Jump to content

Official Card Design Contest - CLOSED - WINNERS INSIDE


Recommended Posts

Ingame Name: Draconnor
Card Name: Anchored ship / Anchored Sloop
Tier & Orbs: [T2, Frost, frost, neutral
Type of Card: Unit

Power Cost: 200
Size: L
Attack-Type: Ranged
Counter-Type: L


Passive Abilities: Flying, Anchored (can't move), Slow summoning (twice the time of dazed)

Active Abilities: Set Sail: At T3 it can discard Anchored status for 100 power (requires 3 orbs to activate)
Barage: Every 2,5 seconds shoots small 2 cannons for 90 damage up to 120 damage. 

Explanation of idea behind the card: Frost lacks of interesting towers/defences on t2... so idea of stationaty flying ship that can be summoned mid fight for holding the ground should be fun and interesting in PvE... in PvP high cost should make it non broken. 

Note: Smaller ravenship (without main cannon) model. 

Anchored Ship.png

Edited by Draconnor
Donaar likes this
Link to comment
Share on other sites

Ingame Name: Draconnor
Card Name: Ancient Tree
Tier & Orbs: T3, Nature, Nature, neutral
Type of Card: Building

Power Cost: 100
Attack-Type: none


Passive Abilities: 
Healing aura: Friendly units within 40-50m  regenerate 10hp each second. 
Linked fire (counts as 3, never use network for own purposes)

 

Explanation of idea behind the card:  Alternative for Thonrbarks at t3. Slightly lower cost and without of risk of draining the pool when enemies will pass by - but cant fight. Big but weak healing aura for active defence purposes (units engaged in fight or hovering skyelfs), Other affinity could make units in range move faster for logistic purposes. 

Note: Option for having own forest in base will have nice nature vibe 😉 
Can also be cheaper and generate 2 linked fire counters. 

Ancient Tree.png

Edited by Draconnor
Link to comment
Share on other sites

Ingame Name: Vrizz
Card Name: Thirst for Souls
Tier & Orbs: T3, Fire + Shadow + Fire/Shadow
Type of Card: Spell

Power Cost: 135

Spell Effect:

1) Really Thirsty: Increases Life Stealer effect of bandit units within 20m from 15% to 50% for 20 seconds.

2) Soul Adrenaline: Friendly bandit units gather nearby corpses to create 30% damage protection. This effect lasts 35 seconds.

Has 60 seconds cooldown.

 

Quote

Explanation of idea behind the card:

Bandit faction (just bandit, not fire/shadow) has very few building and spell cards. The main goal of spell "Thirst for Souls" is to:

  • add variety to bandit tier3 PvE
  • be alternative to Unity (fire) and Infect+Blood Healing (shadow) in terms of units survivability
  • add incentive to use bandit units (not e.g. Magma Hurlers or Ashbones)
  • improve bandit survivability while keeping bandit faction spirit (life drain)

The card to be effective requires units to fight. The more they fight, the more useful it gets. To limit the power of defensive aspect (which is not bandit thing but rather stonekin/nature), it requires souls, similar to Overlord's passive.

Part of inspiration for this was to make Waystation effects mobile, as Waystation is very niche and limited (defensive scenarios focused on units rather than buildings).

Long cooldown and power cost prevents the card from being spammable. This ensures player puts some thought before using it.

Healing effect lasts shorter while defensive longer. This is more skill demanding to use during the right phase of a fight. Units can heal faster, but only for a short time. Defensive aspect is in effect only if there are enough corpses around.

Thirst for Souls (1).png

Edited by Vrizz
Link to comment
Share on other sites

Ingame Name: Vrizz
Card Name: Bandit Keep
Tier & Orbs: T3, Fire + Shadow + Fire/Shadow
Type of Card: Building

Power Cost: 230 300

Abilities:
1) Heavy Cannons [Passive]: Every 5 seconds 5 turrets deal X damage each in a Ym radius, up to Z in total. Affects ground targets only.

2) Long Shot [Passive or can be considered as Active]: Every 10 seconds Bandit Sniper from top of the Keep fires powerful shot that deals X damage. Deals 100% more damage against air targets, makes them fall and stay on the ground for 10 seconds.

3) Heart of Trouble [Active]: Activate to shoot a mortar shell that deals X damage to enemies in 15m radius around its target, up to Y in total. Knocks back units of all sizes.

4) Life Stealer [Passive]: 15% of the damage dealt by the building will repair the building and restore its life points.

 

Quote

Explanation of idea behind the card:

Bandit faction (just bandit, not fire/shadow) has very few building and spell cards. The main goal of "Bandit Keep" is to:

  • add defensive building for tier3 (that is viable in tier4 too) - Waystation + Hut are the ONLY bandit tier3 buildings, there are no towers
  • provide various and interesting effects
  • be super strong building for Fire, Shadow and Bandit tier3 (like Stronghold is for Frost // Volcano for Fire tier4, Deep Gorge for Stonekin tier4)
  • improve bandit defensive capabilities while keeping faction spirit (life drain, sniper, active named after very bandit map Heart of Trouble providing similar effect to artillery there)

The card power cost (concept is 300, not 230 as in the image, sorry for that) is supposed to be something worth consideration, as alternative to 3x Necroblaster or 3x Tower of Flames. 

Part of inspiration for this was obviously Stronghold which reworked version made the card powerful and important choice for defensive scenarios. 

Long Shot ability that is supposed to be the building's anti-air defense has some novelty in its new effect similar to Gravity Surge and increased damage vs air. Can be turned into Active ability instead of Passive shot on cooldown.

Heart of Trouble active is supposed to be like active of Stronghold, WBG, Comet Catcher and so on. Knockback on all unit sizes (including XL) is supposed to help shine Bandit faction offensive powers. Damage of the ability can also help repair the building fast.

Size similar to Stronghold also limits spammability of the card (unlike Necroblasters) as Bandit Keeps require a lot of space. That ensures the player has to use skill and planning to use it wisely.

 

 

Bandit Keep.png

Edited by Vrizz
Link to comment
Share on other sites

Ingame Name: Obekidi
Card Name: Twinaxe
Tier & Orbs: T3, Neutral
Type of Card: Unit

Model: Perhaps the Rogan Kayle or Executor model could work well. If possible, some voice lines from Empire could be used as well.

Power Cost: 200
Size: M
Attack-Type: Melee
Counter-Type: XL


Passive Abilities:

Steadfast - Cannot be knocked back.

True Comradery - Twinaxe takes 80% less damage while there is at least one other friendly legendary unit nearby.


Active Abilities:

Orc Battle Cry - All friendly entities near Twinaxe (including Twinaxe) gain a Rage buff, dealing increasingly more damage (up to double their original damage output) as long as they are attacking and engaged in combat. When no longer in combat, they lose Rage. This ability cannot be used while Twinaxe is in his spirit form.

Spirit Up! - Twinaxe enters his spirit form. While in this form, Twinaxe cannot attack, but gains Swift and is unaffected by unit collision. Twinaxe also regenerates 2% health every second while in his spirit form. Twinaxe cannot switch back to his corporeal form unless there is at least one other friendly unit/building nearby.

Explanation of idea behind the card: I submitted a Twinaxe card in the last design contest as I have always thought it would be cool to have a playable version of Twinaxe in the game. I have made some tweaks to this version of Twinaxe in the hopes that my changes will make it more feasible to implement. I have made Twinaxe a T3 unit so that he can be played with Mo. I have also given Twinaxe the Steadfast ability; since his best friend is a juggernaut, it makes sense that Twinaxe would know how to take a hit. And since Twinaxe eventually wound up dead without Mo there to protect him, I envision Twinaxe being a squishy, glass cannon type of character. This is mitigated by his True Comradery ability; if he has a friend nearby (ideally Mo, but some other legendary unit would also suffice), then he'll take substantially less damage. Orcs seem like a destructive bunch, so giving Twinaxe an ability (Orc Battle Cry) that temporarily increases his and his allies' damage output seemed fitting. In my head canon, I like to think that Twinaxe eventually learns how to switch back into his corporeal form after the events of Empire, so that way he can still hang out with his best friend Mo. His Spirit Up! abillity allows him to switch between his spirit form and corporeal form. Ghost-like characters are typically portrayed as being able to pop up anywhere, but not able to directly interact with the physical world. Therefore, while in his spirit form, Twinaxe gains Swift and passive healing, but is not able to attack or use his Orc Battle Cry ability. However, having a mode change ability with Swift could present balance issues in PvP or some PvE maps. So to mitigate any potential imbalances, Twinaxe is only able to switch back to his corporeal form if there is another friendly unit/building nearby. From an implementation perspective, Twinaxe's spirit form would not need to require another model. I think simply giving his model a glowing effect to indicate that he is in his spirit form would suffice.

Link to comment
Share on other sites

Name: Shield Burst
Type: Spell
Tier: T2
Faction: Frost

Ability 1: Rupture

Activate to explode Ice Shields on own units within 15m radius. Dispels affected Shields and deals damage equal to their combined strength, within 25m, split evenly among up to 7 enemies. Deals half damage to structures. Reusable every 45 seconds.

General idea: A damge spell that fits the flavour of Frost. You can detonate own Ice Shields, albeit on lower tiers this is not too OP, as there isn't much units who can create them without further power/micro investment. Should scale well into T3 / T4, alongside Coat of Protection, Ice Age, Icespike and such. Probably should have a damage cap, or perhaps own target cap, but don't want to limit it too much so it can work on higher tiers.

shield.png

Link to comment
Share on other sites

Hey guys,

I just collected all entries from this thread up to this point. Those who submitted via DM or Discord, get a confirmation message - for the forum, that's a hard thing to do. So to make some form of confirmation possible, here is the list of peoples names (not card names) that I have in my overview sheet:

Spoiler

BluEyeD
Lobo
FlexTerror
BluEyeD
FlexTerror
Romchy
Carofex
Monday
Carofex
Dodosaur
Dodosaur
ZynAli
Romchy
Amulon
Amulon
Lobo
SunJen
SunJen
aquartz
benben2110
Leaderchicken
Omiel
4esan4o95
4esan4o95
ThisIsHalloween
Lamis
ThisIsHalloween
Potato_Hoarder
Potato_Hoarder
aquartz
Chimaka
TiranosS
TiranosS
Hrdina_Imperia
itap
itap
Eres
Eres
Treim
Nightelfpala
Nightelfpala
Draconnor
Draconnor
Vrizz
Vrizz
Obekidi
Hrdina_Imperia
Salumen
Obekidi
Solumen

If you submitted two times, your name should appear two times. If you find something missing, please reach out here, forum DM or Discord.

Also,

Discord confirmations are all sent.

Edit: Forum DM confirmations are all sent

If you dont have confirmation, reach out! 

Use the last hours wisely, the submission deadline has not reached yet!

Edited by Kapo
Link to comment
Share on other sites

Ingame Name: Solumen
Card Name: Soaring Mountain
Tier & Orbs: T4, Nature/Frost Nature/Frost Nature Frost
Type of Card: Unit
Power Cost: 280
Size: XL
Attack-Type: Ranged
Counter-Type: XL

Autocast:
Abyssal Flame - Every 2.8 seconds, unit exhales a stream of cold flame that deals 480 damage to enemies in a cone-shaped area of 38m length, up to 720 in total. Knocks back small, medium and large units.

Passive Abilities:
Breath of Life - Within a 20m radius around Soaring Mountain friendly units will regenerate 6% of their maximum life points every 2.8 seconds. Multiple copies of this ability do not stack with each other.
Adamant Skin – The unit takes 15% less damage.

Model: A recolour of Fire Dragon would fit best imo since it already has the most “rocky“ scales.

Explanation of idea behind the card:  

The current Stonekin T4 lacks XL counters, which is a bit suboptimal as many maps contain numerous XL enemies during the late game and most bosses are XL as well.
The only available options with 2 Frost and 2 Nature Orbs are…
- Skyelf Commander (who has less attack than a Swamp Drake and is therefore not exactly the strongest offensive unit)
- Spore Launcher (who is neat as defender, but clunky on offense if you constantly have to root and deroot it and also necessitates network support for optimal performance)
You could go for Colossus or Ironclad, of course, but at that point you’d lose access to 4 of 5 Stonekin T4 cards and barely play the faction anymore. I originally assumed Bedrock would fill the niche of an XL counter, but it was not to be, so I figured I’d make an alternative suggestion.

You may wonder why Soaring Mountain was designed as a flier even though Stonekin units are generally closely associated with the earth:
- First of all, the only offensive fliers for 2 Frost and 2 Nature Orbs are Giant Wyrm and Battleship, both L counters, which is repetitive and thus not very helpful.
- Secondly, there are multiple Stonekin fliers already, so it’s on principle possible to add another. More than a third of all Stonekin units are also levitating and clearly not anchored to the earth, so I feel it wouldn’t be thematically inappropriate to design someone who actually has wings.
- Finally, Stonekin is the only of the 8 original factions that doesn’t have an XL dragon available, which is clearly a bad thing.

I didn’t want to make another flier too splashable, which is why I originally intended it as a “pure“ Stonekin unit, but changed it to require 2 hybrid orbs instead to avoid a situation where 5/6 of the Stonekin T4 has identical orb requirements. One hybrid + colourless orb might be an alternative though.

Regarding its abilities, Stonekin units usually have skills centered around crowd control, defense, healing and/or building interactions.
- I considered a freeze ability for a while, which would have great synergy with Gemeye (P), but decided against it as it would be rather similar to Rageflame and pretty awful with Gemeye (G).
- Interacting with allied buildings would be difficult without flat-out copying Bedrock or necessitating Tectonic Shift.
- Interacting with enemy buildings is more interesting. Since destroying buildings would mostly fall to Bedrock and Grinder however, it’d either need to be some kind of aura effect on nearby enemy structures or something that benefits you whenever a building you attacked earlier gets destroyed (akin to Deepfang’s ability). Eventually I decided against it though, as I feared it could overcomplicate things.
- In the end I took inspiration from Stonekin’s T2, which has a lot of focus around knockback and healing. Since the only recovery abilty on Stonekin’s T4 units is Grinder’s self-healing, I figured adding a source of healing that benefits everyone would be nice. Breath of Life isn‘t supposed to restore massive amounts of health on its own, but to refresh your units while moving from A to B or to combo with Earthen Gift (G) in order to reduce the need for Regrowth. I’m a bit less certain about the S to L knockback because countering XL and knocking around everything else sounds pretty strong in theory… In practice all L units who are either melee or ranged, but unable to attack fliers, can’t hit you anyways though, so I figure it shouldn’t be relevant against all that many enemies and therefore might nevertheless be fine.

Should the current suggestion prove to be too strong however, I suppose you could split it into a Nature affinity with healing and a Fire affinity with extra knockback or even drop the L knockback alltogether and replace it with… I dunno, maybe a Frost affinity that reduces the attack speed of nearby enemy towers, if that’s even possible? Or something that causes all enemy buildings within the area to explode when destroyed, disabling or damaging adjacent foes.

Soaring Mountain(1).png

Link to comment
Share on other sites

Ingame Name: Obekidi
Card Name: Escape Bug
Tier & Orbs: T2, Pure Nature
Type of Card: Unit

Model: Shadow Insect/Lost Manabeast

Power Cost: 140
Size: L
Attack-Type: Ranged
Counter-Type: M


Active Abilities:

Tunneling - Teleports to tunnel exit.

Burrowing Plague - Escape Bug secretes a substance into the environment that buffs nearby friendly units. Affected units deal 40% more damage for the next 10 seconds. When the buff expires, affected units are teleported to the tunnel exit. This ability can only be activated if there is a tunnel exit available. If the tunnel exit is destroyed or becomes unavailable while the Burrowing Plague buff is active, then affected units immediately lose this buff and are not teleported to the tunnel exit. The tunnel exit cannot be destroyed by the player while the Burrowing Plague buff is active.

Explanation of idea behind the card: Pure Nature is my favorite faction in the game, and T2 Nature has always seemed to lack an effective ranged unit, often requiring Windweavers to keep being used in T2. Parasite Swarm and Spirit Hunters are the only ranged units in T2 Nature, and I would classify both of them as specialist ranged units (i.e. they only work well in niche situations); this requires Windweavers to still be used in T2 when a generalist ranged unit is needed. Parasite Swarm is ineffective as it is too squishy and is therefore easily overwhelmed by ranged enemies or anti-air buildings. Spirit Hunters are also not great as most of their damage is applied through their poison effect, which doesn't stack, so it almost never makes sense to play out more than one squad of Spirit Hunters at a time. This means playing out multiple Spirit Hunters won't help if you're trying to focus down an enemy unit. Therefore, T2 Nature lacks a generalist ranged unit that can outperform Windweavers. It is my hope that Escape Bug can remedy this situation.

I have also found that the tunneling mechanism within the Nature faction is frequently underutilized. It works great as an escape hatch to avoid a dangerous situation, and provides Nature with another survivability mechanism beyond just healing abilities. However, this also puts tunnel into more of a niche use case, as it is typically preferable to just keep fighting with Nature's access to healing abilities, rather than running away and trying again later. Some offensive cases of tunneling is possible, with the red affinity of Burrow Ritual and Deepcoil Worm's ability to transform itself into a tunnel. But trying to use tunnel offensively usually falls flat, as you would need to establish ground presence close enough to an enemy base to place a tunnel exit there, which means that your army is usually already at the enemy base, making a tunnel obsolete to begin with. Therefore, I thought it would be interesting to give tunnels an offensive capability while being used as an escape hatch. This is what inspired Escape Bug's "reverse Burrow Ritual" ability. Instead of applying the buff after being teleported to the tunnel exit, Burrowing Plague applies the buff before being teleported to the tunnel exit. This contributes to Nature's theme of survivability and control over the battlefield, while giving Nature players interesting gameplay decisions as to when they should activate Escape Bug's ability (activate it too soon, and your units get teleported away before they can destroy the enemy base, giving them time to recover before your next attack). This type of risk/reward gameplay is usually restricted to Shadow-related factions, but I believe it fits well here since none of your units are being killed or weakened by the effect when it expires, reinforcing Nature's survivability theme. Having a significant damage buff in T2 Nature does create some balancing concerns, especially in PvP. But I believe these concerns can be addressed by increasing the power cost of Escape Bug or its Burrowing Plague ability.

Edited by Obekidi
Link to comment
Share on other sites

Ingame Name: Solumen
Card Name: Sporulation
Tier & Orbs: T3, Any Nature Nature
Type of Card: Spell
Power Cost: 80

Spell Effect:
Fungal Infection
Spreads spores onto the target enemy that infect it with a dangerous fungus. Contaminated enemies are instantly paralyzed for 20 seconds and take 40% more damage for the duration of their affliction. After 2 seconds the spores pass over to the next available target within a 15m range. May affect a total of 10 targets. The spores will vanish if no more targets are nearby. After the effect wears off, targets are immune against Paralysis for 10 seconds. Reusable every 20 seconds.

Explanation of idea behind the card:

Nature is the control faction, which is why it’s only logical that it has a lot of control options. Starting at T1, we have 2 spells (Ensnaring Roots and Hurricane) as well as multiple abilities on units and buildings. It’s similar during T2 with another 2 spells (Curse of Oink and Creeping Paralysis), but afterwards it just kind of… stops.

Sure, there continue to be active abilities on various cards, but the only new control spell is Green Peace – something of a double-edged sword that can’t simply be used as an all-purpose disable. Frost proceeds to receive new freeze spells, other factions also get strong control options like Frenetic Assault, but Nature doesn’t obtain anything anymore, which is somewhat disappointing.

I’ve therefore considered some ways of adding another disabling spell at T3:
- Transformation didn’t seem fitting since there aren’t many ways to improve something like Curse of Oink without just turning it into a massive AoE. A sleep spell would be completely new, but also a duplicate of Swamp Drake’s ability and therefore lame.
- Rooting enemies not only isn’t as strong anymore during T3 as it was during T1, it’s also rather pointless to upgrade Ensnaring Roots without adding another effect. At that point you’d probably land at a slight variation of Grimvine’s ability, which is again boring.
- I thought about an improved version of Hurricane for a while, though you’d need S to L knockback in order to make it viable for T3 combat. At that point I fear it’d be too strong, as you could simply alternate Super Hurricane and another control spell to lock down anything that isn’t an XL enemy forever.
- In the end I landed at another paralysis spell. I didn’t merely want a quicker or bigger version of Creeping Paralysis, so I decided on a variation instead. Creeping Paralysis still has its advantages since it’s available earlier, cheaper and can immediately disable up to 10 enemies as soon as it activates. Sporulation on the other side can only paralyse 3,5 foes within 5 seconds, but has the upside that the first 3 afflictions are faster and anyone who’s been hit is easier to defeat. You probably wouldn’t necessarily add both to your deck, but I believe it’d be useful for those who take their second nature orb at T3 or simply didn’t use Creeping Paralysis during T2. While I realize that paralysing single targets quickly at T3 is sort of Fathom Lord’s niche, you’re not playing Fathom Lord on every map, its ability is still cheaper than casting a spell and you could also combo both by using it on whoever hasn’t been affected by Sporulation yet.

All in all, I’d imagine Sporulation would be a neat choice for dealing with smaller groups of enemies, groups with one who’s significantly stronger than the others or cases where you fight rapidly respawning foes. Since there’s a debuff attached, it’d also be useful against bosses, even if they’re immune to the paralysis part.

Sporulation.png.f0625be59a084d1249bd404dd748565f.png

Edited by Solumen
Quick correction of the uploaded pic.
Link to comment
Share on other sites

The entry collection has ended, I added both entries of Solumen and the additional entry of Obekidi, plus what I have recieved on Discord. Make sure:

  • Discord and Forum DM entries have recieved a confirmation ("Thanks ... has been entered.... etc.")
  • Forum Post here: That your name appears in the list above I posted above.

Because this was a question multiple times: I will not post a list of participants for the DMs, its ment to be confident and there is no way for me to keep that while posting a list of names.

There is a short grace period now where you can check if everything is in order and your entry has been recieved, then I submit the package to the jurors.

Thanks to everyone who entered, many have put loads of thoughts and work into their entries!

Kapo.

Edited by Kapo
Link to comment
Share on other sites

The materials have been submitted to the jurors. They will first solo judge everything, and then convene on a meeting to decide the tiers for each entry. 

If any of you encounter a mistake on my end, there is still room for corrections, but material is sealed for now. 🦭

Metagross31 likes this
Link to comment
Share on other sites

  • 2 weeks later...
  • Kapo changed the title to Official Card Design Contest - CLOSED - WINNERS INSIDE

Wall rebuild was a good proposal overall, but the card has a niche application range (i.e. completely unusable in rPvE) while overloading wall support options with Glaciation in mind: Choosing one leads to slot competition with Glaciation being the stronger tool as a x10 effective hp multiplier, whereas including both cards would allow for functionally indestructible walls. You could just ignore attacks permanently while continously healing up the segments. I think it's an unfixable problem unless you nerf Glaciation. 

 

 

Carofex likes this
Link to comment
Share on other sites

49 minutes ago, RadicalX said:

Wall rebuild was a good proposal overall, but the card has a niche application range (i.e. completely unusable in rPvE) while overloading wall support options with Glaciation in mind: Choosing one leads to slot competition with Glaciation being the stronger tool as a x10 effective hp multiplier, whereas including both cards would allow for functionally indestructible walls. You could just ignore attacks permanently while continously healing up the segments. I think it's an unfixable problem unless you nerf Glaciation. 

 

 

Then may I ask the same question for Life drain 😁 ?

Link to comment
Share on other sites

13 minutes ago, This Is Halloween_2 said:

Then may I ask the same question for Life drain 😁 ?

Wasnt that explained on the stream?

Like, the Anti-Synergy of too many corpse effects on T2.

I also fear a bit that after all the judging work which is a ****ton, jurors now habe to explain 20 or so gold cards, which is a undue burden.

Please remember that Platinum comes with the promise that the card has a serious chance of implementation as suggested. If just one aspect is off, you are in Gold terrain.

Edited by Kapo
Link to comment
Share on other sites

For Life Drain there were also technical concerns. If the card was actually feasible, like how does it interact with units that already collect corpses. Does Ripper get double regeneration through that? What about Harvester? Will corpses values be collected correctly or is there some double dipping taking place? Will existing effects work correctly upon expiration?
 

Personally Amii Conjurer was my favourite. The general idea was great in my opinion and I could certainly see such unit in the game, but the submission had a few issues. The summoned units in question felt a bit too complicated, a simple slow spirit like flier with basic capabilities would have been better probably. Also it lacked addressing concerns regarding potential snowballing. Do the summoned units take up population, are they temporary, can you endlessly spawn them, is there a limit how many a single Conjurer can spawn? I think if those points were more fleshed out, I could've convinced myself that one as platinum tier.

Edited by Bini Inibitor
Link to comment
Share on other sites

Stream video has been published, and all prizes have been sent out.

Thanks again to all that played a role - participants, jurors, organizers, stream-hosts, …

This concludes all business concerning the Card Design Contest #2.

Riviute likes this
Link to comment
Share on other sites

Kind of shocked that my priestess of despair only got silver, I was so proud of it, but oh well. But to see that not a single one made it to platinum makes me feel slightly better. I am still very grateful for the event so thanks to all the people organizing it and the judges who had to go through so many ideas. I hope to see this event again in the future, which I believe is very likely considering it was the second contest already. I am already working on my new idea for the next time. :D

Link to comment
Share on other sites

I think i may forgot to add - that anchored ship would be interesting to defend against pve siegers that are non AA (like Dancers) units passing by 😉 And its why i didn't post it as strict tower but as a unit - this and that it will self heal in proximity of "real" structures 😉

But still ite great to see Ship in top cards ❤️ 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use