Introduction
First off, @thepeoplesguild, I have to ask—where do you generate those images? They look incredible! Most of the time I'm using DALL-E for image generation.
Lets continue to the post now...
This week challenge is the first part of a 3 part series.
First post is about: Creating Abilities for the Dominion Set
The DOMINION set would replace the Gladiator cards in guild brawls (and only guild brawls), and this challenge is your chance to help shape how these new monsters would impact gameplay. These abilities will focus on team-wide benefits, setting them apart from the self-focused Bloodlust ability of the Gladius cards.
Check out the full details of this challenge here: The Episode Challenge: Dominion Pt. 1.
There have already been some fantastic posts about this challenge, and it's been fun reading everyone's creative ideas. Coming up with my own abilities was quite the challenge, but also a lot of fun. In this post, I’ll be sharing some of my ability ideas for the Dominion set. If that sounds interesting, keep on reading!
And honestly, I still have ways to go before I complete my Gladius collection, so I wasn’t sure if I’d be ready to think of new cards. But here we are!
Introducing the Dominion Abilities
Here are my ideas for each element’s ability, focusing on short-term, strategic boosts that enhance the power of Domineers in guild brawls:
Life: Marksman
Every time this unit defeats an opponent, it triggers a burst damage to all enemies
Every time this Unit defeats an opponent, it triggers a burst of damage to all enemies (1 damage to all), dealing area-of-effect damage and weakening the opposition in one decisive shot.
Water: Tornado
For 3 rounds take down 1 armor
The Water Domineer commands a swirling Tornado that reduces the enemy team's armor. Unlike the Rust ability, this effect strips -1 armor each round for the first 3 rounds, making this Domineer essential for dismantling heavily armored teams over time.
Death: Molasses
For 2 rounds slow the enemy speed down with 1
Death Domineers unleash Molasses, a sticky, dark substance that slows the enemy team by -1 speed for the first two rounds. This ability cripples the opponent's momentum, making them vulnerable to early strikes from faster monsters.
Fire: Incinerator
Every time this unit defeats an opponent, chance to ignite adjacent units
The Fire Domineer wields the power of Incineration, igniting adjacent enemies when it kills a unit. These enemies burn, taking 1 damage per turn, unless they are cleansed. This ability spreads chaos across the battlefield, dealing ongoing damage as the flames spread.
Earth: Forest Protect
Every time this unit defeats an opponent, all team mates get +1 armor
Earth Domineers thrive on resilience. With the Forest Protect ability, when they defeat an enemy, the entire team gains +1 armor, representing the protective embrace of nature’s tough exterior.
Dragon: Eternal Flame
Deals 1 damage every turn to all enemies except dwarfs
The Dragon Domineer comes with a twist—a special summoner with the ability Eternal Flame. This unique summoner deals 1 damage to every monster on the battlefield each round, except for Dwarves, who are immune to the heat. This ability pushes both teams into an intense battle for survival as they try to avoid being consumed by the dragon’s relentless fire.
Neutral: Petrify
Every time this unit defeats an opponent there is slight change to petrify the enemy team
The Neutral Domineer wields Petrify, a fearsome ability with a chance to turn an enemy team into stone. When a unit with Petrify kills a unit on the other team is has a small change (10%) to petrify the enemy team and turn the enemy team into stone the for 1 turn. This ability creates opportunities for powerful crowd control, allowing for more strategic plays.
Note you might want to restrict this to only 1 time per battle.
As always everything is subject to change 🤣
Closing notes
I believe it would be fantastic if we move beyond a single ability tied to a set, like Bloodlust for the Gladius cards. By giving each Splinter its own unique set of abilities—exclusive to the Dominion set—we can introduce something fresh and exciting that won't overlap with core sets, mini editions, or promo cards.
These abilities are crafted to bring dynamic new strategies to guild brawls, pushing the boundaries of creativity and teamwork. With Domineers poised to revolutionize how we approach brawls, I hope these ideas inspire the community to think creatively and explore the untapped potential of team-focused gameplay.
It’s been fun reading everyone’s ideas and coming up with my own. I'm really looking forward to the next part of this challenge and seeing how Dominion evolves!
That's all for this week hope you enjoyed reading this post. See you all on the battlefield
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Some interesting dominion abilities you shared. Have made a similar ability on marksmanship but for Death element.
Thanks, also seen your post, also great ideas. The team can pick out some of all the community ideas and form and shape them into the game.
Sure! callmetim may have adopted and refine some of this ideas for new card abilities in the future.
Excellent work here Beaker in yet another challenge submission! I particularly love the Life: Marksman ability - sounds fun. Thanks for participating again amigo - lookin forward to the rest of your submissions for Parts 2 & 3!
Thanks, your gathering some nice input for the team to go over and pick some nice ideas to work further on 💪
Thanks for sharing! - @azircon