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Dutchy

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  1. Donaar liked a post in a topic by Dutchy in Why does Wheel of Gifts suck...   
    Why does Wheel of Gifts suck... – that's what the title suggests. Now, give me a moment to explain why many in the community share this viewpoint.
    Let's start with the fact that this card has a bit of a bad reputation, and not for the right reasons. In the early days, there was a bug that allowed stacking the same buff multiple times. Combined with the ease of using Lost Spirit Ships, any map became super easy. This was especially true for Random PvE maps. Since the Skylords Reborn team revived the game, this bug is fixed, but the notion that this card is "good" still sticks around, especially among casual or older players.
    Now, let's understand what the card does before jumping to the present.
    Wheel of Gifts is a Tier 3 Shrine with a rare rarity. When you build it, you get to pick one of three global buffs. The first one boosts your and your allies' units, making them deal 20% more damage. The second one lets you and your allies take 20% less damage. The third buff heals every friendly unit, yours and your allies', for 3% of their total health every 4 seconds. If you build three of these buildings, you can have all three buffs active simultaneously.

    On paper, these buffs sound very impressive. This is even further enhanced when considering that the buffs are “free”. You pay 180 power upfront, and you get a global buff. However, this plays perfectly into why it is not as great or efficient as most people think.
    Since this card is mainly used in Random PvE matches, this topic will mainly focus on that area. In Random PvE you have to kill all enemies within a certain time alone, or with a group of two or four players. This time limit is part of the difficulty for the higher-difficulty maps, especially in four-player maps. These maps are also where Wheel of Gifts is commonly found. The idea behind this card is to buff up all friendly units in the game, including those of your teammates. It's a great deal because, for just 180 power, about 20 Tier 4 units can deal 20% more damage. Spending another 180 power makes these units also take 20% less damage. Imagine adding a third building that makes all friendly units heal for a percentage of their total health – it would be even better!
    Spending 540 power on building three Wheel of Gifts might not be the best move in Random PvE. For the same amount of power, you could build two Gemeyes, enough to handle earlier camps. With the strict time limits in Random PvE, investing in Wheel of Gifts can slow down your progress on the map. Here's why building them right after getting Tier 3 or Tier 4 is not a great idea:
    - You use up 540 power on a building that doesn't directly help you clear the map.
    - At this point in the game, there aren't enough friendly units to make the buff worthwhile.
    - Many spells can handle earlier camps by themselves (Maelstrom, Frenetic Assault, Cluster Explosion).
    - Your teammate has to defend and attack on their own for the first few minutes/camps, while you are stacking Wheels.
    - The buffs don't stack with other external buffs, like Unholy Hero.
    - Building Wheel of Gifts right after Tier 3 denies you two power wells and leaves your partner alone to capture the Tier 4 camp.
    On the topic of buffs. Often Wheel of Gifts is played in a single-unit deck, like Batariel or Bloodhorn. Because of the high initial investment, it is just not worth the effort to place them down.  Besides that, single-unit decks can not utilize the buffs from the Wheel of Gifts as they do not stack with other external buffs. (For more information on a Batariel deck, click the link at the bottom.)
    Now, you might be wondering if Wheel of Gifts has a place in Random PvE. It does! In the last rows of a Random PvE map, you often have excess power that's hard to use. This is the perfect time to set up Wheel of Gifts for that extra boost needed to tackle the toughest camps.
    Also, in scenarios without a timer and plenty of power, Wheel of Gifts can be a decent card to buff up your army. 
     
     
  2. Volin liked a post in a topic by Dutchy in Why does Wheel of Gifts suck...   
    Why does Wheel of Gifts suck... – that's what the title suggests. Now, give me a moment to explain why many in the community share this viewpoint.
    Let's start with the fact that this card has a bit of a bad reputation, and not for the right reasons. In the early days, there was a bug that allowed stacking the same buff multiple times. Combined with the ease of using Lost Spirit Ships, any map became super easy. This was especially true for Random PvE maps. Since the Skylords Reborn team revived the game, this bug is fixed, but the notion that this card is "good" still sticks around, especially among casual or older players.
    Now, let's understand what the card does before jumping to the present.
    Wheel of Gifts is a Tier 3 Shrine with a rare rarity. When you build it, you get to pick one of three global buffs. The first one boosts your and your allies' units, making them deal 20% more damage. The second one lets you and your allies take 20% less damage. The third buff heals every friendly unit, yours and your allies', for 3% of their total health every 4 seconds. If you build three of these buildings, you can have all three buffs active simultaneously.

    On paper, these buffs sound very impressive. This is even further enhanced when considering that the buffs are “free”. You pay 180 power upfront, and you get a global buff. However, this plays perfectly into why it is not as great or efficient as most people think.
    Since this card is mainly used in Random PvE matches, this topic will mainly focus on that area. In Random PvE you have to kill all enemies within a certain time alone, or with a group of two or four players. This time limit is part of the difficulty for the higher-difficulty maps, especially in four-player maps. These maps are also where Wheel of Gifts is commonly found. The idea behind this card is to buff up all friendly units in the game, including those of your teammates. It's a great deal because, for just 180 power, about 20 Tier 4 units can deal 20% more damage. Spending another 180 power makes these units also take 20% less damage. Imagine adding a third building that makes all friendly units heal for a percentage of their total health – it would be even better!
    Spending 540 power on building three Wheel of Gifts might not be the best move in Random PvE. For the same amount of power, you could build two Gemeyes, enough to handle earlier camps. With the strict time limits in Random PvE, investing in Wheel of Gifts can slow down your progress on the map. Here's why building them right after getting Tier 3 or Tier 4 is not a great idea:
    - You use up 540 power on a building that doesn't directly help you clear the map.
    - At this point in the game, there aren't enough friendly units to make the buff worthwhile.
    - Many spells can handle earlier camps by themselves (Maelstrom, Frenetic Assault, Cluster Explosion).
    - Your teammate has to defend and attack on their own for the first few minutes/camps, while you are stacking Wheels.
    - The buffs don't stack with other external buffs, like Unholy Hero.
    - Building Wheel of Gifts right after Tier 3 denies you two power wells and leaves your partner alone to capture the Tier 4 camp.
    On the topic of buffs. Often Wheel of Gifts is played in a single-unit deck, like Batariel or Bloodhorn. Because of the high initial investment, it is just not worth the effort to place them down.  Besides that, single-unit decks can not utilize the buffs from the Wheel of Gifts as they do not stack with other external buffs. (For more information on a Batariel deck, click the link at the bottom.)
    Now, you might be wondering if Wheel of Gifts has a place in Random PvE. It does! In the last rows of a Random PvE map, you often have excess power that's hard to use. This is the perfect time to set up Wheel of Gifts for that extra boost needed to tackle the toughest camps.
    Also, in scenarios without a timer and plenty of power, Wheel of Gifts can be a decent card to buff up your army. 
     
     
  3. Kybaka liked a post in a topic by Dutchy in Why does Wheel of Gifts suck...   
    Why does Wheel of Gifts suck... – that's what the title suggests. Now, give me a moment to explain why many in the community share this viewpoint.
    Let's start with the fact that this card has a bit of a bad reputation, and not for the right reasons. In the early days, there was a bug that allowed stacking the same buff multiple times. Combined with the ease of using Lost Spirit Ships, any map became super easy. This was especially true for Random PvE maps. Since the Skylords Reborn team revived the game, this bug is fixed, but the notion that this card is "good" still sticks around, especially among casual or older players.
    Now, let's understand what the card does before jumping to the present.
    Wheel of Gifts is a Tier 3 Shrine with a rare rarity. When you build it, you get to pick one of three global buffs. The first one boosts your and your allies' units, making them deal 20% more damage. The second one lets you and your allies take 20% less damage. The third buff heals every friendly unit, yours and your allies', for 3% of their total health every 4 seconds. If you build three of these buildings, you can have all three buffs active simultaneously.

    On paper, these buffs sound very impressive. This is even further enhanced when considering that the buffs are “free”. You pay 180 power upfront, and you get a global buff. However, this plays perfectly into why it is not as great or efficient as most people think.
    Since this card is mainly used in Random PvE matches, this topic will mainly focus on that area. In Random PvE you have to kill all enemies within a certain time alone, or with a group of two or four players. This time limit is part of the difficulty for the higher-difficulty maps, especially in four-player maps. These maps are also where Wheel of Gifts is commonly found. The idea behind this card is to buff up all friendly units in the game, including those of your teammates. It's a great deal because, for just 180 power, about 20 Tier 4 units can deal 20% more damage. Spending another 180 power makes these units also take 20% less damage. Imagine adding a third building that makes all friendly units heal for a percentage of their total health – it would be even better!
    Spending 540 power on building three Wheel of Gifts might not be the best move in Random PvE. For the same amount of power, you could build two Gemeyes, enough to handle earlier camps. With the strict time limits in Random PvE, investing in Wheel of Gifts can slow down your progress on the map. Here's why building them right after getting Tier 3 or Tier 4 is not a great idea:
    - You use up 540 power on a building that doesn't directly help you clear the map.
    - At this point in the game, there aren't enough friendly units to make the buff worthwhile.
    - Many spells can handle earlier camps by themselves (Maelstrom, Frenetic Assault, Cluster Explosion).
    - Your teammate has to defend and attack on their own for the first few minutes/camps, while you are stacking Wheels.
    - The buffs don't stack with other external buffs, like Unholy Hero.
    - Building Wheel of Gifts right after Tier 3 denies you two power wells and leaves your partner alone to capture the Tier 4 camp.
    On the topic of buffs. Often Wheel of Gifts is played in a single-unit deck, like Batariel or Bloodhorn. Because of the high initial investment, it is just not worth the effort to place them down.  Besides that, single-unit decks can not utilize the buffs from the Wheel of Gifts as they do not stack with other external buffs. (For more information on a Batariel deck, click the link at the bottom.)
    Now, you might be wondering if Wheel of Gifts has a place in Random PvE. It does! In the last rows of a Random PvE map, you often have excess power that's hard to use. This is the perfect time to set up Wheel of Gifts for that extra boost needed to tackle the toughest camps.
    Also, in scenarios without a timer and plenty of power, Wheel of Gifts can be a decent card to buff up your army. 
     
     
  4. Dutchy liked a post in a topic by Majora in Want to help improving Skylords Reborn? Read this.   
    Thank you for your interest in Skylords Reborn! Here we will give you a brief overview of the project and how you can help out. 

    About Skylords Reborn

    Skylords Reborn is a fan-made project that revived BattleForge, a multiplayer real-time strategy and collectible card game set in the mythological world of Nyn. BattleForge was developed by Electronic Arts and released in 2009, while sadly closing its servers in 2013. In June 2015 fans started working on an unofficial revival under the name of Skylords Reborn, and in 2020 players could finally enter the Forge again. 
    Skylord Reborns aims to bring back all the nostalgia players remember from the original days, while also creating brand-new content, balance changes and other improvements. The team behind Skylords Reborn consist of volunteers, and is not affiliated with EA in any way. The game is fully free to play, with no microtransactions. Everyone works on this project as a labor of love in their free time. 
     
    Open Staff Positions

    As a community driven project, we constantly strive to improve Skylords Reborn and the experience for everyone involved. We cannot do this alone, and are currently looking for people to help us out in multiple positions. If you see a position you like, you can write a short application by clicking on the apply button. 
    When applying for a position, it is important you reflect on the desired traits mentioned, and explain how you would fulfill them. Desired traits should be considered the most required traits for that position. They should not be seen as must-haves, but we consider these traits to be essential and ideally contributors should have most of the desired traits for that position. Bonus traits are extra traits a contributor could have, but are by no means mandatory. 
    Listed below are desired traits that apply to all positions: 
    Have a Discord account or be willing to use one: 
    Staff members primarily communicate using Discord. 
      Have time to spend on the project.
    As part of the team, you will also be expected to join meetings, retrospectives and actively communicate with other staff members. This will require extra time contribution on top of working on your tasks. We expect you to regularly contribute, however real life comes first, and we understand if you need to take breaks from the project. There are no hard requirements for how many hours you need to spend on the project per week, but it takes a significant amount of time to make impactful contributions.
      Able to work and communicate with a team.
    Teamwork and especially communication is very important for a project of this nature, considering everyone is contributing to the project in their free time. We value respect, transparency, open feedback and enthusiasm, and your values should align with those of the team.
      Able to work independently and take initiative.
    Every staff member contributes remotely and even though everyone helps each other as much as possible, staff members cannot always be present and ready to help.
      Able to communicate in English. 
    While we have staff members from all over the globe, we communicate in English. 

    It is important to note that everyone is contributing to the project in their free time and that none of the positions are paid.  

     
     
    Contribute without joining Staff

    We also have a couple of other areas where you can help out without formally joining the team. 
     
    Community Roles
    Community Roles are roles that require less commitment when compared to official roles. Tasks for these roles come and go, and they are a great way to help without receiving too much responsibility. Some examples include proofreading, voice-acting and map-testing.
     

     
    Open Source Development
    Open source projects are a great way to help development of Skylords Reborn without joining staff. If you are not a developer, you can still contribute by familiarizing yourself with the applications and suggesting feature improvements.
     
    Open Source
     
    Skylords Bounty
    A Skylords Bounty is a task for the community to create something needed in one of the departments of Skylords Reborn.
    If your entry is chosen, you can win a great prize, and we will reward everyone who applies with a serious attempt with a participation reward as well. A bounty is not a classic contest, and will run until the task is complete. We will give a heads up when the entries are about to be closed (at least two weeks in advance).
     

     
     
  5. murloc017 liked a post in a topic by Dutchy in Stop messing with the base game   
    I wouldn't mind some giant wyrms for this CCC 😅
  6. Kapo liked a post in a topic by Dutchy in Stop messing with the base game   
    I wouldn't mind some giant wyrms for this CCC 😅
  7. Metagross31 liked a post in a topic by Dutchy in Batariel Deck Guide - How to make and pilot a Batariel deck!   
    Welcome to this guide on how to construct and pilot the Batariel deck. This guide will go over all the ins and outs of the deck, what to do in certain situations, and general tips and tricks for both beginning and more advanced Batariel players. Let’s open the Gates of Purgatory and jump in.
     
    What does Batariel do?
    Batariel is a Tier 4  card. It is a rare card and got two affinities.
     Its first ability is Gates of Hell.

    ACTIVE: Activate to smash Batariel's giant mace onto the ground, dealing damage to enemies in a 10m radius. The impact will crack open the ground, allowing an enormous cleft to emerge that will erupt fountains of red-hot lava after 5 seconds. Reusable every 30 seconds. Affects ground targets only.

    The second ability is Infused/Tainted Purgatory.
    PASSIVE: Unit enters stages of rage in battle depending on how much damage it has recently dealt. Either it does more AoE damage around himself, or he shreds the enemy’s armor, depending on the affinity. But if there is no damage dealt for 4 seconds, the flames will abate again.

    For this deck we will only be using the fire affinity, and all future references, unless explicitly stated, will refer to the fire affinity Batariel. The fire affinity is used because his passive does more damage, and the shadow affinity reduces the armor of the enemies. Reducing the armor is only relevant if you have other units to do damage as well, in a pure fire deck for example.
    How is the Batariel summoned if you do not have four Fire orbs? Enlightenment. Enlightenment is three orbs, two of which nature, and it allows you to use any card for the next 20 seconds without orb restriction. You do still have to pay the cost, 300 power in this case. 

     
    The Deck
    Let’s start with the Tier 1 options this deck has. When playing a Batariel deck, you have three factions to choose from. Either you start with fire, nature, or shadow. Frost is by all means the worst faction to start with, as a general Batariel deck does not contain a single frost orb.
     
    Fire start
    With fire, most of the time you want to start with 3 Nomads (Nature affinity). An alternative could be Sunderer in some cases where you try to speedrun certain maps, but Nomads are recommended over Sunderer as they heal themselves and can hit air with their ability and are in general more flexible.
    The second card you want is Mine. Mine is an excellent card to take out the enemy units at your t2 camp. In bandits and Twilight maps, often one Mine should be enough. If you are fighting Fire you could use only one Mine, but if you are less experienced or are not as comfortable with a fire start, you can use two mines. When you encounter Lost Souls, you always place one mine and wait with engaging the camp until a second mine is off cooldown. The reason for this is that you may encounter Tier 3 units like Mana Beasts, one mine if often not enough. If there are also units that give shields, then two Mines might not be enough, and you need to place a third one.
    The third card you want to bring is Eruption. This card is excellent in taking out pesky (flying) units or to help out your opponents when they are in trouble. Eruption has one other very important use, which is to take our crucial spawn camps. One eruption does 300 damage for 75 power. All small spawning camps have 1200 health, so four eruptions will take out the camp and will set you back 300 power. This tactic is the mostly used in RPvE difficulty 10, but can also be utilized, and encouraged, in RPvE difficulty 9 when you try to clear the Tier 3 camp. In difficulty 9 and below, one to two Eruptions are often enough as you have your Nomads hitting the camp as well.

    Blaster Cannon an optional card. This card is not necessary in RPvE difficulty 9 and below, but is almost a must-have in difficulty 10. The reason for this is that there can be flying enemy units on your Tier 2 location, which does not happen in difficulty 9 and below. Blaster cannon fire affinity does insane damage versus flying units and because of that it is preferred over the shadow affinity. The shadow affinity also hits air, but traded extra damage against flying units for extra damage to ground units, but that damage is negligible.
    Sunstriders can be a nice addition too as they could replace blaster Cannon, they are inferior, but more versatile.
     
    Shadow start
    Shadow starts are very straight forward. The first card you want to bring are Forsaken. Forsaken do insane damage and have an awesome ability to do even more ridiculous damage at the cost of dying after the ability wears off.
    Nox Trooper is a decent alternative to Forsaken, and is far superior against Crystal Fiend camps, where Forsaken get destroyed. Also, they have a better trapping capability as they shoot each unit in a squad one by one. And base damage output is higher than Forsaken, even when they lose overall to frenzied Forsaken especially when getting rid of the spawner. Dreadcharger also a decent alternative, but very situation.
    Motivate is a card shadow can not go without. This card gives a near-dying unit a new purpose by allowing the same units to do more damage for the next 30 seconds.
    For Soul Splicer, we want to have the Nature affinity. You want to build this shrine outside the enemies range, as it takes some time to construct it. When constructed, it can collect corpses around itself and a select area. These corpses can be used to heal your Forsaken when they are within the range of the Soul Splicer.

    A general tactic when approaching the Tier 2 orb is to construct your Soul Splicer and wait until you have 6-8 Forsaken, depending on how comfortable you are. With the Forsaken you want to lure the enemy towards the Soul Splicer, so it can collect their corpses whenever they die. When fighting the enemy, use motivate on one of your Forsaken to allow the others to do more damage, and to have your first corpses inside the Soul Splicer.
    You want to bring an Embalmer’s Shrine if you bring Shadow Phoenix as your Tier 2 unit. You want to construct two Embalmer’s Shrines before doing anything else.
    If you play a shadow start in RPVE difficulty 10, then it is recommended to bring 9-11 forsaken, Lost Souls can require more, 3-4 squads gets frenzied and immediately attack the spawner. The remaining units clear the units with the help of a Soul Splicer and Motivate.
     
    Nature Start
    Nature t1 is relatively effective, in some cases better than fire, especially in solo. Basic composition is Windweavers + Dryad (Blue affinity) + Ensnaring Roots, for difficulty 10 Hurricane and Mark of the Keeper are very strong as well, and may be essential. Root is preferred over Hurricane is because it also helps vs non-S-units up to Tier 4. The edge that nature has over fire is solely not having to build a fire orb until an orb switch, with access to cultists + furnace and breeding grounds (especially useful with Shadow Phoenix against stronger t3-t4 camps)
    Windweavers is the go-to damage dealer for Nature Tier 1. They are versatile and can shoot multiple enemies at once, which makes them excellent in clearing early camps. 
    Dryad provides the units around her with a damage reduction buff. One Dryad is often enough, but keep in mind that she does not buff herself. Having a damage reduction buff on your units allows you to use less heals. 
    Surge of Light is great. It is super good to heal your low health Windweavers, and  it scales super good into the later stages of the game as you can still use it to heal your Batariel. 
    Ensnaring Roots is a must have. This spell can create distance between the enemy and your Windweavers. This card is also very effective when you need to take out a spawner in difficulty 10. 

    Mark of the keeper is a must have in difficulty 10, but in difficulty 9 or lower it is not needed.
    No Shaman? Yes, Shaman is not used in Batariel decks. Shaman is a unit that rarely attacks, and it binds power. For every Shaman you have, you have one Windweaver less. There are only 20 deck slots, and Shaman should not be in there.
     
    Tier 2 options
    On Tier 2, there are a couple options to choose from. When you start with Fire, you are generally safe to use your Nomads + Mine and use Eruptions on the spawning camp. In difficulty 10, you can bring Gladiatrix (Nature affinity) with Curse of Oink, or you can bring Shadow Phoenix with Embalmer’s Shrine. If you start with Shadow, your best option is to bring Shadow Phoenix. You need three Shadow Phoenix to kill a small spawning camp.

    or

    When you are playing difficulty 10, if you start with fire and want to use Phoenix, you will need to do an additional orb swap for your Batariel. This sets you back some power, but might be required sometimes.
     Less optimal, but alternative options are Bandit Minefield and Lavafield.
     
    Core of a Batariel deck
    The core of a Batariel deck are Life Weaving and Unholy Hero. Life Weaving keeps Batariel alive, and Unholy hero allows the Batariel to do insane amounts of damage.

    Heals are important in every deck, Batariel decks are no exceptions. You should bring at least one heal spell, such as Regrowth. It is recommended to bring a backup heal in case you run out of Regrowth charges or the card is on cooldown. Two options are Surge of Light and Equilibrium (Frost affinity). It is totally fine to bring all three heal spells, as even some veteran players do.

    Very important spells to bring are both Frenetic Assault’s (one is mandatory, the other is quality of life), Infect (mainly quality of life, you can do without) and Disenchant (depending on the enemy faction). Frenetic Assault makes sure the enemies are not attacking your Batariel, but each other, which gives Batariel more survivability. Both Frenetic Assaults are recommended as they have a long cooldown between casts, and you might need more than one in a difficult camp. Infect serves a similar purpose and cleans up remains. After the enemies kill each other with the Frenetic Assault effect, two Nightcrawlers will spawn from each corpse, up to 10 corpses. 20 extra units to soak up damage and to do more incremental damage.

    Batariel needs to have his burning passive ability active as soon as possible. He does this be damaging enemy units or buildings. If Batariel is not able to attack, due to a paralyze effect, the chances are the Batariel will die. To solve this, Disenchant is a must-have when you fight enemies like Bandits and Twilight. Those otherwise annoying Willzappers and Windhunters are now useless when you bring Disenchant. Bandits have one boss that permanently reduces the attack by 50% when it does damage: the Equestrian Twins. This debuff can also be nullified with Disenchant.

    There are two more must have cards in every Batariel deck, which are Curse of Oink and Nether Warp. Curse of Oink was mentioned earlier as well in the Tier 2 section, but it is also an all-star when Batariel is out already. Curse of Oink is an instant CC (crowd control) spell. Whenever Disenchant is on cooldown, or whenever there are scary enemy units, Curse of Oink can keep incoming damage to a minimum. Keep in mind, this has no synergy with Frenetic Assault.

    When entering an enemy camp, you want to position your burning Batariel in a location where it can either hit as many enemies as possible, or where it can take out a spawner. Nether Warp is the solution for this. After you Batariels AoE burning is active, you can warp him further into the camp. Keep in mind, all the enemies will be able to target him, so make sure you have some heals ready and Life Weaving active. Recommended is the Nature affinity Nether Warp because the Frost affinity debuffs your Batariel with a slow effect. Yes, the Nature affinity heals your opponents units too, but that heal is insignificant compared to the damage output of the Batariel.

    When you have your core, there are one, two or three spots left for other cards. Thunderstorm is the one that is most recommended bringing as it is such a versatile damage spell. The second card is Soulshatter, as it can decimate smaller camps on its own, but you need to be careful as the damage also damages friendly units. The third option is Earthshaker. This card can take out crucial enemy buildings. This is optional, as Batariel should not have any problem taking out buildings on its own, but can be a quality of life.
     
     
    Void return
    Because spells are cycled non-stop in this deck, void return is of utmost importance. There are two options available for a Batariel deck. Either Shrine of War, or Cultist Master + Furnace of Flesh.
    Shrine of War is the best void return card in the game for multiplayer maps. You use spells whenever you want to kill enemy units, and whenever enemy units die, the Shrine of War gives back void power. It is the perfect synergy, there is however a big downside. Shrine of War costs 150 power and has no continuous upkeep. You will need two to be able to keep it running constantly. You will need to invest 300 power, which delays your Batariel immensely. Shine of War is recommended in fire starts.
    Shrine of War has been nerfed and now require 2 fire orbs, which forces you to play either the alternative option with Furnace of Flesh and Cultist Masters, or rely on a teammate. 

    The ability of the Cultist Master is free, and it summons three Nightcrawlers that die after 20 seconds. When they die near a Furnace of Flesh, it gives back void power. Similar to Shrine of War, you will need to maintain the upkeep of this. It is recommended to have around three Cultist Masters to give reliable void return. If you have more than four, then consider building a second Furnace of Flesh or to alternate between the activations, but this requires way more micro. This option is preferred in Batariel decks that start with Shadow or in solo RPvE maps. If a teammate has a Shrine of War, you can kill the Cultist Masters and the Furnace of Flesh, as Shrine of War is superior to them.

     
    Fallen Skyelf
    Fallen Skyelf can play a critical role in certain scenarios, vs bosses like Twilight Hulk or Abaddon, which have very high damage output, or Hellhound who will eat all your units if you don’t kill him quick enough. And helps overall vs bosses.

     
    Plague
    Double Shadow starters sometimes gravitate towards triple shadow instead of switching to fire. These decks require more precise play due to the lack of cards like Disenchant or Earthshaker, but end up being significantly faster upon being executed well, given how strong Plague is. The spell speeds up camp clears in general and sometimes even allows very powerful pathing advantages as a spell combo around Plague + Infect (+ Frenetic) sometimes removes T4 camps on its own (ideally this even works against small boss camps i.e. Umbabwe/Bandit Lancer). Sometimes Disenchant cannot be removed upon facing factions like Twilight, but whenever there is an angle to cut the fire orb Plague should be your go-to choice when considering the orb swap with a double Shadow start.

     
    How to kill a camp
    When entering a camp best to attack a unit, preferably flying, because Batariel doesn’t dance around those, like he may sometimes when trying to attack ground entities. Also, because Batariel does more damage per hit with his normal attacks against flying units. If power levels/refund permits, then Batariels ability is a great way to enter, use it on a building cluster or a boss. Best to warp after front buildings are destroyed or nearly destroyed (possibly finished by infect). Infect should also be used when entering the camp to maximize the crawlers spawned, after the buffs with frenetic, not necessary, but can be useful, plays an especially important role vs Lost Souls and Twilight bugfest.
    When playing vs Lost Souls always have at least two Batariels for later camps, keep one in front to tank all the debuffs and for ground presence to cast cc spells against spellbreakers, and teleport second Batariel in the back line, who will take care of the camp. Preferably, use infect to soak up the damage and all the debuffs as well. In case of 2 Lost Bane presence, drag the camp out use spells (with infect) and try to either use Batariels ability on Lost Bane closest to the spawner, and then warp, or if possible just warp in. Can also try to power through after dragging the camp after getting rid of Lost Banes and having crawlers, enemies won’t pose as much threat even if they respawn, just keep eyes on Spellbreakers.
    Against Twilight Infect is crucial, especially against difficulty 10, where Twilight gazers are bugged and reflect huge damage back to Batariel if not careful, crawlers soak up that damage. Best wait to approach them is to use Batariels ability and maybe even port them together in a bunch, then frenetic/oink and use Batariels ability. But be careful as you won’t have nether warp available to get close to the camp.
     
    Bosses
    Against Bosses, either focus them with Skyelf support, if they can be killed within the ability right away, or warp in the backline and deal with a boss after taking out the majority of the camp. Raven ship is very tricky to kill with a Skyelf, she most likely will get focused, must use infect and possible defensive spells on her, or be on a safe side and deal with the boss without, it’s not too dangerous to Batariel, just have to oink gunner when it spawns. Twilight Dragon boss also takes a while to kill, and Skyelf will heal it if used too early, so it’s better to used when more than half hp is depleted. Nyxia debuff can be disenchanted, which means that the Batariel can freely attack her. Hellhound is best if approached with at least two Batariels like all late game LS camps, and infect must be used. Try to get rid of him asap, before your Nightcrawlers die and he starts eating Batariels. Killing him is not a problem, surviving is.
    Due to the Lost Spellbreakers Disenchant, engaging with Frenetic Assault (both work here) or Curse of Oink may save you a lot of trouble. Can be tricky, especially in non-motm maps where you don't know exactly where they're located. Against higher tier Souls camps with Banestones:
    1 Banestone: Try to disable the Lost Spellbreakers as mentioned above, engage with Batariel ability onto the Banestone and port into the camp. Can be hard with Lost Dragons and such where the Batariels ability couldn’t be used, in that case Disenchant (G) works well.
    2 Banestones: From my experience it's best to just wait for the camp wave to spawn into your direction, use Infect on it and engage the camp with the Nightcrawlers before Batariel to distract the Lost Spellbreakers.  Try to get one Banestone down as fast as possible and use Frenetic Assault + Nether Warp into the camp (hoping that Bata burns at this point)
    Fire Bosses: Abaddon, you must avoid his ability at all costs, either send a unit in front to take it, or just dodge/warp in the backline and deal with Abaddon when you have taken care of the camp. Golem should be attacked with ability for the majority of HP, auto-attacking is dangerous.  Magma Fiend boss is the most difficult to deal with as a Batariel deck. Must have at least 2 units, if only playing Batariel in t4, have 1 or 2 extra when approaching it, go in with a single Batariel without any buffs and instantly warp in the back line and cc the camp, infect will help as well, then buff Batariel and take care of the camp. After the majority of the camp is gone, send in other Batariels to tank debuff, and buff the one not being attacked. For all these bosses Skyelf is crucial, may not be mandatory. Keep Fallen Skyelf in a distance from Abaddon, she will die very quickly if she is close.
     
    General tips
    You might be asking, but what about Unholy Power? That increases the damage of Batariel too, right? Simple answer, no. Unholy Power is basically a dead card in your deck, as it does not stack with the burning of Batariel.
    When you fight Lost Souls or Fire, Disenchant is not needed, as these enemies has no way of stopping your Batariel via cc. When you start with Shadow, you can stay and you do not have to switch an orb to fire.
    If you spawn your Batariel at Tier 3, it is recommended not to build the two wells at your Tier 4 orb location. This will set you back 200 power, and will only pay off when you are floating in power anyway.
    Batariel does more damage with an attack than against non-flying:
    XL Ground: 481
    L Flying: 697
    XL Flying: 1045
    This is due to the longer animation when attacking flying units and as the damage per 20 seconds is fixed, attack types with different execution durations deal different damage.
     
    @Volin has a in-depth Twitch Stream about Buffed Batariels, where you can see some gameplay: https://www.twitch.tv/videos/1423615481?t=00h06m39s

    Special thanks to the following people for helping out with this guide!
    @arabikaa @Damo @Donaar @Kapo @Mocaak @RadicalX @Volin
     
  8. Deadman liked a post in a topic by Dutchy in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Keep in mind this event is made by a community member, not someone that is part of staff (so no official event). Therefor he is not able to just give out codes for these cards. 
  9. Kapo liked a post in a topic by Dutchy in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Keep in mind this event is made by a community member, not someone that is part of staff (so no official event). Therefor he is not able to just give out codes for these cards. 
  10. Metagross31 liked a post in a topic by Dutchy in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Can't wait to try it! I will have my shot tomorrow or the day after. 
  11. Deadman liked a post in a topic by Dutchy in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Can't wait to try it! I will have my shot tomorrow or the day after. 
  12. Kapo liked a post in a topic by Dutchy in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Can't wait to try it! I will have my shot tomorrow or the day after. 
  13. Dutchy liked a post in a topic by BoxIngJester in Patch #400034 - 16 July 2022   
    Everything is working fine - big THANK YOU for this fix - finally i'm happy too !
  14. Dallarian liked a post in a topic by Dutchy in Frost Sorceress   
    What if her auto attack was applying a shield, similar to shaman? Maybe 500 is a bit much then, but it would be fun to test and play with. Sadly i think this change will completely destroy the fire/frost deck in pvp. 
  15. Dutchy liked a post in a topic by Majora in Community Update #26 - August 2022   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Recent (and upcoming) Patch 

    On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here. 
    We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today! 
     
    • Survey

    First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses! 
    Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in:

    We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be! 
    We will share more insight in community feedback on a later date. Thank you for being part of this great community!
     
    • Introducing: Hybrid Orbs

    Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs. 
    A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a  card can be played with  or .
    Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out. 
     

     
    We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs. 
    Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game! 
     
     
     
     
     



    • New Card: Twilight Slayers

    Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card. 
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release.

     
    Bow Attack
    Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m.

    Infused Fury
    Deals 50% more damage against elemental units

    Tainted Fury
    Deals 50% more damage against Human and Ogre units. 

    Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile.

    In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card.
    We hope you are looking forward to this new card and the changes coming to the Twilight faction.
     
    • Artwork Spotlight

    The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process. 
        
    Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them. 
         
    2009 / 2022
    • Adjustments to Reforging

    It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today. 
    Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side.
    Data Set: (Click to pop-out and expand)

    Updated Analysis of Data Set:
    At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set):
    The average, median, minimum, and maximum prices of Common cards increased across the board.  With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools.  The same thing happened to Rare cards as happened to Uncommon cards. Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months.  General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable. Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around: Common: 5-6 bfp Uncommon: 22-23 bfp Rare: 100-102 bfp Ultra-rare: 200-220 bfp 
    Fun Facts about Reforging:
    - To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare.
    - Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards)

    Changes to Reforging:
    The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging.
     
    Gold Cost to Reforge into the Following Rarities:
    Common = 125 gold --> 50 gold
    Uncommon = 300 gold --> 150 gold
    Rare = 750 gold --> 400 gold
    Ultra-rare = 1500 gold --> 800 gold
     
    Reforging Rates:
    We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card. 
     
    The changes to Reforging have been implemented today, and are now live on the server. 

    • Tournaments / Events

    Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon!

    • NEW - CCC #7 - Contest-ception
    A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information.
     
    • FINISHED - CCC #6 - Back to the Roots
    Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code.
     
    • FINISHED - Skylords Bounty Spring Forge
    It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year. 

    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 

    • Contribute to the Project

    In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already.

    We have also added a new contributor (non-staff) role: Internal Tester. 
    As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs. 
     
    As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so. 

    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Twilight-booster: MORE-PLAY-WITH-ORBS

    The code is valid until September 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 
     

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #25
  16. You will win with me liked a post in a topic by Dutchy in Video: The Insane God   
    Hey everyone,
    Below you can find a link to a The Insane God gameplay video that is done solo by Kapo. He is playign a pure Nature deck, so it qualifies for the promo Mana Wing achievement.
    Enjoy 😄
    https://youtu.be/aTxxv1j7v7I
     
  17. Mynoduesp liked a post in a topic by Dutchy in Pinging current energy pool   
    It would be awesome to have in the future. I played a lot of League of Legends too, and pinging specific things helps team play for sure! 
  18. Metagross31 liked a post in a topic by Dutchy in Pinging current energy pool   
    It would be awesome to have in the future. I played a lot of League of Legends too, and pinging specific things helps team play for sure! 
  19. Lans liked a post in a topic by Dutchy in Video: The Insane God   
    Hey everyone,
    Below you can find a link to a The Insane God gameplay video that is done solo by Kapo. He is playign a pure Nature deck, so it qualifies for the promo Mana Wing achievement.
    Enjoy 😄
    https://youtu.be/aTxxv1j7v7I
     
  20. Dutchy liked a post in a topic by Kapo in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Hello Skylords, Skyladies and other Skybeings; and welcome to CCC #6 – the sixth Crappy Community Contest!
     
    THE CONTEST HAS ENDED.
    To see the winners, CLICK HERE. If you are just here to grab the booster code, there you go:  CCC6-TUTO-RIAL-DECK

     
     
    What are “Crappy Community Contests”?
    CCC's are meant to be small-scale contests with weird challenges, hopefully luring you away from well-trodden paths. They are small-scale on the organizers side too: there will be no stream, video or event announcing the winners. What's special about these contests is a participation price for the whole Skylords community.
    While the first CCC was a small event, some CCCs have developed into a quite laborious undertaking - and this one especially. @LEBOVIN has poured dozens and dozens of hours into this contest's map, so we are at a point where the "crappy" is undeserving.
     
    What, when, where, how?
    While the last CCC was with unlimited amounts of resources, this CCC will be about a very special map with a harsh deck limitation:
     
    Back to the Roots

    New Skylords have conquered these lands to learn from Moon about the powers of the Forge.
    Now it is upon you to take the forces of Nature and Shadow to these lands to bring peace once more.

    This challenge is to win the Custom 1-player-map “CCC #6 - Back to the Roots”
    on Standard difficulty with a predetermined deck as fast as you can.

    This custom map is a copy of the Introduction map with a few new jumps and turns. To participate, you will have to use the following mirrored tutorial deck:
    Forsaken Skeleton Warriors Surge of Light Burrower Stone of Torment Thornbark Mutating Frenzy Fear not - we removed as many ultra-long explanations as possible from the map. But, if you have some spare time, it is nice to check out the original tutorial before diving into this one - you will enjoy and appreciate the map a lot more if you can see what has been altered. Playing a disallowed card or playing it on any other difficulty than Standard will result in disqualification. Upgraded cards are allowed, you don't need to make a real tutorial deck out of it.
    The contest has started with the release of this post – submit your entry through Discord (DM to Kapo#0116) or the Skylords Forum (DM to @Kapo) until 24.07.2022 23:59 CET  (= 9 days time total). You can submit multiple times, but only the fastest will count. Please note that your submitted replay may be posted here in the forums.
    Battleforge automatically saves a replay file of the last match you play, named autosave.pmv.  After playing the contest map, rename this file, so it doesn't get overwritten. You can find your replays here: Documents => Battleforge => replays. To reduce my workload, you may rename your file to CCC6_<Time>_<IGN>.pmv (e.g. CCC6_15.53.9_Kapo.pmv).

    There is some minor, unavoidable problem that it might appear in the lobby as a two-players-map - of course you have to play it alone.
     

     
    Community Maps
    How to access the map:
     
     
    What's the price pool?
    Since this is not just a Crappy Contest, but a Crappy Community Contest, you may help with your participation to earn a price for the whole Community. If we reach more than 20 participants (unique players, not entries), we will unlock a Mini-Booster code for the entire Skylords Community. If more than 35 participants enter, the code will be upgraded to a Booster instead of a Mini-Booster. So tell your fellow Skylords to try this challenge – it's an occasion to try something completely new, and it raises our chances to hand out a code for everybody. 
    Of course, the fastest Skylords will get prices too, sponsored by myself, the Community and the Skylords Reborn Team:
    1st place               5 General Boosters + Promo Mana Wing + Juice Tank (x4)
    2nd place              4 General Boosters + Promo Rogan Kayle + Nether Warp (B)
    3rd place              3 General Boosters + Promo Fallen Skyelf + Grinder (R)
    4th place              2 General Boosters + Dreadnought + Matter Mastery (P)
    5th place              1 General Booster + Avatar of Frost + Gravity Surge (B)
    6th place              Primeval Watcher + Banzai (P)
    7th place              Nether Warp (G)+ Banzai (G)
    8th place              Cluster Explosion (R) + Bloodhorn (P)
    9th place              Amii Monument + Bloodhorn (R)
    10th place            Skycatcher (G) + Shrine of Memory
    11th place            Forest Elder (P) + Grinder(P)
    12th place            Church of Negation
    13th-16th place   Bandit Minefield (x1 each)

    Last place              Juice Tank (x5) + 500BFP
    For participation, there is a random chance to win one of the following cards:
    Random Draws          5x1 General Booster, Ironclad (R), Dreadnought, Wheel of Gifts, Core Dredge (R), Church of Negation, Moloch, Timeshifter Spirit, QueekQueek, Disenchant (P), Backlash, Disenchant (P), Gravity Surge (P), Oracle Mask (G), Shrine of War, Infect, Enlightenment, Abyssal Warder(R)
    This CCC has a new feature for beginners, the Newbie Card Pool. By participating, players of Bronze or Silver Rank will automatically receive an uncommon random card sponsored by @THE_BIG_WET. Of course, you may also win other random draws additionally if you are lucky. The Newbie Card Pool contains the following cards:
     

    Should we get more entries than 15 Bronze/Silver, the pool will be expanded, so every newcomer will receive a card. Those expansion cards will be rare cards (instead of more uncommons) sponsored by @Vysnia, so tell your fellow beginner to participate!
     
    Sponsors
    If one or more mighty Skylord(s) decides to sponsor this event, please contact me. I would be more than happy to beef up or expand the prize pool beyond the 10th place, add additional random draws, special bounties or any other upgrades to the prize pool. 
    The following prices have been sponsored so far:
    Skylords Team          General Boosters (x20), Community Booster Code
    @Kapo                Promo Mana Wing, Promo Fallen Skyelf, Promo Rogan Kayle
    @Simplifying*       Skycatcher (B), Nether Warp (G), Primeval Watcher, Cluster Explosion (R), Ironclad (R), Forest Elder (P), Church of Negation, Moloch, Timeshifter Spirit, QueekQueek
    @THE_BIG_WET     Newbie Card Pool (see above)
    @Metagross31     Grinder(R), Matter Mastery (P)
    @Donaar             Juice Tank (x9)
    @Trando             Dreadnought, Core Dredge (R), Gravity Surge (P), Gravity Surge (B), Oracle Mask (G), Backlash, Disenchant (P), Nether Warp (B)
    @Sylar                Avatar of Frost, Dreadnought, Wheel of Gifts, Bandit Minefield (x4), Bloodhorn (P), Bloodhorn (R), Banzai (P), Banzai (G), Shrine of War, Shrine of Memory
    @Kemek             Infect, Enlightement, Amii Monument
    @Prajoss            Church of Negation, Abyssal Warder (R), Grinder(P)
    @Vysnia             5000 BFP (Last Place BFP + Newbie Card Pool Rare Cards)

    * Simplifying, a player who stopped playing, also donated his complete account. This is the fourth (and last) contest his collection is sponsoring - he expressed how nice the community is, and he wanted to give something back through the CCC.
     
    Special thanks and Conclusion
    My very special thanks goes out @LEBOVIN, who created this awesome map and introduced many surprising new features never seen to Battleforge before, also @Hodron who helped with the special camera sequence, and the Skylords Team in general who really went out of their way to support the creation of the map.
    I hope you are having fun with the map, and I hope to see some awesome replays from our many Skilllords that have to work and think hard with the limited possibilities due to the deck.
    Good luck, I hope you enjoy this twisted version of the Introduction!
    Kapo
         
    Future Events - get involved!
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers @Minashigo Hiko and/or @Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
    If you especially like this small-scale-format, and you have an idea for it, you may also contact me directly to discuss your idea and host your own Crappy Community Contest.
  21. arabikaa liked a post in a topic by Dutchy in The legendary forum game "count"   
    3011 ❤️ 
  22. Volin liked a post in a topic by Dutchy in Video: The Insane God   
    Hey everyone,
    Below you can find a link to a The Insane God gameplay video that is done solo by Kapo. He is playign a pure Nature deck, so it qualifies for the promo Mana Wing achievement.
    Enjoy 😄
    https://youtu.be/aTxxv1j7v7I
     
  23. Kapo liked a post in a topic by Dutchy in Video: The Insane God   
    Hey everyone,
    Below you can find a link to a The Insane God gameplay video that is done solo by Kapo. He is playign a pure Nature deck, so it qualifies for the promo Mana Wing achievement.
    Enjoy 😄
    https://youtu.be/aTxxv1j7v7I
     
  24. Dallarian liked a post in a topic by Dutchy in Video: The Insane God   
    Hey everyone,
    Below you can find a link to a The Insane God gameplay video that is done solo by Kapo. He is playign a pure Nature deck, so it qualifies for the promo Mana Wing achievement.
    Enjoy 😄
    https://youtu.be/aTxxv1j7v7I
     
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