Author Topic: [CDC] The Promised Land  (Read 5238 times)

Offline Rionoskae

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Re: [CDC] The Promised Land
« Reply #30 on: July 14, 2016, 04:58:29 PM »
Gates of Solace: Origin of The Crusade
3 OOS
1 cost
Location
Untouchable

For each opponents character that is killed by an angel that you control, Crusade Becomes 10% more complete.

So Begins Our Crusade -20% Completion
Bolstered By their first taste of victory, All Angel Units gain +0/+1

Tides Have Turned  - 50% completion
All Angel Characters you control recieve.
"When this character kills a unit, they are removed from the game."

Victory & Death - 100% Completion
All non-angel characters in play are destroyed. All Angel Characters permanently gain +5/+5 and Flying.

Flavor Text: "This world must be cleansed. Whatever the cost"

Offline Hiding

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Re: [CDC] The Promised Land
« Reply #31 on: July 14, 2016, 06:11:43 PM »
Gates of Solace: Origin of The Crusade
3 OOS
1 cost
Location
Untouchable

For each opponents character that is killed by an angel that you control, Crusade Becomes 10% more complete.

So Begins Our Crusade -20% Completion
Bolstered By their first taste of victory, All Angel Units gain +0/+1

Tides Have Turned  - 50% completion
All Angel Characters you control recieve.
"When this character kills a unit, they are removed from the game."

Victory & Death - 100% Completion
All non-angel characters in play are destroyed. All Angel Characters permanently gain +5/+5 and Flying.

Flavor Text: "This world must be cleansed. Whatever the cost"

This one sounds more like a mission tbh. Also mass buffs are kinda boring. Much prefer your other one.

Offline Rionoskae

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Re: [CDC] The Promised Land
« Reply #32 on: July 14, 2016, 06:42:42 PM »
This one sounds more like a mission tbh. Also mass buffs are kinda boring. Much prefer your other one.

Go easy on me now, this is my first time participating in one of these :)

Thanks for the feedback though, It is appreciated. I dig your 3 fd purity location.

Offline Necros-overlord

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Re: [CDC] The Promised Land
« Reply #33 on: July 15, 2016, 12:35:07 AM »
The Lost Necropolis
Triple purity Sleepers
Cost 35
Unique Location

For every character card and ability cards in your graveyard this cards cost is reduced by 1.

While the first necropolis is in play all your characters in play and join play gain infect,  all undead characters you control gain +3/+3 every turn and a choice of 5 endless hordes are put into your support zone. All characters that your opponent control turn into 1/1 zombie cards if on the battlefield.

"And so they thought they could rid them..."

Offline vakichan

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Re: [CDC] The Promised Land
« Reply #34 on: July 15, 2016, 01:31:18 AM »
Orion's laboratory

3 purity Genesis industries, cost 13, unique location -- artificial

You don't draw cards. Instead of drawing, you choose a card (from a faction of your choice and from that, from a pool of 10 cards) and you put that card in your hand.

I'll watch the watchmen.

Offline Nephilim

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Re: [CDC] The Promised Land
« Reply #35 on: July 15, 2016, 01:56:32 AM »
Throne of Vasir
3 purity exiles
cost 10
location
At the beginning of the turn, each player may sacrifice a creature.  For each that doesn't, that player loses 10 life and demons you control gain +3/+3.  Demons you control have +5/+5 flying, and unstoppable.  The exile cost of your cards is reduced by 2.  The consume value of your cards is increased by 2.

"and you thought Sol was bad..."

Offline ORISOLVE

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Re: [CDC] The Promised Land
« Reply #36 on: July 15, 2016, 04:18:12 AM »
Cowmand Center
3 Purity Factionless (You must have 3 Factionless Commanders)
Cost 5
Location

Pay 3: Create a Cowmmando (3 Cost, 7/7, All other cows you control have +3/+3, 5 Morale).
Pay 1: Create a Cowmmanda (1 Cost, 4/4, All other cows you control have +1/+1, 5 Morale).
Pay 10: All Characters you control gain sub-type cow this turn.
Pay 6: Preemptive - All Cows you control cannot be killed from non-damage sources this turn.
Pay 4: Preemptive - All Cows you control cannot take non-combat damage this turn.
Pay 3: Preemptive - This location gains Untouchable this turn.

At the end of the turn, for every pair of Cowmmando and Cowmmanda create a Calfmando (1 Cost, 2/2, 0 Morale).

At the end of the turn if you have more Cowmmandas than Cowmmandos, the card "Milk" is created in your hand. "Milk" (0 Cost, Ability) drains your opponents resource by 1 next turn.

At the end of the turn if you have more Cowmmandos than Cowmmandas, the card "Salt" is created in your opponents hand. "Salt " (0 Cost, Ability) This card cannot be discarded, overcharged, or played. When your opponent has 8 "Salt" cards in his hand, he can no longer draw any cards. 

« Last Edit: July 15, 2016, 05:11:15 AM by ORISOLVE »
Where there's a will, there's a way.


Offline Hiding

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Re: [CDC] The Promised Land
« Reply #37 on: July 15, 2016, 04:41:16 AM »
Cowmand
3 Purity Factionless (You must have 3 Factionless Commanders)
Cost 5
Location

Pay 3: Create a Cowmmando (3 Cost, 7/7, All other cows you control have +3/+3, 5 Morale).
Pay 1: Create a Cowmmanda (1 Cost, 4/4, All other cows you control have +1/+1, 5 Morale).
Pay 10: All Characters you control gain sub-type cow this turn.
Pay 6: Preemptive - All Cows you control cannot be killed from non-damage sources this turn.
Pay 4: Preemptive - All Cows you control cannot take non-combat damage this turn.
Pay 3: Preemptive - This location gains Untouchable this turn.

At the end of the turn, for every pair of Cowmmando and Cowmmanda create a Calfmando (1 Cost, 2/2, 0 Morale).

At the end of the turn if you have more Cowmmandas than Cowmmandos, the card "Milk" is created in your hand. "Milk" (0 Cost, Ability) drains your opponents resource by 1 next turn.

At the end of the turn if you have more Cowmmandos than Cowmmandas, the card "Salt" is created in your opponents hand. "Salt " (0 Cost, Ability) This card cannot be discarded, overcharged, or played. When your opponent has 8 "Salt" cards in his hand, he can no longer draw any cards.

Might i suggest "Cowmand Center"?

Offline Sol_Leks

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Re: [CDC] The Promised Land
« Reply #38 on: July 15, 2016, 05:28:17 AM »
The Order of Chaos
3 Exile Purity
Resource Cost 8(or more)
Location

While this location is in play, at the start of each turn,
1 random demon character you control gains Untouchable until the end of the turn,
1 random demon character you control has its ability/effect cost(s) 0 until the end of the turn,
1 random demon character you control gains consume 2 until the end of turn,
1 random demon character you control gains +2/+0 permanently,
1 random demon character you control gains +0/+2 permanently,
1 random demon character you control gains +1/+1 permanently,
1 random non-demon character you control dies this turn,

effects can choose the same character multiple times,
(note that its not a unique, XD)

Offline shifty

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Re: [CDC] The Promised Land
« Reply #39 on: July 15, 2016, 12:07:08 PM »
Tripple Flame Dawn.

Cost 8

"Swift Execution"

(**Art that looks slightly more badass than swift strikes here**)

When you deploy a character with charge, with a cost greater than 1, All of the characters in your assault zone gain +2 damage and unstoppable until the end of the turn.

I'm not 100% on the cost, but I feel like 8 is around the mark for a rush deck...get much higher on the cost and it starts becoming impractical. Other variations considered were all characters gaining 3 attack points instead of unstoppable.

Offline shifty

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Re: [CDC] The Promised Land
« Reply #40 on: July 15, 2016, 12:10:21 PM »
Cowmand
3 Purity Factionless (You must have 3 Factionless Commanders)
Cost 5
Location

Pay 3: Create a Cowmmando (3 Cost, 7/7, All other cows you control have +3/+3, 5 Morale).
Pay 1: Create a Cowmmanda (1 Cost, 4/4, All other cows you control have +1/+1, 5 Morale).
Pay 10: All Characters you control gain sub-type cow this turn.
Pay 6: Preemptive - All Cows you control cannot be killed from non-damage sources this turn.
Pay 4: Preemptive - All Cows you control cannot take non-combat damage this turn.
Pay 3: Preemptive - This location gains Untouchable this turn.

At the end of the turn, for every pair of Cowmmando and Cowmmanda create a Calfmando (1 Cost, 2/2, 0 Morale).

At the end of the turn if you have more Cowmmandas than Cowmmandos, the card "Milk" is created in your hand. "Milk" (0 Cost, Ability) drains your opponents resource by 1 next turn.

At the end of the turn if you have more Cowmmandos than Cowmmandas, the card "Salt" is created in your opponents hand. "Salt " (0 Cost, Ability) This card cannot be discarded, overcharged, or played. When your opponent has 8 "Salt" cards in his hand, he can no longer draw any cards.

Might i suggest "Cowmand Center"?

Don't you mean... Moorale?

Offline Klassick

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Re: [CDC] The Promised Land
« Reply #41 on: July 15, 2016, 01:03:48 PM »
Cowmand Center
3 Purity Factionless (You must have 3 Factionless Commanders)
Cost 5
Location

Pay 3: Create a Cowmmando (3 Cost, 7/7, All other cows you control have +3/+3, 5 Morale).
Pay 1: Create a Cowmmanda (1 Cost, 4/4, All other cows you control have +1/+1, 5 Morale).
Pay 10: All Characters you control gain sub-type cow this turn.
Pay 6: Preemptive - All Cows you control cannot be killed from non-damage sources this turn.
Pay 4: Preemptive - All Cows you control cannot take non-combat damage this turn.
Pay 3: Preemptive - This location gains Untouchable this turn.

At the end of the turn, for every pair of Cowmmando and Cowmmanda create a Calfmando (1 Cost, 2/2, 0 Morale).

At the end of the turn if you have more Cowmmandas than Cowmmandos, the card "Milk" is created in your hand. "Milk" (0 Cost, Ability) drains your opponents resource by 1 next turn.

At the end of the turn if you have more Cowmmandos than Cowmmandas, the card "Salt" is created in your opponents hand. "Salt " (0 Cost, Ability) This card cannot be discarded, overcharged, or played. When your opponent has 8 "Salt" cards in his hand, he can no longer draw any cards. 


#Winner

Sorry guys, nobody else has a chance against this. We can start another contest.  :) ;D

Offline ToxicShadow

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Re: [CDC] The Promised Land
« Reply #42 on: July 15, 2016, 02:56:11 PM »
The Order of Chaos
3 Exile Purity
Resource Cost 8(or more)
Location

While this location is in play, at the start of each turn,
1 random demon character you control gains Untouchable until the end of the turn,
1 random demon character you control has its ability/effect cost(s) 0 until the end of the turn,
1 random demon character you control gains consume 2 until the end of turn,
1 random demon character you control gains +2/+0 permanently,
1 random demon character you control gains +0/+2 permanently,
1 random demon character you control gains +1/+1 permanently,
1 random non-demon character you control dies this turn,

effects can choose the same character multiple times,
(note that its not a unique, XD)

Why does it matter that it isn't a unique location? You can have only one location active, so locations don't need the unique tag. They behave pretty much like uniques anyways.

Offline necrox22

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Re: [CDC] The Promised Land
« Reply #43 on: July 15, 2016, 03:40:58 PM »
Chaotic gate of the exiles
Purity: 3x Exile
Cost: 10


All character cards of your opponent in battlefield will have a exile cost of the half of actually cost, when the character cards are killed you can pay the exile cost and the cards will be raise in your support zone and these cards will have a exile cost to their real cost. If you dont pay the exile cost of your opponent cards, these cards go to the graveyard of you opponent.

Oh please this card is the best!

I use translate!



Offline lostor

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Re: [CDC] The Promised Land
« Reply #44 on: July 15, 2016, 04:35:43 PM »
Heart of the virus
3 Sleepers purity
cost: 10 (not sure on thais one)

all characters that would be removed from play are instead placed into your graveyard

At the end of your turn all characters that died this turn are raised to your support zone

if Heart of the virus is in the graveyard all characters that would beput into the graveyard are removed from play instead

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I think this card goes nicely with the sleepers theme of raising dead cards from the graveyard and acts as a quite potent wincondition, (your cards are instantly revived when they die and basicly everything you control has infect, including spells) but it also has a hefty downside when removed because you cant raise anything unless you play another copy of this card thats why i found the manacost fitting but this was the first time I ever tried to desing a card so im not sure.