"These monks have re-purposed a toxin originally used to reach a state of near-death for spiritual purposes, giving them a paralyzing, and sometimes lethal, first strike."
This guy basically does 5 extra damage in combat but then they get 5 health back if they survive, use a balance and he can take out units with 10 or less health, what's interesting is that regardless of what its power is it can kill anything with 5 health or less without taking any damage, even if the opponent has damage reduction/multi-lives/invincible (iirc)
All of your opponent's deployed Characters are moved to the Defense Zone and all of your deployed Characters are moved to the Assault Zone and attack an additional time this turn. The first time a character you control would die to combat damage this turn instead it survives on 1 health and gets +2/+0.
Shameless ripoff of hidings bloodbath edit 'to the last drop' cus pretty much everything else I could think of atm has been covered, basically just makes sure all your characters will attack a second time if they aren't killed by abilities and gives them a small buff if they take lethal damage.
Design a card which interacts with the opponents deck.
Current examples in the game are Genesis Spy which adds useless tokens to their deck, USS Enterprise which steals a card from their deck and I guess Martyr of Chaos which swaps your decks and makes all the cards in their deck cost 10.
That said your card doesn't necessarily have to change the opponents deck or its cards at all, for example you could have a character card that has higher stats the smaller your opponents deck is or the higher the number of ability cards in their deck or something.
Card can be whatever type you want and have whatever effect you want as long as it either affects or reacts to the cards in your opponents deck in some way.
Deadline is the 23rd of Jan.
--- 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) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead. 4) 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
Not sure if the issue is happening again or if the forums are just super slow for me right now, but the whole time it's loading I get the 'waiting for aletasarchive' message, that embedded link to the script is still there and I get error messages about failing to load the script.
Either way the aletas archive link really should be removed, or replaced.
I still have that prototype infinite network script if the person with control over the forum template wants it (https://pastebin.com/TmTp1GhK) all they'd have to do is save that as a js file and change the link to the new file instead of aletasarchive.
Stock Market Trader Character - Human Cost: 2 Morale: 6 1/4
At the start of each turn if this is deployed you gain 1 extra resource for the turn if you have initiative, you lose 1 resource for the turn if you do not have initiative.
Basically your wealth goes up and down rather than being static, gives you advantage on turns where you have initiative, but also leaves you more vulnerable on turns you don't have initiative, especially if you have multiple copies in play. Originally could work from command but then I realized by having 3 you could start the game with either 4 resources turn 1 or 5 resources turn 2 (and so on), sure you'd have little to no resources every other turn but it still seemed a bit strong for early game. Combos pretty well with timestopper. (or gets screwed by an opponents timestopper)
Mortal Combat or Ability Cost 4 Target character you control and target character on the battlefield gain Frenzy until the combat step and enter combat. If a character is killed this way the other gains +3/+3 for each combat survived.
IE Duel but it's not limited to 3 battles(and also wont force 3 battles if both characters have 0 attack), essentially Fight! on steroids but the enemy can dodge it and the survivor (if there is one) gets a buff.
Late pay X (Pelagoth) When you play this Character your available resources are reduced by X next turn.
Threshold X (Hiding) This card may only be played when you have at least X maximum resources.
Mercenary X (NatoPotato) At the start of each turn if this Character is Deployed you may pay X resources, if you do not this Character is Exhausted.
Decoy (NatoPotato) Any Ability an opponent uses targeting a single Character in the same zone as this Character is redirected to this Character.
Lightning Rod (NatoPotato) Any Ability targeting a single Character is redirected to this Character.
Clairvoyance (ecliptix) This Ability may also target cards in your opponents hand.
Deployment and Positioning/Movement:
Challenge (Pelagoth) The first time this Character is moved to the Battlefield you may target a deployed enemy Character. If you do this Character is moved to the front of the zone and the targeted enemy Character moves to the front of the opposite zone and gains Untouchable.
Ninjutsu X (Hiding) You may pay X to switch this Characters position with the position of a target deployed Character you control. This can be used from your hand.
Prepare X (Number11) When this Character is deployed, it stays in the Support Zone for X turns.
Hibernate X (Number11) When this Character is deployed, it stays in the Support Zone for X turns or until damaged.
Bolster X (ecliptix) You may pay X. If you do move target Character you control in the Support Zone to either the Assault Zone or Defense Zone.
Warder (ecliptix) When this Character enters the deployed area, cancel the first Ability played this turn.
Taunt (ToxicShadow) When you deploy this Character, it enters combat with target Character on the Battlefield.
Daredevil (ToxicShadow) This Character must be always be to the left of Characters without Daredevil in the same zone.
Cautious (ToxicShadow) This Character must be always be to the right of Characters without Cautious in the same zone.
Simple minded (ToxicShadow) If this Character is moved to a new zone, it has to stay in that zone until the end of next turn before it can be moved again (it can still be moved by Abilities).
Split (Hiding) When you play this Character from your hand, two copies are deployed.
Hand, Draw and Removal:
Beacon (Hiding) When you draw this card it is revealed to your opponent.
Blink (RuggedKnot) This Character is removed from the game at the end of each turn and is returned to play at the beginning of each turn.
Absolute (Pelagoth) This Character can not be removed from the game.
Purifying (Hiding) Cards destroyed by this source are removed from the game.
Farsight X (ecliptix) Your opponent must play with X cards revealed.
Commander (Hiding) When you draw this card it goes to your Command Zone.
Masked (Hiding) Instead of paying this card's resource cost you may instead pay 3 and put this card into play as a 7/7 Character.
Unmask (Hiding) Returns a masked card to it's original form.
Unseen (Hiding) This card cannot be seen by your opponents until it attacks, blocks, takes damage, dies, activates an Ability, or is affected by an Ability.
Faceless X (Hiding) You may have up to X copies of this card in your deck.
Frozen (NatoPotato) A Frozen Character cannot attack, be moved or use Abilities, if the Character would take damage or be affected by an Ability the Character becomes unfrozen and the Ability or damage is avoided.
Cloaking X (ecliptix) You may pay X. If you do your opponent cannot see this Character while it is in the Support Zone.
Post-emptive (CommunistMountain) Post-emptive abilities resolve after all other abilities.
Sanction ?? (Hiding) You may not have more than 3 copies total of this card and the cards listed in the Sanction in your deck.
Manifestation ?? (ToxicShadow) Instead of paying the regular cost you may pay the Manifestation costs and deploy a different card instead.
Consume 4, Disturbing Presence 2 If Corrupted Wyvern's health is 13 or more it has Flying, at 20 or more it has Unstoppable. Exhaust, Sacrifice a Character: Corrupted Wyvern gains +4/+4 and heals 4 damage. At the end of each turn if Corrupted Wyvern is not exhausted and has not entered combat this turn it enters combat with a random Character you control.
"Originally they were a smaller, inferior species of dragon, but thanks to demonic corruption they've become strong, fearsome, bloodthirsty monsters."
Basically its a winged reptile that starts relatively small but can get big and strong if you keep it fed, you can't stack the manual sacrifice consume with the regular combat consume but it can still get quite strong if you handle it well.
Kinda designed after hunted dragon in that its a cheaper dragon but with a drawback and demon of gluttony/nysrugh in that you have to feed it to really make use of it, though unlike them you can just let it feed on the enemy.
If you're going to use it in command you'll need characters to sacrifice to not have it go out of control and hurt itself or key units, also you can exhaust it through other effects to avoid having to sacrifice characters and keep in mind it counts as a warpath card for untapped wilderness & corrupted forest.
Although you don't need to sac characters if its in combat the opponent could always fear/stumble it and then you end up with a problem and obviously if its temp removed from the game the stats will be reset and that could be a pretty big blow.
Based on the thread started by Pelagoth http://forum.lightmare.com.au/index.php?topic=65983 Not trying to steal it or anything, but the main list was just missing too many abilities and Pelagoth hasn't been online for the past year. If there's any issues or if I missed anything or any suggestions just PM me and I'll make edits.
So here's the updated version with some categorization, duplicates removed, slight re-writes for consistency, clarity and grammar/spelling and some examples/explanations (where provided).
Suggested Keyword Mechanics
Aggression X (Brueson) While this Character is in the Assault Zone, it has +X/0.
Paragon (Brueson) The base power and max health of this Character is always 1 more than the highest power and max health of all other Characters in-play with the same sub-type.
Fury X (NatoPotato) Whenever this Character takes damage it gets +X/+0 until the end of the turn.
Determination X (NatoPotato) Whenever this Character takes damage it gets +0/+X until the end of the turn.
Disturbing Presence X (ToxicShadow) Characters that enter combat with this Character have -X/-0 until the end of turn.
Berserker X (ToxicShadow) If this Characters health is half its max health or lower, it is locked to the Assault Zone and has +X/+0.
Impact X (ToxicShadow) This Character has +X/+0 during its next combat, after the combat Impact is removed from this card.
Immunity (Number11) This Character cannot be debuffed.
Reinforce X (Hiding) This Character gets +0/+X at the end of each turn
Strengthen X (Hiding) This Character gets +X/+0 at the end of each turn.
Growth X (Hiding) This Character gets +X/+X at the end of each turn.
Leech X (NatoPotato) This Character gets +X/+X each time it enters combat and survives.
Complacent X (Hiding) This Character has -X/-X if it is not on the battlefield.
Overload X (ToxicShadow) You may pay the Overload cost instead of the normal cost to play this card. If you do, double all numbers on the card. (IE power/health/morale and - if available - numbers in card text)
Spellbreaker (ToxicShadow) When this Character enters combat, remove all buffs and debuffs from the opposing Character for the duration of combat.
Leap X (Pelagoth) When this Character attacks, it ignores the first X defending Characters.
Burrowing (RuggedKnot) This Character cannot be blocked by Flying Characters.
Piercing (Hiding) When this Character attacks and would kill a defending Character, it deals damage to the opponents fortress equal to the damage taken by that Character minus that Character's current health.
Tactical (NatoPotato) If this Character attacks and the opponent has multiple defenders, it attacks the defender with the least power.
Hunter (ecliptix) If this Character attacks and the opponent has multiple defenders, it attacks the defender with the least health.
Reckless (NatoPotato) If this Character attacks and the opponent has multiple defenders, it attacks the defender with the most power.
Stubborn (NatoPotato) If this Character attacks and the opponent has multiple defenders, it attacks the defender with the most health.
Intimidating X (ToxicShadow) This Character cannot be blocked by Characters with cost X or less.
Flanking (NatoPotato) When this Character attacks, it enters combat with Characters from the right side of the zone instead of from the left side.
Unorthodox (NatoPotato) When this Character attacks, it enters combat with Characters in the opponent's Assault Zone instead of their Defense Zone, attacking the fortress if their Assault Zone is empty.
Infiltrator (NatoPotato) When this Character attacks, it enters combat with Characters in the opponent's Support Zone instead of their Defense Zone, attacking the fortress if their Support Zone is empty.
Airlocked (Hiding) This Character can only block Flying Characters.
Strategic (NatoPotato) This Character moves to the back of the Defense Zone after blocking an attacker.
Overwatch (ecliptix) If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the least power.
Assassin (ecliptix) If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the least health.
Stalwart (ecliptix) If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the most power.
Valiant (ecliptix) If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the most health.
Guardian (Hiding) Whenever an opposing Character attacks, that Character enters combat with the leftmost Character you control with Guardian on the Battlefield.
Dodge X (RuggedKnot) This Character takes and deals no damage the first X times it enters combat each turn.
Mimic (RuggedKnot) When this Character enters combat they gain any Keyword Abilities the other Character has until the end of the turn. (IE: Flying, Flamestrike, Unstoppable)
Pacifist (RuggedKnot) This Character will not attack or block.
Swiftness X (RuggedKnot) This Character deals its damage before the enemy the first X times it enters combat each turn, taking no damage if the opponent dies.
Wary (NatoPotato) This Character will not attack or block Characters with more power than itself.
Sluggish (Hiding) This Character deals combat damage after its opponent during combat, dealing no damage if it is killed.
Opportunism X (ToxicShadow) When an adjacent Character deals combat damage to an enemy Character, this Character deals X damage to that enemy Character.
Frenzy (NatoPotato) If this Character takes damage in combat and both Characters survive, it enters combat with the same Character again.
Last Word X (Hiding) After each combat, this Character deals X combat damage to its opponent.
Cowardly (ecliptix) If this Character would enter combat with a Character that has an equal or higher cost than itself, it moves to the Support Zone and is exhausted instead.
Fatal Blow X (NatoPotato) The next time this Character deals damage in combat, the other Character is killed and Fatal Blow is reduced by 1, at 0 it is removed from this card.
Heavy Gunner (ecliptix) When this Character deals combat damage to an enemy, it also deals damage to the Characters adjacent to them.
Selfdestruct X (Pelagoth) When this Character dies it explodes, dealing X damage to all other Characters in the same zone.
Lethal (Hiding) Characters dealt damage by this source die at the end of the turn.
Resilience (Hiding) The next time this Character would die, instead its remaining health becomes 1 and Resilience is removed from this Character.
Sturdy (Hiding) If this Character is at full health and would die, instead its remaining health becomes 1.
Fragile (Hiding) If this Character takes damage, it dies.
Doomed X (ToxicShadow) At the end of each turn the Doom counter decreases by 1, at 0 the card is destroyed.
Resolute (NatoPotato) This Character cannot be killed by non damage sources.
Persistence (Hiding) If this Character would die before the end of the turn, instead it survives at 1 health until the end of the turn.
Resurrect X (NatoPotato) If this Character is in the Graveyard for X consecutive turns, it is raised to the Support Zone at the end of the turn.
Damage and Healing:
Life Bond (Pelagoth) When this Character enters the deployed area, you may target a Character you control. Each time this Character takes damage or is healed, the damage or heal is split between this Character and the targeted Character.
Venomous X (Hiding) Characters dealt damage by this source gain an additional X Poison.
Armor X (NatoPotato) This Character takes X less damage from all sources.
Weakness X (NatoPotato) Whenever this Character takes damage it takes X additional damage.
Regeneration X (NatoPotato) At the end of each turn this Character is healed for X damage.
Bodyguard (ToxicShadow) Whenever an adjacent Character takes damage, half of that damage is redirected to this Character.
Astral Body (ToxicShadow) This Character takes half damage from combat, but double damage from Abilities.
Energy Field X (ToxicShadow) Whenever this card is affected by an Ability, the owner of the Ability takes X damage.
Barrier X (Hiding) If this Character were to take damage deduct that damage from the Barrier amount instead. If the Barrier amount is less than or equal to 0, remove Barrier from this card.
Murder (Hiding) Deal damage to a Character equal to its current health.
Or they could just make the alt button a toggle instead of requiring you to hold it in (actually I guess you could just enable sticky keys to make your computer hold alt for you)
Life Transfer OR Ability Cost: 0
Sacrifice a non-artificial, non-undead deployed Character: Target character gains +1/+X, where X is 1 less than the remaining health of the sacrificed Character, with a max of 5.
Basically the card allows you to distribute health, but is limited by the max amount and in that you have to sacrifice a character rather than just dealing damage, so you can't just spam it on a high health unit, most efficient when used with characters that have 6 health.
It can be seen as someone stealing life force or giving it, it's useful for when a character is probably going to die anyway, or just to give a more useful unit a buff at the cost of a boring unit with some health.
Might be wrong but I think it's basically just how much time is spent in the match, up to a maximum amount (which I think is 5 mins to 150 IP? not super sure since I'm at the max level and have a permanent IP boost), then if you won (and its pvp) you get the max amount added on top of that. (or half of the max if it was a tie)
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."
Basically it's someone who adapts to fight with different people (or just gets turned into a zombie if sleepers are involved), the abilities are more powerful the higher your purity but of course you get less combinations and obviously some combinations are better than others.
Probably went a bit overboard but wanted to try covering every faction, still messing with the numbers, was trying to make something that would be useful for different factions while not being as efficient as their actual cards, but would make up for it by using faction combinations.
Opening You may only have 1 copy of this card in your deck, it is ignored by the decks card count. If you use the trading post to shuffle a non-Unlimited card from your hand into the deck and you draw a card with the same name as the one shuffled, it is shuffled into your deck and you draw again. (Unless those are the only cards left in the deck)
With proper management of resources and personnel we can ensure that we are better equipped when things don't go according to plan.
"But why doesn't it just work like this by default?" "Shut up Greg."
(But seriously it should be draw THEN shuffle, not shuffle then draw, that way you can't get back the card you literally just tossed, wouldn't have to change the text or animation or anything, just make the draw happen first.)