkeep, but it isn't designed to be as demanding as Shikana or Nysrugh.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on November 14, 2014, 10:13:32 AM
Name: Mintuk, the Powerful
Purity: 3P Exiles
Rarity: Epic
Type: Character - Demon
Resource Cost: 8   Morale Cost: 12
Power/Health: 10/20

Abilities:

Consume 2

When this character kills an opponents character, both players discard a random card at the beginning of their next turn.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on November 14, 2014, 10:14:46 AM
Hope it's all right but I have 2 designs and I couldn't between them. If you want me to take off one of them will just flip a coin and decide but if it's ok, I'd like to be able to enter both.

Card Reaper
Unique Demon/Epic/Exiles purity 3
Animation: A horned demon with blood red skin, dressed like a ritualistic gambler combo. His weapons are magical throwing cards. There's a thin layer of smoke surrounding the edges of his picture.
Text: “Lady luck ain't listening any more”.
Cost: 7 Morale: 7 Stats: 12/12
Any card discarded by Card Reapers effect has their exile cost reduced by 1.
When Card Reaper destroys a character in battle, you and your opponent discard 1 card each. When Card Reaper deals damage to your opponents fortress, you both discard your hands.

Card Reaper is just the kind of card that keeps on taking, whether that's bad or not, you decide. Thought it would be nice to effect both sides, that way if your opponents sporting exiles to, it becomes a lot fun and risky.

Zhoa-Kha, Pinnacle of Peace
Unique Human/Rare/DoD purity 3
Animation: Heavy set, dark haired man with broad green and gold armour decorated with the symbol of a dragon. He wields twin swords. He also wears an emerald coloured cape. He shown pointing down at the enemy with one of his swords while troops rally behind him.
Cost: 6 Morale: 8 Stats: 8/16
Vigilance
At the end of the turn, if Zhoa-Kha is in the defence zone you regain 1 morale for every character you control.

The idea of this guy is security. Even if your playing DoD that doesn't mean your opponent isn't playing something that will take away morale, it also doesn't mean your morale wont be hammered down servilely. Zhoa-Kha has a fair restriction I think and can really make you feel like you can build the army you really want without to much worry.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 14, 2014, 07:42:09 PM
Trojan Cake
3 purity DoD
Cost: 5
Unique Artifact

When you deploy Trojan Cake, you may choose to give it to a player that does not control a Trojan Cake. At the end of each turn, all character you control heal 5 HP and you lose 8 Morale. If Trojan Cake is destroyed, you lose 18 Morale.

It's incredibly delicious and maybe even quite healthy, but you always feel self-conscious eating from this thing...

The idea is that you can only control one and you can't just give your opponent another if he or she has one. You can make use of this yourself, or give it to the opponent for a potential morale drop, provided you have a method of destroying it; most likely Vandalize. This would help with bringing out Avatar of Lingbao, but you need a way to make up for 5 morale should you go with vandalize on turn 6. If you can pull that off, the Avatar is yours. I original make the drop 20 morale, but that was a tad bit much. Morale might need to be lowered to 16 or 15, though.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 18, 2014, 01:40:50 PM
Judging commencing. Prize has been changed. anyone who has sent a card within 5 minutes of this post will be counted. Also someone send me a pm telling me how to get that box thing for the card creations. you know the one where you put your mouse over it and it opens up? :P
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on November 18, 2014, 03:01:40 PM
in the post editor select all the text you want to be hidden and then click the yellow and black circle icon, that will add spoiler tags around the selected text.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 19, 2014, 12:28:56 PM
Thanx! results will be posted as soon as possible!
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 20, 2014, 03:22:16 AM
...

Did something come up? Just don't want the judging to not happen for the second time in a row. :/
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on November 20, 2014, 03:50:51 AM
Been less than 24 hours since his last post, can't speculate as to whether he's been at work or asleep for almost all of that.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 20, 2014, 12:37:10 PM
Judging complete. sorry i was without wifi for awhile. please excuse my lateness  :-[
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 20, 2014, 01:08:13 PM
DrayGon777:

Scurry5:

Shimrra3:

Grinnin_Gin:

Pjoelj:

stranger42:

Vertu Honagan:

DeathDealingDarkness:


Just this once I'll allow this. ill feel bad if i don't and if i do. this will not give him an unfair advantage!

JSlayerXero:

Winner...
DrayGon777!!!!
Due to the Warpaths ramp, this card is balanced, helpful, and down right unfair to weak factions  :P kidding! your fanaticism for Warpath has been noted! Pm me for your free card when you get online, my names the same as it is here.

Runner up...
Grinnin_Gin!
You didn't state the rarity (this didnt cause you to lose so dont worry) but this should replace blood bath as an epic. I'd use this in my Flame Dawn Deck!.

Other Mentions...
JSlayerXero - How did you think of that?!?  ;D
Shimrra3 - Excellent idea for Genesis!
Vertu Honagan - Love for the Exiles
and...
DeathDealingDarkness - Beautiful Ideas! you get a free card too. pm me in game, my names the same as it is here.

I look forward to DrayGon777's challenge! :)
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 20, 2014, 01:23:45 PM
Congrats, Draygon. Looking forward to your challenge
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 20, 2014, 02:38:35 PM
Wow! Ok, I'll post a challenge, but it'll have to be after work. My appologies. Wish I had the time to post it now, but it'll give me time to think on what it should be about.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 20, 2014, 07:57:22 PM
To explain, I have a soft spot for Avatar of Lingbao. I'm not entirely sure why. I wanted to make a morale bomb to help bring him out without it just being Yuanshi + Lingbao against fleeting of chump blockers. However, because it can also drain morale quickly in general, it gives the opponent some kind of useful ability. At first I wanted a Trojan Horse, but I wasn't sure that actually fits DoD, since they're more about hiding up in their walls then invading the enemy stronghold. Then, I went off on some tangent about how the Cake is a Lie and suddenly this thing was born. Alternatively, you can use it yourself. If you aren't fighting morale decks, then you just need to make sure the slow burn doesn't kill you in the end. However, the healing should help prevent that. DoD needs more ways of killing off morale, so I came up with this. Yuanshi's Wrath can take on larger enemies, but I find that taking out a large fleet of smaller enemies and using Lingbao's ability seems to be the primary method of draining huge morale at once.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 21, 2014, 12:32:06 AM
So, here we are, after work, and still not much closer to an idea. A quick look over at the Infinite-Network website and I see that WP only has one card at 6 cost, and that character isn't even a beast. I don't typically like being specific, but WP has several 5 cost and 7 cost cards and I think it would be more interesting and helpful for the curve if they had some 6 costs to throw in. I won't require it to be a character as I originally thought about, and I think they might be getting one in Order called leaping tiger. Can't verify, and it wouldn't hurt to have options (on the off chance that Lightmare likes some of these card ideas we come up with [hopeful wishing]). All right! The challenge is as follows:

Come up with a 6 cost WP card. Rarity isn't a requirement but try to use best judgement. If it's legendary, it needs a really unique effect that might require building around. Epic, similar deal but a little more lenient. Can be any type of card, though they have a fair amount of locations already (most of any faction, in fact).
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 21, 2014, 06:39:50 AM
Before I get started, are hybrid and dual purity cards allowed (assuming one of the purities is WP)?
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 21, 2014, 12:41:53 PM
wow... cant think of anything i think ill sit this one out... unless the reward is something my friend needs
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 22, 2014, 03:03:25 AM
Forgot reward, and time frame. Week from when I posted the challenge, so I guess 6 more days, and like usual, I'll purchase a pack, and the winner gets to choose a card from the pack. I feel it's better to give something away that might be useful, but my collection isn't quite big enough that I can give away rares or better. :( Therefore, if I plan to give away a card from a new pack, I won't be upset by losing a card I might be able to use somewhere.

For the hybrid/dual purities, I guess I can allow that.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 22, 2014, 12:31:44 PM
Okay, here goes nothing

Kong, Primeval Behemoth
2 purity warpath
Rare
Unique Character - Beast
6 cost, 11 morale

10/16

Pay 3, deal 5 damage to target character on the battlefield. This ability can only be used once per turn

Pay 2, exhaust, target beast character gains flying until the end of the turn. This ability can only be used once per turn

_____________

Specimen 314.0c is easily identifiable by being really big, really loud, and by having really heavy rocks thrown in the observer's general direction. Fleeing in panic is advised. - Genesis Industries Field Operations Manual 4

The organisation and cooperation of the myraid races that inhabit the warpath is probably the first surprise anyone who sets on the Untamed World will encounter. The second is that out of these many races, one in particular has mastered the fine art of projectile weaponry.

______________

I don't normally do this, but here's a description of the appearance:

- A huge gorilla throwing rocks a long, long way away. Clouds of dust can be seen at the impact zone
- Occasionally, the gorilla will throw a dropbear

______________

I just randomly came up with the idea of a siege engine for warpath. This gives warpath some extra counterplay towards flying aggro aside from hoping for sniper or killaroo draws. It's also useful for some surprise plays with hasted characters.

This guy is intended to fulfil a similar role to brimstone battle tank, only better. Having the capability to be a beater as well as provide some utility should make him playable, but he isn't so strong a beatstick that he's auto-include.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 23, 2014, 09:36:37 PM
I was originally going to make a triple Warpath character which was a Hunted Dragon with its wings ripped off that you could Enrage for great damage for a turn. Then I felt I would just be pandering to the judge and decided against it. Instead, this came about:

Runnsack, Cybernetic Sprinter
1Warpath AND 1 Genesis Industries
6 Cost, 9 Morale
4/12
Uncommon Character - Beast

Haste

CARDNAME has +12/+0 when it attacks a character.

Image: A red-ish, orange-ish, anthropomorphic wolf with mechanical augments. Its slicing its way out of a GI laboratory. It's fast enough to make its movement have motion blur between cutting people and machines apart.

I probably don't need to explain where I got this idea. I'm honestly not sure whether to make this a Beast, an Artifical, both, or even add Undead given what GI's preview cards for Order suggests. I'm also not sure whether to give Unstoppable or not. If so, it wouldn't attack the fortress at all, further have 0 power, but gains +14/+0 or +16/+0 to make up for it. I'm not sure if the term "has" is clear about this, but the buff goes away when it isn't attacking a character.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on November 24, 2014, 01:24:08 AM
Giant Lion
2 purity Warpath
6cost, 12 morale
12/15
Rare Beast

Abilities:

Unstoppable

When a character is killed by this unit, this unit gains +2/+1.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on November 24, 2014, 06:02:17 AM
Name: Wrathful Shaman
Purity: 2x WP
Rarity: Epic
Type: Character - Human
Resource Cost: 6   Morale Cost: 8
Power/Health: 6/12

Description:

Pay 5, exhaust: Target beast you control gains +12/+12 and unstoppable until end of turn. Wrathful Shaman is exhausted next turn.

-----

To clarify, the health gain would work in the same fashion as something like Aberion's Banner - goes away at the end of turn, if the character is reduced below the amount of health they gained from the ability, losing it at the end of the turn will kill them. Not like Bloodthirst.

(Now that I think about it, having something to give Warpath beasts Bloodthirst would be scary, all things considered...)

I originally had this as a simpler ability, something like 3 or 4 resources + exhaust = +8/+8 or +9/+9. However, that iteration doesn't have any real counterplay - it might not be as efficient as playing another character, but it would end up being a must-use ability like Tinkerer (since using it on any good-sized beast would basically guarantee that it kills an opponent's character or hits for a LOT of damage, making it worth the cost).

Hence the current version, where you have to actually think about when to use it. And using it provides the opponent a turn where you can't use it. But also unstoppable, for lols.

Could be made unique or made into a beast, doesn't really matter... much.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on November 24, 2014, 09:54:10 AM
Panda Mother
Beast character/Rare/Warpath purity 1
Animation: A really big black and white panda shown tending to her young.
Text: “Don't be naughty or mama's gonna punish you”.
Cos: 6 Morale: 8 Stats: 10/15 (power/health)
Exhaust: Create and place 1 Panda cub (token beast 4/4) in your support zone. If a Panda cub is killed in battle, Panda Mother becomes enraged permanently gaining +4/4 and unstoppable for this turn (the card can only b enraged once).

For Panda Mother, I gave a breeding ability that would also work with other breeding cards and an enrage for a little more power. Also pandas are awesome.
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 24, 2014, 10:23:17 AM
Regrowth
2WP
6R
Mission
Rare
(No stats)

When a Beast enters the Deployed Zone under your control, Regrowth gains 7% completion. If that Beast was not deployed from your Hand, Regrowth gains an additional 3% completion.
When Regrowth is complete, gain 2 maximum resources.


Note: Keep in mind that Missions, unlike War Machine, sacrifice themselves on completion and can't complete multiple times.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 25, 2014, 01:34:19 PM
Regrowth
2WP
6R
Mission
Rare
(No stats)

When a Beast enters the Deployed Zone under your control, Regrowth gains 7% completion. If that Beast was not deployed from your Hand, Regrowth gains an additional 3% completion.
When Regrowth is complete, gain 2 maximum resources.


Note: Keep in mind that Missions, unlike War Machine, sacrifice themselves on completion and can't complete multiple times.
Just as a clarification, does it mean there's little to no point in putting in three, or that because each version sacrifices itself, it can't be used for multiple completions, but if you have 3 in deck, you can potentially get 3 missions completed?
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 25, 2014, 02:14:40 PM
Just as a clarification, does it mean there's little to no point in putting in three, or that because each version sacrifices itself, it can't be used for multiple completions, but if you have 3 in deck, you can potentially get 3 missions completed?
As in, if you have Regrowth out, you can complete it. If you have multiple copies of Regrowth out, you can complete all of them. If you complete Regrowth, you can still complete other copies of it (or the same copy, if you recycle/gather thoughts). But if Regrowth hits 200% completion, it completes once, not twice, then it is sacrificed.

At least that's how I imagine it, although the only Mission that currently exists wins you the game on completion, which there's really no way to tell whether it happened once or twice.
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 25, 2014, 03:42:15 PM
2p WP
6 resource
uncommon or rare (idc whatevers fair)
Golden Hind
Beast
8/8
When you deploy this card, your max resources are increased by 2 for the next turn turns.

just realized this is kinda the same as Golden Hind/ elk in MTG. that was unintentional
Title: Re: Card Design Challenge: the forum game
Post by: TjMellows on November 25, 2014, 03:47:31 PM
Regrowth
2WP
6R
Mission
Rare
(No stats)

When a Beast enters the Deployed Zone under your control, Regrowth gains 7% completion. If that Beast was not deployed from your Hand, Regrowth gains an additional 3% completion.
When Regrowth is complete, gain 2 maximum resources.


Note: Keep in mind that Missions, unlike War Machine, sacrifice themselves on completion and can't complete multiple times.

So this plus survivor... win?
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 29, 2014, 01:19:26 AM
A bump for memory's sake.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 29, 2014, 05:18:32 AM
I really need to set up a reminder in my phone. It's judging time, and I should be heading to bed. Sorry, but I'll give a bit more time and post the winner tomorrow.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on November 29, 2014, 05:56:51 AM
Strato-Swallow
2 Warpath
6 Cost
Rare
Creature - Beast
7/10
Flying, Haste

After Strato-Swallow finishes combat for the first time in a turn, it moves to the support zone.

"Hey Tim, we've almost made it to the evac site!...Tim?"

If drop bear is a 9/13 for 5 with haste and Agent Coyle - Primal Hunter is a 10/14 with an extra ability, and Skraar is a 15/15 for 7 with unstoppable and haste, I think a 6 cost with undercosted stats with Flying and Haste is a fine card for Warpath. This card is meant to trade, or at least block with a lot of smaller flyers and can also potentially get out of harms way really easily after blocking and surviving. This also means even if you buff it, it simply cant be used as a long-term anti-flying blocker. However, it also combos well with Matriarch if you buff Strato-Swallow, but even then its flighty enough (no pun intended) to where your opponent can intentionally send a weak card to the assault first, trade with Swallow, and then force it to move back to support while their main flying force attacks unhindered. At first glance it seems really powerful, but it has some characteristics which skilled players (both owner and opponent) can take advantage of in a lot of different situations.


Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 29, 2014, 02:29:59 PM
Time to announce the winner.

Stranger42

JSlayerXero

Vertu Honagan

Shimrra3

DeathDealingDarkness


TjMellows

Grinnin_Gin

And now for the winner!

It was a tough choice and all the entries brought something interesting to consider. They all deserve to be in honorable mention. XD
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on November 29, 2014, 03:33:23 PM
Holy crap, I won! (#Spoilers)

That last minute dive bomb of the competition both secured me the body of Tim, and the victory.

NEW CONTEST:

This one might be a little bit taxing on the brain but the prize will interest you all, I'm sure: One foil Mechanism.

The challenge:

Create 4 to 6 cards for a NEW faction. One card must be an Aleta, an Unlimited Character, and a Legendary. You must also state your faction color(s) and give a brief description of the world and their overall strategy. They will be judged as a whole, with specific mentions and notations for each card. I ask that you please put them in a spoiler before hand to conserve room.

Title: Re: Card Design Challenge: the forum game
Post by: BlitzXStorm on November 29, 2014, 05:11:15 PM



Aleta

Still a WIP
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 29, 2014, 07:35:22 PM
Called it! Once I saw Gin's entry I just knew he was going to win. For the record, Runnsack was based on Foxy from Five Nights at Freddy's. This is both why it's geared towards killing characters better than the fortress and has Haste (as a reference to the source), and is why I was debating giving him Artificial, as the source character is an animatronic. The main reason I was considering not doing that was it gave it both Artificial and Beast support. Because I can't be bothered to make a PM, here's a... recreation of my original idea:


Now that that's out of the way, on to the actual challenge!

Aleta

Unlimited

Legendary

Ability Card

Triple Purity Character

Larger Character

Other Info
WIP
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on November 29, 2014, 07:49:00 PM
No no no, none of you are understanding what I'm saying.

I'm asking for a NEW faction. A NEW faction. As in, one that does not exist. You are to design a faction and show case its different stratagies in 4-6 cards.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on November 29, 2014, 07:57:05 PM
I've created a faction before, actually. I understand what you're saying; the first spoiler is my original idea for the previous contest because I didn't feel like making it a PM. I'm currently just working on how to make a new faction that isn't copying my last attempt at this. The four spoilers with Bold Text are going to be part of the new faction I'm making.

Edit: I've made the Legendary, added some info, etc. in case you want to see the sort of thing that faction will be up to.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on November 30, 2014, 01:09:57 AM
Oops, thought I was bending some rules there... congrats to the winner. That new challenge might take a while... extra time maybe?
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on November 30, 2014, 01:42:53 AM
You have until the 11th
Title: Re: Card Design Challenge: the forum game
Post by: Pjoelj on November 30, 2014, 03:28:37 AM
Well, I'm not getting any further than this.
Bleh. Creating a faction is hard.

Name: The Order of the Guardians (OG)

Lore:

Gameplay Theme:

Colour: Cyan

Cards






Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on November 30, 2014, 04:42:55 AM
Well, I made a few cards for a faction already. Just need to dig it up. Will add it in when I have the time. Kinda sleepy now. :(
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on November 30, 2014, 06:31:53 AM
Could come up with new ideas, or I could just be lazy and take a really old post from the create your own faction thread.
hmm... decisions decisions. ::)

Well I guess I can still make a bunch of edits and additions to the old post.


I know I went over 6 cards but I felt like I should add a 1 cost on-play card and I didn't want to get rid of any of the others.

Also only just noticed that Leechers of Life = LOL ;D
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on November 30, 2014, 07:49:37 AM
I'm gonna reserve this spot, this needs a lot of thought.

General Info

New Mechanics

Characters

Abilitiy and Location

P.s. I have a couple questions. Since this world already has an aleta, is it okay if I do without? She wouldn't fit in anyway. Also, can I do a couple extra cards? With all the stuff I want to do I'm thinking I might use 7-8 cards, might even run up to 10 if I get enough ideas.

P.p.s Thanks, Gin. 7 cards it is then. How I would have liked to do more, but I guess I'll have to be satisfied with this. I wanted to add turtles, different types of fish, perhaps a Giant Clam...
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on November 30, 2014, 12:32:45 PM
The Howling Hills (THH)
Werewolf deck (humans and beast types)
Werewolf's rely on clever use of their Moon tokens to both power up and summon extra forces.
This is only part of a full deck I made up a long time ago but never posted. I might post the full version after the challege, then again might not.

Characters

Ability and Artefact

Edit: since I forgot to add Aleta and we are allowed 7 cards, I have now added her.
Good luck to everyone
Title: Re: Card Design Challenge: the forum game
Post by: Pixelei on November 30, 2014, 04:23:51 PM
The Guild of Wayfarers

Edit: made some minor changes to most of the categories.

Suggested listening / theme music:
http://youtu.be/YD8wQcON9tY


Lore:

Emblem color and mechanics:

New card mechanic:

Aleta:

Unlimited:

Legendary:

Ability:

Artifact:
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on November 30, 2014, 06:12:20 PM
I'm gonna reserve this spot, this needs a lot of thought.

General Info

New Mechanics

Characters

Abilities

P.s. I have a couple questions. Since this world already has an aleta, is it okay if I do without? She wouldn't fit in anyway. Also, can I do a couple extra cards? With all the stuff I want to do I'm thinking I might use 7-8 cards, might even run up to 10 if I get enough ideas.

I suppose that would be fine @ the Aleta portion, but you're gonna have to create a rare commander in its place. Also 7 cards is fine but no more.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on December 01, 2014, 01:15:15 AM
Playstyle, Description, Color, and New Mechanic

Aleta

Unlimited

Legendary

Additional Cards

First three I already had done. Had to come up with the last three. Figured I'd go with an ability, a location, and an artifact. I'm not sure if I costed things accurately, but I was hoping to show off the faction's more peaceful nature. I probably need to work on the last three, but something is better than nothing.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 01, 2014, 04:40:01 AM
I'd like to say this is done now. Who knows.

Bear in mind that this is definitely a concept-over-numbers thing, so don't be too harsh. Hell, that goes for everyone else's stuff too, I'm just way less sure of my work than usual here. Working out of context.

Enjoy.

1. Faction Info


2. Mechanic


3. Aleta


4. Unlimited Character


5. Uncommon Character


6. Rare Character


7. Legendary Character


8. Artifact
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 01, 2014, 02:17:00 PM
Also 7 cards is fine but no more.

Precedent set. I was going to ask about this, because my faction is so well-developed now that I want about twenty different things. (And I thought I'd need more time...) Seven will have to do.

OK actually it was just one more thing I thought of early in the process, and I ended up with six cards that didn't include it and I was like 'Well damn it, where do I put this now!?'...
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on December 04, 2014, 12:46:42 AM
I have the same ideas as Stranger to go with an Aquatic Faction, but of course since we are two very different people, so will our Factions differ. I wanted to do Aquatic because I had heard of talk about an Underwater Faction and I love the Idea.

Faction Info:

Aleta:

Unlimited:

Legendary:

Coyle:

Ability:

Location:

Artifact:

Commander:
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on December 04, 2014, 02:41:34 AM
Okay, so I wasn't originally going to do this challenge, just as I haven't done the past few challenges, but I figured why not.
Now, I did come up with a faction idea back in the thread for specifically faction creation, but I decided not to revisit it because I figured why not make something new. I didn't look at too many of the other ideas, so hopefully I'm not overlapping with anyone else. As always, exact numbers may not be entirely balanced, and I didn't include purity.

General Info
Lore:
Aleta:
Unlimited:
Coyle:
Rare Unique Character, ie Faction leader, one who would feature in the campaign:
Ability Card:
And lastly, the 1-drop wonder:

Anyway, you can see where this is going: a faction that can reuse it's characters and believes that nine lives is something to aspire to. It'll probably be really slow, hence the Sacrificial Unit, but if you combine with DoD you can get some 2-lives defenders to hold the line until you stall out your opponent and win via card advantage. I tried a few different costs for returning cards to the deck (maybe one where the cost to return it to the deck is to discard a card--that would be cool) and considered giving Aleta an ability similar to Recycle. Speaking of, Recycle and Gather Thoughts would probably be run in this deck--though the difference between them and the cards' abilities largely falls down to cantripping. May have the cards return themselves as undead, or maybe only let themselves be returned the turn after they are put into the graveyard--like the Exile mechanic. I can definitely see different ways of tweaking this faction and exploring new territory. Well, good luck to everybody!
Title: Re: Card Design Challenge: the forum game
Post by: Logadd on December 04, 2014, 02:02:59 PM
Faction Info:
Mechanic:
Aleta:
Characters:
Abilities:
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 12, 2014, 10:59:50 AM
Bump.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on December 12, 2014, 06:36:21 PM
A lot of interesting design options and abilities, and its honestly a pretty close thing. In fact, it's so close for a few reasons, I feel compelled to give a runner up prize.

WINNER: Shimrra 3, with the Kyren Assassins. I felt that his stealth mechanic AND the intriuging use of mind games and intergrating unlimited characters into his deck-type, to the point of making - other - characters rely on having a few of them mixed in with the non-unlimiteds was quite refreshing.

Runner-Up: Benionin, with The Consortium. I felt compelled to declare you winner just upon reading the name of the faction, and the cards sold me. But I read them closer, and noticed a fatal flaw: 1, you did not include purity. 2, a few of the cards like Pelops I felt really didnt add much to the faction, and your 1 drop was simply broken. Also, Recycling and Gather Thoughts can reallyyy break 'The Treatment'. But god I loved this faction so much.

Notable Mentions:

Logadd, with a unique mechanic and an insanely cool faction name.

Draygon, with Agent Coyle - Immovible (Unlimited character) ;p

Nato Potato, with his Leech faction (Also highly interesting, but many of the cards had extremely convoluted effects)

DeathDealingDarkness, for Counters!

The rest of you, I enjoyed reading all of your entries, and rest assured the only reason I'm not going more in depth is because I dont want to write a novel here. Great work, all of you.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 12, 2014, 06:44:12 PM
Oh god now I have to think of a challenge. Give me a couple days or something. We've got our hands full with Order as it is, I believe.

Congrats to everyone for contributing, I enjoyed this one.
Title: Re: Card Design Challenge: the forum game
Post by: Benionin on December 12, 2014, 08:48:40 PM
I'm glad you liked it, Gin.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on December 13, 2014, 01:09:41 AM
Well done Shimrra3, next challenge will probably be the last before christmas mabye even new years.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on December 13, 2014, 02:44:19 AM
Didn't think I was going to win that. In the end, it was still a Work in progress. I realized I suddenly had the issue the Overseers started with where most of my cards got their effects from doing things you'd be doing anyways, so it's not surprisingly that I lost.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 13, 2014, 04:50:20 PM
Next Challenge Time!!

I want you to create... an Elemental.

You may have noticed a certain card or cards from Order have this subtype, but its not enough! I want more! Elementals are entities that embody elements... or things... pretty straightforward. They can be in whatever faction or factions you think suit them (just... not the ones we just made, stick to the IW factions we have now).

If you're super desperate for ideas, look up Elementals on a MTG database - but try to make something for IW that isn't exactly like an existing MTG card, I WILL know! ... Probably!

I will figure out the prize soonish, it will be some Plat Rare I imagine.

The prize is a Platinum Order Rare of your choice from the list in the spoiler box below, and 3-6 Platinum Rubble Golems depending on how many you need.

You have until... Boxing Day. I'll probably judge sometime shortly after that, so don't worry about timezones and exact deadlines.


Prize Box
Title: Re: Card Design Challenge: the forum game
Post by: Heaven-Canceler on December 13, 2014, 05:49:49 PM
Okay, this I want to join^^

Isharim, Spirit Keeper – Unique Character – Elemental
2 Purity DoD – 7 Cost
10 Morale Cost, Rare
While Isharim is deployed, Spirit Characters you control have Untouchable and heal 4 Damage at the end of every turn.
8/16
Flavor: "He is the keeper of souls and spirits, one which guards the dead. Owing a favour to Ao Shun, he supports the Sages in their eternal defence."
Image: A group of spirits is shown being bombarded by lightning bolts and death rays, which fizzle out harmlessly. A giant humanoid and glowing form with strands of golden energy flowing over its body is shown behind them, holding out a single arm like a protective father. Its golden eyes shine with anger as it fires an blast of energy at the attackers.

Edit: Buffed his ability since I thought as is, he would just get death rayed immediately. Now he can stay in the Support Zone. Not perfectly satisfied, but this is what I envisioned.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on December 13, 2014, 06:38:39 PM
Time to brainstorm stupid ideas I'm bound to not use later on! I'll leave all my dumb ideas in the spoiler and pull one out if I actually decide to use it. If I fail to pick anything then pick whatever you think is the worst card in the spoiler below.

Power of Unity
7-Cost, 10-Morale, Factionless
Legendary, Unique Character - Elemental
10/10

CARDNAME cannot die to non-damage effects if there are other characters in the same zone.
CARDNAME has power and health equal to the combined power and health of all characters in the same zone. (If there are no others characters, it uses its default stats of 10/10 instead.)
Pay 5: Exhaust target character, CARDNAME gains the key words and effects of that character until the end of the turn. You can only activate this effect once per turn.
CARDNAME's morale cost is increased by the morale cost of all characters in the same zone.

Character is a white to light-grey spirit-like character with energy coming into it from everybody around it. Depicted around it is a group of Conscripted Militia.

Intent... Well, its activated ability effectively allows it to copy a character you control at the cost of moving it into support, which might be where it is anyways. This only thing to keep it mind is that it's not worth copying manually activated abilities, because it cannot make use of them. However, effects that activate by some method, like dying or whatnot are possible. It is recommended to use it on characters that have key words like Unstoppable, Reach, Flying, etc. or on characters with powerful passive abilities. Note: the effect of whatever it's copying resolves before it removes the effect. Copies effects go away if it dies.

List of things I've come up with that I'm not using
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on December 14, 2014, 01:25:18 AM
Didn't think I made my unlimited character like Coyle immovable. More like Armored Landcrawler since it reduces by, not to.

Anyways, Here's my elemental idea:

Element of Nature
2 Purity WP - 7 cost
10 Morale, Rare
4/15

Pay 3, select target character in the deployed zone. While both cards are in play, both cards are locked to the support zone. While this in effect, at the start of the turn, you must pay 1 resource or this effect ends at the end of the turn.

Basically, think of a plant creature that roots itself to root another target. The initial cost is more to discourage repeatedly changing targets, not to mention that what target you choose will be rooted for at least 2 turns, the activation turn and the following turn. Reason for this is I didn't see a way to allow your opponent to be able to move the character during their planning phase until the effect was removed, and allowing you to move this character the turn that the 'upkeep' cost isn't paid seemed a bit unfair. Plus, plant creatures usually are depicted as being slow moving anyways. :P
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on December 14, 2014, 02:21:35 AM
Searing Entity
Elemental
2 Purity FD
8/4

Immolate 4
If Searing Entity dies while on the Battlefield all characters in the opposing zone become Immolated, taking 2 damage at the end of each turn.


Pretty simple card, basically it's a being that's just completely made of fire and 'explodes' when it dies.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on December 14, 2014, 02:05:15 PM
Elemental of Magic (Uncommon Character)
Cost: 4
Morale: 8
Purity: 1 Dragon Descendants
Stats: 8/8
Subtype: Elemental
Abilities:
–Elemental of Magic gains +2/+2 whenever an opponent plays an ability card.
–Pay 1 or 2, exhaust: The first ability card the opponent plays starting next turn is increased by 1 or 2 respectively. Only 1 Elemental of Magic can use this at a time, and you cannot activate this again until the opponent plays an ability starting next turn.


A simple anti–ability card, being the opposite of Aether Acolyte. I thought +1/+2 would be good since the opponent can simply take control over its buff by playing few abilities, or simply by having a deck with few abilities and thus rendering it less reliable than Aether Acolyte, and justifying the additional +1/+1.

The Tithe Collector–esque ability adds to the anti–ability aspect, which is fair since both parties lose an equal amount of Resources. I have limited this to 2 Resources, because 3 would be overpowered in certain situations (e.g. 4 Cost Stumble).

It also fits lore–wise as it punishes the opponent for using abilities, and the Cult of Verore, the Dragon Descendants' native enemy on Reich, specialises in this.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on December 15, 2014, 01:22:36 PM
Okay, here goes nothing...

Ghost of Morning Dew
2 purity Warpath
3 cost, 10 morale
0/6
Uncommon
Character - Elemental

Activate: Ghost of Morning Dew deals itself 5 damage. Your base resources are increased by 1 next turn. Activate this ability only when deployed.

Okay, this card works as a resource accelerator, but not in the static way that Wealthy Noble and Brings Life by passing work. It's rather a more "bursty" resource accelerator than the other two, and is intended to synergise with warpath's healing and hp buffing capabilities. It also helps compensate for awkward hands and odd resource allotment. You can set up a stable chain with this and some matriarchs, or you can blow all of its hp at one go to get out a big card e.g. Call the Warpath.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on December 16, 2014, 10:32:31 AM
Not sure if you'd count this but made an factionless elemental Aleta who kinda ties in and continues the lore in Infinity Wars.

Aleta - The Last Immortal
Unique Elemental Human/Legendary/Factionless
Animation: Aleta shown in grey tattered robes covered by black armour. Her hands and eyes are lit up with white energy as a vortex spins wildly behind her. Her hair is straight and long with some slight greys to show her warped exterior due to the dimensional force. She bears some scarring on her arms, legs and one on her face from her battle with the overseers and their banish.
Text/Story: Against the overseers, Aleta proved no match. With their finally attack to be rid of  her forever, they struck her with their strongest banish ever created. Aleta powers sparked and surged as not just this Aleta but all her forms were taken. In the beyond, who can say what happened other than one last form of the immortal came out. She has mastered the dimensions  and now she aims for the overseers with more power than anyone could imagine.
Cost: 7, Morale: 7, power/health: 10/18
Aleta can't be removed from play.
If Aleta remains in your graveyard for 4 consecutive turns, she returns to your support zone.
Pay 3 and Exhaust: Target 1 character in any zone. That character is removed from play. This effect can be reactivated to target a new character but the previous character will return to whatever zone they were taken from. When Aleta is destroyed, the removed character returns to their zone.

Ideas for this challenge were a little tough but I feel pretty proud of this.
Aleta was created like this with a re-targetable removal. She also has stronger stats coupled with high costs. Because Aleta has now mastered her dimensional abilities, I felt she shouldn't be able to be removed and should have a slightly quicker returns to play.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 17, 2014, 01:30:21 PM
I have updated the prize. I believe it is a massive and unimaginative cop-out on my part, but I also couldn't make up my damn mind and its free stuff.
Title: Re: Card Design Challenge: the forum game
Post by: heavyyield on December 22, 2014, 03:13:18 PM
I hope the contest is still open, because I think I have a neat concept! :)

Quote
Chaos Elemental
3 purity Exiles, rare
5 cost, 10 morale
10/14
Character - Elemental

Exile: 6
While Chaos Elemental is deployed, all cards in your* hand have Exile equal to their cost. If a card already has Exile, the lowest value is chosen.

For clarification, because wording may not be my strongest suit: all cards you discard while this bad boy is in play get Exile. This means discarding cards will now be neutral or even advantageous in terms of card advantage.

This card has some very fun synergy with Cresill, Tygrugh (yes, it will cost 8 no matter what and yes you can exile stolen cards) and all the random discarding mechanics. It is also the first card that would have an Exile cost higher than its own cost, which may be an interesting concept too. Let me know what you think!

* Should this be too overpowered (which I don't think it is), you can also extent the effect to your opponent's hand. That will make for some fun mirror matches.

Animation: a black (magic) and brown (sand) dust giant with two mouths. One mouth is used to swoop up and eat characters (like Hungry Abom), while the other 'vomits' random characters, artifacts and objects.
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on December 26, 2014, 12:02:09 AM
Okay, here's my attempt:

Plant Thing
3 purity Warpath
8 cost, 10 morale
20/20
Rare
Unique Character - Elemental
It has awakened to enact vengeance on those that destroyed it's world.

Unstoppable
When Plant Thing enters play, each opponent's fortress takes damage equal to your maximum resources.
If Plant Thing would be killed or removed from the game, instead return it to your hand.

Artwork would be a big, vaguely humanoid mass of plants getting some of that sweet, sweet vengeance on FD or OS troops. Should be something dark and scary, maybe at night with flashes of light showing it ripping people apart (or whatever is an appropriate level of ultra violence).

Anyway, design concept: It's an unkillable (And UnCalamityable) fattie, so it's a constant threat. Unstoppable means they have to deal with it in some way, or it'll eventually overwhelm them. The comes into play effect is based on the idea of resources = growth for the Warpath, so the more growth you've got the more power Plant Thing has to draw on. I'm not 100% on the damage ability, as combined with the unstoppable and unkillable bits it might be a little too offensively powerful. The simple alternative would be to have it heal your fortress when it comes into play, rather than damage the opponent. But I'm not sure that healing would be enough to really help out Warpath, as opposed to closing out the game. And being triple purity Warpath, I'd be fine with it being a little broken anyway....
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 26, 2014, 02:14:10 AM
Final deadline in 10 hours 46 minutes. Make any last-minute edits soon.

OK I say that but I'll accept anything in the next 24 hours or so probably.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on December 26, 2014, 02:39:35 AM
2 purity Warpath

...

And being triple purity Warpath, I'd be fine with it being a little broken anyway....

What now? You first say it's double, thus you can use Intervention and CTA to proc again, then say it's triple warpath. Probably shouldn't be helping somebody else that's trying to win, but yeah :P
Title: Re: Card Design Challenge: the forum game
Post by: Abyss on December 26, 2014, 11:20:09 PM

What now? You first say it's double, thus you can use Intervention and CTA to proc again, then say it's triple warpath. Probably shouldn't be helping somebody else that's trying to win, but yeah :P

Whoops, yeah you're right. Was tossing up between double and triple purity, because of possibilities for abuse. Should be three purity. Thanks!
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on December 27, 2014, 05:27:44 PM
Bump for the memories.

Looking forward to seeing who wins.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on December 27, 2014, 07:03:40 PM
Dawnguard
2 Purity FD
Character - Elemental
Morale Cost: 3
Cost - 4
8/6
Charge
Each time a character you control attacks, Dawnguard gains +0/+2 until end of turn. If this character would die to a non-damage source while not in the defense zone, it instead moves to the defense zone and becomes locked to the defense zone.

"The bishop of the Cathedral of Dawn uses arcane magic to animate suits of armor with the spirits of recently fallen heros, allowing them the chance to forever serve the Church of Dawn."

Note: Guard gains health when it attacks. So its a 8/8 for 4 with charge while in the assault zone. 2 purity FD means it can be an extremely potent card in decks like FD/SoA which can create a lot of weak creatures easily that can turn Guard into a huge, well, guard and make him an extremely powerful fortress breaker.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 28, 2014, 04:50:43 AM
OK guys, I've actually got to call this a deadline. Anything submitted later than the next hour or so from now is going to be ignored. Above one should be too, but I do like it. I'll try to judge in the next 10-12 hours but it might take longer.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 28, 2014, 03:25:04 PM
JUDGEMENT TIME...

Nearly-redundant list! They're almost all on this page, but why not! This could be page 27!

Wow this IS page 27, I must be some kind of psychic or something. Totally non-redundant list.

... you'll forgive me for taking out the flavor bits, some were just lengthy. Its not like the original submissions aren't there.

Heaven-Canceler

JSlayerXero

Draygon777

NatoPotato

CommunistMountain

stranger42

DeathDealingDarkness

heavyyield

Abyss

Grinnin_Gin

Not gonna lie, these are all good concepts. We've got a range that encompasses simple-yet-effective, outrageously complex, scarily overpowered, neat abilities, crazy effects, etc.

I have selected a winner...


The winner can collect his or her prize from me any time in the next week. ... And any time in the week after that, or the week after that, and so on. And get going on the next challenge!
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on December 29, 2014, 12:08:05 PM
This is a pleasant surprise, I had fun with this one. Didn't expect to win, though.

So for the next challenge, it's going to be: A pair of symbiotic cards.

To elaborate, I'm looking for a pair of cards that interact mutually and specifically with each other. At least one card should specify the other. E.g. Card A: If card B is in the same zone as A, A gains an effect. They can both refer to each other, or it can be one-way.

The symbiote card can be self-generated, like how Irial used to create a 4/4 angel token, especially for her, and gained untouchable when in the same zone as the token. However, it can also be two separate cards that can be thrown into a deck together, and can form part of a combo.

As to the nature of the effect, it's entirely up to you. It can be a mutually beneficial thing e.g. A gains bonus 1 while B is deployed, while B gains bonus 2 while A is deployed, or it can be one-way, like Irial  mentioned above. The benefit can even be game-winning, like an alternate win condition, but must come with an appropriate risk.

I'm a fan of intricate and elaborate card design. I like to see a card where its effects are appropriate and thematic. As usual, balance will be taken into account, no overpowered stuff, please.

Just to help, here's one example, a simple one:


The deadline is Monday, 5th January at 12.00 AM (midnight) IWT (GMT). Depending on how tough it is I'll post the results within 12-24 hours of this time.

Prize for this time is a Plat Rita, Mistress of Shadow, which I consider quite fitting as she has a symbiotic relationship with her worshippers, too, albeit a parasitic one.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on December 29, 2014, 02:00:43 PM
Hope no-one minds but I think I'll start us off this time.

Force of Creation
Elemental/Factionless/Epic
Animation: A white light of electric energy. When atleast 20 power has been obtained the whole card rim would also shine with an electric light.
Text: Light and Dark. Life and Death. Creation and Destruction. Never truly apart.
Cost: 8, Morale: 10, power/health: 0/20
While this card and Force of Destruction are in play, they are both immune to all non-character effects. When you summon a character, this card gains 3 power and Destruction (if in play) gains 2.

Force of Destruction
Elemental/Factionless/Epic
Animation: A dark purple burning energy. When atleast 20 power has been obtained the whole card will burn on the card rim just like creation.
Text: Dark and Light. Death and Life. Destruction and Creation. Brothers and Sisters fighting forever.
Cost: 8, Morale: 10, power/health: 0/20
While this card and Force of Creation are in play, they are both immune to all non-character effects.
When a character your opponent controls is destroyed, this card gains 3 power and Creation (if in play) gains 2.

This is what I got from that and feel its a pretty competent design.
About the non-character effects, I wanted to make so only the characters of the world could effect the balance of the world (or in this case the balance of creation and destruction).

Edit 1: Just for clarification, all means ALL, friendly and enemy abilities.
Edit 2: Slight buff to the gains in power, they felt a little underwhelming.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 29, 2014, 03:25:56 PM
Oooh. Good challenge. This is why you won. I'll be back with something eventually.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on December 29, 2014, 03:54:06 PM
Hmmm... Let's see what I can come up with.

Dragon Broodmother
10 cost 15 Morale
Factionless
Character - Dragon
20/20
Flying, Unstoppable

Pay 3, exhaust: Create a Dragon Egg artifact in the support zone. While there is a Dragon Egg in play, Dragon Broodmother gains untouchable and is locked to the support zone. If Dragon Egg is destroyed by an effect controlled by the opponent, Dragon Broodmother gains +10/0 and moves to the assault zone.

Dragon Egg
3 cost
Factionless
Artifact

At the end of the turn, put a counter on this card. When this card has 5 counters, destroy this card and create a 10/10 dragon whelp with flying and unstoppable.

I had thought about making it possible to trigger the Broodmother's rage by destroying your own dragon Egg, but then I felt that a potentially 30 attack flying character might be too OP. The opponent can, however, ready for dealing with the enraged broodmother by destroying the egg and using a kill spell in the same turn (assuming Lightmare fixes it to where you can attempt to target untouchable with a warning that it might fail if the target still has it during resolution). Hope the interaction I used is fitting enough.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on December 29, 2014, 04:26:23 PM
Sachriel, Champion of Tyranny
Unique Character - Angel
5 Cost, 8 Morale, 1 OOS 1 FD
7/6, Flying, Champion, Charge

When Sachriel, Champion of Tyranny is deployed, target deployed character your opponent controls is delt 4 damage. If Sachriel, Champion of Tyranny is deployed and returns Uriel, Champion of Liberty to your hand, also create a 2/2 Follower in your support zone. You cannot deploy "Uriel, Champion of Liberty'' as long as this card remains deployed after you activate this effect.

Powerful, and bloodthirsty like the Flame Dawn legions he oversees, Sachriel leads his armies to battle with swift and decisive strength.

"I will show you Ruin."

Uriel, Champion of Liberty
Unique Character - Angel
5 Cost, 8 Morale, 1 OOS 1DoD
5/10, Flying, Champion, Vigilance

When Uriel, Champion of Liberty is deployed, create a 2/2 Follower in your support zone. If Uriel, Champion of Liberty is deployed and returns Sachriel, Champion of Tyranny to your hand, also deal target deployed character your opponent controls 4 damage. You cannot deploy "Uriel, Champion of Liberty'' as long as this card remains deployed after you activate this effect.

Merciful, and kind, Uriel is also a fierce warrior who inspires the men and angels under her command to fight to the last.

"For what you have done here, you shall fall. You have one last chance to kneel."


____________

Sachriel and Uriel, the Angelic Generals of the FD/OoS and DoD/OoS joint forces respectively. Both are meant to provide powerful options to their respective factions, and also the two have characteristics that complement the other, hence their ability to replicate the other's ability if the other general left the battlefield via the Champion mechanic. Both benefit the 2 OOS 1 (x) strategy for their respective faction, but indeed the two can be used in different variations and purities. Each one has a good stand-alone on-deploy effect that can be reused, and their charge/vigilance effects mean they can start tanking immediately. However, such a high cost and relatively low health means that they might not live to see the day where they can be constantly reused.
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on December 29, 2014, 06:15:09 PM
I hope this is within the rules. You never said that they can't be harmful to each other. ;)

Gun Gho, the impenetrable
2 DoD
Cost: 4 Morale: 8
Stats: 3/12
Unique character
Abilities: Armor 3

While Meric is in the opponents Assault zone, Gun Gho losses all abilities.
Pay 2, all friendly characters in the same zone as Gun Gho, other than Gun Gho, gains 2 armor this turn.
Flavor Text: Constantly being hounded by Verore, Gun Gho gained great leadership and strength to protect his great city. There was not a soul alive that could now take him on....
Secret Text: Then he came across Meric...

Meric, the Unstoppable Champion
2 FD
Cost: 4 Morale: 8
stats: 9/5
Unique Character
Abilities: Indestructible while in any zone other than Defensive Zone

While Gun Gho is in the opponents Defensive Zone, Meric losses all abilities
Pay 2, All characters in the same zone as Meric, other than Meric, gain +3/+0, for this turn
Flavor Text: Having constantly followed Aberion to the front lines, Meric gained great strenth from watching his hero. He learned all that Aberion had and was unstoppable in his attacks....
Secret Text: Until he tried to break down DoD's mighty wall finding his greatest rival, Gun Gho
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on December 29, 2014, 06:39:34 PM
Slice n' Splice
2GI, 5-cost, 12-Morale
Unique Character - Artificial, Legendary
12/12
Pay 1, sacrifice CARDNAME: Create two 6/6 Artificial characters named "Slice" and "Splice" in your support zone. Use this ability only while deployed. If CARDNAME dies while deployed, create a 6/4 artificial character and a 4/6 artificial character. (These two cost 6 morale each when they die and aren't given names.)
You cannot deploy CARDNAME if another character with the same name is in the graveyard.

Image: An Bipedal robot that seems to be two robots fused into one, combining at the back. One is more Reddish while the other is more Blueish. The Reddish one has blades on its hands while the Blueish one has blowtorch flames coming out of its fingers.

Slice
2GI, 3-Cost, 6-Morale
Unique Character, - Artificial, Legendary
6/6
Pay 3, sacrifice target Splice character: Slice evolves into Fusion Slicer, an Artificial character with 12/10.
CARDNAME +2/+0 while in the Assault Zone.

Image: The redder of the two robots. It has blades on its hands that it uses for combat. The back is less armored due to splitting from Splice.

Fusion Slicer
2GI, 5-Cost, 14-Morale
Unique Character, - Artificial, Legendary
12/10
Pay 1, remove CARDNAME from the game: Create two 6/6 Artificial characters named "Slice" and "Splice" in your support zone. Use this ability only while deployed.
CARDNAME has +8/+0 while in the Assault Zone. At the end of the turn, CARDNAME heals 3 damage from itself.

Image: Slice has been augmented with Splice, giving it more armor and using Splice's blowtorch hands to make Slice's blades turn red-hot.

Splice
2GI, 3-Cost, 6-Morale
Unique Character, - Artificial, Legendary
6/6
Pay 3, sacrifice target Slice character: Splice evolves into Fission Splicer, an Artificial character with 10/12.
While CARDNAME is in the defense zone, all artificials in your defense zone are healed for 3 health at the end of the turn.

Image: The bluer of the two robots. Its fingers have blowtorches in them that it uses to fix and augment its fellow robots. Its back is less armored due to splitting from Slice.

Fission Splicer
2GI, 5-Cost, 14-Morale
Unique Character, - Artificial, Legendary
10/12
Pay 1, remove CARDNAME from the game: Create two 6/6 Artificial characters named "Slice" and "Splice" in your support zone. Use this ability only while deployed.
While CARDNAME is in your Defense Zone, all artificials in the Defense Zone have +2/+0, take two less damage from all sources and are healed for 2 health at the end of the turn.

Image: Splice has been augmented with Slice, giving it more armor. Slice's blades have been split into smaller structures that are better for fine-tuning fellow robots.

This is a long post. The idea behind it is that it's initially two Gemini robots that are, of course, fused together. Combined, they're just a generic character, but separate, their individual strengths start to shine through. They can recombine, using the one robot as a way to enhance the other. Do note that both get augmented with a little bit of the other. Slice heals at the end of the turn and Splice gives an attack boost to the defense zone.

If the base robot is just destroyed it will still split, but they will be weaker and much of their abilities will be damaged, including the ability to combine again. They do not separate if they die while recombined. It is kind of Splitter Robot's big brother like that.

Something I was keeping in mind is that you spend 9 resources getting out Fusion Slicer or Fission Splicer out without Orion's Grave, which still makes the overall cost 8 and it's a process that can be interrupted if you aren't careful, as at some point the opponent has priority. As such, they're a bit powerful if you can a recombined form out. Not entirely sure how balanced they are though, but I'm thinking more about the concept. I originally was going to make this rare, but then I made it and realized it might be more suitable to a higher rarity given the complexity of the card. I'm still not sure whether to make it Epic or Legendary though.

Side note: Vertu placed an Immovable object against an Unstoppable Force. XD
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on December 30, 2014, 02:31:28 AM
Well, so far, I'm impressed. I just need some clarifications from the people mentioned below:

... immune to all non-character effects ...

Just asking for a clarification whether this includes everything from abilities, locations, artifacts, missions etc. whether friendly or enemy.

...If Sachriel, Champion of Tyranny is deployed and returns Uriel, Champion of Liberty to your hand, also create a 2/2 Follower in your support zone. You cannot deploy "Uriel, Champion of Liberty'' as long as this card remains deployed after you activate this effect...

...If Uriel, Champion of Liberty is deployed and returns Sachriel, Champion of Tyranny to your hand, also deal target deployed character your opponent controls 4 damage. You cannot deploy "Uriel, Champion of Liberty'' as long as this card remains deployed after you activate this effect...

Again, this is just for clarification on how the ability works, especially the last lines of the abilities. Does this mean if I deploy Sachriel first and deal damage, then deploy Uriel to deal damage and make a token (due to the combined ability), I cannot deploy Sachriel the next turn immediately?

Have you considered that these cards also open up possibilities for there to be champions in a deck with only overseer splash? Is this intended?

Gun Gho, the impenetrable
2 DoD
Cost: 4 Morale: 8
Stats: 3/12
Unique character
Abilities: Armor 3

While Meric is in the opponents Assault zone, Gun Gho losses all abilities.
Pay 2, all friendly characters in the same zone as Gun Gho, other than Gun Gho, gains 2 armor this turn.

The effects can indeed be harmful to each other. No issue with that (Rita's effect is arguably parasitic).

Need some clarification on Armor, since it seems to be a new mechanic. Is it damage reduction, or something else?

Aside from that, I don't have any confusion regarding the other abilities. Keep 'em coming, and a friendly reminder that while it's fun to think up concepts, do keep in mind that the balance should be kept in mind as well.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on December 30, 2014, 02:45:04 AM
My guess is that Armor is a named-ability version of what Landcrawler has, i.e. Landcrawler has Armor 2. I could be wrong though.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on December 30, 2014, 05:21:07 AM
Last time I checked the official rulebook, Armor is the named term for the ability Armored Landcrawler has. The reason it's not a keyword is probably because few cards use it, and I think it can currently stack because of that.
Title: Re: Card Design Challenge: the forum game
Post by: Caberman on January 02, 2015, 01:37:22 AM
Aight here we go:


Empty Walker
Common
2Gen, 2-cost, 0 morale
(unlimited?) Character - Artificial
10/10

Cannot be targeted by friendly spells/abilities.
This character is locked to it's current zone (can't be moved without abilites).

"A mindless husk, awaiting command..."
"... Putting it into your command zone was probably a bad idea."

Art would be a towering and armed mech standing completely still, with maybe a few lights going on and out.


Cybernetic Brain
Rare
2Gen, 4-cost, 12 morale
Unique Character - Artificial, Untouchable
0/5

Remove Cybernetic Brain from the game: A random Empty Walker gets transformed into a 12/12 Commanding Walker. Use this ability only while Cybernetic Brain is deployed.
Pay 2: Lock all friendly deployed Empty Walkers into the Attack, Defense or Support zone.
Pay 5: All friendly deployed Empty Walkers gain flying until the end of the turn. (Preempitve?)
Pay 3, exhaust: Create a 10/10 Empty Walker OR give all friendly Empty Walkers +4/+4. Use this ability only if Cybernetic Brain has not used any other abilites yet.

"I'm afraid I can't let you do that."
A heavily linked up computer core (similiar to Omnimind I guess) hanging from a ceiling is shown, then the picture is zoomed out while an army of Walkers march under it in straight lines towards the screen.


Commanding Walker
Uncollectable
2Gen, 6-cost, 12 morale
Character - Artificial
12/12

Pay 2: Gain flying until the end of the turn.
Pay 3: Lock all friendly deployed Empty Walkers into the Attack, Defense or Support zone. (Preemptive?)
Pay 6: All friendly deployed Empty Walkers gain flying until the end of the turn.

A walker with a glowing puffypit, alternately waving (telling other walkers to advance) and shooting while other walkers around him move forward in straight lines. Unlike other walkers he is dynamic in his movement.


Overall I just love designs of "commanding" units if you like, and no better place to fit it then genesis. The whole boarding part is pretty much deciding whether you have a frail command unit, or you want to protect it in a big body while giving up Production abilities and cheaper commands. Boarding also let's you have multiple Brains, which is always useful. Walker can't be targeted by friendly spells to prevent abuse with word of command, Contructor etc. Unfortunally, this also means the Brain has to board a RANDOM walker, unless I work with exceptions, which are just a pain in the ass to program, and consistency is always good. I would LOVE the command abilites to be Preemptive, (so you can actually dodge a mass-death on their priority) but as of now there are no preemptive character abilities. A shame.

Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 03, 2015, 03:03:48 PM
Name: Dragon's Claws
Purity: 2x GI
Rarity: Uncommon
Type: Ability - Artificial
Resource Cost: 3

Description:

Target character gains +5/+5.

If a character is under the effects of both Dragon's Claws and Dragon's Wings, it gains the Dragon subtype, +5/+5 and Unstoppable.

---

Name: Dragon's Wings
Purity: 2x GI
Rarity: Uncommon
Type: Ability - Artificial
Resource Cost: 3

Description:

Target character gains flying.

If a character is under the effects of both Dragon's Claws and Dragon's Wings, it gains the Dragon subtype, +5/+5 and Unstoppable.

---

Artwork: Close-ups of The Dragon Project. Possibly new art reflecting this instead.

The bonus does not stack. If you use Dragon's Claws twice and Dragon's Wings twice on the same character, it would only get an additional +5/+5 once. Seems wasteful to do anyway.

Twin boosting cards that combine to augment something into a GI dragon. Total is +10/+10, flying, unstoppable, Dragon sub-type - for 6 resources in two cards. Of course, this could be on any GI card or any single purity/factionless non-GI card, like an Infectious Zombie or a Paladin. Liable to end up with something like a 16/16 with all of the above for 8 total resources and three cards.

I think +10/+10 as early as turn 4 is manageable. It would need a near-perfect draw and the result would only be a 16/16 or something, and still weak to the usual single-point-of-failure tactics (i.e. Death Ray) depending on the host character. Alternative could be something that totaled +15/+15 for 2x4=8 resources or something, which would just be a 20/20+ on turn 5; that kind of power would probably require the cards to be Rare, which I didn't really want to do for these.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 03, 2015, 04:29:34 PM
Making characters into dragons. I approve. XD
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 03, 2015, 04:36:44 PM
Yes, I thought you might :P
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on January 03, 2015, 11:53:24 PM
My guess is that Armor is a named-ability version of what Landcrawler has, i.e. Landcrawler has Armor 2. I could be wrong though.

Shimrra is correct Stranger, currently Amored Landcrawler is the only card in the game with Armor. Well, I thought it used to be armor but I am wrong. Armor decreases the damage taken by the number of Armor. So with 2 armor if a unit with 6 attack hits a unit with 2 armor, that unit takes 4 damage instead of 6 damage. This damage reduction is applied to abilities as well.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 04, 2015, 01:28:36 AM
Armored Landcrawler does reduce damage from abilities, though. In that case, it is exactly like the armor keyword. Perhaps they have plans to give it that keyword with the wording update that's planned.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on January 04, 2015, 06:46:08 AM
Okay, I've received all the clarifications I need. Judging closes in approximately 18 hours, give or take a couple. The results will be posted within 24 hours after that.

Edit: Round closed, judging in progress
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on January 05, 2015, 04:05:37 AM
Entries are judged based on theme and concept, and also on a balance side.

Okay, in order of submission:

DeathDealingDarkness

DrayGon777

Grinnin_Gin

Vertu Honagan

JSlayerXero

Caberman

Shimrra3

And the winner is:


PM me anytime to collect your prize, if you see me on or I see you on or whatever. Looking forward to the next challenge.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 05, 2015, 05:39:38 AM
Time to once again put off two challenges I've been wanting to do for a while (using X and making a morale draining card) and to instead do something else.

Anyways, random things to say about my previous entry and weren't in the original post I made here:


Right. The next challenge will be:

Make a Titan!

Take a faction with a titan in it design a completely different titan. It is required that you either make its cost have a maximum that decreases upon a condition being met, as most titans do, or have a minimum cost that goes up as a condition is met, as Tygrugh does. You also need to give it at least one other effect of some kind. You may give it more, but you need to give at least one effect of some kind. The card can be a character, artifact, ability or even a location if you feel so inclined. It doesn't have to be named the same as an existing titan if you want. Feel free to completely remake one you absolutely despise, improve upon one you love but you think needs some work, just pick one at random and redo it, or even just make a new one.

tl;dr Basically just make a titan that isn't factionless or Star Trek. You can make whatever you want for any faction that already has a titan so long as it isn't a mission card and is, of course, a titan.

Edit:

End date will probably be Monday, January 12, 12:00 AM IWT. I'll likely judge within a day of two of that date.

Haven't browsed through my collection for a decent reward yet.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 05, 2015, 05:42:03 AM
Congratulations!

Guess I overlooked the ability to play my card in command. Should have stated that the effect could only be used from the deployed zone. Definately don't think it'd have been good to be able to pop out of command for free. I guess the time frame for the egg may have been a bit long as well. 2-3 turns would have been better in hindsight. I wanted there to be time to counter the hatching of the egg, and with the added potential of dealing with the Broodmother dragon as well. Also, being locked to support, she'd be easy to pick off with Called Shot. Still, I kinda based it a bit off Hunted Dragon in regards to cost because it's the least expensive dragon, and has a pretty severe drawback for the power it has.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 05, 2015, 07:23:28 AM
I may not have understood the entirety of Slice n' Splice the first time. Very cool, congratulations.

Mine... probably should have slightly more bulk on the Claws ability, maybe +6/+6 there and +4/+4 for the combo...

I really want to do a location Titan now.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on January 05, 2015, 07:29:58 AM
I thought Slice n' Splice was the most convoluted and hard to understand card in the history of forever in terms of its potential combinations. Not to mention it'd be a nightmare to code. But meh, cant win them all.

The Nameless
3 Purity Verore
Cost - 30
Morale Cost - 20
Unique Character -  Demon
20/20 Flying, Two Lives, Untouchable
Cannot be raised from the Graveyard. The Nameless' cost is reduced by 1 each time a character dies during the course of the game. When The Nameless is deployed, all other cards in play are destroyed. When The Nameless is deployed, your opponent can discard their hand or sacrifice 5 resources. A "Name the Nameless" card is generated in their hand.

Name the Nameless
Factionless
Cost - 1
Ability - Magic
All copies of "The Nameless" are removed from play.


____

Really hard to redesign a titan. Dont really like this challenge tbh. If it was 'design an alternative titan' I would have had a field day.

Edit: Wait, we can also - rename - it? Its basically just making a completely new titan then. Welp, I'll treat it as such.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 05, 2015, 10:20:38 AM
You can make whatever you want for any faction that already has a titan so long as it isn't a mission card.

This is the ruling I'm going to follow.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 05, 2015, 03:43:55 PM
I thought Slice n' Splice was the most convoluted and hard to understand card in the history of forever in terms of its potential combinations. Not to mention it'd be a nightmare to code. But meh, cant win them all.

Frankly, this is why I was unsure whether I'd win or not, since the card is a very complicated one given all of its splitting and whatnot. Slice and Splice would likely be completely different cards that are only spawn via the base card if I was to implement it.

Edit: Wait, we can also - rename - it? Its basically just making a completely new titan then. Welp, I'll treat it as such.

Yes, renaming and even location titans are an option. As I stated in the tl;dr I'm basically just excluding you from making titans that are missions, given the nature of that card type, and for factions that don't already have them, which are the Star Trek factions and Factionless as of right now. The restrictions listed in the long form are basically to make sure the card is a titan (Three purity with some method of changing cost and at least one other ability). I should probably edit the main post.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 05, 2015, 05:29:50 PM
Fury of the Warpath

3 purity Warpath
Epic
20 cost
Ability

Reduce the cost by 2 for every character (and token) that was deployed last turn.

All your characters gain Unstoppable this turn. The first time each character would die this turn, they instead survive at 1 HP and are exhausted. At the end of the turn, all characters in your support zone heal 10 health.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on January 06, 2015, 08:46:14 AM
Fields of Reincarnation

3 purity DoD
18 cost
Location
Epic
Shield 2

At the end of every turn, if your fortress was not dealt combat damage by a character during that turn, Fields of Reincarnation has its cost reduced by 2. Otherwise, it's cost increases by 1.

At the start of the turn, if Fields of Reincarnation is in play, shuffle target character from your graveyard into your deck, search your deck for a character card and put it into play into your defense zone.

If a character you control would die to an effect aside from sacrifice or combat damage, or be removed from the game, it is instead exhausted for 2 turns.

__________________

This card is a way to give a little bit of time pressure to decks facing DoD. Unlike most existing titans, which either require you to do all the work, or rely on misplays by your opponent (I'm looking at you, Azael), this titan has input from both sides. It rewards the DoD player for successfully walling off an enemy, while punishing sloppy defenses.
Title: Re: Card Design Challenge: the forum game
Post by: Heaven-Canceler on January 06, 2015, 09:44:46 AM
Artoria, Twilight Flame - Unique Character - Human
3 Purity Flame Dawn, 30 Cost
16 Morale Cost, Epic
Charge
Artoria, Twilight Flame's cost is reduced by the number of times characters you control attacked the opponent's fortress in this game.
While Artoria is in the Assault Zone, other characters you control cannot be killed by non-damage sources. All humans you control have Immolate 3.
12/9
Flavor: "Artoria appears when the flames of the Dawn begin to disappear, but her presence makes them burn much brighter for that short time."

Image: A woman in a red chainmail armour, her footsteps leave a trail of flame behind and her shadow seems to be surrounded by a strange light.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on January 06, 2015, 10:09:30 AM
Magner, The Grim Waker
Undead Demon Titan/Epic/Sleepers purity 3
Animation: A very frail looking skeleton made of warped, darkened bone to the piont he looks like he's made of tree roots. Sleeper virus marking glow on random parts of his visible body. The non visible is covered by a black cloak that also covers the top half of his disfigured, pointed head. The animation would show him stretching his arms and casting a spell. Suddenly the view pans out and shows a battlefield with many undead rising from the earth.
Text: "As our death begins, your life ends".
Cost: 30 (The cost is reduced by 2 when a character enters any graveyard).
Morale: 15, power/health: 20/20
At the beginning of the turn while Magner is deployed, both players choose 1 card in their opponents graveyard and said cards is returned to their owners hand at the end of that turn. If an undead character was returned to you, all in play undead characters you control gain +2/2.

I thought the revival mechanic was pretty good because it allows both players to have greater choice over each others actions without restricting anyone much and really forces anyone facing Magner to have a difficult time choosing between crippling abilities or improve the power of his enemies cards.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 06, 2015, 11:25:04 AM
Strength in Numbers

I take issue with this name being in use already.  :D

Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 06, 2015, 02:43:04 PM
Not that I'm the one judging, but I'm not sure if the abilities are clear enough. From the looks of it, you can select the same character from your deck that you just pulled from your graveyard. Also, for the second effect, does that happen once a turn, once for each character, or once period? If it's once for each character, does that also count new characters that are played from hand?

Oh, and sorry. I couldn't think of an appropriate name at the time and forgot that had already been used. Thanks for the heads-up. Regardless, I tend to be better at coming up with concepts than names. :P
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 06, 2015, 02:50:33 PM
oooh, I wanna play too!   :D

Magitech 2K1V
Unique Artifact
3 Purity Genesis
35 Cost
Epic

Untouchable
Magitech 2K1V costs 1 less for each time one of your characters gained additional power or health during the game.
3, Exhaust: Target character has +25/+25 and gains Unstoppable, Shield 2 and Immolate 5 until Magitech 2K1V targets another character or leaves play.

Animation: A floating mechanical device fires an energy ray towards Lucca, creating a megaunit-like armor around her.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 06, 2015, 03:46:22 PM
Oh I like this one. And Immolate just for lols, right? Make it 10, can't hurt. Few enough things survive being hit with 25 damage as it is.
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 06, 2015, 03:59:26 PM
Well, the idea behind Immolate there is that I wanted the artifact to give three keywords  ;D and among all Immolate seemed a perfect fit (though quite rare on pure GI cards) because it gives defensive value to the card when +25/+25 isn't enough - for instance, when a giant Demon of Gluttony is attacking you, or constructor makes something too big to handle.

It could probably be Immolate 10, but I'll just stick with my original design 'cause I know if I modify it once I might be tempted to keep changing it over time  :P
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 06, 2015, 04:14:49 PM
Fields of Reincarnation

...

Heaven's Gate has its cost reduced by 2. Otherwise, it's cost increases by 1.

At the start of the turn, if Fields of Reincarnation is in play, shuffle target character from your graveyard into your deck, search your deck for a character card and put it into play into your defense zone.

This is why some of us use CARDNAME instead of actually naming the card. I get your point, but still, it's a little unusual to read that.

It could probably be Immolate 10, but I'll just stick with my original design 'cause I know if I modify it once I might be tempted to keep changing it over time  :P

I'm already contemplating how your card would combo with Lucca, Mechanics Overseer, Kinetically Overloaded Drone, and if Tinkerer targeting Infected Drone counts as one buff or two. If you want to change it before the deadline that's up to you. I don't recall that ever being a restriction.
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 06, 2015, 04:23:00 PM

It could probably be Immolate 10, but I'll just stick with my original design 'cause I know if I modify it once I might be tempted to keep changing it over time  :P

I'm already contemplating how your card would combo with Lucca, Mechanics Overseer, Kinetically Overloaded Drone, and if Tinkerer targeting Infected Drone counts as one buff or two. If you want to change it before the deadline that's up to you. I don't recall that ever being a restriction.

I simply don't like changing things around too much after I take a decision.
 
Anyway, the wording probably doesn't reflect that, but Mechanics Overseer isn't supposed to reduce the cost because it's not a proper buff since it's just temporary. Nor does Infected Drone (I think it's a transformation?). The interaction with Lucca's effect and Overloaded Drone are intended, instead.

I'll go back to the card and try to make the wording a little more clear.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 06, 2015, 04:46:21 PM
Extended Operation, for whatever reason, makes some note about how it's a permanent buff the last time I read it. While this is untrue in the sense that it doesn't persist through death, you can theorize it's in opposition to Mechanics Overseer and similar characters, where the buff will go away once the character is no longer deployed or in whatever appropriate zone. I think Primal Rage persists through death... For some reason... but I haven't tested that in a while, so it could have changed.

At least you cleared up Mechanics Overseer doesn't count.

After having looked through my collection and not finding anything really to my liking as a prize, I decided I'll make the reward my Platinum Oblivion. As much as I like the card for being an Epic in the only Ascension Pre-order pack I acquired, I don't really use it much anyways. Probably should've used it for trade fodder by now or something, but oh well I guess. If you'd rather have something else I'm willing to let go then that's fine too.
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 06, 2015, 04:50:50 PM
Extended Operation, for whatever reason, makes some note about how it's a permanent buff the last time I read it. While this is untrue in the sense that it doesn't persist through death, you can theorize it's in opposition to Mechanics Overseer and similar characters, where the buff will go away once the character is no longer deployed or in whatever appropriate zone. I think Primal Rage persists through death... For some reason... but I haven't tested that in a while, so it could have changed.

At least you cleared up Mechanics Overseer doesn't count.

Yeah, my bad, the original wording wasn't clear enough and I can understand why it made you think Mechanics Overseer would work with that. Basically, it's supposed to work with cards that use ''gain'' in their description (cards like Overseer which only apply buffs temporarily use the ''get'' wording instead).
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 06, 2015, 04:59:48 PM
Oh the joys of exactness with wording.

Oh yeah, I think I came up with this for a completely different challenge at some point, but decided against using it (likely because it was broken or something):

I find it interesting how some of the titans created have cost reduction based on a variable that cannot be decreased, but instead can only increase over the course of the game. Then again, there's also stranger42's entry, which can increase or decrease.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 06, 2015, 05:09:48 PM
Name: Reya, the Tempest
Purity: 3x Overseers
Rarity: Epic
Type: Unique Character - Angel
Resource Cost: 20  Morale Cost: 12
Power/Health: 20/20

Description:

Reya's resource cost is reduced by 2 for every unique Angel character you played this game.

Flying

When Reya is deployed, she deals 6 damage to all non-Angel characters in play.

Each turn, if Reya is in the assault zone, she deals 6 damage to target character in a combat zone.

"You've been... thunderstruck!"

---

Managing a variety of uniques to actually use Reya is a logistical nightmare. I was considering 22 or 24 resources until it dawned on me just how damn difficult it would be to pull this off. Champions certainly don't help. The vast majority of unique Angels cost 4-7 resources each. Then you can't just pile them all in, since a deck made purely of uniques would cause a trainwreck of dead-draws...

Basically, fastest possible play needs six unique Angels on turns 4, 5, 6, 7 and 8 (two on the 8th turn) and then Reya herself on turn 9. Unless someone gives you a free Azael play and makes it super easy. If Azael and Reya can exist at the same time, that is. At any rate, it needs a good draw and a very specific deck.

Or something with Nobles! But they die when Reya shows up.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 06, 2015, 06:09:40 PM
An hour spent on design, another hour spent failing to come up with flavor text. Shows where my skills are/n't...
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 06, 2015, 06:20:14 PM
Not every card needs a flavor text. Sure, it's nice, but it's not like having flavor text will make me favor your card more. It's not like I made the challenge "Come up with the most amusing card you'd see it normal gameplay." Feel free to steal that idea though, I'd love to participate :P
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 10, 2015, 02:18:24 AM
so uh can you update the 1st page with new challenges or do I have to go through all 29 pages looking for the latest one? I've been trying to get in this but the prospect of flipping so many pages is putting me off.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 10, 2015, 02:36:37 AM
For Glory! 
14 Resources
3 Flame Dawn Purity (or maybe 2 purity Flame Dawn 1 purity Overseers?)
Epic
Unique Ability

Preemptive

For Glory!'s cost is reduced for each character that died last turn.

Attacking characters you control gain +X/+3 where X is the number of attacking characters you control. Attacking characters you control cannot be killed by non-damage abilities and gain Unstoppable this turn.

My thoughts:
The idea for this was to sort of give the of feeling where if a bunch of your stuff died heroically to take down an enemy defense line you rally your soldiers one last time to try to push through and win. The reason it was based on Character's dying rather than damage dealt to fortress (as Flame Dawn is usually supposed to do) was I didn't want this to turn into a "Win More" card and made it so it could only be played well after a calculated risk battle. Meaning trade well with the opponent to clear their defense line before throwing this down to finish them off. Lose too many guys and the stat buff won't be as effective. If it was just damage dealt to fortress, this card would just be a sort of no brainer throw-down after a good successful attack. The health buff was for the Unstoppable (which is huge for Flame Dawn).

One thing that may be of concern is if Verore mass deaths or something this could easily cost 0 resources. But then you realize if all of your stuff died you have nothing to buff so the card wouldnt do much unless you had a hand full of charge cards.


Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 10, 2015, 03:44:57 AM
Most challenges last a maximum of three pages. As far as I know, the person that started this thread has been contacted about a previous... incident, but with no response. Chances are it's best to start from the latest post and go backwards. You will likely find it within three pages or less. It's usually best to look for a post with several spoilers and user names because that one is the previous judge declaring a winner.

Edit: Welp, deadline is in about 50 minutes. Be judging soon after.

Edit 2: Time's up. Will be judging either today or tomorrow.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 13, 2015, 04:50:16 PM
Grinnin_Gin

DrayGon777

stranger42

Heaven-Canceler

DeathDealingDarkness

Githian

Shimrra3

Hiding

Final Thoughts

Honorable Mentions

Alright. I've collected the entries all into one post. I'll be back to finish this after reviewing everything again and sorting what I actually intend to use as the criteria for judging everything.

Edit: Adding notes to some of the individual cards. Saving them to make sure I don't lose them. Thoughts are prone to being altered.

Edit 2: Added notes to all the cards and given some final thoughts. Will declare the winner in a few hours or so.

Edit 3: I picked a winner and some Honorable Mentions.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 14, 2015, 04:50:19 AM
dang guess i lost... I was trying make my card take more skill to use rather than herp derp im winning throw this down im winning more now like flame dawn always seems to be like. if I could change one thing about the card, I would make it's mana cost decreased to 12.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 14, 2015, 05:37:44 AM
If I had more than half a mind to declare an 8-way tie and just let you guys sort out who gets to judge the next round I would, but I don't think that's really an option, which is why I won't likely be doing that.

I really want to award Githian a victory just because I want to see what he comes up with for the next challenge, but that isn't valid in my book.

I've been taking breaks throughout the day to do real life stuff, play Conker's Bad Fur Day and the like to clear my mind from this, but every time I come back I can't figure out who to give the title of victor to. Even when it comes to finding who made the least offensive card in my view I'm having trouble coming up with a definite answer.

Why on Earth did I think this particular challenge was a good idea? Oh right... Why on Earth did I think it was a good idea that I judge this? I may never know. If I can't decided within another 24 hours I'm just going to pick somebody at random. Throw your names into random.org or something and let and wind pick a winner if I can't make up my mind. It's not like this would be the longest delay we've had to go through if my memory is correct.

Edit: Hey guys! I announced a winner!

Spoiler:
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 14, 2015, 06:26:23 PM
I really want to award Githian a victory just because I want to see what he comes up with for the next challenge

Now I'll have to live up to the expectation!  ;D

But really, I'm happy that you ended up liking my idea, in the end  :) I actually struggled in finding a cost reduction mechanic that fit the theme of the faction while still being interesting, and I think I did a decent job at that.
Props to Draygon and Shimmra, while the execution wasn't perfect, I liked the ideas behind your submissions.
Edit: I also liked Heaven Canceler's concept! though the card felt too weak.

Thankfully, I already had a couple ideas in mind for the next challenge so I'll post one very soon!
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 14, 2015, 08:45:42 PM
Here we go!

Since this is my first challenge I want to go with something as broad as possible.
One thing I really love about MtG is how creative they get with spell keywords. I'd love to see more of those in Infinity Wars, where it's a totally unexplored design space (the only keyword that appears on an ability is Exile, and even then it's not ability-exclusive); while this is only natural, since Infinity Wars is a fairly new game and is also more focused on characters, I expect we will eventually see keywords for abilities. Who knows, maybe the devs will take a look at this and we can give them some ideas for the future ;)


The Challenge: Create a keyword for ability cards and design at least one card with that keyword.
● If you want you can add some notes to better explain your idea.
● The keyword doesn't have to (but can) be tied to a specific faction. You can make a keyword for a custom/nonexistent faction, but if you do, give some background about that faction's mechanics.
● I will judge both the keyword itself and the card(s), so try to make them balanced.


Deadline is on the 21st. As for the prize, I'm offering a platinum Granthar, if it's fine. If it's not good enough, I'll look into my collection and try to find something more appealing.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 15, 2015, 01:12:23 AM
Not fine, needs more Plat Martyr.

This should be good. I suppose we can't reuse concepts from the 'make your own faction' challenge. I'll probably end up doing three or something cards for this.

Side note: couldn't figure out what else to do for Overseers' conditions. Existing Titan has 'bad gameplay to summon' which is annoying. Didn't want it to be something lame/overused like 'characters in play' or 'resources' or 'characters that died'... 'damage done to fortress' implies you're already going to win... and the only thing left was just complicated.
Title: Re: Card Design Challenge: the forum game
Post by: Cleanse on January 15, 2015, 01:59:34 AM
(the only keyword that appears on an ability is Exile, and even then it's not ability-exclusive)

Minor quibble, but Preemptive is also a keyword that appears on ability cards. (And only appears on ability cards so far)

Anyway, great challenge, I'll see what I can come up with for this!  :)
Title: Re: Card Design Challenge: the forum game
Post by: Cleanse on January 15, 2015, 02:45:05 AM
Alright, here's my entry:

Repeatable X - This ability may be played from the graveyard X times, then is removed from the game.

I envision the card having a counter which reduces by one each time the ability is played from the graveyard.

To clarify:

Tinkerer's Gift
1 cost
2 Purity GI
Repeatable 3

Target Artificial character gets +2/+2.

Apprentice's Firebolt
2 cost
2 purity CoV
Repeatable 2

Deal 4 damage to target deployed character.

Basically the idea is that the abilities themselves are underwhelming for their purity and cost: Tinkerer's Gift is worse than Mechanize and Aleta Tinkerer; Apprentice's Firebolt is a lot worse than Lightning Blast and even the factionless Firebolt. However, you get the benefit of being able to play them multiple times regardless of what's in your hand and on the board. Running some of these, you don't need to worry so much about wasted resources. Just watch out for any form of graveyard hate.

P.S. I've never played MTG so if this is similar to a keyword from them (or any other card game) its unintentional.  ;)
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 15, 2015, 03:08:03 AM
Whoa. Give him the prize, I'm done.

OK well now I have to try but that's really cool. Objectivity be damned.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on January 15, 2015, 04:19:34 AM
Honest to god I sincerely didnt think my version of Oblivion was that good :/

Welp, now to figure out a new key word...

Amplify x: As an additional cost to cast an ability, exhaust a deployed creature. Amplify is always an optional cost and adds an additional effect.
_____

Unorthodox Tactics
1 FD and 1 GI
Cost 5
If target character dies this turn due to a non-sacrifice source, it deals 5 damage to all characters in the same zone, and 5 damage to all characters in the opposing zone.

Amplify x: For each time this card was Amplified, deal an additional 2 damage to all characters affected by this card.

Logic Bomb
1 GI/1 Verore
Unique Ability
Cost 6

Create 4 "Misinformation" cards in your opponent's deck.

Amplify x: For each time you Amplify this ability, create an additional "Misinformation" in your opponent's deck.

Flight of the Valkyries
2 OoS
Cost 4

Create 2 5/4 Flying Angels in your support zone.

Amplify 3: If you Amplify this card, create 2 9/8 angels with flying in your support zone instead.

Unhallowed Graves
2 SoA
Ability
Cost 3
Create 2 "Endless Horde" in your Graveyard.

Amplify 2: Send all characters removed from the game during the course of this game to the Graveyard.









Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on January 15, 2015, 10:08:17 AM
Spawn (all–Faction Ability Keyword): You may choose to pay twice this ability's cost to spawn an identical copy of this ability in your hand, without Spawn.


The main idea is to trade Resources for more card consistency, as an alternative to cards like Dark Wish or Recycle. The x2 Resources amplifies the effectiveness of cheap abilities which are usually underwhelming like Spirit Armour or Tribal Medicine, while preventing cheap multiple uses of expensive abilities like Mass Death, which a fixed Resource increase (e.g. +2 Cost for all Spawn cards) cannot achieve.

To avoid potential abuse of Grave buildup, 2–cost ability spamming for feeding Aether Acolytes, Summoning Stone etc. (e.g. infinite Burys or Recycles) or a combination of both, Spawn is limited to the 'parent' card. It would kill a lot of fun, but between trolling and balance I think you would like the latter better.


Spawning of Spawns (Factionless Ability)
Cost: 1
Effects:
–Spawn
–Target ability in your hand other than Spawning of Spawns gains Spawn. (This is so as to ensure SoS does not cause Grave buildup/ability spam by targeting itself or other second–generation SoS.)

Spawn of Spawns (Unique Factionless Artifact)
Cost: 3
Effects:
–Pay 2: Target ability in your hand other than Spawning of Spawns gains Spawn.


Spawn is meant to be compatible with all abilities, thus these cards exist.

That being said, there are no other specific abilities which exemplify Spawn the same way as cards of other entries exemplify their respective keywords, simply because Spawn is universally applicable. I could simply make up any card, and it would be more or less the same with or without Spawn.


If you're interested about their explanation lore–wise: the Spawns are not physical entities (e.g. animals/plants) as their name might suggest. They are magical entities, like Aether (as seen being absorbed by Aether Acolyte). They have the ability to recreate abilities cast previously.

As to why it covers non–magical abilities like Cannon Fire for instance... well, that's the cue for logic to bid farewell.
Title: Re: Card Design Challenge: the forum game
Post by: Qpic on January 15, 2015, 02:39:00 PM
First time posting in this thread! Here is my submission:

: Keyword - Stockpile

Card Examples:

: Monastery Reinforcements - Uncommon

: Weapons Cache - Uncommon

: Ritual Ground - Rare

: Ancient Nest - Epic

P.S. I've never played MTG so if this is similar to a keyword from them (or any other card game) its unintentional.  ;)

It's like Flashback in MTG, but with multiple recasts. I still like it though.  ;)
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 15, 2015, 03:20:50 PM
Now I'll never win. I particularly like the Ancient Nest. For reasons.

Also - cool trick with the spoilers, why did I not know about that... now doing that forever...
Title: Re: Card Design Challenge: the forum game
Post by: MerliniX on January 15, 2015, 03:51:08 PM
Ability Keyword: Mindgame

Keyword description; When you play an ability with Mindgame both players may reveal any number of cards in their hand. If you reveal more cards than your opponent you win the Mindgame and gain an additional effect on the ability played.

A brief aside; in addition to gaining the additional effect on an ability played you can use abilities with this keyword to play additional games with your opponent's mind, hence the name of the keyword. Imagine you are up against a 3CoV player who reveals 2 Mass Deaths on a Mindgame. How likely are you to be attacking after turn 6? Or a Warpath player who shows a Primal Hunter - now you have to jump through hoops every combat phase to make sure your characters are in a random order.

All of this comes at the cost of giving your opponent information that they can then possibly use against you, however. So you have to be cunning and careful about how much you reveal and when.

A small selection of cards;

Napalm
1p FD, 3 Cost, Uncommon
Mindgame
Deal 4 damage to target character on the battlefield and move it to the support zone.
If you win the Mindgame target character becomes Immolated for 3.

Hold Fast!
2p DoD, 2 Cost, Uncommon
Mindgame, Preemptive
Target Character you control cannot be the target of abilities your opponents control until end of turn.
If you win the Mindgame all characters you control cannot be targeted by abilities your opponent controls until end of turn.

Mind Shock
1p CoV, 4 Cost, Common
Mindgame
Deal 4 damage to two target deployed characters your opponent controls.
If you win the Mindgame deal 8 damage to those two characters instead.



Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 15, 2015, 05:22:54 PM
Looks like I've managed to bring in a few new faces with this challenge  ;D

Merlin, you are exploring something interesting with that keyword. However, as it is now I wouldn't know how to judge it since it would be very hard to implement with how the game works.
Basically, since the final effect of the card is decided during resolution, it would need to ask the opponent how many cards he wants to reveal. This has two problems: the first is that prompts during resolution is something the game simply doesn't do; the second is that even if you wanted to do it you'd need to stop resolution on both sides until each player decides how many cards to reveal, and this brings its own issues. I guess it could be done, but it would be kinda clunky.
Anyway, you can change it if you want, or I will just judge your submission based on your original idea.


(the only keyword that appears on an ability is Exile, and even then it's not ability-exclusive)

Minor quibble, but Preemptive is also a keyword that appears on ability cards. (And only appears on ability cards so far)

I honestly forgot about Preemptive  :-X though it's not exactly a keyword with a lot of design space, so I can see why I ignored it.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 15, 2015, 05:27:34 PM
Merlin, you are exploring something interesting with that keyword. However, as it is now I wouldn't know how to judge it since it would be very hard to implement with how the game works.

I say judge on concept. Nevermind whether or not it would be a literal hell to implement and use. Which it would be. But I like it.

That's partially what this rotating challenge is for. 'This is cool. We can never do it but it's cool.' The equivalent sub-forums in the last place I did this had 'Dream' in the title.

Meanwhile I'm having a mental struggle with a concept that doesn't even span multiple factions.
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 15, 2015, 05:39:35 PM
The problem here is that the suggested mechanic doesn't work with how the game flows ( to work properly, it needs to add prompts during resolution).

The other suggested keywords would need some work to be implemented as well, but none of those interferes with the resolution phase; it's more a matter of design than implementation, I guess.

Anyways, it's fine as it is, I will base my judgment on the idea behind the concept.
Title: Re: Card Design Challenge: the forum game
Post by: Heaven-Canceler on January 15, 2015, 06:40:16 PM
Well, I guess I was too hesitant in making Artoria too easy to Play. I guess I should have made her a Little cheaper and/or given her some better stats.

This next idea is still ab it unpolished, but it came to me and I just wanted to use it.

: Keyword

: Common

: Uncommon

: Epic

I am not quite sure if the last one is balanced. High cost, high damage dealing is something hard to say if it is good and correct. Guess it could be scary Combo with Rite of Rage, though expensive as hell.

Other ideas I had:

Necromancy X: This card can only be played if it is in your graveyard. Every time it is played, its cost is increased by X.
Slowed: This card will always be played last in resolution.
Strategist: Chose a Zone in the deployed area, if target character is in the zone you chose by the end of turn, you gain an additional advantage. (This would be limited to choosing the opponent's cards of course.)
Freeze X: All characters that get hit by this card's effect cannot be moved until X turns have gone by.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 15, 2015, 09:03:32 PM
I like this.

Bluff

Your opponent can see this card in your hand.

When fighting against Tygrugh I couldn't help but notice that I could mouse over what used to be my cards and it would show me where they are. This would work similarly, but they can see it face-up, instead of seeing the card back. It is worth mentioning that cards obtained from the trading post wouldn't be visible until resolution.

Some examples:


I'm not remotely claiming any of these have gone through proper balance checks. However, some of these can probably be balanced by making a small change to cost or adding in some restriction text, or just removing a line that doesn't destroy the concept. I'm hoping you rate more on concept than execution because my execution is often horrible.

Other ideas I'm not using:
Recruit X
Target card can be played from your deck and is sent to the graveyard if the recruit cost is payed. X is usually X+1 or X+2 to the cost of the original card, or if it is lower, a weaker effect is possible. For example, a Firebolt ability where Recruit is 1, letting you use 2 damage to any given character at all times, but if you play it for 2 you get a regular Firebolt. Alternatively, if it has Recruit 3 or 4, you just get a regular Firebolt with the ability to play it for a much higher cost. Paying the Recruit cost would be done in the trading post, where you then see any eligible cards, similar to viewing the graveyard.

Interrupt
This card is played like it's your priority. A Preemptive card would still go off before Interrupt, but Interrupt will go off before the opposing cards on the same resolution phase, unless, of course, your opponent plays an Interrupt card as well.

Double Down
If chosen ability is the first card you play that turn, and you have resources to spare, you may pay all your remaining resources to obtain the card's Double Down ability. Based on the Black Jack move.

Singularity
When you play an Ability card with Singularity, all copies of it in your hand, deck and graveyard are removed from the game. Cards with Singularity gain a bonus for each card removed this way. Though it can only be used once, that it gains extra power gives you reason to run more than one in the deck if you have room for it. Just beware that obtaining a second copy in your hand point will be a dead draw
: Example

Mislead X
You may pay X to place this card in the hands of another player, without an effect.

Longevity X and Recycled Y
At the end of the turn after you play a card with Longevity, it is shuffled back into your deck and gains Recycled Y, where Y is the number of times it has been Recycled. If Recycled Y is equal to Longevity X when you play it, it removes itself from the game.
: Example
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 16, 2015, 01:49:49 AM
Meant to add unique. Also, it's kind of hard to come up with cost reduction mechanics that haven't already been used. I tried to make my entry an interesting change, and also help promote using decks with a bunch of weenie characters, not just token generators. Of course, you'd have to play a few strong ones and keep them alive to benefit from the effect of the ability, so it's a titan that you'd HAVE to build your deck around, rather than including just because you're playing the faction.

As for the new challenge, I'll pass. Not because I don't want what was offered up, but that I doubt I can come up with anything as good as any of the stuff already brought up. :(
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 16, 2015, 02:29:08 AM
Spontaneous- When this card is drawn, it is automatically played. Has no resource cost. If two Spontaneous cards are drawn at the same time (like with Candit) the one that was closer to the top of the deck is played first.

Uncommons


Chain Reaction
Neutral Purity
Ability
Spontaneous
Deal 1 damage to all Characters. If played during the Planning Phase, this happens at the beginning of the Resolve Turn phase.
Draw a card

Suddenly a Bear
1 Warpath Purity
Ability

Spontaneous
Put a 4/4 Beast Character into your support zone.

REALLY Fleeting Footman
1 Flame Dawn Purity
Ability

Spontaneous
Create a 10/4 Human Character in your assault zone. Remove it from the game it at the end of the turn.

Rares:


Sudden Death
2 Verore Purity
Unique Ability

Spontaneous
A random enemy character on the battlefield is destroyed. If played during the Planning Phase, this happens at the beginning of the Resolve Turn phase.

Untimely Explosion
1 GI Purity
Unique Ability

Spontaneous
Destroy a random deployed artificial character you control. If a character is killed this way, enemy characters on the battlefield take damage equal to its attack. If played during the Planning Phase, this happens at the beginning of the Resolve Turn phase.


Epic:


Glimpses of the Future
2 DoD Purity
Unique Ability

Spontaneous
Characters you control gain +0/+1. If played during the Planning Phase, this happens at the beginning of the Resolve Turn phase.
Draw 2 cards

Makeshift Ritual
Exiles
Ability

Spontaneous
Discard 1 a random card, Characters you control gain +1/+1.
If played during the Planning Phase, this happens at the beginning of the Resolve Turn phase.

Legendary:

Divine Intervention
2 Overseers Purity
Unique Ability

Spontaneous
Create 4 2/2 Angels in your support zone.
You gain priority next turn
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on January 16, 2015, 03:56:34 AM
Okay, here's mine:

Chain X - CARDNAME

When an ability with Chain is played after the specified ability CARDNAME, it can instead be played for cost X and gains the benefit of additional abilities.

Some examples:




Well, this was easier when I didn't know it was only abilities. Ah well....
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 16, 2015, 04:25:09 AM
Stranger, how does that apply to ability cards? Because last I recall, the challenge is to create a keyword for abilities. Both your initial description and your example all suggest anything but ability cards.

Edit: For future viewers, the original effect I was commenting on was based on anything but ability cards.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 16, 2015, 06:28:42 AM
Quote from: Thinking To Myself
Why are all these ability-centric...?

Because last I recall, the challenge is to create a keyword for abilities.

I may have also misread the challenge. Carry on.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on January 16, 2015, 07:20:04 AM
Yeah, the challenge does specify abilities
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on January 16, 2015, 07:31:50 AM
OK, got mine. Gears started turning when I (finally) figured out it was only abilities, although I can see this keyword being applied to characters with deploy effects. Maybe.

These spoiler boxes are freaking awesome, thank you Qpic.

: Keyword: Equalize


: Pitfall

: Restructure

: Blessing of Solace

: Drone Army

: Psionic Shockwave
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 16, 2015, 05:26:45 PM
Oh are these keywords supposed to be ability exclusive? if so Ill prob revise my submission
Title: Re: Card Design Challenge: the forum game
Post by: CubicBerserker on January 16, 2015, 06:26:47 PM
Keywords for abilities are so hard to come up with. I especially had a hard time finding something that actually justifies having a keyword rather than just making it part of the text. Here's the best I could come up with:

Entwine: As a part of this ability, play another card(you must pay that card's cost as well). This ability resolves as you play that card.

I realize that sounds pretty vague, so I decided to try and come up with an example for every faction.

: Overseers

: Warpath

: Sleepers of Avarrach

: CoV

: Genesis Industries

: Exiles

: Descendants of the Dragons

: Flame Dawn

: Factionless

The reason most of these either give haste/vigilance/charge or allow you to play a card from your deck/graveyard is because this is something normal abilities can't do so easily. Fiery Wish for example can only grant Charge on the next turn. Note that "when you deploy" type abilities will also trigger when you use a card like Rise Again to resurrect something.

In theory you could also use this keyword to make abilities that are "super preemptive" by giving them an effect that goes off when the entwined character is played. I couldn't think of a good example that couldn't just as easily be normal preemptive but it's an option.

Since you still pay the cost for the entwined card I felt that I needed to keep the cost of these abilities low to make them playable. Even if the ability itself is cheap it will take a while before you can use it on a big character to make the most of it. Balancing this stuff is difficult but I tried to make them both relevant and not broken.
Title: Re: Card Design Challenge: the forum game
Post by: NomiFromUR on January 17, 2015, 02:35:48 AM
I'm not good working things up from scratch, but i'll give this one a try:

Versatility X. What this does is essentially give another option to the card, instead of playing it for the effect it has, you can play it for the same cost, put it in the graveyard, then draw X cards.
Examples:

Elite Burglars
Cost 8, Factionless
Ability
Versatility 4
Destroy target character.

---

Mind Blast
Cost 2, 2p Verore
Ability
Versatility 1
Target opponent discards one card at random.
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 21, 2015, 09:55:00 AM
Ok, submissions are now closed.

Just a little heads up: I'll be out of town for a couple of days so it might take a little longer then I expected to judge this, but I'll try to declare a winner by the end of the week.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on January 26, 2015, 06:34:13 AM
*COUGH* who won *COUGH*
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 26, 2015, 11:30:44 AM
Somebody's anxious  ::) so I'll just declare a winner and post explanations later. I would have liked some more time to decide with all these entries.

Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on January 26, 2015, 05:31:34 PM
Yay, now running four copies of Oblivion in command wouldn't just be a joke :P

Wait...

Would love to see your thoughts on everything. It's nice to get insight into what the judge thought of a given idea, even if only the winner's. Congrats Qpic, I look forward to failing joining the next competition.
Title: Re: Card Design Challenge: the forum game
Post by: Githian on January 26, 2015, 06:35:09 PM
Yay, now running four copies of Oblivion in command wouldn't just be a joke :P

Wait...
lol

I will come back with my thoughts on each entry, not just the winning one. I just didn't want to hinder the next challenge since I know I won't have much time in the next days.
Title: Re: Card Design Challenge: the forum game
Post by: Qpic on January 26, 2015, 07:26:05 PM
Oh wow, I didn't really expect to win with my very first time. Good thing is that I do have a next challenge prepared. So without further ado:

Overseers of Solace is, at the moment, the only faction with no artifacts. Design an artifact for overseers! The only requirement is that the card should be pure overseers, no hybrid factions please! I will choose the winner based on the overall concept and how well the card plays with the rest of the faction.

The deadline for this round is Monday, February 2. The prize is a platinum Zuza, Angelic Siren. Because angels. Go figure.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on January 26, 2015, 08:00:44 PM
Rebirth's Mantle
Cost 3
1 OoS
Artifact
Pay 1, Exhaust and remove 1 character from your Graveyard; Create a 2/2 Follower token in your support zone.
Title: Re: Card Design Challenge: the forum game
Post by: Aerio_Shpee_1 on January 26, 2015, 08:42:16 PM
(Insert fancy name here)
Artifact
4 cost, 2 purity OoS

Pay 2, Exhaust. The first time you deploy a Champion this turn it gains haste.

The idea with this is that you can quickly switch champions. Its kind of an alternative to Champions Herald.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on January 27, 2015, 02:33:42 AM
Emotional Channel
4 cost
1 Purity OoS
Uncommon
Artifact

When a character comes into play under your control not from your hand, it gains +2/+2

Angels are pretty good at spawning tokens. This is a splashable artifact that capitalizes on creating character cards, rather than playing them from hand. It may even be usable in graveyard revival, or temporary removal from play. Because of that, I kept it at +2/+2 since it could be abusable, and +1/+1 seemed too trivial. I also decided to make it 4 cost deliberately to compete with other 4 cost drops, so you have to choose between them based on your hand and the board state.

...now to come up with a name...

EDIT: Ok, so angels are formed from emotions, correct? So, if those imotions were channeled into new angels, that could potentially give them more power. Least that's what I thought of when I came up with the name. Might not really be that great, but I think it's more the effect that's worth judging rather than the name... I hope.
Title: Re: Card Design Challenge: the forum game
Post by: MerliniX on January 27, 2015, 03:03:29 AM
Monument of Champions
3 Cost
2p OoS
Artifact

Whenever a Champion is deployed under your control all characters you control get +1/+1.

Helps to make up for the tempo loss switching out champions gets you and also provides a very OoS feel AoE style buff. It is even possible the cost on something like this could go down to 1, as on its own it doesn't really do anything, but I didn't want to give the very first champion a free AoE +1/+1 buff on a field already full of Cornicens and Followers, so I decided an actual cost would fit it better.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on January 27, 2015, 10:30:26 AM
Grail of Solace (Unique Uncommon Artifact)
Purity: 2 Overseers
Cost: 4
Effects:
–When an opponent kills an Angel you control, or removes it from the game, you gain 1 Essence. When you kill a character the opponent controls, or remove it from the game, you lose 1 Essence.
–Lose 5 Essence, exhaust for 2 turns: Remove target deployed character from the game. You will not lose any additional Essence from this.
–Lose 4 Essence, exhaust for 2 turns: Buff all your Angels by +2/+2.



This artifact is meant to cover the Overseers’ traits of removal from the game, mass buffing and benefitting from your own characters’ deaths (as seen in Irial and Precautionary Measures). Ironically, this is also the Sleepers’ main trait, the very faction the Overseers exterminated. With the phasing out of the Sleepers from Ranked, I thought it would be a good idea to let the Overseers fill this vacuum with more of such cards.
 
It is specified that the enemy must be the one who kills or removes your Angels, in order to prevent abuse from killing your own characters. The possibility of losing Essence from playing aggressively makes things harder too, thus it is because of this difficulty that Essence is worth roughly 1 Resource each in my opinion. Therefore, using the cards Heavenly Wish and Guns of Goliath as references, the abilities are costed as such.

To downplay the added value of these abilities from repeatability, instead of increasing the cost like most cards with repeatability do, I imitated Low Orbit Ion Cannon’s ‘exhaust for 2 turns’.
Title: Re: Card Design Challenge: the forum game
Post by: toon310 on January 28, 2015, 12:17:44 PM
hey there,

i have just seen your post, i read the 32 pages^^. Awesome ideas. It sounds fun ! I'm in :)

I have got 2 ideas :

1. The eyes of God :

Faction : Overseers
Type : unique Artifact
Cost : 6 (or more)
Purity : 3 OOS
Rarity : RARE
Stats (Power/Health) : /
Morale : /
Effect - Passive : Each time an Angel you control dies, you loose 1 less in morale.
Effect 2 - Active : Pay X, where X is the number of characters you control divided by 2 (rounded up). Each time an Angel you control dies, the remaining Angels on the battlefield gains +1 in Power until the end of the turn.

Text : "The oppressing presence of God itself is sufficient to give bravery and strenght to Angels."

Art : Some Kind of statue representing the face of  God or simplier, 2 big eyes staring at the assaut zone.

Note : the card helps the faction with its main weakness - morale - and fits the Angels theme quite well, according to my opinion, because you need to have a lot of characters on the battlefield to make the combo.

2. Heaven's Portal :

Faction : Overseers
Type : Artifact
Cost : 4
Purity : 2 OOS
Rarity : RARE
Stats (Power/Health) : /
Morale : /
Effect - Active : Select a champion on the Battlefield then select a champion that is still in your hand. Pay x +2 , where x is the cost of the champion in your hand. The targeted champion on the Battlefied gains the abilities of the champion in your hand until the end of the turn then give it back.

Text : "Brother, Sister ! Lend me your power !"

Note : EG --> Harahel is on the assaut zone and you have Lilariah in your hand. Pay 4 +2, Harahels gains : flying + every angels on the battlefield gains flying.
Title: Re: Card Design Challenge: the forum game
Post by: DeathDealingDarkness on January 28, 2015, 03:17:05 PM
Hi all, Overseer Artefacts huh. Well I'll give it a good shot.

Super Mega Angel Force GO!
Unique Artefact/Rare/purity 2
Animation: 5 Angels (Kraos's Staff/Lilaraih's gun/Azael's Gun/Jubalia's Spear/Sol's Gun) holding their weapons up towards the sky and each others to the middle.
Text: "Super Mega Power Rang.... I mean, Angel Force GO!”.
Cost: 6
Negate the effects of “Champion” allowing for more than 1 champion to be in play at one time. This effect only works for your cards. This effect doesn't change the effects/conditions of “Unique”.

A good name and text, a nice effect that’s not overpowered and what seems like an appropriate cost. I pretty happy with this, I hope you are to.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 29, 2015, 04:28:00 PM
Will of the Heavens (5)
Epic
1 purity
Pay 6: All non-angel characters on the battlefield are removed from the game. Characters you control that started the turn on the battlefield this turn cannot be moved. Will of the Heavens is exhausted for 3 turns.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on January 29, 2015, 04:51:50 PM
Monument of Champions
3 Cost
2p OoS
Artifact

Whenever a Champion is deployed under your control all characters you control get +1/+1.

Helps to make up for the tempo loss switching out champions gets you and also provides a very OoS feel AoE style buff. It is even possible the cost on something like this could go down to 1, as on its own it doesn't really do anything, but I didn't want to give the very first champion a free AoE +1/+1 buff on a field already full of Cornicens and Followers, so I decided an actual cost would fit it better.

I actually rly like this one very good idea.
Title: Re: Card Design Challenge: the forum game
Post by: SupaSlaya21 on February 01, 2015, 09:14:04 AM
Horn of Champions
Unique Artifact
Legendary
10 cost
3 OoS
flavor text: Tag Out!!!
Pay 10, exhaust: target Champion you control is shuffled into your deck. target champion in your deck is put in the assault/defense zone.
Title: Re: Card Design Challenge: the forum game
Post by: Qpic on February 02, 2015, 01:38:54 PM
I'm now closing the submissions and will start the review. I'll post the results later today / tomorrow.

: Rebirth's Mantle

: (Insert fancy name here)

: Emotional Channel

: Monument of Champions

: Grail of Solace

: The eyes of God / Heaven's Portal

: Super Mega Angel Force GO!

: Will of the Heavens

: Horn of Champions

: With all that out of the way, it's time to reveal the winner!
Title: Re: Card Design Challenge: the forum game
Post by: MerliniX on February 02, 2015, 11:10:50 PM
Well I guess it is my turn to make one of these now.

This is my first time hosting one of these so it might be a little different than the ones that have been done before. Currently in this game Flame Dawn as a faction leans very heavily on the factionless cards Shikana and Calamity for mid and late game power.

I want you guys to design a FD card(s) that can give Flame Dawn a little power in the mid/lategame where their own faction cards begin falling off.

Things to keep in mind: mid/late game weakness is intrinsic to FD design, so while they need cards in this space they also need to not be straight up more powerful than cards in other factions that are designed around mid and late game play. Try and make sure the cards you come up with have clear utility to address the turns where FD begins to stall out.

For the prize I will be giving out a Plat Fiery Wish.

Looking forward to seeing what everyone comes up with :D
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on February 03, 2015, 12:05:59 AM
Kalos, Archbishop of Dawn
Cost 6
Morale Cost - 12
3 Purity Flame Dawn
Charge
7/9
Unique Character - Human

When you deploy Kalos, Archbishop of Dawn, each time another character you control would die from a damage source this turn while in the assault zone, it's health instead becomes 1 and Kalos, Archbishop of Dawn's morale cost increases by 4.
Title: Re: Card Design Challenge: the forum game
Post by: Angel- on February 03, 2015, 09:26:30 PM
Name(not sure. Horrible with names)

3 Purity. Cost 7. 15 Morale

5/15.

Untouchable
Whenever a creature blocks or becomes blocked, remove it from the game.
Whenever a creature you control dies or is removed from the game from the battlefield, put a counter on x
Remove 3 counters. Put a Aspirant in the assault zone

'The flame only purifies your soul'
Title: Re: Card Design Challenge: the forum game
Post by: Vertu Honagan on February 03, 2015, 09:54:34 PM
Flanking Charge!

3 Purity Flame Dawn, 7 cost Ability

All enemy characters are put into the assault Zone, all friendly characters are put into the assault Zone for this turn.
Title: Re: Card Design Challenge: the forum game
Post by: rebellion on February 04, 2015, 12:11:51 AM
Rebellion might as well put something in here for the FD thingy...

2 Purity Flame Dawn/12 Cost
[Ability]
Glorious Charge

Each turn that you successfully deal damage to an enemies fortress the cost of this card is reduced by 1. Each creature in the opponent's Defense Zone is moved to the Support Zone, the number of creatures moved by this effect indicates how many of your creatures may attack this turn. Each creature you attack with this turn gains an additional attack for this turn, at the end of the turn they are returned to you hand.

...will probably edit this idea when rebellion gets the time or has more time to think about it than just 5 minutes xD
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on February 04, 2015, 03:13:40 PM
Name: Superior Numbers
Purity: 2x FD
Rarity: Rare
Type: Ability
Resource Cost: 7

Description:

Until end of turn, if a character an opponent controls blocks and survives, it is sent to its controller's support zone.

---

So essentially, you reach that stage where FD starts to die down a bit, the opponent might have a statistically stronger set of characters on the field, but you might still have more of them. This lets you remove blockers fairly easily - of course, if they do something else, like play Fear and more blockers, you lose out on 7 resources. Or if the right move was to block with a couple and play a few things with charge, since they're giving up on winning and settling for a draw. Counter-play exists!

I have the ability, but I really don't know where it should be stat-wise. 7 cost or 8... 2 purity or 3... I considered uncommon rarity even. Obviously purity is the big one - the card is waaaaay stronger when you can combo it with things like Overwhelming Dead and Infested Knight. I reserve the right to alter it later of course.

Oh and the name. I really wanted something like "Overwhelming Numbers" or something and it all ends up sounding like existing cards. Strength in Numbers is taken, someone already made that mistake in this thread! :P
Title: Re: Card Design Challenge: the forum game
Post by: MerliniX on February 06, 2015, 05:24:16 PM
I will be making a decision on these later today - so get any last minute entries or changes in soon!
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on February 07, 2015, 03:57:08 AM
Vanquish, Harbinger of Destruction
3 Purity, Flame Dawn
7-cost, 15-Morale

16/8

Charge, Unstoppable

Pay X: Move X characters your opponent controls to the Defense Zone.
Locked to the Assault Zone. All other characters in your Assault Zone have +0/+6 and Unstoppable, but cannot attack the fortress. Each time a character you control kills a character, its controller loses health equal to the morale cost of that character. When a character you control dies, you lose 6 morale.

I came up with the name, then tried to make the effect around it... I have no idea either.

This is probably way too late... Oh well.
Title: Re: Card Design Challenge: the forum game
Post by: Logadd on February 07, 2015, 05:01:16 AM
Stone of Pressure
2p FD
3 cost Unique Artifact

Stone of Pressure enters the game with 5 counters on it.
Pay 1, remove 1 counter from Stone of Pressure: Move target Character on the Battlefield to the Support Zone, it becomes exhausted.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 07, 2015, 07:21:29 PM
Well I guess it is my turn to make one of these now.

This is my first time hosting one of these so it might be a little different than the ones that have been done before. Currently in this game Flame Dawn as a faction leans very heavily on the factionless cards Shikana and Calamity for mid and late game power.

I want you guys to design a FD card(s) that can give Flame Dawn a little power in the mid/lategame where their own faction cards begin falling off.

Things to keep in mind: mid/late game weakness is intrinsic to FD design, so while they need cards in this space they also need to not be straight up more powerful than cards in other factions that are designed around mid and late game play. Try and make sure the cards you come up with have clear utility to address the turns where FD begins to stall out.

For the prize I will be giving out a Plat Fiery Wish.

Looking forward to seeing what everyone comes up with :D

You mean like Calamity? Jk here's mine:

Final Charge
11 resource
3 Purity Flame Dawn

Place all Characters you have ever deployed this game into your assault zone. Remove them all from the game at the end of the turn.

Kinda like a last second burnout. Hope to draw or win.


Battle Fatigue
2 resource
2 purity Flame Dawn
For the next 2 turns all characters enter play exhausted and return to their support zone.

This is supposed to be used mid game despite its low cost to help flame dawn build up a breakthrough force. Flame dawn characters tend to like suiciding via charge making them burn out quickly. This puts a temporary stop to both sides allowing flame dawn to build up an attack force and perhaps get a tactical retreat proc off. Or you can combo this with Ferocity and get that 1 heavy hitter through to finish the opponent off. If you try using this early game you will most likely be very disappointed unless you got some weird combo up your sleeve.



For contest purposes use the second card first one was just for fun.
Title: Re: Card Design Challenge: the forum game
Post by: MerliniX on February 07, 2015, 08:30:29 PM
Alrighty - I went over everything and here are my thoughts;

: Kalos, Archbishop of Dawn

: Name(not sure. Horrible with names)

: Flanking Charge!

: Glorious Charge

: Superior Numbers

: Vanquish, Harbinger of Destruction

: Stone of Pressure

: Battle Fatigue

And the winner is;

Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on February 08, 2015, 08:33:58 AM
Cheers Merlin!

Took me a while to decide, but I've finally got our next challenge ready. Its in a similar vein to Merlin's just now, in that it addresses a faction's weakness:

DoD are the turtle faction. However, other factions can simply wait them out with relatively little risk, and then launch a massive OHKO strike on them. Being able to turtle the turtle faction doesn't make sense to me. DoD needs to be able to do something about that.

I want you to design a card that enables DoD to reliably hurt the opponent even when they're being super passive. An example of an existing card that does this is Glorious Warrior, in that it just morales them every turn.

Prize will be a Platinum Shifting Stone. Unless the winner wants Xia Han more.

Judging will be in roughly a week.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on February 08, 2015, 10:28:39 AM
Here goes nothing, I guess...

Zhao, Challenger of Champions
4 cost, 9 morale
2 purity DoD
Unique Character
8/10
Epic
Vigilance

At the beginning of the resolution phase of the turn, if Zhao, Challenger of Champions is in the defense zone, your opponent loses morale equal to the combined resource cost of all characters in their support zone.

If Zhao, Challenger of Champions is in the defense zone, whenever your opponent plays an ability card they lose morale equal to double the resource cost of the ability.

_________________________

Main flavor text: IS THERE NOBODY WORTHY TO FIGHT ME?!

Bonus flavor text: I hope Xi will finally notice me...

Well, this is a first attempt, but it's going to be very subject to change. I feel that it doesn't do enough versus factions like Verore that naturally do not play many characters, and I might tack another ability on to him.

However, I think I'll keep the timing of his ability. Although similar to avatar of lingbao in timing, it's different in effect because there is some measure of counterplay, and won't be able to form some kind of ridiculous combo with cards like fear.

Edit: Zhao just wants a manfight. Zhao looks down on ability spammers and cowards who hide in support.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on February 08, 2015, 10:55:55 AM
Tome of Fading Will
2 DOD
Cost uhh... 6?
Unique Artifact

At the end of the turn if the opponent has not attacked, add 1 counter to Tome of Fading Will.
At the end of the turn if the opponent has attacked your fortress, take 1 counter from Tome of Fading Will.
For every 2 counters on Tome of Fading Will all enemy characters in the assault zone have their power decreased by 1.

Only the soldier that remains vigilant can resist the power of the tome.

(yes I know that people can just make sure to always keep attacking with one unit they don't care about to stop this but they end up losing units they could be using for the final attack and they'd also probably lose morale from invincible defenders.)
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on February 08, 2015, 11:23:45 AM
@stranger42 I think you could still pull off a Fear combo if you have Heaven's Bell. Just figured I'd point that out.

Don't have time for an entry of my own at this time, but I might add one later. Will think about it while at work. Then again, I have something else to think about as well so not sure if I'll be able to come up with something quite yet.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on February 08, 2015, 12:14:57 PM
@stranger42 I think you could still pull off a Fear combo if you have Heaven's Bell. Just figured I'd point that out.

The timing of the ability makes this impossible. It's during the character placement phase, which is pretty much like an "on deploy" effect. The abilities phase happens after that, so fear + bell wouldn't work.

Then again, that might be interesting as a combo. I might consider changing his ability to an activated one instead.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on February 08, 2015, 11:09:09 PM
Unless I'm misunderstanding, it sounds like it happens ate the beginning of every turn in which it is in the defense zone. To me, that sounds like you could play it, use Fear, then activate Heaven's Bell to push it back into defense so that the morale hit occurs at the start of next turn and all the opponent's characters would be sitting in Support.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on February 09, 2015, 01:07:01 AM
Yun-Sho, Sealed Destruction
3 Purity Descendants of Dragons, Legendary
5-Cost, 10-Morale
Unique Character - Spirit

0/10

Haste, Flying

Pay X: Create X 0/8 "Lost Soul" Spirit characters in a deployed zone and the opposing zone of another player. They are locked to this zone, will not attack and cannot block attacks. Lost Soul costs 3 morale when it dies. CARDNAME's Morale cost is increased by 3 each time a "Lost Soul" character dies.
At the end of the turn, all other characters in the same zone as CARDNAME and the opposing zone take 10 damage.
If CARDNAME would leave play, it instead moves to the Support Zone and you lose morale equal to its morale cost. Cannot be chosen as commander.

Yun-Sho was sealed away for caring about neither friend nor foe in its wake of destruction. However, when things gets desperate, the Sages sometimes resort to unleashing this upon the battlefield.

Image: A spirit, similar to Spirit of the Ancient Guardians, is flying around rain beams of destruction upon everything it sees.

Haste allows you to activate its ability the turn you play it. Zone locks are like Call the Crusade. Other abilities can move it, but you can't move it during the planning phase.

This is a WIP
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on February 09, 2015, 01:56:00 AM
Unless I'm misunderstanding, it sounds like it happens ate the beginning of every turn in which it is in the defense zone. To me, that sounds like you could play it, use Fear, then activate Heaven's Bell to push it back into defense so that the morale hit occurs at the start of next turn and all the opponent's characters would be sitting in Support.

Hmm, then maybe I should rework the text to be "at the beginning of the resolution phase". It's intended to give the opponent a chance to move characters out of support if they so wish, but run the risk of getting them into combat, whether in offense or defense.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 09, 2015, 03:05:41 AM
Wan Xi, Mocking Shout
6 Resources
8 Morale
2 purity
Unique Character-Human
As long as Wan Xi is deployed, at the end of each turn, each enemy loses 6 morale unless they did damage to your fortress that turn.
7/10

maybe have his own ability card like the sages:

Wan Xi's Shout
4 Resources
1 purity
Ability
At the end of the turn, each opponent loses 15 morale unless he/she dealt damage to your fortress this turn.
Title: Re: Card Design Challenge: the forum game
Post by: NomiFromUR on February 10, 2015, 07:17:51 AM
Can't really name this, could be something about a dragon statue i guess.
6 cost, could be 7 if 6 was proven to be too strong.
2p DoD
Ability
If any copies of Fear or The Calamity are in your Deck, you can't add this card to your Deck.
If your fortress wasn't dealt damage this turn, your opponent loses 25 morale and your fortress is repaired 25 damage. Remove <insert name here> from the game.
---
Fear and Calamity restrictions prevent what would be a big chunk of unavoidable morale damage. It removes itself from the game to avoid recycle shennanigans. It's a noticeably better version of both Demoralize and Repair but the conditional gives it a great risk of doing nothing and wasting your turn, so you can't just throw it away as soon as turn 6, especially if you don't have anything fancy on the board. Cost 6 makes using 2 the same turn a really complex feat, requiring nobles or pay 9 twice. It also happens to be a good followup to the opponent's Calamity removing your board. The restricting text means you can have copies of this in your deck, and copies of Fear or Calamity in sideboard, but not both in-deck.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on February 13, 2015, 11:46:58 PM
The Painted Army of Jinhai
Cost 3
2 Purity DoD
Artifact
If your fortress was dealt less than 8 damage this turn; Create a 4/6 ''Terra Cotta Warrior'' in your support zone.
Pay 3, Exhaust; Create a 4/6 "Terra Cotta Warrior" in your support zone.

Terra Cotta Warrior
Morale Cost - 1
Character - Artificial
4/6

"The Warriors of the Painted Army of Jinhai are enchanted by the magic of the three sages, each one housing the soul of a fallen warrior so they may fight again, even in death.''



Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on February 14, 2015, 02:40:50 AM
I'm going to say... 36~ hours remaining. Give or take.
Title: Re: Card Design Challenge: the forum game
Post by: Angel- on February 15, 2015, 03:28:40 PM
Name ?
Cost 5
3 purity
Legendary Human
Vigilance
1/3
Dragons Resolve 1(that's what I call DoD Agent Coyle's max damage taken ability. In this case, creature takes 1 damage max)
At the end of turn, if ? is in the defense zone, each opponent loses 2 morale for every creature they control in the support or defense zone
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 15, 2015, 07:59:51 PM
Name ?
Cost 5
3 purity
Legendary Human
Vigilance
1/3
Dragons Resolve 1(that's what I call DoD Agent Coyle's max damage taken ability. In this case, creature takes 1 damage max)
At the end of turn, if ? is in the defense zone, each opponent loses 2 morale for every creature they control in the support or defense zone

not gonna lie this is VERY overpowered. Using one spirit armor on it makes it capable of taking 9 hits from any source. The only faction that is going to be able to deal with this is going to be Verore or maybe demonize.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on February 15, 2015, 08:15:44 PM
Submissions are closed. Judging underway.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on February 15, 2015, 10:31:23 PM
Judgement concluded. Behold!

: Zhao, Challenger of Champions

: Tome of Fading Will

: Yun-Sho, Sealed Destruction

: Wan Xi, Mocking Shout // Wan Xi's Shout

: Nomi's Dragon Statue Thing

: The Painted Army of Jinhai

: Angel's Legendary Human Thing

Let that be a lesson to you all: make names or I will mock you.

OK. Had a bunch of things that more or less did what I asked, which is good. A couple were a bit over the top.

THE WINNER

The winner must start the next challenge and then find me in-game for their Shifting Stone or Xia Han. Go with Xia Han, I have way more of them lol.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on February 16, 2015, 08:20:07 AM
Glad you enjoyed it.

Hmm... need some time to think of the next one. Oh, and provide a prize too....

Edit:

The challenge is to make: The Last Card

I enjoyed the design of the last sleeper, in the way it incorporated the sleeper mechanics such as revival and infect. It was one of the better designed cards in my opinion, not necessarily gameplay-wise but rather in making a card that represents the faction well.

So, in a nutshell, imagine your favourite (or least favourite) faction is getting phased out. Design a card that sums up the faction perfectly, as the last card that will ever be printed for said faction.

Prize is your choice of Daode or Bromich. Deadline is a week from now, the 24th of February.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on February 17, 2015, 04:51:47 PM
Descendants of Dragons or Flame Dawn... Oh the choices... For the record, despite their almost polar opposite methods of play, I like both factions a lot.

Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 17, 2015, 10:37:15 PM
Saren the Last Angel
7 Resources
10 morale
1 purity Overseers
Unique character- Angel
Epic

Flying, Unstoppable
When you deploy Saren, the Last Angel, remove from play all characters from all graveyards. Saren gains +2/+2 for each Angel removed this way.

7/7

Forix, the Final Spark
7 Resources
12 Morale
2 purity Flame Dawn
Unique character- Human
Epic

Charge, Unstoppable
When you deploy Forix, the Final Spark, he gains +3/+3 for each character your opponents control until end of turn.

10/10

use forix for judging purposes
Title: Re: Card Design Challenge: the forum game
Post by: Angel- on February 18, 2015, 01:39:08 AM
Angel, Lucca's Apprentice
5 Resources.3P 10 Morale
Unique Character-Human

 When Angel,Lucca's Apprentice enters the battlefield, target artificial gets +5/+5.
Pay 5, remove ALP from the game. Return him at the beginning of the next turn.

 'I can fix and upgraded one artificial faster than her. She can do 10 faster than me'
Title: Re: Card Design Challenge: the forum game
Post by: Perzyn on February 18, 2015, 03:49:54 PM
Name:The Last of Many
Purity: 3 Warpath
Cost: 3
Morale: 8
Type: Unique Character - Beast
Statline: 10/10
Ability:
Pay 2: Enrage 5 (Pay 2 to enrage this character, giving it +5/+5. This ability can only be used once.)

Anytime a beast you control dies The Last of Many's enrage can be played again.

Flavor text: The fittest survive.

Not the most original idea, but the thematic link between One of Many and Last of Many was too tempting to overlook.

It is a decent body for the cost, with possibility of pumping it up. The idea to reapply enrage is the result of being the last of its kind - The Last of Many sees the beast of Warpath falling while it remains - becoming stronger is both the survival element as well as rage growing at the sight of New World crumbling.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on February 19, 2015, 02:32:20 AM
The Last Guardian
Purity: 3 DOD
Cost: 6
Morale: 8
Type: Unique Character - Human
Stats: 6/12

Ability:
Vigilance
If The Last Guardian is alone in the defense zone it has +2/+4 and cannot take more than 5 damage from a single source.
If The Last Guardian would die from a non-sacrifice effect this turn while alone in the defense zone, it becomes exhausted and gets -1/-5 instead.
If The Last Guardian kills an enemy character while alone in the defense zone its owner loses 3 extra morale.

"I will not fall...        not yet...          I refuse."



Basically the idea is that guy in movies that says 'get out of here, ill slow them down' and then precedes to survive and beat the crap out of the attackers, takes some lethal hits but somehow manages to hang on and keep fighting long enough for people to escape, but does gradually weaken from injuries and eventually dies.

So the idea was basically an opposite radariah, aka a card that benefits from being alone in defense rather than assault.

The morale is basically the enemy getting pissed off that they're getting screwed by some guy, not a giant or an angel or a demon or a dragon, just this one guy.

due to the max health debuff on 'death' it basically has variable amount of 'extra lives', by default it's 3, if you increase his max health above 15 its 4, above 20 its 5 etc, if the enemy decreases it below 11 its 2 lives, sure I could've just used '3 lives' as a tag but I wanted to simulate him getting weaker instead of dieing and to have him get weaker the longer hes out taking damage, also I wanted for you to be able to make him last longer/the enemy able to make him die quicker.

Keep in mind he's only 'unkillable' while alone in the defense zone, if he gets killed/exhausted/moved or some other character gets moved to the defense zone and then he dies, he's gone.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 19, 2015, 02:49:23 AM
Name:The Last of Many
Purity: 3 Warpath
Cost: 3
Morale: 8
Type: Unique Character - Beast
Statline: 10/10
Ability:
Pay 2: Enrage 5 (Pay 2 to enrage this character, giving it +5/+5. This ability can only be used once.)

Anytime a beast you control dies The Last of Many's enrage can be played again.

Flavor text: The fittest survive.

Not the most original idea, but the thematic link between One of Many and Last of Many was too tempting to overlook.

It is a decent body for the cost, with possibility of pumping it up. The idea to reapply enrage is the result of being the last of its kind - The Last of Many sees the beast of Warpath falling while it remains - becoming stronger is both the survival element as well as rage growing at the sight of New World crumbling.

Whoa it comes out 10/10 for 3? wow thats not just a decent body thats enormous. And it gets +5/+5 for 2? Just saying ideas pretty decent but these numbers are absolutely crazy.
Title: Re: Card Design Challenge: the forum game
Post by: wham on February 19, 2015, 04:29:12 AM
Hi, I've decided to join in. I'll be starting with some more simple cards and if I get more comfortable with this we'll see what happens.


The Last Monk
1 Purity DoD
Unique Human
7/8
Cost 3, Morale 8

When a character you control heals, your opponent loses 2 morale
*Note: for the purposes of this ability healing for 0 is not considered healing
______________________________________________
Art: I picture him as a really swole version of Intimidating Monk.
Backstory: Somehow all the monks got eradicated, but Kung Ji is still around. Makes total sense.

Gives DoD some nice pressure with yuanshi/Kung Ji command, it might need to be changed to 1 morale. I was initially going for morale loss when the monk gets healed, but I decided against it because there are only three heal effects that could accomplish this, which would cut on options.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on February 19, 2015, 06:56:32 AM
Angel, Lucca's Apprentice
5 Resources.3P 10 Morale
Unique Character-Human

 When Angel,Lucca's Apprentice enters the battlefield, target artificial gets +5/+5.
Pay 5, remove ALP from the game. Return him at the beginning of the next turn.

Just a quick question. What are the stats on this fella?

I will delete this post once the original suggestion has been updated.
Title: Re: Card Design Challenge: the forum game
Post by: Perzyn on February 19, 2015, 07:21:27 AM
Whoa it comes out 10/10 for 3? wow thats not just a decent body thats enormous. And it gets +5/+5 for 2? Just saying ideas pretty decent but these numbers are absolutely crazy.

I was kind of working with the 10/10 meta where some factions are able to get out 10/10 for 2/3 out. So he is overstatted, hopefully this is partially negated by Unique status.

And ultimately, numbers are something that can always be easily fiddled with.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on February 19, 2015, 07:41:48 AM
Raiza, Tear of Heaven
Epic
1 Purity Overseers of Solace
Morale Cost 12
Cost 5
Unique Character - Angel
8/10
When another character you control dies while Raiza is deployed, she Ascends, gaining Flying. While Raiza is Ascended, if she is in the Defense Zone, she has Two Lives. If she is in the Assault Zone, she has Multistrike 2.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on February 20, 2015, 08:44:56 AM
Edit: I thought it would be interesting if the Overseers have the option to regain the freedom they once had before the introduction of the Champion mechanic when they phase out.

Chaos, Rallier of Champions (Unique Character)
Rarity: Rare
Purity: 2 Overseers
Subtype: Angel
Resource Cost: 3
Morale Cost: 8
Stats: 6/6
Abilities:
–Champion, Flying
–You may play Chaos even if there is another deployed Champion. While deployed, all other Champions lose their Champion mechanic. They can only be played while she is on the Battlefield. (Note that this still obeys the Unique mechanic, so for instance, you cannot have 2 Harahels in play at once.)
–When she is killed, sacrificed or removed from the game while deployed, all Champions regain their Champion mechanic. Choose one deployed Champion to remain deployed; the rest return to your hand.


This character reverts the Overseers’ Champions to their Championless state before the Order update. Chaos is the opposite of Order. Get it?

Ability Explanation: Chaos only needs to be deployed to maintain multiple Champions, but to play them in the first place, she must be in the Battlefield. If you try to play a Champion with her in Support, you will be forced to shift her to one of the Battlefield’s zones for this turn. Why, you ask?

At first, I thought that requiring her to be on the Battlefield to maintain multiple deployed Champions too risky, as it leaves her horribly vulnerable, and a simple Stumble would ruin everything. On the other hand, simply requiring her to be deployed would allow her to sit safely in Support while you play your Champions, a problem for non–control decks. Thus, I compromised by separating the requirements for ‘maintaining multiple Champions’ and ‘playing multiple Champions’.

If you read her ability text carefully, you’ll realise that while it is implied that these two aspects about multiple Champions have separate requirements, it isn’t explicit. This means that she favours smart players, who would be able to use this to their advantage when dodging Death Rays and such. Not–so–smart players would put her in Assault permanently, and dismiss her as a bad card.

If I remember correctly, Teremus has stated that he (maybe speaking for the devs as a whole?) likes cards like Ferocity, which on paper don’t seem like much, but favour smart players who discover their full potential (e.g. it can also be used to move problematic enemies in Defense or Support). So yeah, I think about this when making cards.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on February 20, 2015, 03:02:10 PM
Name:The Last of Many
Purity: 3 Warpath
Cost: 3
Morale: 8
Type: Unique Character - Beast
Statline: 10/10
Ability:
Pay 2: Enrage 5 (Pay 2 to enrage this character, giving it +5/+5. This ability can only be used once.)

Anytime a beast you control dies The Last of Many's enrage can be played again.

Flavor text: The fittest survive.

Not the most original idea, but the thematic link between One of Many and Last of Many was too tempting to overlook.

It is a decent body for the cost, with possibility of pumping it up. The idea to reapply enrage is the result of being the last of its kind - The Last of Many sees the beast of Warpath falling while it remains - becoming stronger is both the survival element as well as rage growing at the sight of New World crumbling.

I was thinking about such a card myself... though possibly with not quite so good stats. Then I realized that enrage is just a resource since and without some additional benefit gained, has a tendancy to make the card less desirable that a full stat character. Granted, you made it have full (or more than full) stats to start with, so I guess it wouldn't be that bad, but it doesn't denounce the fact that enrage, by itself, doesn't change the board state that much.

Still, as the 'last of' series, it wouldn't make sense NOT to include it, hence why I'm not sure I've got an entry for this contest anymore. :(

EDIT: Fixed.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on February 20, 2015, 11:54:21 PM
Raiza, Tear of Heaven

...ability...

I see what you did there...

Just want to ask about the ability.

- If Raiza dies once in defense (losing 2 lives), and moves to attack, does she die?
- If Raiza dies once in defense, moves to attack, then moves back to defense, does she regain an extra life?

Like above, I will delete this post once I receive clarification.

No, yes but not if you just drag it so it cant happen on the same turn unless you word of command it or chaos in the ranks or some other method of movement.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on February 21, 2015, 01:01:54 AM
Draygon, I think you might be quoting the wrong person.

Although Nato's idea was very similar to what I had in mind for the DoD...

Welp, Flame Dawn it is then.

Kali, Leader of Twilight
3 Flame Dawn, Epic
8-cost, 15 morale
Unique Character - Human
15/12

Flame Strike 10, Charge

All characters in your Assault Zone have Flame Strike 5 and are locked to the Assault Zone.

Image: Kali and some other Flame Dawn characters all beat up with broken armor, blood on some of their limbs; fighting off enemies of some variety. Kali's wings might even be broken.

As the rest of Flame Dawn retreated it was discovered that their enemies had the location to where they going.
Kali took up the last of her battered forces to stop that info from reaching the main forces of her opponents.


*after 5 minutes or so*

They knew it was suicide.

If a character didn't start the turn in the Assault Zone, then it isn't locked yet and can be moved around. However, if they started there, they are locked to the Assault Zone in the same way the Aspirants from Call the Crusade are locked to the Assault Zone. Abilities can move them around, but they move back at the start of the turn.
Title: Re: Card Design Challenge: the forum game
Post by: Logadd on February 21, 2015, 12:43:19 PM
Final Curse
5 Resources
2 purity CoV
Unique ability - Magic
Rare

Whenever creatures opponent control would take damage this turn, they take double that damage instead, whenever opponent fortress will take damage this turn, it takes double that damage instead. You lose game at the end of next turn.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 21, 2015, 04:29:10 PM
Final Curse
5 Resources
2 purity CoV
Unique ability - Magic
Rare

Whenever creatures opponent control would take damage this turn, they take double that damage instead, whenever opponent fortress will take damage this turn, it takes double that damage instead. You lose game at the end of next turn.

Lol this reminded me of Final Fortune from MTG.

http://gatherer.wizards.com/Pages/Card/Details.aspx?name=final+fortune
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on February 24, 2015, 03:49:42 AM
Submission is closed. Judging now.

From Hiding:

From -Angel

From Perzyn:

From NatoPotato:

From Wham:

From Grinnin_Gin:

From Communistmountain:

From JSlayerXeno:

From Logadd:



Edit: I do apologise for the delay in judging. I hope to have it finalised by tomorrow.

Edit 2: For the entry fulfilling both theme and gameplay, the winner is...


Feel free to PM me whenever you see me in-game or on forums to collect your prize. I look forward to your challenge.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on February 28, 2015, 01:55:03 AM
Not personally a fan of the design of Final Curse at all. Way too much insanity possible with 2 CoV/1 Flame Dawn burn decks. Final Curse essentially becomes another copy of Dark Blast if you have both in hand to close out the game.
Title: Re: Card Design Challenge: the forum game
Post by: Logadd on February 28, 2015, 06:31:25 AM
If you have both in hand and have 10 mana and you want to spend 10 mana on doing damage to opponent fortress then yeah, it would be another copy of dark blast. If you could put 4 dark blasts in the deck it wouldn't really become better. Zombogone + undead corruption kills 3 creatures and steals one for you at 4 mana, what about it. One thing i forgot about is anger of veroria though. 40 damage burst at 9 mana may be way too scary.

Anyways, next challenge is to make neutral commander you need to build deck around. We already have Enyah and Evelee as intresting examples, so reward would be Enyah and Evelee.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on February 28, 2015, 03:34:57 PM
Shadehunter
Cost 5
Factionless
Morale Cost - 6
7/7
Character - Human
If an opponent controls a Demon, Shadehunter gains Consume 2. If an opponent controls an Angel, Shadehunter gains Flying. If an opponent controls a Spirit, Shadehunter gains Armor 2. If an opponent controls an Undead character, Shadehunter gains 2 Lives.

Use with things like Demonic Corruption, Undead Corruption, Genetic Splicing etc to trigger the abilities of Shadehunter more easily.

Edit: Armor 2 is Armored Landcrawler's ability, just using a key word to make it clearer. When Shadehunter gains an ability, he does not lose it even if that character type leaves the field later.
Title: Re: Card Design Challenge: the forum game
Post by: MerliniX on February 28, 2015, 04:14:43 PM
Legion, Master of Battle
Cost 8
Morale 10
1/1

If Legion, Master of Battle is a Commander you may include Character cards of any purity in your deck.

If Legion, Master of Battle is a Commander you may not include any non Character cards in your deck.

When Legion, Master of Battle is deployed he gets +2/+2 for every Character in play, and gains any keywords those Characters have.
Title: Re: Card Design Challenge: the forum game
Post by: wham on February 28, 2015, 04:42:58 PM
When will you be judging, logadd?
Title: Re: Card Design Challenge: the forum game
Post by: Logadd on February 28, 2015, 06:47:16 PM
My bad, forgot to say that, deadline in 1 week at sunday. Is that fine or would 2 weeks be better?
Title: Re: Card Design Challenge: the forum game
Post by: wham on February 28, 2015, 07:27:51 PM
1 week is enough. If you look at the first and second page in the thread it only took two days for the first card.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on February 28, 2015, 08:10:40 PM
Leare, Master Infiltrator
Cost 6
Morale 12
Neutral
Unique Character- Human
2/20

At the beginning of your turn you lose 3 morale

Pay 3, Exhaust: Target player gains control of a deployed character you control. That character cannot be moved from the zone it's in and cannot activate any activated abilities it controls

Pay 1, Exhaust: Search your deck or any graveyard for a card, remove it from the game, then shuffle 2 copies of it into each opponents' deck.

Pay 6, Exhaust: Search your deck or any graveyard for a character card. Deploy it under your opponent's control in any zone. That character cannot be moved from that zone.


You like infiltration? Well here it is, the ultimate infiltrate card. Full with deck manipulation too.

(also note how I made it so late game you should infiltrate Leare as well?)
Title: Re: Card Design Challenge: the forum game
Post by: Conquest on February 28, 2015, 11:48:21 PM
Veda, the Organizer
Cost 7
Morale 12
Factionless
Unique Character - Human
3/7

If Veda is a commander, all your characters must be in one zone at a time, unless exhausted or in the Command Zone

Pay 2: All your characters lose their sub-types and then gain the a sub-type of your choice

Pay 5, Exhaust: All characters gain a buff based on which zone they're in. Assault Zone gains +3/+0, Defense Zone gains +0/+3, Support Zone gains +2/+2
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on March 02, 2015, 07:19:13 PM
Morphus, Condense Reality
6-Cost, 15-Morale, Legendary
Factionless, Character
2/2

If CARDNAME may count for any purity. If CARDNAME is in command, you may only include a single copy of any cards it grants. If CARDNAME is in command, you must have a Factionless commander to include factionless cards in your deck.

Pay X - 2, max 6: Remove target character in your hand, deck or graveyard from the game. CARDNAME gains the stats, morale and abilities of target character. At the end of the turn, CARDNAME loses those stats and abilities, and heals fully.
If CARDNAME dies, it is removed from the game.

Okay, so some explaining. Morphus gains morale, so its base 15 plus whatever the chosen character is, so it can reach 30 if you pick another 15-morale character. This does mean that if it is your only factionless commander you may only include a single copy of any given factionless card. If you use it to be the third character for triple purity, you would only have one copy of any triple purity cards. If you make it a completely different faction you make only have one copy of cards from that faction, etc.

The idea is that you can pay less to pull out huge characters from out of nowhere, and it caps at 6 resources. The thing is, you don't get deploy effects like Sacullas, Lucca, Cornicen, Flame Dawn Commando, and you don't get manually activated effects. This means you'll want that character for an effect that activates during resolution or combat, like Consume, an aura, like Bromich, or for a single use of its raw stats. Otherwise. It does let you suddenly pull out huge power like that of Mega Unit 02, but you also will burn up the cards in doing so, and if Morphus is what grants the purity for a card, you'll have one shot at using it, so you have to make it count. Also, the character's end of turn effect would go off before Morphus would switch back.

Worth nothing is that Morphus gains their stats, so anything it changes into has a +2/+2. It also retains buffs, so switching to a consume character before eating a large row of attackers or defenders will allow it to retain the buffs gained from that one turn. Furthermore, any buffs Morphus has will carry over to the new character, so if you give it lots of health or power, the new character will likewise have extra health or power. This is particularly useful if you plan to have it switch to an Unstoppable or multistrike character.

The lack of deploy effects was there to prevent you from just pulling Azael out to switch the tides of the battle almost entirely, and other such effects. You'll still be able to give that one use of untouchable and Flying, however. Do note that switch to a champion would send any others back to your hand.

Another thing I wanted to make sure of is that it's expensive to get Morphus out in the first place and, while frequently cheaper than actually pulling out the character, removing it from the game would offset that cost. However, it is best when trying to pull something like Dragon of Summer Flame, or character titans from out of nowhere. Plus, if you play triple purity, then you won't have factionless, so Wealthy Nobles will likely not be in your repertoire if you use Morphus.

Inside of Enyah, well, Enyah grants one purity to everything, Morphus can grant an extra purity to something and you can use Varyus or Evellee to search for cards with a slight delate while Morphus can grant you the one character you need instantly, at the cost that you need to make sure that's the one time you need it.

First thing I had in mind was almost the same concept, but for abilities... Then I decided against it because Calamity on demand.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on March 03, 2015, 08:14:07 AM
(read latest edits marked in asterisks, both in the main entry and the explanation footnotes, if you haven't done so :))

Lightmare, the Infinite God
Legendary, Unique Character
Resource Cost: 0
Morale Cost: 0
Stats: 0/1
Abilities:
–Indestructible, Cannot Attack or Defend
–If Lightmare is a Commander, you may have 4 copies of each limited card in your deck. Your minimum deck size is increased to 50 cards.
–Lightmare cannot be a Commander with Enyah or Varyus.
–Pay 3, remove a card in your hand from the game, exhaust: Choose a card from your deck to draw.

Basically Varyus without the 1 copy downside, but with the downside of cutting a Purity. *I could have made it to fit the theme better, for instance by allowing you to draw any legal card in Infinity Wars, but the balance issues were giving me a headache so I ditched that.*

*Increasing the minimum number of cards encourages players to use the ability more, as removing a card now affects players less than usual (x/50 vs x/40 cards not utilised). To make up for this downside, I allowed more copies of each card. I just realised my justifications were bullpuffy. Who am I kidding, I just added the 50 card, 4 copy rule just for fun.*

According to the Perl Card Calculator (http://www.unseelie.org/cgi-bin/cardco.cgi), the percentage difference in probability for drawing at least 1 card of your choice doesn't differ by more than 7% (this is for Turn 1), so it's pretty balanced I guess.

Fun fact: for the first 17 cards drawn, the chances of drawing at least 1 card of your choice is higher for the new format while for drawing 18+ cards, the old one is better.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on March 03, 2015, 07:02:01 PM
Shadehunter
Cost 5
Factionless
Morale Cost - 6
7/7
Character - Human
If an opponent controls a Demon, Shadehunter gains Consume 2. If an opponent controls an Angel, Shadehunter gains Flying. If an opponent controls a Spirit, Shadehunter takes 2 less damage from all sources. If an opponent controls an Undead character, Shadehunter gains 2 Lives.

Use with things like Demonic Corruption, Undead Corruption, Genetic Splicing etc to trigger the abilities of Shadehunter more easily.

What happens if soemthing dies? like the opponent had a zombie and it died, does he lose 2 lives? Maybe make it so he only gains effects when an opponent's character of that subtype dies? Also perhaps make him gain that subtype as well.

pretty cool concept though, Maybe add an insectoid one something like, if opponent has an insectoid he becomes an insectoid and "all insectoids become Angels, Zombies, Demons, and Spirits in addition to whatever types they had previously."

also: human, Multistrike 2
artificial, +3/+3
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on March 03, 2015, 07:46:57 PM
Its not meant to have an effect for humans, beasts, artificials or insectoids. Its only meant to deal with 'supernatural' forces. Also, no, it will not lose its key words if those characters then leave the field.
Title: Re: Card Design Challenge: the forum game
Post by: stranger42 on March 03, 2015, 08:34:27 PM
Oracle of the Rifts
Factionless, Legendary
2/10
6 cost, 14 morale
Unique Character

At the beginning of your turn (after you draw), if Oracle of the Rifts is in play, draw a card. Then, choose a card from your hand, and it is put on the bottom of your deck.

If a card would be returned to your deck, it goes to the bottom of your deck and the deck is not shuffled.

Pay 5, exhaust. Both players reveal their hands.

____________________________________________

Admittedly the concepts used in here are not that original. I borrowed a couple from other physical card games. What this card aims to do is cut down on random effects and chance, and possibly provide some kind of insane setup for long term plays.

As an immediate consequence, though, the benefit is having the choice of more options. In exchange for sacrificing a purity in a faction, you get to improve your hand turn by turn, even though the net cards gained is the same.

Also, it may be possible for a player to stack the bottom of the deck with a combo of cards, then reach them with some draw power, although it will probably require an amazing mind to keep track of everything at once.
Title: Re: Card Design Challenge: the forum game
Post by: kcat4 on March 04, 2015, 06:47:46 AM
Forced Recruitment
2 purity flame dawn.
ability
7 cost

Discard one character in your hand. Lose morale equal to the morale cost of the character. Creates X number of 4/2 (1 morale cost) Aspirants in the assault zone where X is the resource cost of the character.

"When in doubt, throw more men at it"

Not an original idea, in fact there is probably a card very similar to this in the thread already. Felt I should make the player pay most of the morale cost before the Aspirants died as they are not in the battle by choice. Also used a Dawn of War quote cause I thought it was fitting.
Title: Re: Card Design Challenge: the forum game
Post by: DrayGon777 on March 04, 2015, 02:21:30 PM
I think the current challenge, if you are trying to participate in it that is, is to create a factionless card you'd have to build a deck around, much like Enyah or Evellee (examples given in the post that stated the challenge). You're welcome to put whatever card ideas you want, though there's also a section of card ideas in another part of the forums.
Title: Re: Card Design Challenge: the forum game
Post by: kcat4 on March 05, 2015, 03:46:06 PM
 Welp, always misreading posts :P
Title: Re: Card Design Challenge: the forum game
Post by: Logadd on March 08, 2015, 10:57:19 PM
Results and my opinion on submissions:
From Gin:

From Merlini:

From Hiding:

From Conquest:

From JSlayerXero:

From CommunistMountain:

From  stranger42:

I hope I didn't miss anything.

PM me on forums or in game, I'll be waiting for next challenge.
Title: Re: Card Design Challenge: the forum game
Post by: wham on March 08, 2015, 11:09:48 PM
That was quite a challenging rule. I wasn't even able to come up with anything I found good.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on March 10, 2015, 02:25:30 AM
I feel like I was forgetting something when I wrote that thing down. I guess I overestimated counting for any purity.

On another note, the cost you pay was capped, but it could target anything, even characters with 99 cost or more and perform its thing.

Looking forward to the next challenge.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on March 11, 2015, 03:27:05 AM
Oh crap I forgot about this cuz Im currently camping and dont have much internet.

Edit: Ok I guess I didnt get anything from that last prompt. Here's another idea I kinda wanted to play around with: Create a character that utilizes different character types (Human, Angel, Demon). Create abilities that mess around with either changing other characters or having multiple  character types (or all of the character types). Try to get it in by 3/28 Ill judge then.

Prize is Zuza + Orion, Master Architect + Engine of Reincarnation + Misery Stone.
Title: Re: Card Design Challenge: the forum game
Post by: CommunistMountain on March 20, 2015, 01:27:30 PM
(read the RE–EDITED version if you haven't already done so :) )

Agent Coyle, Genetically Spliced (Legendary Unique Character)
Cost: 1
Purity: Factionless
Morale: 0
Subtype: Human
Stats: 5/4
Abilities:
–Pay X, up to a maximum of 5, exhaust: Choose a subtype. Agent Coyle, Genetically Spliced and all your characters on the Battlefield with that subtype gain +X/+X. He gains the subtypes of buffed characters.


The 5 Resource limit is there to prevent players from doing things like giving all their characters on the Battlefield +10/+10, which would be quite overpowered even by Epic and Legendary standards.


He is basically the character version of Genetic Splicing, and also a Hermit–like card which offers more flexibility and self–sufficiency, while limiting to the Battlefield not serving as an offensive tool. He can also choose to buff subtypes like Humans and Spirits, something which they currently don't have to put them apart from other subtypes like Artificials and Beasts, and hopefully this will bring about some creative play.


Also, God help you if you face someone using him with Insectoids.
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on March 20, 2015, 04:05:25 PM
Had a couple ideas, still not sure which I like more.


Synchronization
Factionless
Cost: 6
Ability
Target a deployed card you control and a card on the Battlefield, each card gains the sub-types of the other if it does not already have them.
The power and max health of both cards is averaged.
(aka if you use the card on a character with 1 attack and one with 3 attack, they'll both have 2 attack after.
It'll be rounded though, so syncing a card with 1 health and a card with 4 health will give you a card with 2 health and a card with 3 health.)


Basically takes two beings and 'averages' them.
It applies as many sub-types as the cards have, if you use it on 2 cards that have 2 different types each then you've just given 4 sub-types to the cards and you now have 2 cards with 4 types each.
Since you can have 3 of the card (and recycle/gather thoughts) you could get quite a few sub-types on a single card if you really wanted to.
The averaging attack and health is also pretty useful, as you can strengthen key cards on your side by sacrificing the stats of a 'blank' card with high stats, or you can lower the stats of a strong enemy card.




Genetic Scrambler
1 GI
Cost: 5
Unique Artifact
When you deploy Genetic Scrambler choose 2 of these sub-types:
Human, Beast, Dragon, Demon, Angel or Insectoid.
All abilities that would affect sub-type 1 affect sub-type 2 instead, and vice-versa.
The opponent does not see which sub-types were selected.


So basically you're swapping all instances of sub-type A with sub-type B, you can hijack an enemy's beneficial effects or use it to redirect negative effects.
eg, if an opponent is running a hermit deck you could swap beast with human.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on March 24, 2015, 10:09:17 PM
Bionic Commando
1 Purity Genesis
Cost 2
6/6
Morale Cost - 3
Character Type - Human
When you deploy this card, you can remove 1 card from your hand from the game; Bionic Commando gains +2/+2 and gains Artificial.
Title: Re: Card Design Challenge: the forum game
Post by: JSlayerXero on March 31, 2015, 11:39:52 PM
Scramble, Chaotic Nuisance
5-cost, 12-morale, Factionless
12/12, Unique Character, Epic

Pay 2: CARDNAME has all subtypes of target deployed character. As long as CARDNAME is deployed, all other characters that have a matching subtype have -2/-2.

Note: Whenever Scramble uses its own ability, it removes existing subtypes.

Right, this is probably too late, but it hasn't been judged yet, so I don't know. You can skip me if you feel like it. The idea behind this is to be an anti-leader character... or whatever Pack Leader, Alpha Demon, etc. are supposed to be. Do note that you have to pick something that is deployed. However, this is a good way to neutralize Wealthy Nobles and kill off weak characters. Scramble's cost might need to be adjusted, however.
Title: Re: Card Design Challenge: the forum game
Post by: Shimrra3 on April 01, 2015, 01:26:54 AM
Name: Amorphous Hybrid
Purity: Factionless
Rarity: Rare
Type: Character - Ooze
Resource Cost:Morale Cost: 4
Power/Health: 1/1

Description:

Amorphous Hybrid's base power and health are equal to X², where X is the number of character subtypes Amorphous Hybrid has.

---

This is just for fun. Really. Yes, that is X Squared. So if by some miracle you get three Genetic Splicing and Mechanize, you can make one 25/25.

Obviously the trick is to use Recyle on Splicing. Now that's more like it.
Title: Re: Card Design Challenge: the forum game
Post by: Hiding on April 10, 2015, 03:18:06 AM
Oh sorry guys, been a little swamped with school work totally forgot about this biz.

I dunno how to do that fancy box stuff so Ill just list everything out here

Quote
Agent Coyle, Genetically Spliced (Legendary Unique Character)
Cost: 1
Purity: Factionless
Morale: 0
Subtype: Human
Stats: 5/4
Abilities:
–Pay X, up to a maximum of 5, exhaust: Choose a subtype. Agent Coyle, Genetically Spliced and all your characters on the Battlefield with that subtype gain +X/+X. He gains the subtypes of buffed characters.

Kinda crazy overpowered dont you think? Numbers can be tweaked I guess but the mass buff everything isnt really anything new and him gaining the subtype really doesnt make much a difference here. 2/5

Quote
Synchronization
Factionless
Cost: 6
Ability
Target a deployed card you control and a card on the Battlefield, each card gains the sub-types of the other if it does not already have them.
The power and max health of both cards is averaged.

Interesting card here, things can get suddenly buffed (if with pack leader) or hurt (hermit) and sudden changes in stats make it useful for playing around with the enemy. Cool concept. 4/5

Quote
Bionic Commando
1 Purity Genesis
Cost 2
6/6
Morale Cost - 3
Character Type - Human
When you deploy this card, you can remove 1 card from your hand from the game; Bionic Commando gains +2/+2 and gains Artificial.

Not particularly outstanding, but seems like a decent core card you could use in a GI deck. lots of decision making involved. Doesnt really play too much with different character types though. 2/5

Quote
Scramble, Chaotic Nuisance
5-cost, 12-morale, Factionless
12/12, Unique Character, Epic

Pay 2: CARDNAME has all subtypes of target deployed character. As long as CARDNAME is deployed, all other characters that have a matching subtype have -2/-2.

Interesting concept, though it seems a bit overpowered at the moment maybe raise the cost make it need to be on battlefield because it can really limit some decks by killing things as they enter the battlefield. The usage seems to be just straight up mass removal not much interesting decision-making there, but has potential. perhaps make it have an active that deals 2 damage to all characters that share a type with it instead of -2/-2 (including itself). 3/5

Quote
Name: Amorphous Hybrid
Purity: Factionless
Rarity: Rare
Type: Character - Ooze
Resource Cost: 3  Morale Cost: 4
Power/Health: 1/1

Description:

Amorphous Hybrid's base power and health are equal to X², where X is the number of character subtypes Amorphous Hybrid has.

The more character types the stronger it gets. I guess it's an ok idea (esp if someone zombifies it then angelifies maybe). Just getting stronger based on character type variety doesnt seem all that wild to me though. 2/5

I guess based on my ratings, NatoPotato with the obnoxious green text wins this round.
I'd say message me in game would have a better chance of illiciting a response from me to claim your prize as Im not always paying attention to what happens on the forum as you can see (though I actually have not gotten my prize yet).
Title: Re: Card Design Challenge: the forum game
Post by: NatoPotato on April 10, 2015, 06:15:39 AM
I'm guessing your game username is the same as your forum name, if not then add/message me, my username is the same as my forum name.



Anyways, I think what I'd be most interested to see you guys design is some keywords.
We've already got things like flying, unstoppable, haste, etc.

However almost all of the keywords are specific to characters, I want you to come up with your own keyword that is not character specific (eg reach is character specific, preemptive is not) and design 1 or 2 cards that use it, you can still have character cards with the keyword as examples but the keyword should be able to work on at least one of the other types of cards, aka ability, location or artifact.

The keyword can be negative if you want and the cards don't have to have the keyword by default, but they should have the keyword somewhere in their ability text.
Title: Re: Card Design Challenge: the forum game
Post by: Grinnin_Gin on April 10, 2015, 06:56:17 AM
I'm guessing your game username is the same as your forum name, if not then add/message me, my username is the same as my forum name.



Anyways, I think what I'd be most interested to see you guys design is some keywords.
We've already got things like flying, unstoppable, haste, etc.

However almo