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Official Card Design Contest - CLOSED - Winners Reveal inside


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Beside the contest - i don't want reward - i simply want small forest elders ingame 😜 

reward can be transfered to future contests 😉
 

Name: Forest Cubs

Tier & Orbs:  Nature
Type: Unit  (2 medium units)
Power: 50

Hit points and Size: 800 (2x400) M size
Attack value and Type: 300 type S

Active Abilities:
Forest Touch - for 20 power heals 300 life points to unit in 5m (20 s cooldown)

Passive
Swift & Stomp

Explanation of idea behind the card: I would love to see smaller elders ingame 😉 This concept is based on making them small alternative to hurricane by making them swift tramplers with small damage and some hp for tanking and map controll purposes.

I assume that making them swift can be problematic with their XL unit animation - so they may ottion to test it without Swift but with abbility to not slow down when going through enemy units... + maybe slowdown immunity against PvE spearman units.

 

It would be possible to make them in different colors? One more brown and one black? 😉

 

1826794752_ForestCubs.png.77ebc298657a529ddcbb1019a36860f2.png

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Welcome to the Official Anniversary Card Design Contest!     THE CONTEST HAS ENDED. To see all winning entries, CLICK HERE         Anniversaries are specia

Time is up! In total, I have received 140 entries from 88 different participants. The next step is to compile all the data and present it to the jurors, they will (understandably) need some

Hi 🙂 I've already sent my take to Kapo on Discord but after people started sharing their ideas on here, I could'nt resist the urgue to post mine too! I honestly have no idea on how to balance a c

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Name: Pyramid of Creation

Tier & Orbs: T4, Nature x 3, Neutral x 1

Type: Building

Power: 320

Hit points and Size: 2000

Attack value and Type: None. Support building

Passive Abilities: Slowed Construction

Active Abilities: Breathe Life: Select a unit in a 25m radius. The structure then weaves a new life form identical to the target selected. Has a cooldown, activated after the ritual finishes. The procedure takes more time according to the cost of the unit selected.


Use Amii Monument model as a base.

Explanation of idea behind the card:

Think of it as a reverse Church of Negation. It can essentially clone a unit after some time. Presents a choice to hold back a strong unit to make another one after some time. Target unit may be paralyzed for the duration so that the player doesn't just spawn a unit, clicks on it to clone and immediately sends the unit away while the clone spawns, requiring some downtime in order to reward the player with a second creature. Card upgrades may improve cloning time or let the player clone units with greater costs.

Pyramid of Creation.png

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Last one from me, before the contest ends. It was fun to spew out card ideas, but even more fun to see what other people came up with. Really looking forward to the official entries. 

Name: Ancient Turret
Tier & Orbs: T3, Neutral, Nature, Shadow
Type: Building
Power: 95
Hit points and Size: 1750
Attack value and Type: 1800

Passive Abilities:

Plasma Bolt - Every 7 seconds, tower fires a magic bolt that deals 630 damage to enemies in a 7m radius around its target, up to 800 in total. Knocks back small and medium units.
Phasing - This ancient construct is equipped with phasing generator, that allows it to phase out of physical plane for a short while. Upon receiving an attack, the tower will phase for 2 seconds, during which it is unreachable by enemy attacks, including the first one used to activate this countermeasure. Does not break friendly buffs or other effects. Once the phasing ends, the generator must cooldown for 10 seconds before it can activate again.
Current Link - This building can connect itself to existing root networks, using the power currents for own advantage. Ancient Turret can receive all buffs gained from being part of this network, as would its other parts. Additionally, it can usurp the network support to enable shorter cooldown for the Phasing ability. At maximum level, a 4 supporters will shorten the cooldown to 5 seconds. 

Idea behind the card:

Buildigns are always a bit less liked, but they are integral part of the game. As such, Amii faction could use one as well. This is defensive structure, that is based off the Living Tower. It offers relatively cheap price for average stats (numbers to be adjusted), but offers unique way of dodging damage by phasing out of existence. Additionally, it can connect to Natures root network for its own benefits, improving the Phasing ability and receive possible heals or any other buffs. 

 

 

Ancient Turret.png

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DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)
Lets make Amii more fun and have better synergy between shadow and nature, but also have something unique for them.

Mushroom Sorceress
Mushroom Blast - attack your target and enemies nearby it dealing X damage to them. For next X sec all damaged enemies will move slowly.
Fungi Gathering - gather nearby corpse and store them.
Nutrient Infusion - consumed stored corpses to restore HP to an ally. If the target is part of the root network, then connected units/builds will received a small portion of the healing as well.

Skull Thrower Beast
Rot Artillery - disable melee attack and grant access to:
Skull Barrage - units consumes a portion of gathered corpses to launch a globe of flesh. After 3 sec globe explodes, deals damage and knocks back small units. Affects ground units only.

Armored Ghouls
Flash Batter - this unit heal itself for X% of damage deal against enemies who are bellow 50% of their max HP.
Gift Of Denial - this unit take half damage while it is being attacked by Large or Extra Large creatures.
Flesh Rage - for next X sec attacks done by this unit will knock back small and medium units. When this effect expires, this unit will die.

Animated Gravestones
Gravecall Spores - whenever this unit attacks, it unleashes spores who jump to up to 2 additional enemies nearby. These spores deal less damage with each jump.
Sacred Burial Rights - nearby enemy units take X% of corpse maximum HP as damage whenever they attempt to gather corpses.
To Beyond Again - sacrifice this unit to gather all corpses nearby into a globe for X sec. Your units, spells and buildings will be able to gather corpses from this globe.

Gate Demon
Premature Departure - all corpses created nearby this creature will be automatically destroyed, and thus this creature prevents corpse gathering.
Departure Delay - for next X sec any corpse destroyed by Premature Departure will produce an explosion dealing X damage to everyone nearby.

Spirit Caller
Melody Of Joy - every X sec this unit will deal up to 3 allies in front of it.
Spirits Be Gone - create a magic field around itself for X sec. Enemies can not gather copses within this field.

Healing Elemental
Healing Fumes - every second this unit produces healing enemies and heal allies in front of it for X HP.
Erupting Restoration - sacrifice this unit to create a healing field for X sec. All allies in this field will take X healing every second.

Mushroom Sorceress.png

Skull Thrower Beast.png

Armored Ghouls.png

Animated Gravestones.png

Gate Demon.png

Spirit Caller.png

Healing Elemental.png

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DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)
Lets make Amii more fun and have better synergy between shadow and nature, but also have something unique for them.

Amii Crystal Maiden
Ancient Hail - deal X damage to all enemies in a cone.
Ancient Echo - this creature gains bonus attack speed with each attack it makes. Lose all bonus attack if it doesn't attack for 6 sec.
Amii Lore - create a dome for X sec in targeted area. Enemies inside of this dome will move slowly.

Amii Ritual Guardian
Shred Magic Resistance - every X sec this minion will curse an enemy to take X% more damage from all spells.
Ultimate Ward - every X sec this minion will bless an allied unit to take X% less damage from all spells.
Ancient Truth - any beneficial spell or effect applied to this creature will last X% longer.

Amii Temple Beast
Amii Sacrifice - turn all nearby allied units into living bombs. If affected units die within X sec, then they will explode dealing X damage to all nearby units. Enemy units take X% more damage from these explosions.
Ancient Force - attacks done by this creature knock back small, medium and large creatures.
Limited Life - each time this creature attacks it loses some health. This creature can not be healed by spells or other creatures.

Amii Crystal Maiden.png

Amii Temple Beast.png

Amii Ritual Guardian.png

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DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)
Some love for low rank Bandit units.

Outlaw Alchemist
Venom Injection - attack an enemy and cause them to take X damage over X sec.
Bandit Medicine - every X sec heal an ally for X instantly and for the same amount over X sec.
Regeneration Potion - create a healing field in a targeted area for X sec. Allies in this field will regain even more health via life stealing and corpse gathering.

Enslaved Rootface
Devastation Slam - slam the ground and deal X damage to all other units. Knock back small, medium, large and extra large units.
Barely Under Control - if this units falls to X% of his max HP or lower, then you will lose control of it. In this state it will attack any nearby unit and it will no longer grant land presence for you.

Bear-cursed
Savage Scavenging - this unit can gather nearby corpses to regenerate X health.
Savage Tactics - X% of damage this unit deals to building will be added to its health. Furthermore, any building being directly attacked by this unit will lose X% of its maximum HP every second.

Bandit Golem
Makeshift Repulsion Field - protect this unit for X sec from all ranged attacks.
Built-in Anti-air Defense - every X sec this unit deals X damage to nearby enemy unit. Knock back small, medium and large units. Affects flying units only.

Outlaw Alchemist.png

Enslaved Rootface.png

Bear-cursed.png

Bandit Golem.png

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Elder Tremor  Fully Upgrade maybe

Slow But Sure : When First Strike Elder Tremor deals more 15% Damages. Reuse it every 10 Second  (Fully Upgrade 25% 2 stars)

Immortal But Weakness : When Active the skill Elder Tremor Take only 25% damages but Reduce Attack 75% for 20 Second and Can deactive it. (Fully Upgrade Attack Reduce 65% 1 stars)

 

---------------------

abandoned tower  Fully Upgrade maybe

Cured Bolts : Every 3 Second can shoot Bolt Deal 55 damges and get damges 20 damges over time every second for 3 second. ( 1 star: Deal 58 damages, 2 stars: Deal 60 Damages and overtime 22 damages, 3 stars: damages over time 30 damges)

 

Root Around : When Active : Can create area a Root 30M around the tower. Root Unit are immobiled but can still use Range Attack.  Reuse every 38 Second.

 

1252456000_ElderTremor(2).png.41a4a936b82ac92ddee63252a3603ebe.png

abandoned tower (1).png

Edited by AzeRizt
add more images and detail fully upgrade cards
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Name: Bandit Dancer

Tier & Orbs: Tier 2 Shadow Fire
Type: Unit  (1 medium unit)
Power: 70

Hit points and Size: 900 M size
Attack value and Type: 350 type Ranged

Passive Abilities:
Inspiring Life Stealer: Increase the effect of Life Stealer by 10% to friendly minions.

This is an decent option if you want more sustain for your Bandit deck. I wanted to create a unit that heals your bandit card without going off theme for the tribe. The stats are based around Banditos but just more focused on the Hp.

Name: Death Sorcerer

Tier & Orbs:  Tier 3 Shadow Shadow Any
Type: Unit  Medium size
Power: 60

Hit points and Size: 700  M size
Attack value and Type: 800 type Ranged

Active Abilities:
Deny Death: Channel a beam of undeath to prevent a friendly minion from dying.

 

I think this card may have a few interesting uses, protect an important minion in the front, prolong how long Revenent's Doom, frenzy last and protect your unit from other effects that may kill your unit (both your and the opponent)

(note the targeted unit can still take damage just not get bellow 1 hp)

 

I was thinking about making this an 2 shadow card but i felt that it may be a little dangerous to give Shadow protection (Mostly because of Frenzy).


183253660_BanditDancer.png.9f74b91df9560cef13f8567e6f7021fa.png
143791218_DeathSorcerer.png.4c08e018b72eaa14c3db5bc39b1bb24c.png
Good Luck Everyone hope I did it right this time and I'm not late

Edited by xsimon113
For the competition
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23 minutes ago, xsimon113 said:

Bandit Dancer

Inspiring Life Stealer: Increase the effect of Life Stealer by 10% to friendly minions.

Death Sorcerer

Deny Death: Channel a beam of undeath to prevent a friendly minion from dying.

If you wanted to participate on the contest, make sure to use the template and at least confirm via DM that you want to send them in. Check the contest rules for the template 👍

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DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)

Living Siege Weapon
Blazing Bombardment - every X sec this unit attacks its target and all enemies nearby. High attack range. Very slow attack speed.
Sacrifice Bombardment - sacrifice a nearby unit to greatly increase attacks speed of this unit for X sec.

Mushroom Soldier
Heavy Spores - attacks done by this unit knock back small units.
Decomposition Mode - immobilize this unit to gain:
Spore Field - consume some of accumulated corpses on this unit to deal X damage to nearby enemies every sec.

Tundra Walker
Ice Built-up - every X sec gain an Ice Shield absorbing X damage.
Channel Tundra Essence - enter special mode to gain:
Arctic Eruption - every X sec this unit emits ice wave. Enemies hit by this wave take damage. Frozen enemies take bonus damage.

Hanging Balloon
Terror From Above - deal X damage to a an enemy. Knock back small units. Affect only ground units.
Doom Approaches - nearby enemy flying units will move slowly.
Hand To The Death - target a ground unit. Sacrifice this unit to kill the targeted unit. Only works on small and medium targets.

Living Siege Weapon.png

Mushroom Soldier.png

Tundra Walker.png

Hanging Balloon_.png

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The Prince

 

2 Orb Shadow(limited to ONE per Player)
Unit (M)
125 Cost

1250 HP (Size M)
1000 Damage Melee (M Counter)

Ability Rundown

Tier 2 (starting tier)

Sacrifice:
Sacrifice a unit to transfer its health to this one.

Vampiric Aura:
Unit life steals 50% damage dealt.
Nearby units receive 25% aditional Life stealer.

Power through the Ages
75 Power - For every SHADOW ORB after the 2nd one, you can evolve the unit into stronger version and unlock its next ability. On activation, unit solidifies (becoming a structure) and is disabled for 30 seconds as he is transforming into the next tier.

 


Tier 3:

Units health grows by 100% and damage is increased by 100%
Damage type changes to L
Size type changes to L

Ability:

Vampiric Aura:
Unit life steals 50% damage dealt.
Nearby units receive 25% aditional Life stealer. (bonus applies to this unit NOW as well, total 75%)

Blood Pact:
Cost: 25% max health - Summon 2 Nightcrawlers with their Frenzy enabled
OR
Cost: 30% max health - Summon Mutating Frenzy with Deathwish enabled (2 or 3 stacks) - 60/90 health missing
OR
Cost: 25% Max Health - Summon 2 Ripper Squads (Maximum of 4 can be controlled with this)


Sacrifice
Kill an ally unit to steal its health

Power through the Ages
75 Power - For every SHADOW ORB after the 2nd one, you can evolve the unit into stronger version and unlock its next ability. On activation, unit solidifies (becoming a structure) and is disabled for 30 seconds as he is transforming into the next tier.

 

Tier 4

Units health grows by 100% and damage is increased by 100%
Damage type changes to XL
Size type changes to XL

Vampiric Aura:
Unit life steals 50% damage dealt.
Nearby units receive 25% aditional Life stealer. (bonus applies to this unit NOW as well, total 75%)


Blood Pact:
Cost: 25% Max Health - Summon 3 Mutating Frenzy with Deathwish enabled
OR
Cost: 25% Max Health - Summon a Necrofury (can only control 2 Necrofury-s like this)

Sacrifice
(same)

Ages Past:
This unit can overheal...
Excess healing from damage dealt is added to the pool (similar to dreadchargers "The Reaping").
While this pool of health persists, unit deals 100% more damage and receives 100% less damage.


625093880_ThePrince4S.png.8d601d3960faf26ee0fce4c408d519a1.png1981290652_ThePrince3S.png.cad0eabbbc119eb53cb561e0b064a301.png622320804_ThePrince2S.png.4a798063e97febc5f6c176eb785dbf09.png


Idea behind character/unit design:

For starters, Skylords Reborn has reached a very interesting peak in its development where its supporting hybrid orbs, but I think that some pure decks are lacking in the matter, when it comes to purity presentation (since hybrid decks provide much more utility than single type orb decks).

Idea here is to make a certain PURE DECK buffer unit that subjectively works in buffing the primary statistic of the faction, and I cannot deem Shadow Faction as anything else than faction oriented on Health/Lifesteal/Sacrifice mechanic (be it theirs or of the ones of their enemies).

I have intended to make multiple leader variants for all 4 factions with different Level Up mechanics (to make more specific units or augmentation as a faction leader) which wouldn't account as 1 Card Boss unit, but more of an enhancer for their factions original mechanics (which would in the end, make it a primary target focus in fights). General idea is to make unit that would provide more than just a single hand call in power spike or neutral leader utility ( Neutral Heroes like Virydia, which can augment any deck) and focus the unit composition more into a timed assault which would amplify power of Pure Decks, reducing weaknesses they posses due to the lack of hybrid spells for CC, by augmenting them with mechanics that are native to their primary faction (be it passively or actively, while also restricting the foretold unit to them only).

 

Furthermore, idea behind this card is really open up to suggestions and balancing, since I'm also working on variants for other factions (Fire, Nature and Frost), but I got really short on time with college, Holiday planning and New Year event (like I would appreciate it massively if the actual contest lasted a bit longer after new year 😅 ) so I hope that this won't go unnoticed!

Same goes for Character Model, if this EVER passes as possible CARD DESIGN, I would love to be notified about it, since I prepared some voice lines ALONGSIDE the DESIGN MODEL (still WiP, but base idea exists)

 

Edited by Vampire Prince
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Posted (edited)

Time is up!

In total, I have received 140 entries from 88 different participants.

The next step is to compile all the data and present it to the jurors, they will (understandably) need some time to judge all the entries and to discuss edge cases. After the jury has made their decision, I will post the results here.

Please note that 140 entries is A LOT, so this might take a while.

Thanks for all the cool submissions and the awesome energy so many of you brought to this contest! 

Edited by Kapo
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  • Kapo changed the title to Official Card Design Contest - CLOSED! Waiting for the Jury =)
Posted (edited)

Dear Skylords,

The Platinum Winners (and some other entries) will be revealed on Ultralords Stream in two days - 10.01.2023 at 19:00 CET.

I hope you guys are as much hyped as I am! 😃

Here the Link for the Stream Location: https://www.twitch.tv/ultralord_t1421

Edited by Kapo
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  • Kapo changed the title to Official Card Design Contest - CLOSED! Reveal Stream Today 19:00 CET

I want to thank the devs and organizers for this contest it was so cool to see these ideas. I would really like to know what was wrong with my card but of course you cant talk about every single one. I still got gold I'm really happy, I'm hyped for the upcoming patch and I am very interested to see what you have in store for us in the future. 

Keep up the great work! 

...and hot damn some of those entries were sick, I mean look at the collection wow!

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  • Kapo changed the title to Official Card Design Contest - CLOSED - Winners Reveal inside

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