Blinding Light's cost is reduced 1 for each angel character you have in play.
All characters on your battlefield have flying and +4/+4.
You do not turn down Heaven's calling. You rise.
First of all, this fits quite well into two core mechanics of OoS: Mass buff and flying. Well done.
The card alone doesn't even look that strong to me. +4/+4 for every character is good, but you can get that cheaper with a lucca ascended/box combo.
And mass flying is also not bad, but easily available for angels too. The moment this card probably shines is when they get a good heaven's assistance and are able to pull this card off really cheap.
A combo that would work really well, but seems to be a bit unreliable, depending on the opponents deck. Certainly nice against sleepers though.NatoPotato
Nanobot Production Facility
As an additional cost to playing Nanobot Production Facility, remove an Aleta and an Orion Character you control from the game.
At the start of each turn the top 5 Characters in your Graveyard are raised to the Support zone and become Artificial.
At the end of each turn every Artificial Character you control is healed for 6 damage and gets +4/+4.
"Even those who fall shall be part of the new world."
First off, I have to admit that I was never a big fan of cards that require specific cards to work. I guess you can easily avoid the problem by choosing your commanders accordingly.
Since GI doesn't have a possibility to recover morale, this card could prove very risky, but also turn them into an almost unstoppable army. It feels very similar to Omnitron in location form, though. Number11
Land of Abandonment
When you play the Exile cost, the card is put back into the deck and all Land of Abandonment cost two less. When in play, at the end of turn there is 50% chance that the opponents morale goes to zero.
"Outsiders in the Land of Abandonment tend to lose hope. Many have succumbed to the demon energy when they lose hope in the horrid wasteland."
The cost of the card could be tweaked if it has to low of a cost.
I love the cost reduction mechanic. But the actual effect of the card...nope. I really really don't like the idea of a card that literally lets you win based on RNG.
This just will lead to these moments when it works the first turn for some, while others lose their coin flip repeatedly and might lose the game on it.
After such a huge investment, I really wouldn't want it to come down to luck.Darshu
Gates of Oblivion
Every card in your hand gains Exile -3 of its original cost or the original exile cost if it is lower.
Quite useful if you have the possibility to discard things that late in the game still.
Actually I would like something like this to be a less impactful (maybe only -1?) and cheaper (maybe 3 cost?), then it would be a great addition to the faction.
I am not sure if it worth to skip a late game turn (7+), then discard something the next turn most likely and then finally get the benefit the third turn after this rather expensive card was played.Benionin
(INVALID JUDGE ENTRY)
The Floodgates of Torment
Exhaust CARDNAME: All demons you control gain your choice of Flying, Consume 3, or Unstoppable until the end of the turn.
At the end of each turn, put four Dirty Devils into playThe floodgates were opened and Reish's fate was sealed
Depending on your board, this card can be pretty good. However, I feel like you need a strong board for this already.
Mass flying can always win you the game then. Consume 3 can turn your characters into masterful defenders and unstoppable is not bad if you have a big consume character already.
However, it feels a bit lacking. The 4 dirty devils are neat, but without alpha demon they are also rather weak and could end up as morale sink (they are worth 20 morale togheter).
All in all I feel like the usefulness of this card is heavily dependant on your board the time you play it....and in most stalemates it will probably end up to be used for mass flying.Drarz:
(INVALID JUDGE ENTRY)
Shrine to the Fallen
If the fortress would take damage from a creature, all non-spirit characters in your graveyard removed from the game and an Avatar of the Fallen is created in the defense zone with an attack and defense equal to the sum total of the attack and defense of all character removed from the graveyard. The Avatar of the Fallen is a Spirit Dragon with Flying and the ability, "When Avatar of the Fallen kills a creature, the player controlling that creature loses an additional 4 morale.
What to say about this? If you get it out while your opponent attacks, it will most likely win you the game.
Suprise defense, Ao Shun and Zombie Abomination with a touch of Lingbao compressed into one card.
Of course, parasite, guardian and so on will totally wreck this spirit. Probably okay-ish for the high cost.Nibiru23
Burning Hell cost is reduced by 1 for each creature that died in the previous turn.
At Start of the turn all non-fly creature become immolated by 2 and all immolated creatures take 2 damage at the end of the turn.
At start of each turn create two 3/3 demon with flying and all flying demons get +3/+3
Seems pretty weak considering the high cost. Even with the cost reduction, this card will be relatively expensiv.
All non-flying characters get 2-4 damage at the start of the turn, your own included. That is not enough to justify the huge costs.
The demons can spiral out of control, but compare that to omnitron (which has starting costs of 15).
And depending on your opponent, you might need to kill a lot of your own characters along with his to get this cards costs low enough to consider playing it.GustavoNucho:
Purity 3Exiles, Cost 3, Location
After each turn you discarded a card, your opponent must discard 1 card.
It is 1 entry per person, so I took the first one. While I think that this could be somewhat interesting, I am afraid it fails the contest goal of creating a powerful location which would most likely win you the game when played (comparable to cards like the Virus of Avarrach).KingMickey
Reign of Solace/Second Coming
Triple Overseers of Solace purity
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".
Interesting card. The need to have so many angels dying on your side before you can play this is actually fairly risky, since their morale costs tend to be pretty high. But I like it. The reward for the risk is most likely victory and pretty nice.
Probably another OoS card that would massively profit from Heaven's assistance (to send the tokens to their death!). Only real critique I have is that it doesn't feel like a location, more like a spell with the location tag attached to it.delusionsofhope:
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.
As I stated earlier, I happen to dislike cards that need specific cards in play. It seems like oblivion somehow contained in a location.
Most likely you would play both characters needed in command and then hope to draw the rest of the combo. Dark wish could help to recover characters lost to another player.
It is fairly resource heavy to pull this off, but could end in a turn 7 oblivion (without any ramp). Not really my type of card, but certainly can win you the game if all goes according to plan.Loxen:
Purity: 3 Flame Dawn
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? "
Not really fitting the challenge as a victory card. This location is a direct upgrade to bromich's banner. You are likely to be able to ignore the defense buff in most FD games, since you tend to be already losing if it is really necessary. However, +4 attack on your initiative is very neat. Especially since it would stack with the banner (or bromich himself).Bubba1234:
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.
First of all, stumble effects fit FD very well, so good job.
It is a card that, in any case, acts like a one-sided fear. It is very likely to win you the game. But honestly, I think it might be a bit too much for mere 10 cost. It will render your opponents board
useless if he cant remove it. As an ability, I might would have given it a pass i think, but for a location that repeats this every turn...that wouldn't be a fun card to play against, and it should cost 12+.
It might should only send all defenders to the support, or maybe only allow one defender. At least leave the opponent some possibility to defend/counterattack.scrimbul:
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 love the idea of it, especially how it reduces your morale and then puts weak tokens on the battlefield. But except for Die another day or calamity, i don't see how this is going to work. I guess that this would probably be the combo to go to...the location and then calamity on your priority. No certain victory if your opponent is CoV, but against almost everyone else it would work.
Pretty useless as a card on its own though. Maybe I have overlooked something, but if your opponent has characters on board he will be able to attack you. Which means you have to somehow protect your 1/1 in the defense zone. But how? If your characters die protecting them, you lose on morale too. If you use a martyr to protect them (or cassial) and they die, you lose on morale again. Conquest:
Echoes of Avarrach Vote:3
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."
Goes well with the sleepers theme. It is an interesting card with the unusual high cost and the huge cost reduction if it is in the graveyard. Would make Fill the Graves immensly more useful.
Of course weak to purify and cost reductions. If you get it played, it still is no auto-win since it only raises cards that are yet to die, but in return makes them pretty immune to most "kill" abilities.
Maybe the card engine of recreation wants to become when being grown up
. A bit unsure about the cost too, but very useful for SoA players if they get it out.Oeilduciel:
Rise of the legion
Purity: 3 Warpath
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.
I think the idea to give you characters for free is not bad, but 1 for each morale cost? My biggest concern is that this card could actually create a lot of lag/crash games. Many WP cards have moderate to high morale cost, and one well aimed Mass death could cause a mass appearance of tokens.
On top of that,the way the card text is written, you also get tokens from your opponents dying characters. Maybe rather than giving them 5-15 characters per character dying, give them 2 (or even only 1) with the strength based on the dying characters morale cost.
Also, a very risky card per se, since 3WP has no access to morale gain, only morale cost reduction (which would counteract the locations mechanism) and of course yobo. But nobody likes yobo.