« Last post by ToxicShadow on February 07, 2018, 02:52:03 PM »
Anti-Gravitational Field Generator Purity: 2GI Cost: 3 Type: Artifact
All characters have flying.
"If everything has flying, nothing does." - Hiding
An old idea i was playing around with before but which i quite like. Combos nicely with some other GI cards. Destroying the Generator will make every character lose flying again (if they didnt have it themselves anyways).
« Last post by NatoPotato on February 07, 2018, 08:25:14 AM »
Serpent Monk 3 cost 6 morale Character - Human
Opponents have -1/-5 during combat.
"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)
« Last post by Hiding on February 07, 2018, 04:46:26 AM »
Rend Time 1p OoS + 1p another faction 11 cost Ability
Opponents skip next planning phase. ---
Now why would you skip 2 turns to make your opponent skip one? Well your opponent doesnt know youre skipping 2 turns, turn 9 they dont realize you are gonna ramp, turn 10 they think maybe you might calamity. With more 11 cost cards means more cards to guess. Now when you play it, you know the opponent cant dodge or block with more than they already have blocking. It makes for a perfectly predicted turn where your opponent does nothing.
Plus you can also ramp up if you splash in some WP for a meaty swing. Play your big stuff, protect in support zone play this for guarantee swing.
Flame dawn, maybe youre about to be puffyed, well play calamity, then play this. GG easy win.
DoD use this to stall for another turn to morale the crap outta them.
« Last post by mew28 on February 07, 2018, 12:01:08 AM »
Make a useful card with 5 or less words in the rules text
--- 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
« Last post by NTL on February 06, 2018, 04:10:52 PM »
Before commenting individual entries, I want to say that making flawed ideas or plain boring cards like most IW epics into something good and interesting is by no means an easy feat, yet I was pleased to see effects of your work.
Congratulations to the winners and thanks everyone for participating!
If you don't want to host the next contest just say it here.
« Last post by tmoua805 on February 06, 2018, 05:33:00 AM »
Name: Ju-Lin, Who Rewrites History Faction/Purity: 3P DoD Type: Unique Character - Human Rarity: Epic Cost: 5 Morale: 0 Attack/Health: 0/5 Rules Text: Cannot deal damage. If Ju-Lin would die to a non-sacrifice effect or be removed from the game instead he returns to the support zone and loses a chapter. At the end of each turn, if Ju-Lin is in the defense zone, he gains a chapter. When Ju-Lin has 6 chapters, you win the game.
Pay 3, Can only be used while in the defense zone, Ju-Lin gains an extra chapter at the end of the turn.