Author Topic: [CDC] Synergistic but Separate[CLOSED]  (Read 682 times)

Offline Hiding

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[CDC] Synergistic but Separate[CLOSED]
« on: May 25, 2017, 04:19:18 AM »
Create 2 cards that are:
-not the same faction
-that combo with each other
-may be used on their own (people must have a reason to use one without the other)


Bonus points if they are an uncommonly used faction combination.

Example:

Pili, Keeper of Balance
1p OoS
4 cost
8 morale
Unique Character- Angel

Pili, Keeper of Balance’s abilities can only be used if she is deployed.
Pay 3, Exhaust: Create 2 4/4 Angels in each player’s Assault Zone.
Pay 2: Until end of turn, target Character on the battlefield's Attack becomes equal to its Health

0/15

---

Souls of Guilt
1p DoD or 1p Verore
5 cost
8 morale

Consume 2, Vigilance

Whenever a character deals damage to Souls of Guilt, your opponent loses that much morale.

0/10

-------

--- 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) If you edit your post you should make an additional post in this thread informing of the edit to make sure that the updated version of the card will be judged. The post should contain the full updated card details as well as a brief summary of what changed from your original submission.
4) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round.
5) 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

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:


« Last Edit: June 11, 2017, 04:13:10 PM by Hiding »

Online NatoPotato

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Re: [CDC] Synergistic but Separate
« Reply #1 on: May 25, 2017, 07:24:49 AM »
Flame Dawn Pyro

Character - Human
Cost: 4
Morale: 6
8/7

Flame Strike 3
When Pyro attacks a defending character it deals half its power (rounded down) in combat damage to the next 2 defending characters and immolates them for 1 damage per turn. ('next' characters are to the right of the card entering combat)


Wave of Fear

Ability - Magic
Cost: 4

When you play Wave of Fear, you may Overcharge it once.
Whenever an enemy character on the battlefield takes damage this turn it gets -2/-0 until the end of the turn and moves to the back of the zone (interrupting multi strike or unstoppable).
If you Overcharged Wave of Fear the damaged enemy characters are moved to the support zone if they have half health or less.



« Last Edit: May 26, 2017, 05:47:37 AM by NatoPotato »

Offline ToxicShadow

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Re: [CDC] Synergistic but Separate
« Reply #2 on: May 25, 2017, 03:54:31 PM »
Now that is a tricky one. Alright, here it goes:

The Archivist
Purity: 1SoA
Cost: 5
Morale: 10
Type: Unique Character - Undead
Rarity: Epic
Stats: 8/8

When you deploy the Archivist, you may overcharge him with an ability card. If you do, raise up to two non-unique characters from your graveyard. Their combined cost must be 4 or lower.

If the Archivist is removed from the game while in the graveyard, search your deck for an ability card with cost 4 or lower. Take this card to your hand.

He remembers everyone and everything that has ever been. Except for his own life before undeath.


Lightning Arch
Purity: 2 Verore
Cost: 3
Type: Ability
Rarity: Uncommon

Target two deployed characters your opponent controls. Both of them take 2 damage. If they are in the same zone, all characters positioned inbetween them also take 2 damage.

If you draw this card by other means than the regular card draw at the start of your turn, all damage dealt by all Lightning Arch cards in your hand, deck or graveyard is permanently increased by 3.

If this card is removed from the game, reset the bonus damage on all Lightning Arch cards and shuffle it back into your deck instead.

"It is easy, a spell for elementary schoolers really. You just connect point A with point B. Using lightining. Simple, right?" - Elya, the Elder Witch


Offline Prince of Lies

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Re: [CDC] Synergistic but Separate
« Reply #3 on: May 25, 2017, 07:01:15 PM »
Name: Serena, the Wishmaster
Faction/Purity: 1 Exiles or 1 Cult of Verore
Type: Unique Character - Demon
Rarity: Legendary
Cost: 7
Morale: 14
Attack/Health: 10/16
Rules Text:
Shield 1
Exhaust, Remove from play a Character you control: Select a card from either graveyard that has a resource cost equal to or less than the card you removed from play. Add it to your hand.
Flavor Text: "For every wish, a steep price. Make your choice, you poor unfortunate soul!"

Name: Llywelyn, the Hopebringer
Faction/Purity: 1 Overseers of Solace
Type: Unique Character - Human, Angel
Rarity: Epic
Cost: 0
Morale: 12
Attack/Health: 2/6
Rules Text:
Flying
Exhaust, Pay 2: Increase the resource cost of target card in play, graveyard or hand by 2. Llywelyn cannot target the same card until the end of the next turn. Cards in the deployed area that have their resource cost increased this way cannot be affected by effects of cards with a lower resource cost.
Flavor Text: "May the Light empower and protect you from weaker evils!"

« Last Edit: June 04, 2017, 09:56:00 PM by Prince of Lies »

Offline Hiding

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Re: [CDC] Synergistic but Separate
« Reply #4 on: May 26, 2017, 02:13:39 AM »
Name: Serena, the Wishmaster
Faction/Purity: 1 Exiles or 1 Cult of Verore
Type: Unique Character - Demon
Rarity: Legendary
Cost: 7
Morale: 14
Attack/Health: 10/16
Rules Text:
Shield 1
Exhaust, Remove from play a Character you control: Select a card from either graveyard that has a resource cost equal to or less than the card you removed from play. Add it to your hand.
Flavor Text: "For every wish, a steep price. Make your choice, you poor unfortunate soul!"

Name: Llywelyn, the Hopebringer
Faction/Purity: 1 Overseers of Solace
Type: Unique Character - Human
Rarity: Epic
Cost: 5
Morale: 12
Attack/Health: 7/7
Rules Text:
Flying
Exhaust, Pay 1: Increase the resource cost of target card in play, graveyard or hand by 1. Cards that have their resource cost increased this way cannot be affected by effects of cards of a lower resource cost.
Flavor Text: "May the Light empower and protect you from weaker evils!"


For llywelyn, does her effect mean cards cant take combat damage from lower cost cards? Or they cant even be blocked by them? Either way thats a bit overpowered and also needs to be specified in the description.

Also the way her protection works, it seems like she only protects things when you activate her and after she buffs something because the protection sentence is stuck into her activation paragraph. Was her protection meant as a passive as long as she is in play? Also consider that putting her as commander may lead to a bit of overpoweredness in denying opponent early command plays. Perhaps make her only activatable when she is deployed?

Offline Prince of Lies

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Re: [CDC] Synergistic but Separate
« Reply #5 on: May 26, 2017, 05:24:54 AM »
Name: Serena, the Wishmaster
Faction/Purity: 1 Exiles or 1 Cult of Verore
Type: Unique Character - Demon
Rarity: Legendary
Cost: 7
Morale: 14
Attack/Health: 10/16
Rules Text:
Shield 1
Exhaust, Remove from play a Character you control: Select a card from either graveyard that has a resource cost equal to or less than the card you removed from play. Add it to your hand.
Flavor Text: "For every wish, a steep price. Make your choice, you poor unfortunate soul!"

Name: Llywelyn, the Hopebringer
Faction/Purity: 1 Overseers of Solace
Type: Unique Character - Human
Rarity: Epic
Cost: 5
Morale: 12
Attack/Health: 7/7
Rules Text:
Flying
Exhaust, Pay 1: Increase the resource cost of target card in play, graveyard or hand by 1. Cards that have their resource cost increased this way cannot be affected by effects of cards of a lower resource cost.
Flavor Text: "May the Light empower and protect you from weaker evils!"


For llywelyn, does her effect mean cards cant take combat damage from lower cost cards? Or they cant even be blocked by them? Either way thats a bit overpowered and also needs to be specified in the description.

Also the way her protection works, it seems like she only protects things when you activate her and after she buffs something because the protection sentence is stuck into her activation paragraph. Was her protection meant as a passive as long as she is in play? Also consider that putting her as commander may lead to a bit of overpoweredness in denying opponent early command plays. Perhaps make her only activatable when she is deployed?

Yeah, I actually thought about it when I logged off last night.
I'm going to have to cut her stats to Heat Wave range and cost to 0, active ability to 2.
As well as the need to have the cards be deployed in order to gain the immunity.
That should allow some counterplay.

And no, combat damage isn't a card effect so her secondary effect of the active wouldn't protect buffed characters by it.
« Last Edit: May 26, 2017, 05:32:33 PM by Prince of Lies »

Offline Number11

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Re: [CDC] Synergistic but Separate
« Reply #6 on: May 26, 2017, 07:30:09 PM »
Fleeting Virus
1 purity SoA - Rare
3 cost
Ability

Target up to four deployed characters with a sum of cost less than 5. You gain control of target characters until the end of turn (They remain in the same respective zones).


Emergency Defense
2 purity DoD - Uncommon
1 cost
Ability

Target any number of characters you control. All target characters are moved to the defense zone and will die at the end of the battle phase.



Offline Hiding

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Re: [CDC] Synergistic but Separate
« Reply #7 on: May 27, 2017, 04:16:59 AM »
Fleeting Virus
1 purity SoA - Rare
3 cost
Ability

Target up to four deployed characters with a sum of cost less than 5. You gain control of target characters until the end of turn (They remain in the same respective zones).


Emergency Defense
2 purity DoD - Uncommon
1 cost
Ability

Target any number of characters you control. All target characters are moved to the defense zone and will die at the end of the battle phase.



Emergency defense seems a bit low cost for what it does. Compare with Ferocity which only targets 1 character. Though Ferocity is an actual win condition, it still cost 2 and only targets 1 character whereas emergency defense targets as many as you want for just 1.

Offline Number11

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Re: [CDC] Synergistic but Separate
« Reply #8 on: May 27, 2017, 11:28:23 AM »
Fleeting Virus
1 purity SoA - Rare
3 cost
Ability

Target up to four deployed characters with a sum of cost less than 5. You gain control of target characters until the end of turn (They remain in the same respective zones).


Emergency Defense
2 purity DoD - Uncommon
1 cost
Ability

Target any number of characters you control. All target characters are moved to the defense zone and will die at the end of the battle phase.



Emergency defense seems a bit low cost for what it does. Compare with Ferocity which only targets 1 character. Though Ferocity is an actual win condition, it still cost 2 and only targets 1 character whereas emergency defense targets as many as you want for just 1.

Well the character targeted by Ferocity will not die. If you use Emergency Defense on multiple character and the opponent does not attack that turn, then you will have killed all those characters without taking out any of your opponents. That is the risk of the card. It is only at the specific purity of 1 SoA and 2 DoD that you get the combo of Fleeting Virus plus Emergency Defense. At worst this will allow you to kill 4 resource worth of opponent characters for 4 resources if you target and get 4 resource worth of opponent characters. The other strong purity for the card is 3 DoD as you will have access to avatars. So it is in only those specific purities that you can counter the negative of the card and if the card is too good when you take out the drawback of the card then I could see a reason for giving it higher cost. It is the sacrificial nature of the card that is the reason for its low cost.
« Last Edit: May 27, 2017, 11:30:01 AM by Number11 »

Offline Hiding

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Re: [CDC] Synergistic but Separate
« Reply #9 on: May 27, 2017, 04:56:45 PM »
Well the character targeted by Ferocity will not die. If you use Emergency Defense on multiple character and the opponent does not attack that turn, then you will have killed all those characters without taking out any of your opponents. That is the risk of the card. It is only at the specific purity of 1 SoA and 2 DoD that you get the combo of Fleeting Virus plus Emergency Defense. At worst this will allow you to kill 4 resource worth of opponent characters for 4 resources if you target and get 4 resource worth of opponent characters. The other strong purity for the card is 3 DoD as you will have access to avatars. So it is in only those specific purities that you can counter the negative of the card and if the card is too good when you take out the drawback of the card then I could see a reason for giving it higher cost. It is the sacrificial nature of the card that is the reason for its low cost.

Oh right I see. Kinda forgot about the everything dies part for a sec.

Offline 0100161

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Re: [CDC] Synergistic but Separate
« Reply #10 on: May 27, 2017, 05:33:59 PM »
Name: Azazel, the Sinful
Faction/Purity: Exiles/2
Type: Character-Demon
Rarity: Epic
Cost: 5
Morale: 9
Attack/Health: 10/9
Rules Text: Consume 2; When you sacrifice a character Azazel gains power and health equal to that character's power and health.
Flavor Text: And the goat shall bear upon him all their iniquities unto a land which is cut off; and he shall let go the goat in the wilderness.

Name: Inter-Dimensional Phase Suit
Faction/Purity: Genesis Industries/1
Type: Ability
Rarity: Rare
Cost: 2
Rules Text: Target Character gains the following ability: “When this Character is removed from the game it returns to play at the end of the turn. When this character is removed from the game, a copy of this card is created in the same zone it was in” and after 2 turns “Sacrifice all Characters under your control with this Character's name at the end of turn”.
Flavor Text: I have succeeded in isolating the sub-atomic particles but after months of research they defy any predictable behavioral patterns.
« Last Edit: May 27, 2017, 05:55:37 PM by 0100161 »

Offline Number11

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Re: [CDC] Synergistic but Separate
« Reply #11 on: May 27, 2017, 05:51:38 PM »
Name: Inter-Dimensional Phase Suit
Faction/Purity: Genesis Industries/1
Type: Ability
Rarity: Rare
Cost: 2
Rules Text: Target Character gains the following ability: “When this Character is removed from the game it returns to play at the end of the turn. When this character is removed from the game, a copy of this card is created in the same zone it was in” and after 2 turns “Sacrifice all Characters under your control with this Character's name at the end of turn”.

Inter-Dimensional Phase Suit plus CTA on Lucca equals massive buffing.

Offline 0100161

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Re: [CDC] Synergistic but Separate
« Reply #12 on: May 27, 2017, 06:00:41 PM »
Quote
Quote
Name: Inter-Dimensional Phase Suit
Faction/Purity: Genesis Industries/1
Type: Ability
Rarity: Rare
Cost: 2
Rules Text: Target Character gains the following ability: “When this Character is removed from the game it returns to play at the end of the turn. When this character is removed from the game, a copy of this card is created in the same zone it was in” and after 2 turns “Sacrifice all Characters under your control with this Character's name at the end of turn”.
Inter-Dimensional Phase Suit plus CTA on Lucca equals massive buffing.

Indeed; yet a three cards combo: I don't think it would be too overwhelming. As with my previous card "Only Lovers Left Alive" I was also figuring fun ways to play with or around the Calamity or less useful cards, e.g. No More Heroes with OLLA and Evellee with I-D PS.  Also, in the first version, this card could not target either Unique or Unlimited characters; however I felt like, being a suit, it should fit everyone.
« Last Edit: May 27, 2017, 06:05:10 PM by 0100161 »

Offline MSchildorfer

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Re: [CDC] Synergistic but Separate
« Reply #13 on: May 31, 2017, 06:43:36 AM »
Name: Poison Nova
Faction/Purity: 1 SoA
Type: Ability
Rarity: Epic
Cost: 5
Rules Text: Poison every Unit in play causing them to take 5 Damage a turn
Flavor Text: "Poison for EVERYONE" - Crazed Poison Salesman

Name: Massproduced Care Package
Faction/Purity: 1 GI
Type: Ability
Rarity: Uncommon
Cost: 3
Rules Text: Heals all your Deployed Units by 2 and Removes Burn and Poison Keywords


Offline Hiding

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Re: [CDC] Synergistic but Separate
« Reply #14 on: May 31, 2017, 11:58:13 AM »
Name: Poison Nova
Faction/Purity: 1 SoA
Type: Ability
Rarity: Epic
Cost: 5
Rules Text: Poison every Unit in play causing them to take 5 Damage a turn
Flavor Text: "Poison for EVERYONE" - Crazed Poison Salesman

Name: Massproduced Care Package
Faction/Purity: 1 GI
Type: Ability
Rarity: Uncommon
Cost: 3
Rules Text: Heals all your Deployed Units by 2 and Removes Burn and Poison Keywords


Poison nova seems pretty op tbh. Perhaps change it to only deployed and up its cost or only battlefield. Even more fieldwipes/stall for sleepers feels op. Also being at 1 purity allows verore sleeper stall decks to be even more unnecessarily aggravating