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[CDC] Plan to fail [CLOSED]

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Design a mission that you want to play, but not complete.

Currently all the missions (aside from kidnapped by demons) just have a beneficial goal on completion and don't do anything else, you put them down and until you complete the goal they're sitting there wasting space, your goal as the player is just to get rid of them.

But what if there were missions that were the opposite?
Ones with effects outside of completion, with more benefit to prevent them from completing, missions you actually want to keep on the field as long as you can.

You could make what is essentially an ability card that you can use multiple times, (pay X, do something, gain Y%) or a timed effect like tome (gain X% each turn) but I'd prefer if the completion method was a little more interactive and something you can try to avoid, though it depends on the effects.

The completion effect doesn't necessarily have to be bad, but you should still want to delay the missions completion as long as possible, if you want the completion effect could be nothing other than the card simply being destroyed and you losing its other effects, in which case you don't need to specify what happens on completion.

Also consider whether or not the card should be unique.

Deadline is the 16th of April.

--- 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) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES (I dunno if this still happens, what with the game's current state)
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

Rules Text:
Flavor Text:

Borrowed Life
1p OoS
3 cost
Unique Mission- Angel

When you deploy Borrowed Life, choose a character you control

Mission: Each time the chosen character would die, it instead heals to max health.

Completion 2: The chosen character dies. Deploy the top character in your opponent's graveyard under their control. ---
Borrowed Flesh
1p Exiles
4 cost
Unique Mission- Demon

When you deploy this mission, target an enemy character. Deploy that character under your control.

Mission: Each time a card leaves your opponent's hand (in any way: overcharge, playing, discard).

Completion 6: Deploy previously targeted character under your opponent's control if it is still deployed. Your opponent may target a deployed character you control, if they do, deploy it under their control.---
Borrowed Time
1p GI
0 cost
Unique Mission

Threshold 3

Borrowed Time's resource cost is equal to your maximum resources.
When you deploy Borrowed Time, your opponent skips their next planning phase.

Mission: Beginning of turn

Completion 1: You skip your next 2 planning phases.---

Borrowed Ability
1p Verore
3 cost
Unique Mission- Magic

When you deploy Borrowed Ability, target a character you control then target another character in play.

The first targeted character gains all rule text that is on the second character. Remove all rule text from the second character.

Mission: At the end of each turn

Completion 2: The first targeted character loses all rules text and is destroyed. The second targeted character regains its original rule text.

The first character loses all rules text in case it gained indestructible

Name: Guardian Angel
Faction/Purity: 2 OOS
Type: Unique Mission
Rarity: Rare
Cost: 3
Rules Text:

When you ploy Guardian Angel and at the start of your consecutive turns, choose 2 Characters you control. All damage that would be dealt to first Character is redirected to second Character you chose instead. If you do not choose 2 characters, Mission is resolved.
Mission becomes 25% more complete for every time damage was redirected via this card, but no more than 50% in single turn.
Once Guardian Angel reaches 100% completion, all Characters you control lose Flying.

Slime Time
1 CoV
Type: Unique Mission
Rarity: Uncommon
Cost: 1

At the end of each turn, Slime Time gains 10% completion, and you create a 1/1 Slime token in your support zone. When Slime Time is completed, create a 5/5 Super Slime with Five Lives and Untouchable in your opponent's support zone, under their control.

WolfLionHead's entry

Lucky star
Type: Unique Mission
Rarity: Rare
Cost 4

Target a deployed character. After 2 turns that character becomes untouchable and you must select a new one. If you can’t select a new character or any of the selected characters die or are removed from the game, then Lucky star is removed from the game and all your characters lose untouchable.


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