These card designs were produced by Nocturnal Advantage for Task 2 of the Wulven Apprentice. After you have reviewed them and those of the other team, Random Heroes, please cast your vote as to which team you thought did the better job.
Elemental Hero and 10 Class Cards
Rationale for Design Decisions
To help you judge their cards, the team were given the opportunity to share design insights on the cards they produced. What they wrote has been pasted here verbatim:
Xerius
We made xerius under the idea that the only existing mill deck in the game right now is not interactive and essentially just forces your opponent to sit there and do nothing while you just chip away at their deck card by card.* We wanted a more interactive mill deck that forces the decks controller to make not so straight forward plays to reach their deck out goal.*
-Tom
The idea of a hero discarding from the opponent’s deck will make a mill deck viable. It can have great synergy with some of the cards already in Shadow Era and with a few of our other card ideas. We felt that simply milling a card was not quite enough for a hero, so we added the two damage to opposing target.
-Sam
Kinetic Expulsion
This is another card that fits the mill theme of the hero we created.* It also allows elemental decks another option to deal with problematic cards that is not really seen much currently in Shadow Era, and that is stopping a card before it hits the field.* This card can be a very good counter to certain decks that require cards to be drawn in a certain order, or also wreak havoc on toolbox decks.
-Tom
Purpose – This card goes great with the mill theme. Elementals did not have many spells and this card seemed to fit perfectly. It is not too powerful because you must choose between taking the board or milling the opponent.*
-Sam
Orb of Augury
This card was made for multiple reasons.* The obvious being its synergy with our hero.* With this elemental deck doesn't have as many options to deal with your opponents allies head on, we felt that orb is another trick to put off possible threats and also peek at what they have to deal with it before hand. These small tricks make this a card that made the final cut.
-Tom
Purpose – This deck synergizes very well with our new hero “Xerius” and several other cards. It has multiple uses. You can use the card to pick the card you want to discard with your hero. We gave the ability to each player to keep from giving Elementals too much power. The card can also be used to correct your own draw.
-Sam
Soul Salvage
For this card, my basic idea was to design a card which would specifically benefit our hero, Xerius, by interacting with his “mill” ability, but which would also be usable for Elementalis and Zaladar. This design went through several iterations. Originally, the idea was to have it target any ally in the opponent's graveyard, which was later changed to only letting Soul Salvage target the topmost ally in the opponent's graveyard, but we decided after some play-testing that giving Elementals a way to get an Aeon Stormcaller on their side would be really annoying at the very least, and quite possibly problematic for the health of the format. We also tinkered with the notion of increasing the resource cost for Soul Salvage to seven or eight, and having it retain the ability to target any ally without exclusion, but we ultimately decided that this was the cleanest implementation of the idea. I think this is a good idea, because it also keeps design space open for making powerful human allies that cost five or more resources without the need for worrying about if they would be “fair with Soul Salvage.”
I thought this artwork was a good fit, because it seemed to match the general “Elemental aesthetic,” and to visually suggest a creature being pulled out of a lake of fire to do the bidding of some magical entity that is pulling it back into the plane of life as we know it by means of wild electrical magic. This seemed both “very Elemental” to me, and also to fit the flavor of a reanimation spell. I was proud that we found something that seemed more “Elemental reanimation” and less “necromancy.”
-Caleb
Astral Calamity
I knew as soon as I had this idea that I wanted this guy to be our rare. I wanted something that would have a lot of “wow factor,” and potentially appeal to both newer and more experienced players alike. Moreover, I wanted to create the feeling of a “chase rare,” something that would help move a lot of product. I envisioned an ally that would seem perhaps even overpowered on first blush, but who would be subtly restrained from being “too good” by means of some mitigating factors. I also wanted him to introduce a powerful new mechanic, 'barrage,' because I believe that powerful new abilities are generally a source of excitement within the fan base for any given CCG. Astral Calamity is what I consider a high-risk, high-reward card. If you can keep him around, Astral Calamity should provide a good source of board control, and help keep your opponent under pressure. However, at only three health points, he should be easier to dispose of than any other ally that costs six resources to play. Since his secondary ability gives all friendly allies +1 attack and +1 health when he kills an opposing ally, Astral Calamity is probably optimal in a deck that uses a fair amount of other allies with a fairly aggressive overall strategy. Because of this, it is my belief that a savvy player will often be able to draw out his opponent's removal cards before playing Astral Calamity.
Basically, I wanted the card to offer this trade-off: “When you play me, I will probably demand an immediate answer from the opponent, or else they may start to fall behind in board position. However, I'm expensive and relatively easy for the opponent to answer.”
We chose this artwork after much deliberation. We looked at several others, which were alternately dismissed for “not looking Elemental enough,” “being already licensed to ngmoco,” “looking too durable/ tough to kill,” “looking a bit too much like Furrion Terror,” and “not inciting enough fanboy lust.” I wanted the art to match the flavor of, “This is a powerful ally who can deal a lot of damage, but he may have some weak points which make him easier to kill.” I'd like to think we nailed that.
-Caleb
Abyssal Blade
This is another card that was designed to specifically support our hero, Xerius. My goals for this card were two-fold: Since Xerius' ability only deals two points of damage upon activation, I felt that he needed a viable weapon as a source of supplemental ally control. Also, we wanted to reinforce the “milling” as a viable path to victory for Xerius, without having him be a source of frustration for players like Millstalker was before the release of Dark Prophecies. Towards this end, we wanted Xerius to reinforce interactive gameplay, because my group surmised that the most annoying part about the “Millstalker” deck was that it fostered a non-interactive mode of gameplay. We wanted Xerius to encourage using allies, and for him to actively seek paths to victory over the opponent rather than playing as a deck which is designed to stall or prolong the game until the opponent is pretty much out of ways to win.
The art actually came before the concept for this card, since I knew that Scarypet was worth keeping an eye on, and this was one of his unlicensed pieces. The artwork seemed very Elemental-looking, and gave me the idea of a sword made out of antimatter, or infused with a black hole energy. I took this idea as a concept for the “milling” mechanic and ran with it, and this “void/ abyss/ black hole” flavor gave me the idea for Voidgut.
-Caleb
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