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Official Card Design Contest - UNTIL 25.10.2025


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Welcome to the 2nd Official Card Design Contest!

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"Only that which dreamt of or written about by mortals,
only that which had journeyed into the realm of legend,
could be created." (Lands and Regions, page 3)

 

In this contest, you are called to submit your idea for a new card,
which will be presented to high-ranking jurors for judgement.



The jurors for the contest will be @RadicalX@WindHunter and @Bini Inibitor – for those who don't know, these are the SR team members with real decision-making power about what makes the cut for new content.

Important note: Of course there is no obligation for the SR Team to make any entry into a real card but a good idea that really fits into the game has a lot of power. All card designs will be heard, seen and judged anonymously and without any barrier of entry.  

The contest begins with the publication of this post and ends on the 25th of October 2025, 23:59 CET. Submit your entry…

  • as a comment on this thread,
  • through Discord (direct message to Kapo#0116),
  • or a Forum direct message (to @Kapo).

I will anonymize the entries, present them to the jury, and after a voting and discussion phase, the grand winners will be revealed on a stream 16th of November. Additionally, all other winners and entries will be revealed here on the forums.

As seen in the video, we mean serious business: Three entries of the first card design contest made it into the game, and the designers valued the creativity and ideas of several other entries. You might want to check out the previous card design contest for inspiration.
 

Energy_Core.png          Hellhound.png          Gate_of_Akylos.png
 

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Rules:

  • You are limited to a maximum of TWO entries - if you win on both, you will receive the higher prize. In case you submit more than two, the last two received entries will enter the contest (unless you state otherwise)
     
  • Your idea must be a NEW card idea/concept  (NOT a rework of an already existing card or a Promo card), be aware that this the main criterion for jurors 
     
  • ONE of your submissions may be a Meme card, but be advised that the winners on the Meme tier are highly limited and not the focus of this contest 
     
  • Units and buildings MUST be fitting for an already existing model (this is a technical limitation, but re-texturing can do wonders)
     
  • Unfortunately, we also can't allow for Fire/Frost or Rainbow-cards (or any other outside the known factions, due to technical and/or conceptual limitations)
     
  • You are asked to create the fully upgraded version (see below: Things you don't need to add)
     
  • By entering, you are giving away your card idea with permission to modify it  – the final design may differ from your submission here, and may be used in any way the team sees fit
     
  • You are asked to use the following template:  
     
Quote

Ingame Name: [Your Ingame Name, for delivering prizes]
Card Name: [Name of your card here]
Tier & Orbs: [like: T4, Nature Nature Fire Fire]
Type of Card: [Unit, Spell, Building or Meme]

Power Cost: [Number, approximate, is enough]
Size: [S, M, L or XL]
Attack-Type: [Melee / Ranged]
Counter-Type: [S, M, L, XL, or "special" like siege, etc.]

Spell Effect: [for spells, what does it do]
Passive Abilities: [for units and buildings including a description of what they do – like: Swift or Rapid Construction, if any]
Active Abilities: [list clickable abilities here, including a description of what they do - like: Disenchant on Gladiatrix, Shield of Winter Witch]

Explanation of idea behind the card: [Elaborate your design. This is the most important part of the entry.]

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.


Things you don't need to add or care about:

  • Hit points and attack-numbers
  • Rarity
  • Upgrade Levels (submit a fully upgraded design)
  • Number of Charges
  • Artwork for the card (you may provide one, but this does not affect your winning chance)

At the end of the contest, we may make a compilation of the entries – by participating, you automatically agree to be included in that.
 

Suggestions:

In preparation for this contest, we asked the jurors to drop some hints on what is needed for a good design.

  • You might not want to create a new super-powerful card, but a card that's interesting. Maybe it fills a special niche case in a faction (like Burning Spears), or it is special or meme-worthy (like Easter Egg).
  • Balance is important! The best cards are useful, fill essential roles, and are not overpowered.
  • If you design a T1 or T2 card, think about PvP implications.
  • You might want to check out the first card design contest and its entries to be on top of previous, already submitted ideas.
  • Fit the card to the faction: Think about the intentional strengths and weaknesses of each faction. Potentially, you see an extremely missing card in an arsenal, but that could be part of that faction's design. Also, breaking core rules of the game requires a very, very, very good reason. For both topics, see: Design Philosophy Document.
  • You are allowed to submit a legendary (neutral) card, but please note those are much harder to design and balance properly.
  • You may present some optical aid to the jurors: On https://smj.cards/creator, you can easily create your own card-mockup: 
     

grafik.png          flock leader.png          meteor.png
(But please be aware, even in AI image generating times, a cool presentation will not help you win. It's the idea that counts!)


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Voting Criteria and Prize Tiers:

misc_s_postgame_playerrank_pvp30.pngPLATINUM TIER

Platinum tier are creations that will actively be considered to be implemented into the game. They must not be all-around perfect, since someone who is not on the SR team is unaware of all the steps required when implementing cards. Platinum entries are cool, captivating and would be a great addition to the game.

Platinum tier winners will win a low-grade promo of choice (e.g., Fallen Skyelf, Lyrish Knight or Rogan Kayle) or Ultra-Rare of their choice of similar value (Infect, Forest Elder etc.). Should your card someday make it into the game, you will get a copy for your own collection.
 

misc_s_postgame_playerrank_pvp22.pngGOLD TIER

Gold tier suggestions are cool and interesting suggestions, but are lacking significantly in ONE (but only one!) way:

  • Unbalanced design with no way to repair that
  • Clearly impossible to implement 
  • Too niche to be worth the implementation
  • Not fitting for any faction or into the game
  • Not really a fitting, existing model in the game
  • Too draining on SR team resources
  • etc.

Gold tier winners will win two booster-packs.
 

misc_s_postgame_playerrank_pvp14.pngSILVER TIER

Silver Tier suggestions are solid suggestions, but are lacking in more than one way to make it into the game. For examples of what could cause issues, see the mentioned list above.

Silver tier winners will win a booster-pack.

 

image.png  MEME TIER

While it is not the focus of the contest, even fierce Skylords value some funny memes. Very few selected, exceptional meme entries will be presented as Meme tier winners.

Meme tier winners will win a Mini Booster and a Juice Tank.

          

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We are looking forward to your designs! If you have any questions, please do not hesitate to ask.

Best regards,
Kapo and the Skylords Reborn Team.

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Edited by Kapo
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  • Kapo changed the title to Official Card Design Contest - UNTIL 25.10.2025
  • Kapo pinned and featured this topic
2 minutes ago, Bini Inibitor said:

I'm actually not a real juror. I'm only here to sabotage the event at the best of my abilities and judge the entries based on one thing alone: pure randomness.

So you are saying there is a chance

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First of all really excited about this event, glad it returns.

 

I got a question, if I would design a size M unit but take a size S unit as a model but upscaled, does that still look good? Since we already are able of downsizing like the forest elder model down to the hellhound, but does it vice versa look at least decent? Im asking because I dont wanna suggest a model that already exist inside of a faction if you know what i mean.

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17 minutes ago, Riviute said:

First of all really excited about this event, glad it returns.

 

I got a question, if I would design a size M unit but take a size S unit as a model but upscaled, does that still look good? Since we already are able of downsizing like the forest elder model down to the hellhound, but does it vice versa look at least decent? Im asking because I dont wanna suggest a model that already exist inside of a faction if you know what i mean.

It is generally safe to move units up or down more size. Some S-units, like Werebeasts or Wrathblades, are particularly low quality though. 

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On 10/3/2025 at 11:37 PM, WindHunter said:

It is generally safe to move units up or down more size. Some S-units, like Werebeasts or Wrathblades, are particularly low quality though. 

To add to this: to be on the safe side: dont downscale more than one step.

For example, moving XL to L is often fine, but to M/S causes issues because they can be too demanding on the engine.

S to L is also an issue due to low quality.

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Hi all, I’m new here. (I played this game a lot back in the days) I’ve only been playing again for the last month or two, so if the card isn’t balanced or don't fit the game, feel free to give me feedback. 

Ingame Name: BluEyeD
Card Name: Foresight
Tier & Orbs: T1, Nature
Type of Card: Spell

Power Cost: 40

Spell Effect: Orb Favor
The next unit played within the next 20 seconds, can ignore 1 orb requirement of type [type will match this card Affinity]
You cannot play another Foresight for the next 60 seconds.

Spell Effect: Void Lost
The energy spent to play this card does not go to the void. It is permanently lost.

Explanation of the idea behind the card:
In most card games, the Nature faction usually has some kind of “Ramp Up” ability that lets them summon higher-level units then there current level. Enlightenment is a good example for this ramp, but it’s a late-game spell and I wanted to give Nature this ability earlier on.

  • The card would have all 4 Affinity versions, and each one can only bypass 1 orb requirement of its matching Affinity. (I think it’s a cool way to use Affinities)
  • Void Lost, is me trying to balance the card for PvP. The idea is: You’re committing to play a strong card now, but at the cost of less energy later on. Using this card once or twice should be fine, but spamming it could be catastrophic to your energy pool. In PvE, this is less of an issue since you can simply wait to regenerate more energy.

I think it could be fun to cheat out a stronger creature early that helps overcome an upcoming obstacle. for example, summoning Nightshade Plant (a T3 tank unit) on T2 to help push into T3.
 

Foresight [P].png

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Ingame Name: Lobo
Card Name: Amii Lord 
Tier & Orbs: T2 (Shadow, Nature)
Type of Card: Unit

Power Cost: 150
Size: L
Attack-Type: Melee
Counter-Type: L 

Passive Abilities: Elusive
Active Abilities: Gravity Surge (pull flyers to the ground)

Explanation of idea behind the card: 
Please don't take this in a negative way, but sometimes I feel like too much "innovation" is going into the new cards, and imo, sometimes it doesn't need to do something wild, it might just need to fill a hole, and the Amii, of course have a lot of those, not all cards need a crazy new  gimmick to make it a good and interesting. However, I would like to thanks every one on the team for the work and effort they put in this game.

(I know that the ability might a stretch, however, the thought behind this card for me, was a better way for amii to deal with NPCs windhunters and Rioter's retreat)

Amii Lord.png

Edited by Lobo23
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Ingame Name: FlexTerror
Card Name: Circle of Indignation
Tier & Orbs: T2 Fire Fire
Type of Card: Spell

Power Cost: 40
Size: NA
Attack-Type: NA
Counter-Type: NA

Spell Effect:

Summons a large fiery circle of pure anger that lasts for 60 seconds. Reusable every 15 seconds. Within the circle, the following is true:

* The cooldowns if Charge is greatly reduced

* The build-up time of Rage is greatly reduced and the maximum damage buff is greatly increased

* Units with Charge or Range cannot be knockbacked

 

Explanation of idea behind the card:

This is mainly a PvP card that aims to achieve a couple of things:

* Allow for more microing of Charge units (e.g. giving your Charge units Stop commands or changing their targets just to re-proc charge)

* Make Rage units more viable

* Make Enforcers more resiliant to Shadow Mages

 

Knobs:

* If this buffs Rage units too much: remove the damage buff (and only keep the build-up time decrease)

* If this buffs Charge units too much: only make Charge unit knockback immune WHILE charging

 

Artwork:

A group of Charge and Rage units are standing within a fiery circle, about to attack some poor non-fire unit (Shadow Mage?, lol). Compared to the units outside of the circle, the fire units within the circle have some red glow to show that they are under the effect of the circle.

 

CircleofIndignation.png.760af001c7eeb295a6b689ad93c87b88.png

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Ingame Name: BluEyeD
Card Name: Temporal Spire
Tier & Orbs: T2, Nature, Shadow
Type of Card: Structure

Power Cost: 70
This structure can only bind itself to one other unit/structure

Active Effect: Haste [cost 40]
Activate to bind Temporal Spire to a friendly unit or structure within a 70m range. The bind remains active as long as the unit/structure stays within that range.
The affected unit/structure gains +50% attack and movement speed, and +50% ability cooldown reduction.
Reusable every 60 seconds.

Active Effect: Drag [cost 40]
Activate to bind Temporal Spire to an enemy unit or structure within a 70m range. The bind remains active as long as the unit/structure stays within that range.
The affected unit/structure loss-34% attack and movement speed, and cannot use active abilities.
Reusable every 60 seconds.

Explanation of the idea behind the card:
I noticed that Amii don’t have a lot of structures, while both pure Nature and Shadow have some good defensive option, so I tried to build on top of them.
In PvP, I don’t think this card would be played much. It doesn’t do anything on its own and doesn’t help you push forward, but it’s a good defensive tool to bust your unit or catch an enemy walking to close to your base.
In PvE, this card could further boost the "Root" mechanic for Nature (just impower an already impower card), and for Shadow it could help bust the teleporting structures with its large range and also debuff big units that come to attack you, make the alter that have cooldown 50% faster.

that is my second card, so that all for me for now

Temporal Spire.png

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Ingame Name: FlexTerror
Card Name: Procession Verger
Tier & Orbs: T3 Shadow Shadow Shadow
Type of Card: Unit

Power Cost: 200
Size: XL
Attack-Type: NA (no attack)
Counter-Type: Special (no attack)

 

Abilities:

* Slow: Slow movement.

* Corpse Gathering: Harvests energy from nearby corpses equal to their former maximum life points. A maximum of 100000 life points can be stored at once.

* Consumption: The amount of stored corpses automatically decreases by 10% (rounded up) every five seconds.

* Unholy Feast:

While 6 or more corpses are stored, Procession Verger loses Slow and gain Swift.

While 66 or more corpses are stored, own nearby Skeleton Warriors deal +100% damage with their normal attacks and an additional +100% damage if the unit is on a timer (i.e. Unholy Armor, Frenzy, etc. has been activated)

While 666 or more corpses are stored, the damage buff applies to all own nearby Undead instead.

While 6666 or more corpses are stored, the damage buff applies to all own nearby units and structures instead.

While 66666 or more corpses are stored, the damage buff applies to all allied nearby units and structures instead.

 

Explanation of idea behind the card:

This is mainly a PvE card that aims to achieve a couple of things:

* Increase the strength "traditional" pushing with army units (i.e., the buffing doesn't apply to Phoenix since their dive doesn't count as a "normal attack", and  Ashbone Pyro are not Undead)

* Increase the strength of the Skeleton Warriors (incl. those summoned by Undead Army and Harvester). Why? Because I believe their is a fantasy regarding Shadow of "the infinite army that keeps on coming, no matter how many you kill" that I believe Skeleton Warriors embody.

* The idea behind Consumption is that it is hard to achieve/mantain the blanket buff in the early game (hence the percentage-based consumption), meaning you are greatly incentivized to use Skeleton Warriors / Undead to get the buff. Later on, (T4), you can still get the buff to non-undead (and to allies) if you're continuously attacking, or after the first enemies have been killed in a camp.

* I thought it would be cool if the card has Slow such that you often must suicide one of your own units to re-power it.

 

Knobs:

* To allow for defensive gameplay (where there are breaks between attacks), consider adding a toggling ability. This means the player can toggle off/on CorpseGathering/Consumption/UnholyFeast such that they can "store" the corpses between waves. (But during this time, it cannot gather more corpses nor give any buffs, and it will be Slow.)

* To disallow for defensive gameplay, consider removing the "and structures" clause.  

* If the card is considered too strong, the "+100%" number can definitely be adjusted down

* If the card is considered too complex, the additional "timer" buff can be removed

 

Model:

Now that we know it is possible to merge models (i.e. the Woodland Watch), I think it would be really cool to combine the model of a unit with the model of a structure. In my mind, I image this card as a coffin/totem pole/etc. on a wagon that the undead army "pushes" with them when they invade. Imagine something that looks like a Nox Carrier model combined with the Stone of Torment model.

If that is not possible, then how about a color-shifted Abyssal Warden(?).

 

ProcessionVerger.png.f30d4e50829b1cd94b18579a74f2a510.png

 

 

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Ingame Name: Romchy
Card Name: Dark Wing
Tier & Orbs: T3 - 3 shadow orbs
Type of Card: Unit

Power Cost: 100 - 120
Size: S
Attack-Type: Ranged
Counter-Type: special


Passive Abilities: None but it could be argued since shadow heavily utilizes corpse gathering that the unit could gather corpses to unlock a faster attack.
Active Abilities: None

Explanation of idea behind the card:

This card is a flying unit that disintegrates ground units and buildings, can not attack air. Imagine a flying wrathgazer with the mana wing model.

Currently wrathgazer receives little love gameplay wise, the disintegration is somewhat slow and from the ground there's not much the gazer can do. Adding wings to a card like wrathgazer could potentially increase viability in some campaigns. This could unlock new shadow gameplay to either stunlock key targets or buildings to move towards T4 or the end game. The card would not work on bosses and how it would affect spawners is up in the air at this time. Would it pause spawning or not?

The card needs to stay squishy with a low HP pool so that counter play is as simple as you can't beat 2 units that hit air. I think that brings card to balance. With good micro it of course unlocks even higher potential.

I think Max 4 charges for this kind of card is fair.

Dark Wing.png

Edited by Romchy
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Ingame Name: Carofex
Card Name: Wall Rebuild
Tier & Orbs: T2, Frost, Neutral
Type of Card: Spell

Power Cost: 50

Spell Effect: There are two affinities.
Blessed Wall Segment: Instantly Repairs a friendly wall segment for 1000. Reusable every 30 seconds.
Infused Wall Segment: Instantly reconstructs a friendly destroyed wall segment for 350 or repairs a friendly wall segment for 350. Reusable every 30 seconds.


Explanation of idea behind the card:
In Frost there is for buildings "Glacier Shell" (T1) and "Kobold Trick" (T2). For walls there is "Glaciation" (T1). A spell like "Kobold Trick" is missing. "Wall Rebuild" shall close this gab.
Archers on walls leaving the wall segment when the hitpoints of the segment drops below a certain value (around 200). "Wall Rebuild" (red) restores 350, so it is a bit above this value.
This spell shall only work for walls which are taken. It shall not be possible to restore a segment from an untouched wall.
"Kobold Trick" can be used every 10 seconds but "Wall Rebuild" should have a lower frequence, since "Glaciation" works for more than one wall segment and "Wall Rebuild" can also restore destroyed segments. This both is better than "Glacier Shell" and "Kobold Trick".
If its not possible to technically implement to restore a destroyed segment, just keep the blue affinity case (without any affinity stuff ofcause)

 

 

Wall Rebuild (blue).png

Wall Rebuild (red).png

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Hi all, I love Frost and its gameplay and i would love to see more Ice Shield synergies! here take this 😄

Ingame Name: Monday
Card Name: True Ice
Tier & Orbs: T2, Frost
Type of Card: Spell

Power Cost: 50

Spell Effect: Tainted Ice Restoration
Choose a friendly ground unit, make it immobile and it will lose health by 20 hit points per second (true damage cannot be reduced by Ice Shields but can be reduced by damage reduction effects) until 30 seconds. While the unit is losing health restore friendly ice shields around them for 30 seconds. The Ice Shields are restored by 10 hit points per second in a 50m radius and their timer is extended until they leave the circle or the True Iced unit dies.

Spell Effect: Gifted Ice Restoration
Choose a friendly ground unit, make it immobile and it will lose Shield health by 20 hit points per second (true damage cannot be reduced by damage reduction effects) until 30 seconds, during this effect the True Iced units Ice Shield will not expire by time. While the unit is losing shield restore friendly units Health around them for 30 seconds. Units health are restored by 15 hit points per second in a 50m radius until they leave the circle or the True Iced units Ice Shield is destroyed.

Explanation of the idea behind the card:
In most games Pure Frost can defend a hard push but they can hardly reset back their health before an aggressive counter attack so thats why i made Gifted Ice Restoration. It can be a usefull tool to push your enemies while you have your Ice Shields up. The purple affinity work well with more Shield focused gameplay where you want to keep your shields because of a push or defend.

I think the card is more PVP focused altough it can be very much usefull in PVE or rPVE scenarios too. The 2 orb and low cost can be a bit cheap but i think its a low risk low reward card for make it balanced. I think it could be fun to create good Ice Shield synergies which are cheap but can be usefull.

Tainted version is especially good with high health units while gifted can be huge for high shield units. Balance wise i think the immobile effect makes it clear that the enemy has to focus down that unit otherwise their enemy will benefit from it. A clear attack against one unit is not impossible but you will definetly sacrafice some valuable unit or spell for the effect to end.

 

Buff / Nerf idea: Remove the immobile part or increase the numbers of restoration or health/shield losing. Also the 50m range can be versatile too.

Also immobile unit could work as a "building" while in True Ice then it will have more synergies with Home Soil for example. Just an idea.

True Ice [P] (1).png

True Ice [G].png

Edited by Bkingn
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Ingame Name: Carofex
Card Name: Enduring Scourge
Tier & Orbs: like: T2, Shadow, Frost
Type of Card: Spell

Power Cost: 20

Spell Effect:
Incurable: Target hostile unit cannot be healed for 20 seconds. Reusable every 20 seconds.

Explanation of idea behind the card:
This is a unique effect, which exists currently only in infected maps. Target unit cannot be healed by spells like surge of light, nor by healing enchantments like Ravage, nor by Shamans, nor by global healing effect like Fountain of Rebirth, nor by intrinsic healing effects like Strikers have. Maybe the healing near own structures is still possible.
This card is probably more a PvP card. In PvP it can be used in a prophylactic way: In a best case this card is played shortly before an opponent casts a Surge of Light, which will fizzle out. If an opponent has cast a Ravage, this spell counters the effect immediately.

EnduringScourge.png.c43bfa0b81c8a3785de1195f66f6f8e1.png

Edited by Carofex
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Ingame Name: Dodosaur


Card Name: Treeline battlecry
Tier & Orbs: T2, 1 nature & 1 neutral orb
Type of Card: Spell
Power Cost: 80
Spell Effect: Fertilize: cast on a unit or building to target its root network. For the next 25 seconds units and buildings in the network will always have a minimum of 3 supporting units even if they are all in combat. Reusable every 30 seconds.
Explanation of idea behind the card: 
Just like "molt" was created for Twilight units, I feel like root network units/buildings could use an all-round buffing spell.
This spell creates an offensive and defensive boost for root network units/buildings in smaller groups.
For pvp I think there are good counters for rooted units in most cases: cc spells from frost and nature or wildfire in fire (although my pvp-knowledge is limited). Disenchantments on the single unit or killing the single unit with the spell also work.

 

Card Name: Underworld gate
Tier & Orbs: T3, 1 shadow orb, 1 nature, 1 nature/shadow
Type of Card: Building
Power Cost: 180

Passive Abilities:
Corpse gathering: Gathers energy from corpses next to the tunnel exit equal to their former maximum life points to either store them away or support friendly units around it. A maximum of 7000 life points can be stored at once.

Active Abilities:
1.) Tunnel exit and entrance: this building can be used as an enter and exit point to the tunnel network
2.) Open gateway: Activate to open the tunnel network to the underworld forthe next 30 seconds. When you summon an unit: immediatly consume stored life points equal to the life points of the summoned unit to summon a dazed copy of the the unit next to the underworld gate. This consumes unit charges. As the unit is a resurrection by amii power it does not generate void power nor does it grant life points for other spells and effects when it dies. (Reusable every 60 seconds)

Explanation of idea behind the card:
An amii Building that ties directly into the unit focused gameplay of the faction. It allows strong plays, while keeping the void power untouched for use with the amii power shrine.
It combos with shadow cards like decomposer and soul splicer, but not with furnace of flesh. It combos with tunnel based cards from the nature faction. Moving your bonus summoned units directly to the front line and gathering souls with deepcoil worm or quickly constructed tunnels. The fast movement around the maps seems fitting for the amii faction if we look at the "elusive" trait of their units. The summoning effect still uses unit charges to keep too much summons in check. The amii factions keeps void power stored for the amii power shrine and can't summon too much units due to power (and stores life point restraints). The player can use a shrine of memory or shrine of greed to get more power for units, but this comes at the cost of using less spells.

 

Edited by Dodotron
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Ingame Name: [ZynAli]
Card Name: [Infernalwalker]
Tier & Orbs: [T4, Fire Fire Fire Any]
Type of Card: [Unit]

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

Just before I begin I just want to thank the Skylords Reborn team for bringing back Battleforge. BF was my childhood game growing up and was very sad when it was taken offline, so im very grateful to the team for bringing this beloved game into our hands once again :)

Passive Abilities: [Rage: Unit does increasingly more damage the longer it attacks but falls back to its original damage output if it doesn't fight for 10 seconds]

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Active Abilities: [Incinerate: Activate to become immobile for 10 seconds. Within a 25m radius around Infernalwalker, its cannons will then unleash pure fire, that incinerates the ground causing up to 10 hostile units and structures within that area to take 1650 damage. Burns affected hostile units for 20 seconds afterwards. After burn wears off, targets are immune against burn for 10 seconds. Affects ground targets only. Reusable every 30 seconds.] 

-

NOTE: Infernalwalker attacks differently to how ironclad does. Iron clad fires "Snowbombs" in intervals however I want Infernalwalker to spew a constant stream of flame/fire at enemies just like how Vulcan works in game. SLR team can change the vfx to match Vulcan (just make it bigger/intense) or mix and match with Fire Dragons VFX ( or create a completely new vfx if its not too difficult hopefully :D) but the important thing is the attack animation is a constant stream of fire/flame. Also for the active ability "Incinerate" you can use Lava fields VFX or anything similar as to not make it difficult for the devs to implement. You could do effect in waves or however you guys see fit. I know adding Rage might be unbalanced or you can just change the attack value of Infernalwalker to be lower so its more balanced, increase powercost to summon or remove it completely (hopefully not). 

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For the Upgrades of the card it can be increases to the damage of Incinerate or increases to Searing Blaze damage.

Explanation of idea behind the card: [Iron clad is one of my favorite cards in the game, thematically and gameplay wise. I thought implementing a fire version would not only be easy to do but also be thematically cool as well while also making it different to ironclad in how it attacks. Fire cards also do not have a strong ground T4 card imo other than Batariel that hits hard.]

 

 

InfernalWalker final.png

Edited by ZynAli1
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