Author Topic: [CDC] The Promised Land  (Read 5240 times)

Offline KingMickey

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Re: [CDC] The Promised Land
« Reply #15 on: July 13, 2016, 09:34:36 PM »
Hope I'm not late

Reign of Solace/Second Coming

Triple Overseers of Solace purity

Cost: 23
Unique Location

For each Angel character you control that dies, the card's cost is decreased by 1. When this card is activated, every Angel that died on your side of the field returns to play, gaining +7/+7, Flying, Two Lives and Untouchable. You can have multiple Champion characters on the field at the same time.
 
Flavor text: Lilariah's kindness and compassion prevailed over Sol's ruthlessness and vice. The Angels of Solace brought everlasting peace to the world and healed the wounds of The Calamity- without the need for "lethal force".

I find it kinda off-setting that OoS don't have any way to bring someone back from the dead, so, I thought of a way to... "fix" that ^ ^
« Last Edit: July 13, 2016, 09:36:36 PM by KingMickey »

Offline delusionsofhope

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Re: [CDC] The Promised Land
« Reply #16 on: July 13, 2016, 09:39:20 PM »
Ground Zero (3 Purity Verore) 6 Cost

At the start of each turn Ground Zero creates a Candit's Thrall and Rita's Thrall into your support zone.

If Struggle for Power is in play while Rita, Mistress of Shadow and Candit Head Researcher are deployed sacrifice all three. All characters, artifacts and locations in play are destroyed. You create a 20/20 demon with Flying and Two Lives.

No one was safe from the eternal struggle expect the hand manipulating their fates.


Live, Laugh, Love and Enjoy a good game of Infinity Wars!

Offline Loxen

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Re: [CDC] The Promised Land
« Reply #17 on: July 13, 2016, 10:20:01 PM »
Purity: 3 Flame Dawn
Location
Cost: 6
Name: Homefront Battlefield

While this card is in play, Depending on the initiative. If you have the initiative, all assault characters you own gain +4 attack and defensive gain +2 health. if the opponent has initiative, all assault characters you own gain +2 attack and all characters in defensive gain +4 health.

" There is nothing like having home field advantage, eh? "

« Last Edit: July 13, 2016, 10:26:36 PM by Loxen »

Offline Bubba1234

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Re: [CDC] The Promised Land
« Reply #18 on: July 13, 2016, 11:04:41 PM »
Aradel, Site of the Last Ambush

Purity: Triple Flame Dawn    Cost: 10

At the start of each turn, move all Characters your opponent controls to the Support Zone.

Offline scrimbul

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Re: [CDC] The Promised Land
« Reply #19 on: July 14, 2016, 04:14:48 AM »
Noblesse Oblige
3p OoS
12 Cost

At the end of your turn, three 1/1 0 cost Angel characters with 1 morale cost and the text 'Cannot Be Killed By Non-Damage Sources' and 'Cannot Change Zones Once Played' are played each to one of your zones and your morale becomes 2.

If, after the following turn, your morale is above 0, this location still is in play, or you have not lost the game, you win the game.

"The Champions of Mercy inhabit the temple 'Noblesse Oblige'. They remind the Overseers of their inviolable duty to be compassionate to the less fortunate beings they watch over, even at war."

-----

I didn't necessarily think this card could be implemented as-is but can provide ideas for similarly themed cards.

It can be combined with Die Another Day in which case the location must be destroyed on the turn it is played to avoid the win condition, otherwise two of the three angels must take some form of damage to cause the player to lose.

Multiple counter conditions even in the space of a single turn when an opponent has been blindsided unless his hand is empty and he would have lost the game regardless. This card shuts down turtles or those depending on a massive wall or creature but can lose to DoD or Verore morale attacks as well as late game players who have not been pressured enough to not have the resources to counter. It is cheap but still intended to end games that cannot be ended by traditional means by the OoS.

Obviously buffs to the 1/1 angels will have to be overcome but they don't have the luxury of being untouchable, merely unable to be cleared by mass target effects or instant kills.
« Last Edit: July 14, 2016, 04:17:12 AM by scrimbul »

Offline Conquest

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Re: [CDC] The Promised Land
« Reply #20 on: July 14, 2016, 07:43:40 AM »
Echoes of Avarrach
3p SoA
Cost: 100
Unique Location

While this card is in your deck or hand, at the end of each turn, reduce the cost of this card by the amount of characters in your graveyard. While this card is in play, all characters in your graveyard are risen to your support zone 1 turn after they die. Cards risen this way cannot be killed by non-combat sources, and have their morale cost permanently reduced by 3 (reduced only one time). If this card is in your graveyard for 3 turns, shuffle it back into your deck and permanently half the cost.

"They expected it when they came the second time; even the third ... but much to Solace's dismay, their expectations were quickly surpassed."

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

One large problem I always run into with sleepers is getting AoE'd the turn/turn after I resurrect my grave. Sleepers have no competent way of countering this flaw, and it often shuts down one of the main mechanics of the faction. I drew inspiration from Omnitron, making the mechanical idea similar yet keeping a unique theme to the Sleepers that would help counteract a late-game problem. And yes, the cost halving does stack; it's called "Echoes of Avarrach" for a reason. ;)

Note: The cost is a arbitrary. I have not yet given much thought on what it should actually be, and thus is subject to change. Cost resets upon destruction.
« Last Edit: July 14, 2016, 07:54:15 AM by Conquest »
THE VIRUS RISES ONCE MORE!


Offline Nibiru23

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Re: [CDC] The Promised Land
« Reply #21 on: July 14, 2016, 08:05:12 AM »
Shrine of happiness 

Cost 11
Location
Epic

at end of the turn each enemy loose 2 morale for each avatar on the battlefield.

Pay 6, enemy loose morale equal the number of cards you have on defense zone.

At end of the turn if oponente morale is lower than yours create 1 2/6 creatures with reach on your defense zone



« Last Edit: July 14, 2016, 11:59:30 AM by Nibiru23 »

Offline Oeilduciel

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Re: [CDC] The Promised Land
« Reply #22 on: July 14, 2016, 08:50:46 AM »
Rise of the legion
Purity: 3 Warpath
Cost: 12
Location

Each character who come in play gain +3/+3
Each character who die create in your support zone X 4/4 beast character with a morale cost of 0 where X is the morale cost of the character.

When you deploy Rise of the legion you can overcharge it once, if you do create two 4/4 beasts characters in your Assault zone and two 4/4 beasts characters in your defense zone.

Picture: Across the Untammed world, beasts and giants are marching together in vast armies which fill the fields.

Flavor:  Sol has involontary done the impossible: By destroying half of the Untammed World, he made of himself the common ennemy of all his inhabitants. Now all of them are marching against Solace in an unending flow and it will not stop until one side collapse.

N.B: Just in case it's not enough clear, the location here is the world itself.
« Last Edit: July 14, 2016, 06:22:18 PM by Oeilduciel »

Offline UUN3I

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Re: [CDC] The Promised Land
« Reply #23 on: July 14, 2016, 08:56:59 AM »
Exile 3 purity
Cost 2 , exile cost 0

The First Seal pay 2 loose one resource

summon first horseman (Pale) 5/5

Horseman ability if would die move to support zone, right click discard card horseman moved to defence zone (used multi times). If horseman enter combat both creature are sent back to there support zone (instead of effect it has violet genome ability at the end of the turn).

all daemons gain +2
all horseman gain +3

first seal transform to second seal
pay 4 loose 1 resource

Summon second horseman (war) 5/5

Horseman is indestructible along as in assault zone

All demon gains haste
All horsemen gain +5

second seal transform to 3 seal
pay six loose one recourse
(famine)

each player hand size decrease by 1 each turn
all daemon gain plunder all horsemen gain +5

third seal transform fourth
pay 8 loose one resource

summon fourth horseman death

unstoppable has a multi life equal to amount of creature in graveyard each time he would die creature is removed from grave yard

each horseman gain+5
all daemon gains morale cost is reduced to zero

something like that you guys can perfect it

Offline Rawonall

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Re: [CDC] The Promised Land
« Reply #24 on: July 14, 2016, 10:33:19 AM »
Card:
Quote
House of Armageddon Clock

cost: 11
Purity: triple OoS

At the beginning of each turn, search your deck for an ability card and put it into your hand, then put a doom counter on HoAC.
At the end of each turn, if HoAC has one or more doom counters, each fortress takes 100 damage and each player's morale is reduced by 100

The 11 cost creates tension because after seeing the resource increasing the opponent has to guess right wether to commit everything to the board and try to win the same turn this is deployed, or just draw cards expecting a calamity
Besides that, obvious combo is obvious. Yeah, I have many copies of DAD to get rid of. Also, this whole contest is probably pointless because ORISOLVE's entry is clearly superior to all others.

Offline quangtit01

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Re: [CDC] The Promised Land
« Reply #25 on: July 14, 2016, 01:30:40 PM »
Ao Shun's Temple
3 Dod
12 cost
Location
Untouchable

When this card is played, create "Ao Shun, Dragon of Wisdom",in your defense zone. Move all opponent's character to the assault zone and make them lose all character text.
your fortress cannot take damages the turn this card is played.
All Ao Shun have its cost reduce by 2, cannot be moved by opponent's card effects, gain Untouchable, and cannot be exhausted.

At the end of the turn, revive all cards that are killed in your defense zone to your support zone.

Clarification: when you play this card, basically all opponent's card suffer from the same effect as being humbled and then word of commanded to assault zone, but only the turn this card is played. From "all Ao Shun" and onward, it's the effect is continuous. Bloodbath of FD and old surprise defense of DoD is an inspiration to this card.
« Last Edit: July 14, 2016, 04:08:37 PM by quangtit01 »

Offline ToxicShadow

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Re: [CDC] The Promised Land
« Reply #26 on: July 14, 2016, 02:36:39 PM »
Ao Shun's retribution
3 Dod
12 cost
Preemptive
Ability card

When this card is played, create "Ao Shun, Dragon of Wisdom",in your defense zone. Move all opponent's character to the assault zone and make them lose all character text. All Ao Shun have its cost reduce by 2, cannot be moved by opponent's card effects, gain Untouchable, and cannot be exhausted.
your fortress cannot take damages this turn.
At the end of the turn, revive all cards that are killed in your defense zone to your support zone.

I think the challenge requires the card to be a location.

Offline quangtit01

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Re: [CDC] The Promised Land
« Reply #27 on: July 14, 2016, 04:02:12 PM »
Ao Shun's retribution
3 Dod
12 cost
Preemptive
Ability card

When this card is played, create "Ao Shun, Dragon of Wisdom",in your defense zone. Move all opponent's character to the assault zone and make them lose all character text. All Ao Shun have its cost reduce by 2, cannot be moved by opponent's card effects, gain Untouchable, and cannot be exhausted.
your fortress cannot take damages this turn.
At the end of the turn, revive all cards that are killed in your defense zone to your support zone.

I think the challenge requires the card to be a location.
Thank you, I've edited.

Offline Rionoskae

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Re: [CDC] The Promised Land
« Reply #28 on: July 14, 2016, 04:31:07 PM »
Self Destruct Beacon
3 Genesis
7 cost
Location

Self Destruct Beacon Enters play with Countdown Set at 3. At the end of Each Turn the countdown Timer falls by 1.

When self-destruct beacon reaches zero, all artificial characters you control are destroyed. For each character destroyed this way your opponents fortress takes 7 damage. (Or damage equal to the attack power of all artificial units in play to remain balanced)

Flavor Text: "Self destruct sequence has been initiated..."
« Last Edit: July 14, 2016, 04:32:53 PM by Rionoskae »

Offline Hiding

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Re: [CDC] The Promised Land
« Reply #29 on: July 14, 2016, 04:40:46 PM »
Self Destruct Beacon
3 Genesis
7 cost
Location

Self Destruct Beacon Enters play with Countdown Set at 3. At the end of Each Turn the countdown Timer falls by 1.

When self-destruct beacon reaches zero, all artificial characters you control are destroyed. For each character destroyed this way your opponents fortress takes 7 damage. (Or damage equal to the attack power of all artificial units in play to remain balanced)

Flavor Text: "Self destruct sequence has been initiated..."

This one's pretty cool. But idk if it might be op esp if you runnin some cheesey unending drone deck or a bunch of splitter bots. Dont think it should change though, the countdown gives the opponent time to respond so it should be fine.