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Official Card Design Contest - CLOSED - WINNERS INSIDE


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Ingame Name: Romchy
Card Name: Anchor
Tier & Orbs: T2, Nature, Neutral
Type of Card: Spell

Power Cost: 45

Spell Effect: Ensnares a flying unit.

Explanation of idea behind the card:

Anchor a single flying unit for 10s. The Anchored unit is still able to attack.

When you want control on the battlefield you usually turn to nature and yet even with it's vast arsenal of controlling abilities, nature does not have a good answer for flying units. Creeping paralysis is there but its a delayed spell and sometimes the defense you build can become weaker when an enemy is designed to just fly by. A good case for this is Unexpected Visitors. I spend a good chunk of power building up a nice T3 defense with mark of the keeper, razorleafs, supports to the root network etc. for Lost spirit ship to fly by, activate the support in the background making my primary defender weaker as a result. I would preemptively use creeping paralysis but I already used it on the other side of the battlefield to prevent the exact same scenario there. By the same token curse of oink also doesn't work as damaging the flying unit would awaken it and it would continue down it's path.

Anchor on the other hand could be used to root a single flying unit in place for 10s. A single root/vine would sprout from the ground holding whatever flying unit you clicked that's in ground presence range.

Now with my limited knowledge of pvp I still fear that the spell could make nature stronger as you're now able to hold down war eagles, skyfire drakes and even spitfires. So the best way I see to nerf it would be 45s cooldown. 

Anchor.png

Edited by Romchy
corrections for readability and added timer
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1. Nightclaw Behemoth

Ingame Name: Amulon
Card Name: Nightclaw Behemoth
Tier & Orbs: T4, Shadow Shadow Nature All
Type of Card: Unit

Power Cost: ~300
Size: XL
Attack-Type: Melee
Counter-Type: L

Passive Abilities:

  • Savage Momentum: "Passive: Deals 50% bonus damage for 2 attacks after moving more than 20 meters since the last attack."
  • Crushing Presence: "Passive: Smaller enemy units (S - L) in a 10m radius around the Nightclaw Behemoth have slightly reduced attack speed due to intimidation."
  • Swift: "Passive: Moves at high speed."
  • Elusive: "Passive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 30%."

Explanation of idea behind the card:

Nightclaw Behemoth is a massive Amii predator, utilizing its size to dominate the battlefield. Unlike other Dinos, it’s XL-sized, acting as a T4 unit. As a model i personally think the model of "Firestalker" or "Razorshard" fits best, colored in typical Amii Black-Gold and resized to a bigger model. If a normal Dino is too "primal" for Amii, maybe it's skin could be more construct-like - maybe the Amii created an artifical Dino? His first passive "Savage Momentum" encourages aggressive movement, while his second passive "Crushing Presence" provides a small area control effect, making it effective both offensively and defensively.

NightclawBehemothCard.png.4f2c1602c03798a8e88c025b0db81888.png

 

2. Venomsail

Ingame Name: Amulon
Card Name: Venomsail
Tier & Orbs: T3, Shadow Nature All
Type of Card: Unit

Power Cost: ~230
Size: L or XL
Attack-Type: Ranged
Counter-Type: M

Passive Abilities:

  • Venomous Broadside: "Autocast: Fires automatically in all directions. Each shot deals moderate initial damage and applies a stacking poison effect. Damage over time increases with consecutive hits on the same target, up to a maximum."
  • Shadowspike: "Autocast: Every 10 seconds the ship's harpoon fires a shadowspike that deals x damage to enemies in a 5m radius, up to x in total. Affects ground targets only. The shadowspike sticks in the ground and creates a 15m radius aura
    • Enemy units in the aura take increased DoT (Damage over time) damage
    • Friendly units in the aura are healed for a portion of the DoT"
  • Elusive: "Passive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 30%."

Explanation of idea behind the card:

Venomsail is a unique Amii ship that combines offensive pressure with strategic battlefield control. Its passive broadside applies stacking poison to enemies, damaging them over time, while the targeted harpoon creates a zone that punishes enemy clustering but also heals allies. This makes the ship versatile: it can support aggressive pushes or strengthen defensive positions. The model is based on Ravenheart, with a large stinger-like harpoon and a black and golden ship body, visually representing the Amii shadow-nature synergy.

VenomsailCard.png.bfd7aac8c6bcad532f7a9bce31d326a5.png

 

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Ingame Name: Lobo
Card Name: Amii Stream
Tier & Orbs: T4 (Shadow, Shadow, Nature Nature)
Type of Card: Building

Power Cost: 250

Active Abilities: Elusive Link

Explanation of idea behind the card: 
It works similar to Life Stream, regarding the ability activation, but intead of reducing damage, the building will provide for a period of time a buff that stops the units from being frozen/paralised. It wont disenchant the unit, it will just make it impossible to stun those units, so you gotta pre place it before going some where you know there are stuns.

Amiistream.png

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Ingame Name: SunJen
Card Name: Shadowbloom
Tier & Orbs: T2, Shadow Nature
Type of Card: Building

Power Cost: ~150

Passive Abilities:

Eclipse Aura: "Passive: Creates a 50m anti-ranged zone around the building, reducing the attack range of enemy ranged units by 10m. Cannot be disabled by spell-blocking abilities."
Rooted Command: "Passive: All ground units in a 20m radius around this building can't move faster than walk speed."

Explanation of idea behind the card:

Shadowbloom is basically an evolution of "Mark of the Keeper", but with a shadowy twist. I imagine it as a black soul-tree with veins glowing green. With "Eclipse Aura", you can force enemy ranged units to move closer to your towers and units, while "Rooted Command" slows down all ground units in the area. To add a bit of chaos from the shadow side, "Rooted Command" affects everyone – allies included.
This makes the building very versatile: you can use it defensively, synergizing with root networks, towers, or even a "Mark of the Keeper", but it can also be played aggressively, forcing enemy troops to move into your traps. This would be giving the Amii a unique defensive tool that complements their existing color-specific options while highlighting their shadow-nature synergy.
Furthermore it could make sense to have a "Linked Fire" passive, so that the tree extends the root network (and possibly gets a bonus passive)

WhatsAppImage2025-10-10at09_20_27.jpeg.a4645f3efeec3f21496e8a704f64beb4.jpeg

 

 

Ingame Name: SunJen
Card Name: Duskworm
Tier & Orbs: T3, Shadow Nature Nature
Type of Card: Unit

Power Cost: ~180
Size: L
Attack-Type: Ranged
Counter-Type: M

Passive Abilities:

Elusive: "Passive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 30%."
Linked Fire: "Passive: Unit can connect to the friendly root network within a 25m radius, enabling more powerful attacks. When in combat, the unit can benefit from up to 6 supporters itself; it will then be able to continuously attack ever faster."
Network Synergy: "Passive: If another friendly unit is linked to the same network, this unit gains slight movement speed (swift)"

Explanation of idea behind the card:

Duskworm expands the Root Network mechanics by providing a mobile unit that remains effective while connected to the roots. This allows new strategies, combining mobility with control. Using a worm model (like the T3 Frost Worm "Core Dredge") reinforces the “underground/Root” theme, and gives a playful, lore-appropriate visual. The movement & attack speed buffs encourage positioning without being overpowered. The worm is colored Amii-typical Black-Golden.

WhatsAppImage2025-10-10at09_21_14.jpeg.18e159545e591129f19909adce023777.jpeg

Edited by SunJen
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Ingame Name: [aquartz]
Card Name: [Sunelf Valkyrie]
Tier & Orbs: [T4, Fire Fire Fire Any ]
Type of Card: [Unit]

Power Cost: [280]
Size: [XL]
Attack-Type: [Ranged]
Counter-Type: [XL]

Ability 1 : Scorch Earth
Every 5 seconds, Sun Elf Valkyrie summons 2 Wildfire (sped up movement) attacks, summoned where the Valkyrie is facing their target at 20m. (Each upgrade level increases damage with the 3rd last upgrade allowing it to summon an additional wildfire)

Ability 2 : Wings of Liberty
All friendly units in a 15m radius has a minor attack speed increase and movement speed increase.

Ability 3 : Giant Vengeance
Deal 50% more damage against Giant creature.

Ability 4 : Ember Awakening
At the cost of 80 power, summon an Emberstrike. Emberstrike have the same upgrade level as the unit itself. Only 1 Emberstrike from an Sun Elf Valkyrie can be summoned at a given time. Reusable every 60 seconds. 


[Backstory]
The Sun Elves have long yearned for what was once theirs by birthright — the freedom to soar through the deep blue sky. The Orcs with their brilliance in machinery and whatzits, offers the Sun Elves an opportunity to pierce into heavens once again, but at the cost of fighting alongside them. Hence the Valkyries were born - artificially-made wings (inspired by the constructs known as, War Eagle), this contraption allows Sun Elves to be who they once were with them now fighting alongside their Orc allies.

Explanation of idea behind the card:
I find fire faction doesn't have an air superiority in T4 that acts as support. So I thought it would be cool if there is a Skyelf (Sun-elf with some machine-like wings) that gives surrounding allies some sort of buff and allow Fire to have some sort of summoner at late games in PVE. Of course, the buff is minor yet effective. Additionally, the attack of like wildfire would be good for them to deal with small targets or structures. Also lore wise, giving them the Giant Vengeance would be sick showing that they're still have a grudge with the Giants who tore their freedom in the sky. 


Sun_Elf_Valkyrie.png.d9ccc93388a84a0307b5e8d2ac81dd89.png

Sun_Elf_Valkyrie.png

Edited by Royaliate
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Ingame Name: Leaderchicken
Card Name: North Glovemaker
Tier & Orbs: T2, Frost Frost
Type of Card: Unit 

Power Cost: 50
Size: M
Attack-Type: No Attack
Counter-Type: No Attack

Spell Effect: - - -
Passive Abilities: “Gang Up!” “Group Pressure” “Freezing Gloves! ” (Enemy units which were attacked by a melee gang member in the last 3 seconds are freezed 25% longer. )

Active Abilities: - - -

Explanation of idea behind the card:

I really loved the synergy between Scorchlings and Deep One. They motivate to build decks in a duo team and to actually clear a map together rather than giving up monuments to one player. With this in mind, the North Glovemaker is intended to tie Ice and Fire closer together as their is no mixed faction. The Glovemaker has the same effect as the north star (limited to gangs), but can move along the marauder units from fire. This should enable a really interesting combination together with warlock as the two factions will buff each other. Strikers won’t benefit too much from this combination as they rely on dealing damage which is reduced when attacking the freezing units without the warlocks. I would suspect, that RageClaws, which I haven’t seen played in any game so far, might work better as they benefit from being able to hit for a while to build up their rage.

Although we were not ask to provide health I would set the health relatively low, so that this support unit dies first in the gang if the freeze does not drop early enough. The Glovemaker is an artisan and not a fighter in the end. To not affect balancing too much, the card is entirely useless in pure frost decks. 

North Glovemaker.png

Edited by Leaderchicken
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Ingame Name: Omiel
Card Name: Weeping Willow
Tier & Orbs: T3, Nature, Shadow, Nature/Shadow
Type of Card: Unit

Power Cost: 120

Active Ability:

[Root (Cost 0)] - Enable to become immobile and gain:

Passive Ability: [Reaching Branches] - Every 18 seconds tower is able to root enemy units for 10 seconds dealing 75 damage every second. Every shot drains the unit own life points by 150. Rooted units are immobile but still able to use ranged attacks. After the effects wear of unit is immune against Root for a while. Affects ground targets only.

Passive Ability: [Overtaking Roots] - Friendly Entities connected to the root network within 25m will lose 3% of their life every second. This unit regenerates 5% ot it's life every 2 seconds if there is at least one unit in the network.

Passive Ability: [Linked Fire] - Up to 6 entities connected to the root network support each other enabling more powerful attacks. The unit will be able to root units faster and faster with each entity in the network.

Passive Ability: [Elusive] - The Duration of immobalizing effects of Freeze and Paralyze is reduced by 20%.

 

Explanation of the idea behind the card:

I liked the idea of making a unit that would reflect the twisted - almost occult like - ways Ami have with nature. This unit is supposed to achieve that while supporting already existing archetype of Forestkin and Root Network. While T3 unit that not only can't attack enemy units directly but also loses big chunk of it's life every time it roots any enemy unit seems like a pretty weak unit overall I wanted to offset that weakness by using existing passive ability [Linked Fire] and new passive [Overtaking Roots]. [Overtaking Roots] is supposed to help this card in few areas:

1. It's supposed to help mitigate the life penality for every time this card uses [Reaching Branches] on enemy units. While 2.5% life regen every second seems like an ok value it won't be enough with 6 other supporting units (My math might be wrong) which gives a player a choice between 'slow & steady' approach where they won't have to worry about managing it's life vs 'fast & furious' where they will wreck havock in enemy line at the cost o their unit burning itself out quickly.

2. It's supposed to make it so using this unit as a permanent 'battery' in the network will be detrimental because of the hp degen of other network entities in the direct contact with it. It gives player incentive to put it somewhere at the end of the network chain instead of the middle and to watch out where and for how long they place it. It basically works like a corrupted/reversed version of [Gifted support] passive ability from [Root Nexus (G)] - life for me but not for thee (Such a selfish tree!).

This unit would be akin to a walking [Stranglehold] in a way. It's supposed to be a take on combining the 'give' ideology of nature cards together with 'take' ideology o shadow cards.

 

Weeping Willow [G](3).png

Edited by omiel1
Added art*
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Ingame Name: 4esan4o95
Card Name: Hell in a cell
Tier & Orbs: T2 - Fire/Fire
Type of Card: Spell

Power Cost: 80

Spell Effect: 
Trapped in Hell: A big fire cell is created over 40m range of circle for "X" seconds. All enemies in that cell are vulnarable to dmg and take more dmg as they are attacked in the area, the dmg taken is more % overtime like 10-15-20-25%. Eevery enemy that goes OUT of the cell will take X amound of dmg per second for 5 seconds, until is goes back to the cell.

Explanation of idea behind the card: As we know pure fire is mainly big damage , no CC. But in todays new meta , especially in PvP lacking of CC is really hard.. This card will alllow fire to group enemy units in specific area otherwise theyll start taking a lot of dmg out of the area. Some cc added to pure fire will be really good in my opinion , tho if no units to attack , not a single enemy unit in the cell will be harmed , so its not overpowered ot something. :)

HellinaCell.png.1cd4c4047a6e459855140144867001b7.png

Ingame Name: 4esan4o95
Card Name: Skyelf of Doom
Tier & Orbs: T2 - Fire/Fire
Type of Card: Unit

Power Cost: 110
Size: L
Attack-Type: Ranged
Counter-Type: splash dmg

Passive Abilities:
Fierce strike: every 3-4 seconds skyelf is throwing flameball toward enemies/structures that deals X dmg, has 50m long range near own structures and 40m range away from them.

Active Abilities:
Hell connection: Skyelf is creating a bond between itself and enemy structure , it deals X amount of dmg evey second , but its not allowed to do its own passive attacks.

Explanation of idea behind the card: This is mainly PvP pure fire card that allows fire players to have more air control , cause frost matchups are way too hard with defenders / skyelf templar / war eagle white rangers and stormsinger combined. It attacks from range , can attack both ground and air targets, the active spell itself is something like counter skyelf templar healing structures spell. I think this card will add more chances to win for pure fire, especially versus pure frost and pure nature included.

SkyelfofDOOM(1).png.ead79a189f9d3f53533cf7fc3d77b9cd.png

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Ingame Name: ThisIsHalloween
Card Name: Lost Railgunners
Tier & Orbs: T3 - Frost/Shadow/Neutral
Type of Card: Unit

Model : cultist rifle

Power Cost: 110/110/105/100
Size: S
Attack-Type: Ranged
Counter-Type: Special


Passive Abilities:

Soul-Piercing Shot - Autocast : Every 2,5 seconds, unit fires necrotic projectile at ennemies that deal 24 / 25 / 27 / 30 damage. Has a long range of 40m.

Ethereal Dissipation - Passive : Hostile units and buildings attacked by Soul-piercing shot will have their armor dissolved and take 30% more damage. Frozen ennemies take 100% more damage instead. Lasts for 10 seconds.

Hard Grip - Passive : unit can't be knocked off walls.

Revenant's Doom - Active : Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

Explanation of idea behind the card :

The card is there to fulfill 3 roles : adding a new T3 S ranged unit into the game, bolstering Lost Soul defense at T3 when defending a wall, and giving access to Lost Soul army to a long ranged unit which goal is to combo with your units, as well as a number of spells.

Hard grip makes the unit perfect for holding a wall section at T3.

The long 40m range is there to allow our unit to stay in the back of your army while it is debuffing the ennemy, or to give an impressive 50m range when defending a wall section.

The last interesting part is the debuff. It is of course here to either enhance your defense by making your towers deal more damage, or to help your army deal more when pushing. LS at T3 suffer a bit from focus fire on a single big targets, relying often on frost and shadow card for the job, so this card will help.
The 100% debuff vs frozen targets is what is really interesting. It allows to combo with frost spell, but also lost converter in defense, by "negating" the 50% armor buff of frozen units. BUT since it is a 100% debuff on frozen targets, and NOT an ignore frozen armor buff, it means that you can combo with effects that ignore frozen armor buff to not only negate the armor, but also do +100% damage against the targets.
The idea is to combo the card with lost converter + northern star in defense, and coldsnap + ethereal storm B when pushing.

So there it is : a 40m range, T3 S unit, which can't fall off wall, debuff ennemies, and debuff them even more if they are frozen.
There's no counter on the unit as I considered the +30% debuff and 40m sufficient (PvP balance), but it's true that the unit attack is a bit low for its cost and no counter type.

PS : The card was 1st created by Spirit Alpha on the discord, though it was slightly different. I freaking loved the concept, so I decided to bring the card into the competition so it has a chance to shine. Credit must go to him for both the original concept, and the art (I slightly edited the numbers, but he did 100% of the work); and probably the reward too.
To Spirit Alpha, I loved your idea, and I hope it is selected and made into a card.

image.png.6c3d64c7120d0161445d27b34657c4de.png
 

Edited by This Is Halloween_2
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Ingame Name: Lamis
Card Name: Soul Eater
Tier & Orbs: T4 - Frost/Frost/Shadow/Shadow
Type of Card: Unit

Power Cost: 260
Size: XL
Attack-Type: Ranged
Counter-Type: XL

 

Ranged Abilitie:

Nether Bomb:

  • Every 4 seconds, unit hurls a ball of Nether that deals 600 damage to enemies in a 10 radius around its target, up to 900 in total. Has a range of 40m. Affects ground targets only. Knocks back small and medium units.

 

Active Abilities:

consume soul - Active : 

  • Activate to consume a resurrected revenant and stores its soul inside the body of the Soul Eater. Depending on the size ( M/L/XL ) of the consumed soul, stacks (1/2/3) of empowered soul are granted. Reusable every 3 seconds. (Kills the consumed resurrected revenant)

soul bomb - Active : 

  • Activate to fire off a soul bomb that deals 2666 damage to enemies in a 10m radius around their target, up to 4666 in total. Every shout drains one stack of empowered soul. Affects ground targets only. Knocks back small, medium units. Reusable every 10 seconds.

 

Passive Abilities:

empowered soul - Passive: 

  • For every consumed soul, deals 10% more and receives 5% less damage. If 6 or more souls are stored, the range of the Soul Eater is increased by 10m. A total of 10 souls can be stored in the body of the Soul Eater

 

Explanation of idea behind the card :
The Lost Souls faction is missing a ranged T4 ground unit. The Soul Eater will fill this role. While playing with resurrected revenant can be powerful, it can be annoying keeping them alive for a long time. The Soul Eater brings an alternative to this playstyle. The soul Eater is best combined with "Unholy Hero" and 10 soul stacks. This unleashes its full potential.

SoulEater2.png

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Ingame Name: ThisIsHalloween
Card Name: Life Drain
Tier & Orbs: T2 - Shadow/Neutral
Type of Card: Spell

Power Cost: 100/100/100/90

Spell Effect:

Soul Feast - GodSpell :  Summon a 20m radius aura of dark power. All friendly unit in the aura gain the ability to consume nearby corpses (25m radius) to regenerate 30/35/40/40 life points every second. Last 30 seconds. Reusable every 20 seconds.

Explanation of idea behind the card :

Shadow T2 is very limited in term of strategies compared to other faction, and mainly directed toward PvP. Outside harvester +  lifeweaving, and shadow phoenix + embalmer's shrine, there's no alternative. A bunch of cards are never trully played.
The main issue I have found is sustain. While some factions don't have T2 sustain, they compensate by burst, shields, or other alternative.

This card is designed to work with shadow M & S units at T2, mainly shadow mage, chaos knight, and rippers, by allowing those card to be used in PvE context. Rippers are a bit light as a tanking army unless you invest heavily into them. Chaos knight P can't really benefit from its chaos effect in a middle of a battleline, and shadow mage drain make her useless in any form of extended battle. All those issues are partially solved by this new spell, which allows shadow mage to keep shooting, chaos knight P to tank a bit more in the midst of a fight where its ability is activated and all units are fighting randomly, and rippers to act as super tanks when needed (S melee units tends to be useless at anything else than tanking past T1).

The card has been crafted not to be really scalable at T3 and T4, with 1 exception. It is made to work with cultist master. The card is often used for void return, but not much else. With the new spell, shadow players will now have access to a new cultist master spam push strategy, instead of the classical ashbone pyro, which doesn't benefit that much from this spell.
It has also been crafted to not synergize with shadow phoenix and harvester, ensuring the card doesn't reinforce these 2 already strong and well established strategies.

Furthermore, as a 1 Shadow-Neutral card, it is made to work for both bandit, Lost soul, and amii faction, giving those a sustain tool that is often lacking in those decks at T2.

Implementations: The spell is supposed to give ripper/overlord ability to units while they are in the area, with the unit themselves having the classical 25m corpses gathering range. I though it would be easier in term of implementation that creating an aura that gather corpses and regen unit inside.
The effect of multiple life drain should also not stack in this way, avoiding scaling issues, while still allowing for a shorter recast cooldown. It could even be made lower than 20s.
I figured the ideal range of regen is around 35-45 hp/s, so I put 40.


LifeDrainFinal.PNG.6f3911df274106ff8ad8c8829bd28569.PNG

Edited by This Is Halloween_2
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In-game Name: Potato_Hoarder
Card Name: Shrine of Flesh
Tier & Orbs: T3 - Neutral / Shadow / Shadow
Type of Card: Building
Model: Healing well, but purple.

Power Cost: 140

Active: Repurpose the Flesh.

Whenever an Allied unit dies, return 40% of its power cost to the active power pool. The remainder returns to the Void Pool. Lasts for 30 seconds, reusable every 60 seconds.

Idea behind the card:

Since the 3 other pure decks have a good shrine, and Shadow's shrine should be a bannable offence (shrine of greed) at a 2 cost.
Hopefully, this would replace it by having a desired effect. It's pretty much a "shrine of war" but for your allies, so when you are in a tough spot and need to spam units or spells.

The idea is that this card does 0% void return, but instead mitigates it by going into the active power pool, allowing you to fix a bad situation instead of losing your entire army. 

 

Edited by Potato_Hoarder
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In-game Name: Potato_Hoarder
Card Name: Twilight Lord
Tier & Orbs: T2 - Nature / Fire
Type of Card: Unit
Model: Harvester (but twilight-like)

Power Cost: [310/300/290/280]
Size: XL
Health: [2100 / 2200 / 2300 / 2400]
Attack-Type: Melee
Attack Damage: [2700 / 2800 / 2900 / 3000]
Counter-Type: Special

    Active: Transform (same as all cards)

    Active: Summon Twilight Creeper (costs 100 "Twilight tokens")
(model: pest creeper from sunken temple repainted to be more twilight-like) (green affinity)
Summons [ 2/3/4 ] Twilight Creepers, which perish after 60 seconds, 60 seconds cooldown.

    Passive: Twilight Curse Collector
Whenever a unit transforms near this unit, collect "Twilight tokens" equal to the power cost of the transformation.

    Passive: Twilight's Blessed
When spawned in through transformation or normally, gain 100 "Twilight tokens"

Thoughts behind this card:

The whole Unit that summons other units on a cooldown is amazing and regrettably only on 1 unit. However, u are doing it with buildings, which is cool, honestly. I would have preferred if Twilight Creeper or Nightshade Plant did this, and if you do, either abandon this idea or assign it another attribute, please consider Nature

Edited by Potato_Hoarder
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Ingame Name: [aquartz]
Card Name: [Winter Trooper]
Tier & Orbs: [T2, Frost Frost]
Type of Card: [Unit]

Power Cost: [75]
Size: [M]
Attack-Type: [Ranged]
Counter-Type: [L]

Frostshock
Whenever the Winter Trooper attacks, has a preparation time of 6 seconds, deals damage and freeze the enemy (Freeze last for 35 seconds and after the freeze wears off, target is immune against Freeze for 10 seconds and within the 10 seconds, enemy receive 5%/10%/15%/20% more damage from Winter Trooper.) (Freeze does not stack). After each shot, Winter Trooper takes 2 seconds to reload. Has a long range of 40m and knockback small units.

Cold Mist
Winter Trooper has a 15m radius passive cold mist which when an enemy is within the radius, they recieve Frostbite (P). Only 1 enemy at a given time and has a 12 second cooldown.

Explanation of idea behind the card:
At T2, there's coldsnaps and the bunch sure. But you sometimes want a unit that can also freeze enemy , specific enemy without wasting Power. This is where Winter Trooper comes in. Of course, most PVE you there's more than 1 threat, but then again, there are 'certain' scenario where freezing 1 unit will do the job. Winter Trooper does that, however with the caveat that they attack slow. There is a slow reload time (atlthough it can be adjusted.), but it does the job with a 35 seconds freeze duration. Cold Mist acts as a protective charm for him, especially when playing in PVP , players tend to target them if it comes to dealing with an annoying unit, so they have a counter-attack on if the enemy player decide to send like, just 1 nomad. 

Winter_Trooper_4.png.92ea7102f02d3c80d2207670abb90289.png

Edited by Royaliate
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Ingame Name: Chimaka 
Card Name: Forge of People
Tier & Orbs: T2 (Neutral, Neutral)
Type of Card: Building

Power Cost: 100
Size: L or XL
Attack-Type: None, it's a support building.
 
Passive Abilities: 
⦁    Armaments: "Building has a 25m radius of beneficial area with 750 max and initial ammunition. Friendly units appearing within area take 95 ammo, thus bestowed a minor buff of 10% damage increase and 10% damage resistance. Additionally gives an element specific buff from Elemental molds. Buffs are permanent and cannot be disenchanted. Only the units of current and below tier equal to stage of this building are going to get a benefit (1st stage - T1, 2nd - T1, T2; 3rd - T1, T2, T3). Passively regenerates the ammunition at 100 ammo per 6 seconds rate."
⦁    Slow construction: "Construction time is increased by 50%."
⦁    Elemental molds: "If this building is within 15m radius of your monument, it will get effects of all your owned monuments: 
Fire orbs gives Armaments an increase to damage flat value of units by 120/225/350 according to stage. Additionally this damage stacks with external sources.
Nature orbs gives Armaments an increase to maximum life points of units by 150/200/420 according to each orb quantity of respective colour. 
Frost orbs - Armaments provides an ability to minorly knockback Small/Medium/Large sized units to your units of Medium/Large/Small according to stage. Knocked back targets have a 6 seconds immunity after they were knocked.
Shadow orbs - Armaments provides a life stealing ability that heals units based on attack damage at 15%/25%/40% rate according to stage. At stage 3 Armaments additionally provides all own units a Corpse Explosion ability, dealing to enemies unit's HP as damage with multiplicator x2 in a 12m radius.

Active Abilities: 
Power Cost: 75
⦁    Universal forces: "Upgrade this building to reach 2nd stage if you acquired a 3rd monument, and 3rd stage if you acquired 4th monument. Each stage increases effects of Elemental molds. Completing a stage takes 75 seconds upon activation. Losing a monument decreases the stage automatically. Has no recharge time."
Shows an tooltip icon with a number that represents a stage of the building + an 3d effect above the building model.

Explanation of idea behind the card:

Spoiler

Straight to explanation with an example how it works. To get the gist of it, because there is to much text:
Say you have a T1 Frost army of 1 Imperials, 6 Master Archers and 1 Frost Scorceress. At T2 you build this Forge of Humanity next to your T2 (doesn't matter really). You run your units to it to buff them. They get +10% atk damage, +10% damage resistance, also 150 to max HP from Nature orb and your Frost Scorceress gets an ability to Knockback Small units (albeit minorly, not sending them flying, more keen to a Stomp, where it just drops a unit to the ground right beneath) from Frost orb.
Therefore now your Imperials have 660+10%=726 damage, rocking 990 HP and 1683 Effective HP, MAs at 627 damage, 630 HP and 693 EHP, Frost Scorceress at 319 D / 750 HP / 825 EHP + minor knockback against small units.
The damage and dmg reductions are only 10% so that they can be overridden asap by literally anything out there.
That moves your army 
from 4370 dmg / 4320 HP (4908 EHP) = 20.2 Stat/Energy
to 4807 dmg / 5520 HP (6666 EHP) = 15.2 Stat/Energy
Not really breaking too many things if just looking at math. Although there is an exception like Imperials achieving 1683 EHP without a shield even.
At T3 when you upgrade Forge to Stage 2, you will get
even higher level buffs from both Frost and Nature, unless you splash even further into Shadow or Fire.
Imperials would reach at T3 Frost/Nature/Fire:
Damage - (660+225)+10% = 973,5
Max health - 840+200 = 1040
Effective HP - without active ability 1040+10% = 1144
            with active ability 1040+70% = 1768
At T3 it is your average L melee unit. Except that those are Imperials.
Numbers might differ ofc, but you get the idea.
This building, albeit a horrendous speed and tempo or not the best economy, would still provide a different approach to players. Relying on an extended T1 army, and skipping T2 and even T3 entirely (although that happens in some scenarios as well). Also this would give a bit of a Classic RTS feeling to it, as the building plays a general unit upgrader role. Essentially it would give affinities to your units depending on which monuments you have, additionally the Forge has 3 stages. 1st is T2, 2nd is T3 and 3rd is T4.
The general idea behind this whole thing is... we all know that after reaching each next tier your units from a lower tier are often no match to the next one. They (T1) are eventually becoming a waste of time and energy at that point, especially at T3, where the power spike is way higher compared to T2. Such is the design of the game. Not to mention that most of the time you would still hold quite a bunch of copies left to spawn without a cooldown, unless you faced a devastating damage to your army, which cut it more than in a half (in expert scenarios that might happen way more often, or be the actual reason to restart the match entirely). Or you simply had only one unit to summon and had to spam them for life. In expert scenarios you could also face a situation where you are playing an extended T1 or T2. Not always needed to go for T3 either though, but we aren't talking about the top 10% of playerbase, or the ones who abuse or use strats to speed up the game.
This building is more of a generally smoother approach to push your units along the way all up the ladder of tiers, trying to catch up with the increasing tech and stat/energy efficiency. It isn't the fastest either, and might find some play in some cPvE where you have access to T2 for the majority of the time. This also smoothen's the power spike between T2 and T3 and a bit between T3 and T4, where even if you upgrade your entire T1-T2 army, they'd still probably be sub-par compared to the best T3 strats and T4 units in general.

ForgeofPeople.png.6e52d61c60302873f7f6a2352fc61bcc.png

Edited by Chimaka( ͡° ͜ʖ ͡°)
added specification of Your monuments, not just some monument.
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Ingame Name: TiranosS
Card Name: Soothing whisper
Tier & Orbs: T3, Shadow, Frost, Neutral
Type of Card: Spell

Power Cost: 50

Spell Effect: Sacrifice a revenant unit to spread its essence among its kind, all owned and friendly lost soul and revenant units on the map will regenerate XX points of health per second. Lasts as long as the revenant curse. Reusable every 25 seconds.

Explanation of the idea behind the card: Basically, it's meant to be used with Gate of Akylos and Lost Banestone to use revenants as fuel to give lost souls some kind of healing, something that the faction may struggle with. The Ethereal Anchor effect of Gate of Akylos would also extend the duration of the spell. PS: Sorry for my bad English; it's a second language, and I don't use it that often.

 

Ingame Name: TiranosS
Card Name: Forgotten machination
Tier & Orbs: T4, Shadow, Shadow, Frost, Frost
Type of Card: Spell

Power Cost: 300

Spell Effect: Sacrifice an owned lost soul unit to create a revenant out of its remains. This revenant is infused with the energy of the very Wailing Lands themselves, and as such will not be affected by the Revenant's Doom. However, due to the nature of the in-between, any other owned unit that is not a revenant around the target will be filled with terror, and as such, take 30% more damage as long as they are within a 15m radius around the revenant. Reusable every 20 seconds.

 Explanation of the idea behind the card: A costly but far more effective and faster way for a dedicated lost soul deck to make use of the revenants, plus revenant's blessing could also be used for the affinity's extra effects. Although I'm not sure how balanced that would be so it's just an idea, or maybe a base for something similar but better refined.

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Name: Shadow Shaman
Faction: Shadow
Tier: T2
Orbs: Shadow and Any
Attack: 740 dp20 Health: 890
 

Abilities:

Blood Heal- Every 5 seconds, unit will heal an allied unit for 180 life points. Will damage itself for 90 life points. Shadow Shamans cannot be targeted by Blood Heal. Cannot be used, if the unit has less than 91 life points. 
Fade Bolt - Every 4 seconds, blasts an enemy unit with dark energy, dealing 148 damage, up to 180 in 5m radius.
Cannibalize - Unit consumes nearby corpses to regenerate 20 life points per second.

General idea: I am porting my old idea from the Discord forum to here as well. I always see Pure Shadow as tricky to play, with some gaps that could make the faction much more friendly to newer/worse players. Especially with the idea of Shadow season down the line, I can imagine lot of people might struggle with early Shadow starts or Pure Shadow challenges. This unit is meant to somewhat help. I can see it even being a T1, with properly scaled numbers. 

He can heal, but cannot heal himself/shamans cannot heal each other. They are reliant on the player fighting and killing enemies, thus collecting corpses. It also means you cannot use those corpses for some other strategies/units, so there is also this trade-of.

Shadow Shaman.png

Edited by Hrdina_Imperia
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My first card

Model: Witchclaws

Ingame Name: itap
Card Name: Abyssal Widow
Tier & Orbs: T4, Shadow, Shadow, Nature, Nature
Type of Card: Unit

Power Cost: 290
Size: XL
Attack-Type: Melee
Counter-Type: L

Passive Abilities:
Toxic Retribution: When gets attack, enemy gets poisoned for 20 seconds an loses 150 life points each 2 seconds.
Elusive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 30%.


Active Abilities:
Widow’s Leap: Teleports the widow to a wall an destroys it completely and all units on it. (100 power)

 

Explanation of idea behind the card:

The idea behind the card is to create a unit that can immediately destroy an entire wall. The poison passive ability should kill all the little units and CC flyers and create a path for the bigger units.

AbyssalWidow.png.1d7505569e3375b8913a7e66a0027b45.png

 

My second card

Model: Bandit Stalker

Ingame Name: itap
Card Name: Frostbreaker
Tier & Orbs: T4 Neutral, Frost, Frost, Frost,
Type of Card: Unit

Power Cost: 290
Size: XL
Attack-Type: Melee
Counter-Type: L

Passive Abilities:
Permafrost: When an enemy attacks the dino for 5 seconds, it will get frozen for 15 seconds, after that it’s immune to freeze for 30 seconds.
Frozen Prey: Dino deals 50 % more damage to frozen units

Active Abilities:
Ice Roar: buildings in a radius of 50-meter stop shooting and they can’t use their abilities for 30 seconds

Explanation of idea behind the card:
The idea behind the cards is to create a Melee unit for frost T4 that is self sufficient to clear the map. Enemy’s freeze when they attack, the dinos attack will scale up a with the Ice Roar they create an area where they can take out CC towers or strong buildings.

 

Frostbreaker.png.37c12b12c3fad1674ce2b0980e3f2cc4.png

 

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Ingame Name: Eres

Card Name: Call to Arms
Tier & Orbs: T3, Frost Frost Any
Type of Card: Spell

Power Cost: 80
Spell Effect: Summons 4 Lyrish Knights at the target location. Lyrish Knights have a lifetime of 20 seconds and do not provide ground pressence to play out cards or claim structures next to them. Additionaly they are immune to revide effects and cannot be infected with Twilight Curse. Can only be used withing a 20m radius around friendly structures excluding walls. Reusable every 25 seconds.

TLDR: Swarm with Lyrish Knights. Only 1 difference is that it has to be used near friendly building (to better suit frost and to make Knights' Protector ability active).

Idea:
- T3 frost push, XL units counter, useful against some boss fights or just for defense
- easy to implement -> appart from "near building" restriction it is just a copy of Swarm spell. And models are ready (promo version available too)
- giving frost and Lyrish Knights some love
- synergy with cards like Matter Mastery and Tectonic Shift etc (and of course Ice Barrier and Home Soil)
- might also find its place in PVP
Cons:
- Not very creative I know.. 🙂

Balance - similar power cost as Swarm just 10 energy cheaper as Knight is 10 energy cheaper then Burrower.
PVP Balance - I don't play PVP but I think this card might be used offensively against decks with less CC. And also as a counter against some ground units (XL finishers). Building requirement makes card harder to play offensively which probably makes card bit less OP.

CalltoArms.png.ad99055e06d257d6922dc2a999b1f258.png

Card Name: Shrine of Wonders
Tier & Orbs: T4, Any Any Any Any
Type of Card: Building

Power Cost: 200
Attack-Type: None, support building

Active abilities:
Power Cost: 100
Wonder - Activate to restore all card charges of each player. Every card in current deck of all players will be granted one more charge and will be immediately reusable. The maximum number of possible card charges for a specific card will not be exceeded, though. Has a 60 second cool-down after the building was built. Reusable every 60 seconds.

Pros:
- offering available in deck of any color
- useful for players who are missing card charges (it can be used by more experienced players to help new players as it affect everyone).
- also for cards that don't have many charges available
- makes some gimmick decks or fun decks easier to play
Cons:
- encourages spamming of same unit
- have to be balanced well so it won't be used too much or won't outperform Offering even in shadow decks etc

Model suggestion:
- Shrine of Greed textured to neutral colors like Amii monument - grey (stone) and gold

Balance:
- high building cost (200)
- "not cheap" activation cost.  Current 100 power activation makes it more expensive then offering (as no unit is sacrificed). But less then Evil-eye's ability (Evil eye recharges only spells but also attacks while this shrine does nothing else).
- Building have 60s cooldown but more buildings can be built so in order to prevent spamming there might be need for 30 seconds activation time similar to other shrines. 
- Works for all players to keep Shrine type building and possibility for one player to sacrifice power in order to help everyone. But can be changed to affect current player only.
- Initial 60 seconds cool-down can be removed or changed to Slowed Construction.
- High HP is just to reflect T4.

Conclusion: this card opens new possibilities but is not very effective. Thus it can be used in some decks or when missing charges but will not break balance.

 

ShrineofWonders.png.52791a3c4546157380559c88cb468285.png

 

 

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Ingame Name: [Drakhlan]

Card Name: [Lost Dementors]

Tier & Orbs: [T3, Shadow Frost Neutral]

Type of Card: [Unit (Flying)]

Power Cost: [85]

Size: [M]

Attack-Type: [Ranged, Spectral Drain 850/-||-/975 DP20 (Each member of the unit has a channeled attack which looks like a smaller version of the channeled Acherontic Jet attack that the Lost Shade unit uses. The channeled attack does damage to an area of 5m. The Lost Dementors can only attack ground units with the channeled attack. In addition to this, the Lost Dementors take 30% less damage from enemy ranged attacks, including enemy buildings, while attacking an enemy unit with the channeled attack).]

Counter-Type: [M]

Passive Abilities: [Mind Decay (Aura that slows both friendly and enemy units movement to walking speed in a radius of 25m, in addition to this, it blocks both friendly and enemy units from using their special abilities).]

Active Abilities: [Ethereal Edict (Active channeled ability that combines the active ability Tainted Chaos from the Chaos Knight unit with the active ability Power of the Forge from the Brannoc unit and the ability Leech Guns from the Death Ray unit, the active channeled ability lasts for 5/10/15 seconds, has a range of 20m and causes 50/-||-/100 damage per second to every friendly and enemy unit within range while forcing every friendly and enemy unit to fight amongst themselves, the channeled ability unlike the basic attack, damages and affects every type of unit, this includes flying units, the ability does not damage and affect buildings. It is possible to stop the channeling preemptively before 15 seconds have passed after an initial delay of 5 seconds. The channeled ability drains life points from both friendly and enemy units within a 20m range in order to store the life points which are then used to deal 100% more damage with the channeled attack Spectral Drain while the stored life points last, 50 Power Cost to activate, 30 seconds CD), Revenant's Doom (This one needs no explanation, 64 Power Cost to activate).] 

Explanation of idea behind the card: [The design for this card comes partly from the fact that there are no medium sized flying units that are counters to other medium sized units (in this case only medium sized ground units) and partly from the fact that the Lost Souls faction lacks any good options for mobile airborne counters to overwhelming Small and Medium unit clusters which makes both attacking and defending with the Lost Souls faction, especially when it comes to the latest PvE maps that focus on both defending and attacking within the same map, usually paired with stronger enemy waves arriving continuously (See Unexpected Visitors, Into the Jungle, Heart of Trouble as well as new community maps. This has made it wholly unfavorable to play the Lost Souls faction most of the time when better options exist already.

In addition to that, the Lost Souls faction suffers from a lack of defensive units/abilities which is something that is poorly covered by both the Shadow and Frost factions when it comes to achieving a synergy with the Lost Souls faction. The Shadow faction offers two ways to control a small part of every battle which is through the use of Chaos Knight units and the Frenetic Assault spell, both of which require two Shadow orbs which forces a Lost Souls player into committing to the Shadow faction when it comes to reliable CC which is far from ideal as it essentially locks the Lost Souls faction to the Shadow Faction in most PvE/PvP scenarios. 

The Frost faction relies on a type of CC that weakens the Lost Souls faction considerably unlike the Frost faction unless a player commits to the Frost faction by using at least two Frost orbs at which point the synergy with the Lost Souls faction is abysmal compared to the Shadow faction. The Frost faction has abilities and units that CC by freezing enemy units without offering any reliable way for the Lost Souls faction to output enough damage in most cases whether when attacking or defending in both PvE/PvP while using this type of CC.

Additionally the Lost Souls faction tends to be a lot more mobile than the Frost faction even while defending which means that certain buildings which are very area limited are not as much of a focal point, this somewhat negates the use of buildings such as Northstar in order to get around the penalty of CC'ing enemy units by freezing them while attacking and defending. This is somewhat negated by the use of the spell Ethereal Storm with the blue affinity as the expensive to cast spell negates the damage reduction of the CC resulting from freezing enemy units. The Lost Dementors unit would seamlessly be able to be used in combination with the Ethereal Storm spell of either affinity for purposes of chipping away at the health pools of large and extra units while being rightfully devastating to small and medium sized units, both ground and flying as the unit empowers itself by collecting life points so that it can effectively attack larger targets with bigger health pools. 

The unit would also complement a mostly completely neglected Lost Souls unit since the early days of EA's original release of BattleForge, namely the Lost Vigil, which would finally become the powerful unit it was meant to be with it's whopping 160 Power Cost alongside the Ethereal Storm spell with another high cost of 130 Power. In addition to this the unit achieves a perfect synergy with the latest defensive tweaks and additions to the Lost Souls faction which is the tweaks to the Lost Banestone and the Gate of Akylos where the Lost Banestone has a nice additional DoT in addition to it's spawning of a Lost Shade upon enemy death. The Gate of Akylos is able to extract the Lost Dementors revenant form which would act as a power multiplier in defensive situations, especially when Lost Vigils are a part of the defense. I believe that this would greatly encourage players to use the Lost Souls faction to it's fullest potential.

Last but not least, when it comes to both the Shadow and the Frost factions I see a lack of direct damage abilities, instead both factions mostly rely on purely stat based buffs for damage increase and damage reduction. The Lost Dementor unit would synergize well with these one orb spells while at the same time having options with which to deal with threats on it's own through a direct damage and CC ability as well as a passive defensive buff while attacking for when the CC ability is on cooldown.

When it comes to the units appearance, I feel that it would be cool if it had some sort of passive shroud as it stood/moved around similar to the Ethereal Storm spell, perhaps a miniaturized version with only the cyan coloured lightning bolts following the Lost Dementors around. The size of of the unit would be larger than the original unit which the unit is based on, and that unit is the Parasite Swarm unit. I have included several visual card designs for this card so that if the card should be chosen for implementation, the developers can use whichever version of the design that they like best.]

DISCLAIMER: THIS CARD HAS BEEN PRODUCED ORGANICALLY FROM THE GROUND UP, THE IDEA, DESIGN AND VISUALS OF THE CARD ARE ENTIRELY CUSTOM MADE WITHOUT THE UNETHICAL USE OF A.I AND/OR ANY OTHER FORM OF BLASPHEMOUS AND EVIL SOFTWARE TECHNOLOGY, THANK YOU FOR YOUR ATTENTION TO THIS MATTER!

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Lost_Dementors_4.png

Lost_Dementors_3.png

Edited by Drakhlan
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Ingame Name: [Drakhlan]
Card Name: [False Covenant]
Tier & Orbs: [T3, Shadow Shadow Shadow]
Type of Card: [Spell]

Power Cost: [70]

Spell Effect: [Parasitic Oviposition (The friendly target of this spell which must be an own unit receives a 50%/100%/150% bonus damage against structures for 25 seconds, during these 25 seconds the friendly target also loses 100 health per second as a DOT effect, this effect cannot be warded off by any means. Additionally the unit will only receive 25% healing from any possible source during the effect of this spell. Finally the target will be immune to any other debuffs for the duration of the spell. The cooldown for Parasitic Oviposition is 45 seconds).]

Explanation of idea behind the card: [The design for this card comes partly from the fact that the Shadow faction and other factions that can be played with 3 Shadows Orbs such as Lost Souls and Bandits heavily lack any good Siege options from T3 and upward, even the ones that do exist offer such miniscule bonuses that it can be very difficult to run many structure heavy maps with a Pure Shadow faction or a primarily Shadow faction efficiently enough to make it worthwhile and most importantly fun. Furthermore since the spell requires 3 Shadow Orbs, there is a higher incentive to use the Amii Monument card along with it in order to create some powerful combinations. In addition to this, there are plenty of T3 and upward Legendary Neutral units which go unused because they simply don't have a useful enough niche, these units tend to have some of the largest health pools of any unit in the game which would make them ideal targets for this spell.

Units that are up to Large size and units that are within the brackets T1 and T2 are also able to be buffed with the spell, however due to the powerful DoT that the spell causes and a heavy restriction to being healed, any unit with a small enough health pool would not benefit much from the card as they would die fairly quickly without extensive as well as costly healing support. 

Ultimately it comes down to two things, making certain factions and units far more useful and viable in PvE endgame, especially on certain Expert maps, and creating a unique spell card that offers an essential ability to any unit that can use it which makes it possible to expand greatly on the strategies available within certain maps and challenges. When it comes to PvP the card has very limited uses, and since it is a three orb Shadow card with a fairly risky type of playstyle, the usefulness in PvP would be negligible at best, therefore the card should not affect PvP matches in any significant way as it is easily countered.

When it comes to the visual design of the ingame spell, I have chosen to base the ingame visual as well as the visual of the card on a combination of two Frost spells. The two Frost spells are Frost Shard and Gravity Surge. The idea is that the Frost Shard spell initially strikes as the Frost Shards impact projectile followed by the Frost Shards dispersal of fragments that the spell produces, this is then followed by the turbulent winds and particles of Gravity Surge, the winds and particles of Gravity Surge in turn should last for as long as the spell lasts. In addition this this, the projectiles, winds and fragments would be in the colors magenta and deep purple rather than white and blue.

The reason for these ingame and card visuals are due to the nature of the spell, which has everything to do with parasitic oviposition, it is a process in which a parasite such as for eg. a wasp injects eggs into a living host body. The specific way that the process works is that a parasitic eggs are injected into a host body along with a specific type of venom as well as different forms of viruses known as polydnaviruses, the venom and the viruses which are designed to engage with the immune system of the host body in order to keep the host body occupied so that the larvae from the injected eggs can hatch inside of the host body. During the growth process of the larvae, the larvae feed off of the host body in order to reach their final form, at which point they leave the host body in horrific swarms of for eg. newborn wasps and other types of parasitic insects. In addition to all of this, the process also involves the marking of the host body in order to avoid competing parasites from entering the host body, this is normally done through odor and/or hormone secretions. All in all the process of the spell is reminiscent of this natural process in the following order: Injection of eggs (Casting of spell), prevention of host body immune response by injection of venom (Cannot be warded off by any means), injection of polydnaviruses (Unit receives only 25% of healing), larvae feeding off of host body in order to grow (DoT), marking of the host in order to dissuade any further competition from other parasitic insects (Immunity to other debuffs for the duration of the spell). This in combination with the fact that the host body calcifies (which means that the host body hardens) in combination with the host going mad and entering into a frenzy like state that tricks the host into thinking that the host is invincible, when in truth the opposite is the case, is the motivation behind the 150% bonus damage against structures. I have included several visual card designs for this card so that if the card should be chosen for implementation, the developers can use whichever version of the design that they like best.]

DISCLAIMER: THIS CARD HAS BEEN PRODUCED ORGANICALLY FROM THE GROUND UP, THE IDEA, DESIGN AND VISUALS OF THE CARD ARE ENTIRELY CUSTOM MADE WITHOUT THE UNETHICAL USE OF A.I AND/OR ANY OTHER FORM OF BLASPHEMOUS AND EVIL SOFTWARE TECHNOLOGY, THANK YOU FOR YOUR ATTENTION TO THIS MATTER!

False Covenant.png

False Covenant_2.png

False Covenant_3.png

False Covenant_4.png

Edited by Drakhlan
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Ingame Name: Treim
DarkelfDryad.png.b21453408e9a6c29dba245fadac421af.png

Card Name: Darkelf Dryad
Tier & Orbs: T2, Shadow Shadow
Type of Card: Unit

Power Cost: 65
Size: M
Attack-Type: Ranged
Deathbolt - Similar to Dryads attack animation. 
Counter-Type: M


Active Abilities:
Petrification - Cost 50 Power -Activate to paralyze up to 7 enemies at a target location within a 15 meter radius  for 15 seconds. After the effect wears off, targets are immune against Paralyze for a while. Darkelf Dryad dies after activation.

Explanation of idea behind the card: 
Since the Netherwarp healing bug was fixed and therefor Shadow Mage being significantly weaker, shadow really does not have a great option for prolonged engagements in (r)PvE besides Shadow Phoenix (which to be honest is a bit boring) in addition to never really having any cc options. T1 Shadow is already the hardest faction to play in t1 and usually takes longest to clear t2. I would like to give Shadow a usefull alternative to Shadow Phoenix.
Other factions have access to mutliple strong viable options like Stormsinger, Gladiatrix, Amii-Phantom, Lost Dancer, Deep One just to name a few. Usually those factions also have access to either strong damage, sustain or cc options (Mine, Eruption, Bandit Minefield, Ensnaring Roots, Coldsnap, Curse of Oink, Creeping Paralysis, Lavafield, Wildfire, Surge of Light, Area Ice Shield) basically all of which have use cases that work in higher tiers as well - either due to damage still being relevant for t4 clear or for defending incomes, and cc is always usefull, even SoL or Area Ice Shield can work as a stopgap in low energy situations.
Shadow has Aura of Corruption - in theory usefull with Corpse Explosion but not really. Both are not really usefull for other situations either and Undead army which is actually helpful but can't really be your only option for damage mitigation at t2 and even more so as target for blood healing in later stages. Motivate is a staple t1 card and works great with spammable units, sadly none of which are great in Shadow t2. 
In short Shadow t2 feels kind of stiff. While all other factions are somewhat flexible - shadow just isn't at this stage. 

Darkelf Dryad is supposed to change that somewhat by being a spammable t2 ranged unit with constistant dps that allows shadow players to react to changing conditions for t3 clears by offering a cc option. Due to the long animation and short radius placement will be critical and planning ahead vital. Sacrificing a unit for a potentailly strong effect seems in line with Shadows identity of risk. 
In order to keep the card balanced for PvP a high cost for the ability and death of the unit after activation in addition to a fairly short efffect radius and a long activation time seems fair.In terms of effect I would propose a modified Creeping Paralysis - slower animation with shadow aesthetics.

 

Note: If you are not experienced in numbers like power cost, just estimate from existing cards - your idea will not fail if the numbers are a little off. Also, if the template doesn't fit to your idea, just ignore the parts that are not applicable.

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Ingame Name: Nightelfpala

 

1. Provoke

Card Name: Provoke
Tier & Orbs: Tier 2, Frost + Any
Type of Card: Spell

Power Cost: 40
(Size, Attack-Type, Counter-Type not applicable to spells)

Spell Effect: The targeted friendly units taunts up to 7 enemy units in 15 meter range for 15 seconds, they are forced to attack it and they cannot be controlled.

Potential affinity variants:
Gifted Provoke (Nature): The taunting unit regenerates 20 hit points every second for the duration of the effect.
Tainted Provoke (Shadow): The taunting unit takes 40% less damage but can't move for the duration of the effect.

Explanation of idea behind the card: Lightblade and Grinder's ability as an AoE spell.
Allows Frost to designate a single unit as frontliner to focus enemy attacks on it and protect the fragile ones (might even enable using melee units for their damage in PvE). Works well with durable units (Imperials, Mountain Rowdy, Mountaineer, Avatar of Frost, or Lost Souls timed life revenants), or by buffing up a unit with other effects (Frost Sorceress, Earthkeeper, Lost Wanderer, Ravage, Unholy Power).
It is a form of crowd-control that requires keeping the unit alive to keep its effect up, therefore at higher tiers where enemies deal more damage it becomes weaker unless it receives more investment.
Might encourage a play pattern where the taunting unit runs away, forcing enemies to run after it and be unable to attack while other units attack them (especially in PvP). This can be avoided by making part of the Tainted effect baseline with a freeze-chill flavor (the taunting unit is immobilized or can only move at walk speed).

 

2. Amii Dancer

Card Name: Amii Dancer
Tier & Orbs: Tier 3, Nature + Shadow + Any
Type of Card: Unit

Power Cost: 70
Size: M
Attack-Type: Ranged
Counter-Type: M

Passive Abilities:
Ranged Attack: Every 2.5 seconds, the unit fires a shadow orb that deals 100 damage to enemies in 10m radius, up to 150 in total. Has a long range of 40m. Deals 30% more damage to crowd-controlled (slowed, paralyzed, rooted, frozen) enemies.
Soothing Melody: 35% of the damage dealt by the unit heals friendly units within 40m. (Does not heal the caster.)
Elusive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 20%.
Active Abilities: none

Explanation of idea behind the card: An Amii-variant on the existing Dancer units (Firedancer, Lost Dancer), characterized by a long-ranged attack with a conditional damage-boost. The crowd-control condition synergizes with existing Amii units (Amii Phantom, Simulacrum), Nature spells (Ensnaring Roots, Creeping Paralysis, Curse of Oink), and Amii spells (Tranquility for the increased damage and self-healing which is otherwise missing, Transcendence for the increased damage and healing).
The healing effect works well with Shadow's self-damaging units (Ashbone Pyro, Cultist Master, Mutating Frenzy), and allows Amii units to be cycled in-and-out of the frontline for tanking and recovery (Amii Paladins can retreat and get healed up while waiting for their ability cooldown, Amii Phantoms can switch to melee mode to tank and disabled ranged attackers and retreat into ranged mode to recover health, Simulacrums can teleport to the front or back to tank or recover).
(Elusive is the Amii faction unit ability, same as Simulacrum on Tier 3.)

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