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The IW Community => Community Events & Contests => Topic started by: NTL on April 09, 2017, 11:59:42 AM

Title: [CDC] Age of Commanders [CLOSED]
Post by: NTL on April 09, 2017, 11:59:42 AM
Card Design Challenge – Age of Commanders

Design a character with either active or passive ability that works from command zone.
Don't create card which can only buff itself like AC Mechborn or Kinetically Overloaded Drone.
There are no further restrictions, so nothing will limit your creativity  :)

--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES
1st place: 3 alt art packs and 3 collection penta packs
2nd place: 2 alt art packs and 2 collection penta packs
3rd place: 1 alt art pack and 1 collection penta pack
All participants who submit an entry will receive a collection penta pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

Challenge Deadline: 22th April 11am IWT
Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 09, 2017, 01:19:37 PM
Hiding, the Netdecker
Neutral Purity
3 cost
8 morale
Unique Character- Artificial Human

Pay X: Activate an activatable ability of a target card in the same zone as Hiding, the Netdecker  where X is the cost of that ability. Pay all costs and effects as if Hiding, the Netdecker were that card (exhaust, self healing etc.)

0/6

---

Kinda wordy but essentially lets say you have an aleta in command. You can now use her ability twice a turn at the cost of 1 purity [Im neutral purity here, so putting me as a commander makes you have a neutral commander]. Low cost means you can also deploy me to use other activated abilities of other cards you like NOT limited to characters. Wanna flux capacitor twice a turn? Go for it. You can breeding grounds twice. Dragon project twice [though progress activated on me is recorded on me so if I die the progress made on me goes away]. Hellmouth twice. And even store ppl in me if you really want to using Dojo.

Maybe you want to turn 1-4 use Rita to spawn tokens twice. Pay 1 to exhaust rita and spawn a thrall, then pay 1 to use me to spawn another token. Then use Vahnash later on twice a turn.
Title: Re: [CDC] Age of Commanders
Post by: scotho5 on April 09, 2017, 02:47:02 PM
Decimus, The Annihilator
2p fd
Unique character-human
Legendary
Cost 5
Morale 18
8/8
Pay 1, add 1 annihilation counter to Decimus
Pay X, exhaust, remove X annihilation counters from Decimus, deal X damage to the opponents fortress for each creature that dies this turn.
"Even in death, his men don't accept defeat."
-----------------------------------------------------------------
He's a game ender for the flame dawn, kinda like a finishing move, if you can predict when your army goes down, you can probably end the game right there and win.
Title: Re: [CDC] Age of Commanders
Post by: mew28 on April 09, 2017, 02:49:48 PM
Name: Aberion's Fan Club
Faction/Purity: FD2
Type: Human
Rarity:Rare
Cost: 3
Morale: 15
Attack/Health: 8/8
Rules Text:Preemptive Pay 4 target character in the attack zone becomes invincible for the turn
If Aberion the Hammer of Dawn is deployed he gains 12/12
Flavor Text: Aberion the master of the Dawn has built up quite the fan base over his many battles.
Title: Re: [CDC] Age of Commanders
Post by: Prince of Lies on April 09, 2017, 03:12:47 PM
Name: Cosmos, The Celestial Order
Faction/Purity: 1 Overseers of Solace
Type: Unique Character - Angel Spirit
Rarity: Legendary
Cost: 10
Morale: 12
Attack/Health: 1/10

Rules Text:
Untouchable
If Cosmos is a commander, you may include up to one copy of every Champion in your deck regardless of purity.
While Cosmos is in play, you may control up to 2 Champions in the deployed area.
If a Champion's current stats is equal or more than twice of its original power or health, it is removed from play and you lose 10 fortress health and unit morale.
If Cosmos leaves play in any form, remove all Champions from the game (includes hand, graveyard and deck) and inflict damage to both players' fortress and morale equal to the total cost of the Champions removed this way.

Flavor Text:
"Her descent from the colorless skies of Solace was graced by a serene calming melody that echoed throughout the plane. As her figure gradually manifested into view, all the fighting, all the suffering, all the bickering gradually hushed to a faint incoherent mumble. A clatter of lightcasters on the ground quickly followed. Not even Sol and Lilariah could resist her power. Cosmos, the physical embodiment of Order, had come at last. No, not order but complete and utter suppression."

----
Note: I actually like the Champions mechanic but I feel like some are underwhelming by themselves. I thought of certain Champion combinations like Lilariah and Harahel or Melosia and Kraos who would be better working together before coming up with this idea.

Originally, this was just supposed to a command card to allow up to 2 deployed Champions at once. This came at a cost of simply going with just 1 Overseers purity which limits spells and Characters. (You can still go with three-purity Overseers though.)
However, you get the option to bring Champions Gao Han and Aberion along with their respective original factions' two-purity spells and Characters which may or may not be better.
You could also mix and match Champions with certain factions' strengths such as running Virus cards, sinister Demons, Verorian magics, Genesis robots.

However, it sounded a bit overly advantageous so a penalty had to be made for running self-buffing Champions or a strategies revolving around buffing a Champion/s. Such as Rhaziel being removed after he completes his first attack, Tempus doing the same after 3 angels are deployed, and even Sol after receiving +6 in Power or +8 in Health.

Lastly, her final effect is just a nod to her flavor text, implying that her death means the end of the Champions and might lead to chaos.

tl;dr
She's the Enyah of the Champions with a wall of text.
Might be overpowered but whatever.
Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 09, 2017, 03:34:15 PM
Decimus, The Annihilator
2p fd
Unique character-human
Legendary
Cost 5
Morale 18
8/8
Pay 1, add 1 annihilation counter to Decimus
Pay X, exhaust, remove X annihilation counters from Decimus, deal 2 times X damage to the opponents fortress for each creature that dies this turn.
"Even in death, his men don't accept defeat."
-----------------------------------------------------------------
He's a game ender for the flame dawn, kinda like a finishing move, if you can predict when your army goes down, you can probably end the game right there and win.

you have 5 counters.
Pay 5, remove 5 counters.
5x2 = 10.
6 of your characters die and 2 of your opponents die
Thats 8x10=80 damage.
What in gods name.
Title: Re: [CDC] Age of Commanders
Post by: scotho on April 09, 2017, 03:36:50 PM
Yeah maybe it needs a bit of a nerf, I'll remove to 2 times part

Sent from my SM-G900V using Tapatalk

Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 09, 2017, 03:43:36 PM

Your Card in command
Rita shadow priestess as second commander.

3xGaohan= 15
3x Aberion= 18
3x Harahel= 12
3x Lilariah= 12
3x Irial=18
3x melosia= 15
1x Sol=5
2x Tempus=2

Torch bearer as last commander

Turn 1:

Play torch bearer into your defense zone. Sacrifice Your card to Rita.

both players take 97 damage and 97 morale
opponent takes 3 more from torch bearer= GG

Instant turn 1 win= might be overpowered

Editted- oops meant Irial
Title: Re: [CDC] Age of Commanders
Post by: ToxicShadow on April 09, 2017, 03:51:15 PM
Your Card in command
Rita shadow priestess as second commander.

3xGaohan= 15
3x Aberion= 18
3x Harahel= 12
3x Lilariah= 12
3x Jubilia=18
3x melosia= 15
1x Sol=5
2x Tempus=2

Torch bearer as last commander

Turn 1:

Play torch bearer into your defense zone. Sacrifice Your card to Rita.

both players take 97 damage and 97 morale
opponent takes 3 more from torch bearer= GG

The card has untouchable, you can't sac it to rita just like that.
Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 09, 2017, 03:52:18 PM
Your Card in command
Rita shadow priestess as second commander.

3xGaohan= 15
3x Aberion= 18
3x Harahel= 12
3x Lilariah= 12
3x Jubilia=18
3x melosia= 15
1x Sol=5
2x Tempus=2

Torch bearer as last commander

Turn 1:

Play torch bearer into your defense zone. Sacrifice Your card to Rita.

both players take 97 damage and 97 morale
opponent takes 3 more from torch bearer= GG

The card has untouchable, you can't sac it to rita just like that.

Im actually not sure how untouchable works exactly right now. I dont think you need to target to sacrifice Rita's card text doesnt mention sacrificing a target character. Just sacrifice a character.
Title: Re: [CDC] Age of Commanders
Post by: Prince of Lies on April 09, 2017, 03:55:29 PM
Your Card in command
Rita shadow priestess as second commander.

3xGaohan= 15
3x Aberion= 18
3x Harahel= 12
3x Lilariah= 12
3x Jubilia=18
3x melosia= 15
1x Sol=5
2x Tempus=2

Torch bearer as last commander

Turn 1:

Play torch bearer into your defense zone. Sacrifice Your card to Rita.

both players take 97 damage and 97 morale
opponent takes 3 more from torch bearer= GG

The card has untouchable, you can't sac it to rita just like that.

Im actually not sure how untouchable works exactly right now. I dont think you need to target to sacrifice Rita's card text doesnt mention sacrificing a target character. Just sacrifice a character.

I don't think you can manually sacrifice an Untouchable character but Jubalia also isn't a Champion.
But I've fixed the word to only put one copy of each Champion in.
Title: Re: [CDC] Age of Commanders
Post by: ArcaneAzmadi on April 10, 2017, 08:39:16 AM
Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all non-character cards in your deck as well as all activated abilities on permanents (to a minimum of 1), and increase all other numbers except for base Attack and Defence and Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

EDIT: Severely toned down in response to the realisation that the card was outright broken- I completely underestimated how reducing the cost of characters by 1 and giving them +2/+2 makes even the worst character in the game completely OP. Now she doesn't reduce the cost of characters or buff their base attack and defence any more, but still reduces the cost of artifacts, locations and abilities as well as the costs of activated abilities. This might actually make her a bit UNDERpowered (without the stat bonuses the Highlander effect hurts a lot more, especially since you're restricted to pure Verore and neutral characters only) but better undertuned than game-breaking.
Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 10, 2017, 09:36:53 AM
Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all cards in your deck and all abilities on those cards (to a minimum of 1), and increase all other numbers except for Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

This is a very complex card in terms of sheer amount of interactions. Pretty fun to theorycraft with. Just wanna note that almost every character card in your deck [yes even soldier of fortune] is now a very good value card:

Soldier of fortune- 1 cost 6/6
Aether Acolyte- 1 cost 7/7, +3/+3 for each spell cast
Angel's bane- 1 cost 8/8
Beast of Burden 2 cost 9/10
Masked Initiate- 1 cost 7/8
Neophyte summoner- 1 cost 4/4 that spawns an 8/8 flying demon [total 12/12 stats for 1 cost]
Warped Swarmer- 1 cost 7/7

At least Demon Hunter/Spec Ops will now be used as 2 cost 8/10's

To go along with these high value character cards you can now play death blast for 4 resources, remove 12 cards from grave and deal 48 damage max.
Title: Re: [CDC] Age of Commanders
Post by: Vuurjopi on April 10, 2017, 11:33:20 AM
Name: Manuel, recruiter of the Flame Dawn
Faction/Purity: 3p FD
Type: Unique Character, Human
Rarity: epic
Cost: 6
Morale: 7
Attack/Health: 6/12
Rules Text: At the end of each turn, if Manuel is in the command zone, he creates a recruit [human, 5 cost, 1 morale, 2/2] in the command zone. If Manuel enters the deployed zone, all recruits in the command zone go to the assault zone.
Flavor Text: "Fresh meat for battlefield!"

---
comments:
---
Sacculas is very strong in combination with this card, but at least there aren't any box of wonders or CTA's to make the combo too OP. We gotte give 3p FD some love.
Thank you NTL for pointing out the missing morale cost. As for deploymend, the recruit is made in the command zone. It functions as a normal character, so you can't move it freely until it is deployed.
Title: Re: [CDC] Age of Commanders
Post by: ToxicShadow on April 10, 2017, 12:28:56 PM
Elya, the elder Witch
Purity: 3 Verore
Cost: 10
Morale: 15
Type: Unique Character - Human
Stats: 25/25
Rarity: Legendary

Unstoppable

Exhaust, overcharge Elya with an ability card: Elya gets -10/-10 and the following ability:

Pay 1, exhaust: Play the last ability you overcharged Elya with as if it was in your hand (meaning you also have to pay the cost of this ability). Elya gains -5/-5.

The mightiest witch of the Verore can cast any spell known to the cult, however her lifespan shortens with every application of her powers. Thus is the price of power.

Title: Re: [CDC] Age of Commanders
Post by: ArcaneAzmadi on April 10, 2017, 02:47:50 PM
Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all cards in your deck and all abilities on those cards (to a minimum of 1), and increase all other numbers except for Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

This is a very complex card in terms of sheer amount of interactions. Pretty fun to theorycraft with. Just wanna note that almost every character card in your deck [yes even soldier of fortune] is now a very good value card:

Soldier of fortune- 1 cost 6/6
Aether Acolyte- 1 cost 7/7, +3/+3 for each spell cast
Angel's bane- 1 cost 8/8
Beast of Burden 2 cost 9/10
Masked Initiate- 1 cost 7/8
Neophyte summoner- 1 cost 4/4 that spawns an 8/8 flying demon [total 12/12 stats for 1 cost]
Warped Swarmer- 1 cost 7/7

At least Demon Hunter/Spec Ops will now be used as 2 cost 8/10's

To go along with these high value character cards you can now play death blast for 4 resources, remove 12 cards from grave and deal 48 damage max.

...you think I need to tone it down a bit? Maybe just remove the cost reduction mechanic altogether? Or maybe make the +2 to all number only apply to card text, not base stats?
Title: Re: [CDC] Age of Commanders
Post by: VefomeT on April 10, 2017, 05:04:54 PM
Name: Neon, Who Dwells In Matrix
Faction/Purity: 3 Genesis Industries
Type: Unique Character - Artificial Abberation
Rarity: Legendary
Cost: 0
Morale: 10
Attack/Health: 0/6

Rules Text:
Untouchable
If Neon, Who Dwells In Matrix is in the command zone at the start of the turn, choose a commander, your opponent controls - Neon changes its subtype to be one of the chosen character.
Pay 3 - All characters with the same subtype as Neon your opponent controls get -2/-0.
Pay 5 - Remove target character from the game untill the end of the turn, it changes its subtype to be the same as Neon.

Flavor Text:
"Artificial minds are a mystery."
"A mystery that human mind created"
"A mystery that human mind will never solve"
Title: Re: [CDC] Age of Commanders
Post by: NTL on April 10, 2017, 06:07:48 PM
Name: Manuel, recruiter of the Flame Dawn
Faction/Purity: 3p FD
Type: Unique Character, Human
Rarity: epic
Cost: 6
Morale: 7
Attack/Health: 6/12
Rules Text: At the end of each turn, if Manuel is in the command zone, he creates a 2/2 human recruit in the command zone. If Manuel enters the deployed zone, all recruits in the command zone go to the assault zone.
Can you move those 'recruits'  freely between zones without deploying your commander?
What is morale cost of each token?

Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all cards in your deck and all abilities on those cards (to a minimum of 1), and increase all other numbers except for Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

This is a very complex card in terms of sheer amount of interactions. Pretty fun to theorycraft with. Just wanna note that almost every character card in your deck [yes even soldier of fortune] is now a very good value card:

Soldier of fortune- 1 cost 6/6
Aether Acolyte- 1 cost 7/7, +3/+3 for each spell cast
Angel's bane- 1 cost 8/8
Beast of Burden 2 cost 9/10
Masked Initiate- 1 cost 7/8
Neophyte summoner- 1 cost 4/4 that spawns an 8/8 flying demon [total 12/12 stats for 1 cost]
Warped Swarmer- 1 cost 7/7

At least Demon Hunter/Spec Ops will now be used as 2 cost 8/10's

To go along with these high value character cards you can now play death blast for 4 resources, remove 12 cards from grave and deal 48 damage max.

...you think I need to tone it down a bit? Maybe just remove the cost reduction mechanic altogether? Or maybe make the +2 to all number only apply to card text, not base stats?

While I don't mind strong card or even borderline overpowered, your current card is straight broken in terms of strength, having both stats buff and decreasing cost for characters is way too much, any character in such deck would have power and health above resource curve and you will just roll over anything other player can throw against you, not even mentioning help of buffed spells.
I will not tell you how you should change your entry, but it should be toned quite a lot.

Name: Neon, Who Dwells In Matrix
Faction/Purity: 3 Genesis Industries
Type: Unique Character - Artificial Abberation
Rarity: Epic
Cost: 0
Morale: 100
Attack/Health: 0/6

Rules Text:
Untouchable
If Neon, Who Dwells In Matrix is in the command zone at the start of the turn, shuffle 3 Misinformation Abilities in your deck.
When an artificial character enters the deployed area, it is destroyed, dealing X damage to its controller fortress and every character in the same zone as it, where X is double of that character attack. 
Pay 1, discard any number of Misinformation Ability cards - Create a 5/5 artificial character in your opponent's support zone for each one of the Misinformation Ability cards discarded.
I believe by deployed area you mean battlezone, either assault or defence zone, can you clarify?
Title: Re: [CDC] Age of Commanders
Post by: VefomeT on April 10, 2017, 06:28:23 PM
Accordingly to a character area of deployment, support zone for normal characters, attack zone for a char's with charge, defence zone for a vigillance characters
Title: Re: [CDC] Age of Commanders
Post by: Benionin on April 10, 2017, 08:03:23 PM
Senior Iterator
2 Genesis Industries
Unique Character
Rare
3 Cost
8 Morale
4/9

Whenever you play an Artifact card, put an Iteration counter on CARDNAME. At the end of your turn, if CARDNAME is in the command zone, remove all Iteration counters from CARDNAME and draw 1 card for each counter removed.

This one is completely useless. Bring me another.

Art: a man in Genesis blues and grays holding a blue rectangle Placebotron and frowning.



The Senior Iterator is obviously meant to support Omnitron strategies, but his application is slightly broader. Since his effect triggers at the end of the turn (templating taken from Genesis Scavenger), rather than constantly throughout the turn, he doesn't allow a crazy single turn where you play your some fifteen cards and drop an Omnitron. Combined with Researchers, he'll let you dump your hand repeatedly as you search for your win-con, but he's not limited to just GI. Most artifacts are 2-purity, admittedly, but there are a few single-purity options as well--Ancient Egg, the Banners, Box, and Tome come to mind. As such he becomes useful elsewhere (if he were a single purity you could basically run any artifacts with him you wanted), and might see limited play in draft.
Title: Re: [CDC] Age of Commanders
Post by: Number11 on April 11, 2017, 12:19:38 AM
Lustful Succubus
2 purity EX - Uncommon
4 cost
5 morale
Character - Demon
8/12
Reach

Opponent can not take control of or obtain Lustful Succubus and if the opponent tries to revive Lustful Succubus, she will deploy at the original owners support zone. This also applies to all your other characters if Lustful Succubus is in play.

"No one would want to abandon this alluring succubus."
"When you think you are out of reach she will lure you in."

This card can counter the infect mechanic and cards like Raise Dead, Dragon Collar, To Boldly Go and Zuza, Angelic Siren. The succubus will also make Two Face a more dangerous threat.
Title: Re: [CDC] Age of Commanders
Post by: ArcaneAzmadi on April 11, 2017, 05:23:19 AM
OK, in response to the realisation that Rita, Tyrant Queen of Veroria was completely broken, I massively pruned her back. She doesn't reduce the cost of characters any more (although she does still reduce the cost of activated abilities on characters), nor does she give them all +2/+2 by default.

Still pondering whether I should return the attack/defence bonus but instead reduce the number bonus across the board from +2 to +1...
Title: Re: [CDC] Age of Commanders
Post by: NatoPotato on April 11, 2017, 06:52:34 AM
The Primal Frenzy Inducer
(http://i.imgur.com/jt5dUvF.gif)  (http://i.imgur.com/Qdy6y97.gif)
6 cost
6 morale
Unique Character - Demon Beast
10/10

Pay X+1, Exhaust (X min 1): Target deployed non-artificial character gets +3X/+X until the end of the turn, after the combat step it gets -0/-X and enters combat with a random character in the same zone.

"Twisting the body and mind to expose a beings hidden, vicious, primal tendencies can have an extraordinary affect on their capacity for combat...  and a detrimental affect on their self control."



Basically you can give a decent boost to your own units for a turn and if they're 'alone' (or you get them killed that turn) you can avoid the additional combat, or you can target characters in your opponents support (or defense) zone to cause health loss and infighting, although your opponent might move the targeted card to the battlefield.

The more resources you put into it the bigger the boost, but also the bigger the fall in health afterwards, and the more likely you are to kill something else you control, the more you spend on an enemy the more dangerous the risk if they decide to move it to assault.
Title: Re: [CDC] Age of Commanders
Post by: Vuurjopi on April 11, 2017, 09:10:17 AM
Thank you NTL for pointing out the flaws in my submission. I've updated it.
Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 11, 2017, 10:35:07 AM
Rage Inducer
(http://i.imgur.com/jt5dUvF.gif) / (http://i.imgur.com/Qdy6y97.gif)
5 cost
6 morale
Unique Character - Demon Beast
8/8

Pay X+1, Exhaust: Target deployed character gets +3X/+X until the end of the turn, after the combat step it gets -0/-X and enters combat with a random character in the same zone.



(paying X=0 is not an option)
Basically you can give a decent boost to your own units for a turn and if they're 'alone' (or you get them killed that turn) you can avoid the additional combat, or you can target characters in your opponents support (or defense) zone to cause health loss and infighting, although your opponent might move the targeted card to the battlefield.

The more resources you put into it the bigger the boost, but also the bigger the fall in health afterwards, and the more likely you are to kill something else you control, the more you spend on an enemy the more dangerous the risk if they decide to move it to assault.

Should probably state in the card text you cant choose 0. Someone may want to force opponent characters to fight themselves for 1 and you dont indicate that you cant.
Title: Re: [CDC] Age of Commanders
Post by: NatoPotato on April 11, 2017, 12:41:22 PM
Was figuring it was ok since if you did try it wouldn't fail or exhaust the card and then not do anything, you would just see that 1 is the min and either accept or cancel, but good point.
Title: Re: [CDC] Age of Commanders
Post by: VefomeT on April 11, 2017, 03:55:31 PM
Edited my card, it may be better now. Or worse
Title: Re: [CDC] Age of Commanders
Post by: MakinoMane on April 11, 2017, 10:03:27 PM
Name: Malpurcio, the crazy wanderer
Faction/Purity: 3Exiles
Type: Demon
Rarity: Epic
Cost: 0
Morale: 10
Attack/Health: 0/12
Rules Text: Unique, you may only have 1 copy of this character as a commander and this character can not be moved from the command zone.

At the end of your turn, discard a random card from your hand and 2 random characters in each of your opponents zones gains +1/-2

Flavor Text: Upon coming into contact with this insane monstrosity, none wish to ever meet it again, if they survive the encounter.
Title: Re: [CDC] Age of Commanders
Post by: ecliptix on April 14, 2017, 11:29:02 PM
Name: Vargus, The Deciever
Faction/Purity: Factionless
Type: Unique Human
Rarity: Legendary
Cost: 4
Morale: 12
Attack/Health: 8/9

Two Lives
Vargus may only be in your deck as a commander and you may only have one copy of a unique character in your deck. Vargus counts as one purity of your choice. If Vargus dies, all deployed creatures you control lose -2/-2.

While Vargus is in the command zone, your opponent may not see the purities of your deck or any text other than cost on all of your other commanders. Furthermore, do not reveal any cards you control to your opponent when you play them. When you play any creature, your opponent may ONLY see that creatures cost.

Flavor: Deception is the art of all warfare

The basic idea is that it takes hidden information in this game to an entirely new level. BUT- it restricts what cards you can play with and carries a steep penalty should he die.

But play multiple creatures of the same cost and suddenly your opponent won't know what to target first.

I will also say that coding constraints more or less ensure this card will never see the light of day, but the challenge said not to worry about that :D
Title: Re: [CDC] Age of Commanders
Post by: ORISOLVE on April 15, 2017, 05:09:56 PM
Name: Inter-Dimensional Splitter Robot
Faction/Purity: 1 Genesis
Type: Character - Artificial
Rarity: Legendary
Cost: 5
Morale: 8
Attack/Health: 10/10

When Inter-Dimensional Splitter Robot dies while deployed, it creates two 4/4 Splitter-Lites in the Support Zone. When Inter-Dimensional Splitter Robot is removed from the game, a copy of this card is created in the same zone it was in with a Resource Cost 2 less than the original. Pay 4: Remove Inter-Dimensional Splitter Robot from the game. It returns to play at the end of the turn.

Flavor Text: ticktockemarfemit tsktskbuzzbuzz
Title: Re: [CDC] Age of Commanders
Post by: ecliptix on April 15, 2017, 07:01:02 PM
Name: Inter-Dimensional Splitter Robot
Faction/Purity: 1 Genesis
Type: Character - Artificial
Rarity: Legendary
Cost: 5
Morale: 8
Attack/Health: 10/10

When Inter-Dimensional Splitter Robot dies while deployed, it creates two 4/4 Splitter-Lites in the Support Zone. When Inter-Dimensional Splitter Robot is removed from the game, a copy of this card is created in the same zone it was in with a Resource Cost 2 less than the original. Pay 4: Remove Inter-Dimensional Splitter Robot from the game. It returns to play at the end of the turn.

Flavor Text: ticktockemarfemit tsktskbuzzbuzz

I had to log-in with my phone while my computer is incapacitated just so I could tell you this is obscenely broken. I hope you're proud of yourself. :p
Title: Re: [CDC] Age of Commanders
Post by: artistx on April 19, 2017, 01:08:13 PM
Name: Tigra, Pack Mother
Faction/Purity: 3 Warpath
Type: Character Beast
Rarity: Legendary
Cost:5
Morale:12
Attack/Health:10/10
Rules Text: Exhaust Tigra and target deployed beast you control and pay X where X is the cost of the targeted beast. Create a fully healed copy of targeted beast in the support.

Beasts created this way get +3/+3 while Tigra is on the battlefield.


Title: Re: [CDC] Age of Commanders
Post by: Hiding on April 20, 2017, 01:38:05 AM
Name: Tigra, Pack Mother
Faction/Purity: 3 Warpath
Type: Character Beast
Rarity: Epic
Cost:5
Morale:12
Attack/Health:10/10
Rules Text: Pay "4" Exhaust Tigra and Target deployed beast to create a fully healed copy of targeted beast in the support.

Feel like you might wanna up the cost of activation to at least 5. Spawning pack leaders every turn for 4 seems kinda powerful
Title: Re: [CDC] Age of Commanders
Post by: NTL on April 22, 2017, 04:40:13 PM
Hiding

scotho5

mew28

Prince of Lies

ArcaneAzmadi

Vuurjopi

ToxicShadow

VefomeT

Benionin

Number11

NatoPotato

MakinoMane

ecliptix

ORISOLVE

artistx

And the winners are:

3rd

2nd

1st

Congratulations to the winners!
Thank you for your participation, competition was close-fought and I saw many good ideas - which was my initial goal  :)