Author Topic: [CDC] Age of Commanders [CLOSED]  (Read 1116 times)

Offline ArcaneAzmadi

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Re: [CDC] Age of Commanders
« Reply #15 on: April 10, 2017, 02:47:50 PM »
Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all cards in your deck and all abilities on those cards (to a minimum of 1), and increase all other numbers except for Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

This is a very complex card in terms of sheer amount of interactions. Pretty fun to theorycraft with. Just wanna note that almost every character card in your deck [yes even soldier of fortune] is now a very good value card:

Soldier of fortune- 1 cost 6/6
Aether Acolyte- 1 cost 7/7, +3/+3 for each spell cast
Angel's bane- 1 cost 8/8
Beast of Burden 2 cost 9/10
Masked Initiate- 1 cost 7/8
Neophyte summoner- 1 cost 4/4 that spawns an 8/8 flying demon [total 12/12 stats for 1 cost]
Warped Swarmer- 1 cost 7/7

At least Demon Hunter/Spec Ops will now be used as 2 cost 8/10's

To go along with these high value character cards you can now play death blast for 4 resources, remove 12 cards from grave and deal 48 damage max.

...you think I need to tone it down a bit? Maybe just remove the cost reduction mechanic altogether? Or maybe make the +2 to all number only apply to card text, not base stats?
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Offline VefomeT

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Re: [CDC] Age of Commanders
« Reply #16 on: April 10, 2017, 05:04:54 PM »
Name: Neon, Who Dwells In Matrix
Faction/Purity: 3 Genesis Industries
Type: Unique Character - Artificial Abberation
Rarity: Legendary
Cost: 0
Morale: 10
Attack/Health: 0/6

Rules Text:
Untouchable
If Neon, Who Dwells In Matrix is in the command zone at the start of the turn, choose a commander, your opponent controls - Neon changes its subtype to be one of the chosen character.
Pay 3 - All characters with the same subtype as Neon your opponent controls get -2/-0.
Pay 5 - Remove target character from the game untill the end of the turn, it changes its subtype to be the same as Neon.

Flavor Text:
"Artificial minds are a mystery."
"A mystery that human mind created"
"A mystery that human mind will never solve"
« Last Edit: April 21, 2017, 07:48:35 PM by VefomeT »

Offline NTL

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Re: [CDC] Age of Commanders
« Reply #17 on: April 10, 2017, 06:07:48 PM »
Name: Manuel, recruiter of the Flame Dawn
Faction/Purity: 3p FD
Type: Unique Character, Human
Rarity: epic
Cost: 6
Morale: 7
Attack/Health: 6/12
Rules Text: At the end of each turn, if Manuel is in the command zone, he creates a 2/2 human recruit in the command zone. If Manuel enters the deployed zone, all recruits in the command zone go to the assault zone.
Can you move those 'recruits'  freely between zones without deploying your commander?
What is morale cost of each token?

Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all cards in your deck and all abilities on those cards (to a minimum of 1), and increase all other numbers except for Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

This is a very complex card in terms of sheer amount of interactions. Pretty fun to theorycraft with. Just wanna note that almost every character card in your deck [yes even soldier of fortune] is now a very good value card:

Soldier of fortune- 1 cost 6/6
Aether Acolyte- 1 cost 7/7, +3/+3 for each spell cast
Angel's bane- 1 cost 8/8
Beast of Burden 2 cost 9/10
Masked Initiate- 1 cost 7/8
Neophyte summoner- 1 cost 4/4 that spawns an 8/8 flying demon [total 12/12 stats for 1 cost]
Warped Swarmer- 1 cost 7/7

At least Demon Hunter/Spec Ops will now be used as 2 cost 8/10's

To go along with these high value character cards you can now play death blast for 4 resources, remove 12 cards from grave and deal 48 damage max.

...you think I need to tone it down a bit? Maybe just remove the cost reduction mechanic altogether? Or maybe make the +2 to all number only apply to card text, not base stats?

While I don't mind strong card or even borderline overpowered, your current card is straight broken in terms of strength, having both stats buff and decreasing cost for characters is way too much, any character in such deck would have power and health above resource curve and you will just roll over anything other player can throw against you, not even mentioning help of buffed spells.
I will not tell you how you should change your entry, but it should be toned quite a lot.

Name: Neon, Who Dwells In Matrix
Faction/Purity: 3 Genesis Industries
Type: Unique Character - Artificial Abberation
Rarity: Epic
Cost: 0
Morale: 100
Attack/Health: 0/6

Rules Text:
Untouchable
If Neon, Who Dwells In Matrix is in the command zone at the start of the turn, shuffle 3 Misinformation Abilities in your deck.
When an artificial character enters the deployed area, it is destroyed, dealing X damage to its controller fortress and every character in the same zone as it, where X is double of that character attack. 
Pay 1, discard any number of Misinformation Ability cards - Create a 5/5 artificial character in your opponent's support zone for each one of the Misinformation Ability cards discarded.
I believe by deployed area you mean battlezone, either assault or defence zone, can you clarify?
« Last Edit: April 10, 2017, 06:14:49 PM by NTL »

Offline VefomeT

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Re: [CDC] Age of Commanders
« Reply #18 on: April 10, 2017, 06:28:23 PM »
Accordingly to a character area of deployment, support zone for normal characters, attack zone for a char's with charge, defence zone for a vigillance characters

Offline Benionin

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Re: [CDC] Age of Commanders
« Reply #19 on: April 10, 2017, 08:03:23 PM »
Senior Iterator
2 Genesis Industries
Unique Character
Rare
3 Cost
8 Morale
4/9

Whenever you play an Artifact card, put an Iteration counter on CARDNAME. At the end of your turn, if CARDNAME is in the command zone, remove all Iteration counters from CARDNAME and draw 1 card for each counter removed.

This one is completely useless. Bring me another.

Art: a man in Genesis blues and grays holding a blue rectangle Placebotron and frowning.



The Senior Iterator is obviously meant to support Omnitron strategies, but his application is slightly broader. Since his effect triggers at the end of the turn (templating taken from Genesis Scavenger), rather than constantly throughout the turn, he doesn't allow a crazy single turn where you play your some fifteen cards and drop an Omnitron. Combined with Researchers, he'll let you dump your hand repeatedly as you search for your win-con, but he's not limited to just GI. Most artifacts are 2-purity, admittedly, but there are a few single-purity options as well--Ancient Egg, the Banners, Box, and Tome come to mind. As such he becomes useful elsewhere (if he were a single purity you could basically run any artifacts with him you wanted), and might see limited play in draft.
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Offline Number11

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Re: [CDC] Age of Commanders
« Reply #20 on: April 11, 2017, 12:19:38 AM »
Lustful Succubus
2 purity EX - Uncommon
4 cost
5 morale
Character - Demon
8/12
Reach

Opponent can not take control of or obtain Lustful Succubus and if the opponent tries to revive Lustful Succubus, she will deploy at the original owners support zone. This also applies to all your other characters if Lustful Succubus is in play.

"No one would want to abandon this alluring succubus."
"When you think you are out of reach she will lure you in."

This card can counter the infect mechanic and cards like Raise Dead, Dragon Collar, To Boldly Go and Zuza, Angelic Siren. The succubus will also make Two Face a more dangerous threat.

Offline ArcaneAzmadi

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Re: [CDC] Age of Commanders
« Reply #21 on: April 11, 2017, 05:23:19 AM »
OK, in response to the realisation that Rita, Tyrant Queen of Veroria was completely broken, I massively pruned her back. She doesn't reduce the cost of characters any more (although she does still reduce the cost of activated abilities on characters), nor does she give them all +2/+2 by default.

Still pondering whether I should return the attack/defence bonus but instead reduce the number bonus across the board from +2 to +1...
Always expect the worst and you can only be pleasantly surprised.

Offline NatoPotato

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Re: [CDC] Age of Commanders
« Reply #22 on: April 11, 2017, 06:52:34 AM »
The Primal Frenzy Inducer
 
6 cost
6 morale
Unique Character - Demon Beast
10/10

Pay X+1, Exhaust (X min 1): Target deployed non-artificial character gets +3X/+X until the end of the turn, after the combat step it gets -0/-X and enters combat with a random character in the same zone.

"Twisting the body and mind to expose a beings hidden, vicious, primal tendencies can have an extraordinary affect on their capacity for combat...  and a detrimental affect on their self control."



Basically you can give a decent boost to your own units for a turn and if they're 'alone' (or you get them killed that turn) you can avoid the additional combat, or you can target characters in your opponents support (or defense) zone to cause health loss and infighting, although your opponent might move the targeted card to the battlefield.

The more resources you put into it the bigger the boost, but also the bigger the fall in health afterwards, and the more likely you are to kill something else you control, the more you spend on an enemy the more dangerous the risk if they decide to move it to assault.
« Last Edit: April 13, 2017, 09:00:02 AM by NatoPotato »

Offline Vuurjopi

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Re: [CDC] Age of Commanders
« Reply #23 on: April 11, 2017, 09:10:17 AM »
Thank you NTL for pointing out the flaws in my submission. I've updated it.
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Offline Hiding

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Re: [CDC] Age of Commanders
« Reply #24 on: April 11, 2017, 10:35:07 AM »
Rage Inducer
/
5 cost
6 morale
Unique Character - Demon Beast
8/8

Pay X+1, Exhaust: Target deployed character gets +3X/+X until the end of the turn, after the combat step it gets -0/-X and enters combat with a random character in the same zone.



(paying X=0 is not an option)
Basically you can give a decent boost to your own units for a turn and if they're 'alone' (or you get them killed that turn) you can avoid the additional combat, or you can target characters in your opponents support (or defense) zone to cause health loss and infighting, although your opponent might move the targeted card to the battlefield.

The more resources you put into it the bigger the boost, but also the bigger the fall in health afterwards, and the more likely you are to kill something else you control, the more you spend on an enemy the more dangerous the risk if they decide to move it to assault.


Should probably state in the card text you cant choose 0. Someone may want to force opponent characters to fight themselves for 1 and you dont indicate that you cant.

Offline NatoPotato

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Re: [CDC] Age of Commanders
« Reply #25 on: April 11, 2017, 12:41:22 PM »
Was figuring it was ok since if you did try it wouldn't fail or exhaust the card and then not do anything, you would just see that 1 is the min and either accept or cancel, but good point.

Offline VefomeT

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Re: [CDC] Age of Commanders
« Reply #26 on: April 11, 2017, 03:55:31 PM »
Edited my card, it may be better now. Or worse

Offline MakinoMane

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Re: [CDC] Age of Commanders
« Reply #27 on: April 11, 2017, 10:03:27 PM »
Name: Malpurcio, the crazy wanderer
Faction/Purity: 3Exiles
Type: Demon
Rarity: Epic
Cost: 0
Morale: 10
Attack/Health: 0/12
Rules Text: Unique, you may only have 1 copy of this character as a commander and this character can not be moved from the command zone.

At the end of your turn, discard a random card from your hand and 2 random characters in each of your opponents zones gains +1/-2

Flavor Text: Upon coming into contact with this insane monstrosity, none wish to ever meet it again, if they survive the encounter.

Offline ecliptix

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Re: [CDC] Age of Commanders
« Reply #28 on: April 14, 2017, 11:29:02 PM »
Name: Vargus, The Deciever
Faction/Purity: Factionless
Type: Unique Human
Rarity: Legendary
Cost: 4
Morale: 12
Attack/Health: 8/9

Two Lives
Vargus may only be in your deck as a commander and you may only have one copy of a unique character in your deck. Vargus counts as one purity of your choice. If Vargus dies, all deployed creatures you control lose -2/-2.

While Vargus is in the command zone, your opponent may not see the purities of your deck or any text other than cost on all of your other commanders. Furthermore, do not reveal any cards you control to your opponent when you play them. When you play any creature, your opponent may ONLY see that creatures cost.

Flavor: Deception is the art of all warfare

The basic idea is that it takes hidden information in this game to an entirely new level. BUT- it restricts what cards you can play with and carries a steep penalty should he die.

But play multiple creatures of the same cost and suddenly your opponent won't know what to target first.

I will also say that coding constraints more or less ensure this card will never see the light of day, but the challenge said not to worry about that :D
« Last Edit: April 20, 2017, 02:04:11 PM by ecliptix »
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Offline ORISOLVE

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Re: [CDC] Age of Commanders
« Reply #29 on: April 15, 2017, 05:09:56 PM »
Name: Inter-Dimensional Splitter Robot
Faction/Purity: 1 Genesis
Type: Character - Artificial
Rarity: Legendary
Cost: 5
Morale: 8
Attack/Health: 10/10

When Inter-Dimensional Splitter Robot dies while deployed, it creates two 4/4 Splitter-Lites in the Support Zone. When Inter-Dimensional Splitter Robot is removed from the game, a copy of this card is created in the same zone it was in with a Resource Cost 2 less than the original. Pay 4: Remove Inter-Dimensional Splitter Robot from the game. It returns to play at the end of the turn.

Flavor Text: ticktockemarfemit tsktskbuzzbuzz
« Last Edit: April 15, 2017, 05:30:54 PM by ORISOLVE »
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