Greetings, Card Design Challenge enthusiasts! This round of the challenge is going to be rather simple: create an unlimited card. It could be a character, it could be an ability, an artifact, even a mission (the way locations works makes that untenable, however), it doesn't really matter. Just make something that you could theoretically have 40 of in your deck. Or a hundred, I suppose.
Card Deadline: October 22nd
--- Card Design Challenge 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. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline. 3) If you edit your post you should make an additional post in this thread informing of the edit to make sure that the updated version of the card will be judged. The post should contain the full updated card details as well as a brief summary of what changed from your original submission. 4) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round. 5) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.
PRIZES 1st place: 3 alt art packs and 3 collection penta packs 2nd place: 2 alt art packs and 2 collection penta packs 3rd place: 1 alt art pack and 1 collection penta pack All participants who submit an entry will receive a collection penta pack
As long as CARDNAME is deployed, Locations you control have "Your characters take 2 less damage while in the Defense Zone." At the end of the turn, if CARDNAME is in your defense zone your fortress heals for 5 health.
Add some earthworks here, a bastion there, a good ditch in the front... it's not much, but I can work with it.
Basically, he turns any location into a Great Wall of Jinhai. And the Wall itself gets even stronger. I made them 1 purity so they could combo with other factions' locations, gave them 5 health because I didn't want good stats but I hate it when stuff dies to a single lightning blast or firebolt. The Field Engineer ability is designed to encourage people to put them into the defense zone where they'll be more vulnerable to removal/combat death while also giving utility if you don't have an artifact. 3 cost was specifically designed to curve into Wall, notably, but it's worth noting that at that cost they're competing with Dojo (also intentional).
It's meant to be state-based, so it's always the highest purity of your deck--aka that's what it counts as in your hand, in your deck, on the field, and so on. It's technically factionless for collector purposes, though.
For mtg reference, Ghostfire or Pact of Negation come to mind as cards whose rules text specifically say what color they are (colorless and blue, respectively). They're always that color. The Inquisitor works in the same vein.
Inquisitor's purity is equal to the highest purity in your deck (if there is a tie, it chooses the left-most purity in your command zone). Whenever Inquisitor fights another character from the same faction, it gains +8/+8
Hiding Transcend Madness 1p Exiles or 1p DoD 6 cost Ability
Characters you control with Exiles purity gain Flying and 0/+2 for each DoD purity in your deck.
Characters you control with DoD purity gain "This character takes 2 less damage from all sources" and Consume X where X is the amount of Exiles purity in your deck.
Comments: I like this card. The ability, while powerful, shifts its power based on your purity (for instance, a deck wanting to buff up its DoD-defenders would either give up 2 purity cards or have to use a reduced effect). However, for someone running an Exiles-centric deck (2 Ex 1 DoD demon tribal, perhaps?), simply gaining flying is far more powerful than the numerical buff. However, because it's an ability--rather than, say, an artifact--and due to its cost, I think it's rather balanced.
N3R0N Name: Quake, The Giant Toad Faction/Purity: 1 WP Type: Unique Character Beast Rarity:Rare Cost:3 Morale:7 Attack/Health:6/13 Rules Text: If you have at least 2 WP purities in your deck Giant Toad gets Reach If you have 3 WP purities in your deck Giant toad gets Vigilance
Comments: A solid, dependable design for a character with okay stats for a 3-drop that gets better from being full Warpath. I'm not sure how flavorful the vigilance is (Haste certainly would have been more WP and more powerful), but this card is clearly made to stop a line of small attackers, even with flying.
Prince of Lies Name: Tyrant's Judgment Faction/Purity: Factionless Type: Unique Ability Rarity: Legendary Cost: 12 Rules Text: If your deck has at least 1 Cult of Verore purity, you may send the top 10 cards of your deck to the graveyard and inflict 5 fortress damage for each Ability card sent to the graveyard in this manner. If your deck has at least 1 Sleepers of Avarrach purity, you may raise all Characters from both graveyards to your Support Zone at the end of this turn. They gain the Undead subtype and Infect. If your deck has at least 1 Exiles purity, you may send all Characters in play that are not at full health to the graveyard and their controller suffers morale damage equal to its cost. Artifacts, Locations and Missions are returned to their respective controller's hand instead. This card's effects resolve simultaneously and cannot be affected by any other effects once played. Flavor Text: "Cruelty and ruthlessness. Two qualities a good leader should always possess."
Comments: Wowzas is this insane, and the ability cost is appropriately expensive--prohibitively so. The Sleepers and Exiles abilities synergize well together, but the CoV ability either becomes useful for milling your own characters or in an ability burn deck--either you're using it for the damage and the other two modes are pointless, or you aren't getting the full use out of this ability. The fact that there's a 'may' clause on all three modes is slightly confusing as well.
Mew28 Name: The Duskbringer Faction/Purity: Factionless Type: Charicter Rarity: Epic Cost: 6 Morale: 10 Attack/Health: 10/15 Rules Text: Any time The Duskbringer would engage in combat with a demon he kills it and takes no combat damage. If you control two or more cards with a FD purity he gains an extra attack, if you control two or more cards with an OoS purity he gains flying Flavor text The one who failed us may still be the one who saves us.
Comments: A powerful card, it's worth noting that Duskbringer doesn't care about deck purity. You could run a 3-Factionless deck with Aleta Traveler in command and still activate him by the time he's played on turn 6. Because he is factionless, I can see him being in the sideboard of any deck and coming out to hose any deck running demons. Against a demon deck he becomes an infinite blocker (a clause like "while in the assault zone" a la Aberion would have made a real difference to his use), for instance.
ToxicShadow Lynchmob Purity: Factionless (kinda) Type: Character - Human Rarity: Common Cost: 3 Morale: 7 Stats: 5/5
Bloodthirsty 2 Lynchmob always has the highest available purity in your deck (if there is more than one, one is selected at random). When Lynchmob enters combat with a character of lower purity than itself, it gets +2 Bloodthirsty for every purity point its combat opponent has less than lynchmob for the duration of this combat. (As an example: a 3 purity Lynchmob against a factionless card has the highest possible bonus of +6 bloodthirsty, so a total of 8 ). The first time a Lynchmob kills a character of lower purity than its own purity, create a Witch Hunt in your hand.
CoV Fanatic 1: "Kill her! She is a witch!" CoV Fanatic 2: "So? Aren't we all witches here?" CoV Fanatic 1: "Uh...right...Kill her, she is..err...different!" Whole Mob: "KILL HER!"
Witch Hunt Purity: Factionless Type: Ability Rarity: Common Cost: 3
This Card is removed from the game after being played. This card was created by killing *Name of the first lower purity character that was killed by the Lynchmob*. Choose one: -Sacrifice all deployed copies of Lynchmob to kill all deployed characters with the same name as the character that was killed to create this card. or -Draw another Lynchmob from your deck. "This is no cruelty - it is divine justice!" - Unknown Inquisitor
Comments: This is an incredibly flavorful design with conservative stats to make up for the power of Bloodthirst. This purity-obsessed mob can serve as a powerful deterrent in DoD, as an attacker in FD, or simply as a solo-threat in any 3 purity deck--though its power is decreased against other 3-purity decks. Witch Hunt itself is an interesting design that I enjoy as well.
NatoPotato Adaptive Mercenary Factionless Unique Character - Human Rare Cost 6 Morale 7 Stats 8/8
This has Flamestrike 2X where X is your decks Flame Dawn purity, at 2 purity or more this has Charge. Whenever this enters combat deal 1 Damage and 1 Morale to the opponent for each Cult of Verore purity in your deck. This takes 2 less damage from combat for each Descendants of the Dragon purity in your deck. This has +2/+2 for each Warpath purity in your deck, at 2 purity or more this has Haste. At the end of each turn this gets +1/+1 if this is in the Support Zone and your deck has at least 1 Genesis Industries purity, or if this is deployed and you have 2 purity or more. If your deck has at least 1 Exiles purity this has Plunder X and Exile 6-X where X is the purity. If your deck has at least 1 Sleepers purity this is Undead and has Bloodthirst X+1 where X is the purity. If your deck has at least 1 Overseers of Solace purity this is an Angel and has +X/+X for each Angel character next to this where X is the purity, at 2 purity or more this has Flying.
A flexible warrior, capable of using many different fighting styles and skills. "The strong adapt."
Comments: Ah yes, I was waiting for someone to go overboard on the purity options. Puffy, I almost did made one like this as an example. A hopelessly complex card (and probably insane with Enyah), but a cool design. Some of the purity options charge up all the way to 3 where others have a "if 2 matters" theme--I'm curious why that didn't apply to each faction.
Number11 Grote the Intimidator 2 purity CoV - Uncommon 1 cost 4 morale Unique Character - Demon 3/3
This card cannot be in any deck with Overseers purity. While in play, any time you reveal an opponent Character that Character cost goes up by 1.
"I despise goodie two shoes angels - Grote the Intimidator"
Comments: Besides insisting upon not working with Angels, this card really has no functional reason to care about your deck's purity. It's an interesting way to use a Tithing effect, but it also doesn't actually have any way of independently setting off its own effect (perhaps combo with Counsellor Troi in everyone's favorite Federation-CoV deck).