Boss: LoS
Balanced and Fieldwipe is a bit of a misnomer, as wiping the field is a perfectly balanced mechanic. The problem, of course, lies in the fact that it can easily be used by stalls to destroy all opposition. So you need to hit the point where it's not gonna be strong enough to make stalls undestroyable, and also be viable for use in at least some cases.
ATNT: Notes don't specify anything, so it'd seem that this just instantly destroys the opponent's field (creatures at 0 HP shouldn't survive). It's a bit undercosted for that.
Abyss: Really overkill, since it'll often be useful for your opponent over time to have 5 attack monsters. So it doesn't merit the huge cost, specially since board clears using this is also expensive.
League: A pretty creative idea for an element without a powerful conventional stall. Synergizes with gravy shield and could make gravy stalls top tier. But consuming all gravy quanta makes it pretty balanced.
FHM: -2/-2 is pretty strong, but they manage it with the condition unupped and cost upped.
Chaosomes: Yeah, full reset is just not a good idea. Just seems unfun to return to a point with no pillars and drawing a few at a time.
Gaia: A bit complicated, and vague about what 'attacking creatures' are. Are 0-attack creatures not affected? Are delayed creatures not affected? Just don't understand the card enough to assess it.
Ok, so it narrows down to League and FHM. I'm a bit concerned about the balance of League's card, but I still prefer having a card that buff a (almost) stall-less element. Sorry FHM, but I like LoS better marginally.
Artist/FE: Chaosomes
In my opinion, the elements UI is very well designed. The wooden board gives it a very real feel, and the golden color scheme just complements it. And, nothing really impressed me compared to that design. So I'll vote based on how consistent the design felt with its own specific theme.
FHM: Can't see it well, and can't really say much about what can be seen. Nice effort, but it lacks a consistent theme.
LoS: I really don't see a rainbow suiting EtG. The colours work, but it's better suited for a light-hearted candy and rainbows game.
Abyss: The color scheme could be better, and it just feels worse than the rest.
Gaia: Better than the rest at handling the color I'd say. Forum news is a bonus.
ATNT: The art is pretty nice, but the sliding animation is pretty tacky. A fade in would be much better, or perhaps fading out from the map to reveal that it's a gameboard. Right now it just seems like a tacky add-on which removes the quality of the original design.
Chaosomes: Sleekly deigned and great against the theme. Not gonna be a good replacement, but at least it's good to look at. Better than the rest by far.
CD/Writer: FHM
This task is really interesting, and as a writer I might focus more on the theme here than the card. But to be successful you need to make the card viable and true to its theme, and the writing properly described and true to its card.
If I were a writer here, I'd prolly go with a funny angle with a quiet, contemplative monk who's constantly annoyed by the enemy creatures. An interesting mechanic would be to have an ability drain
and/or
and/or
and accordingly lobotomize/deal 2 damage/delay the target. Not sure which element the creature would be in, entropy maybe? The aesthetic for the creature could be an amorphous body, created by mutation and horrible experiments, who now contemplates about the nature of its existence. That opens up a potential to be both deep and light. It'd take some hard work though, to get everything right.
LoS: I understand the theme of the card, but the mechanic doesn't resonate very well. It is balanced, but I would like a stronger body to make the creature bit more viable. Upped seems a bit UP, I'd change ability to make all cards invisible after the ability is used.
The writing is very well done, despite not being very entertaining. I'm always on the lookout for representations of the EtG universe, and here it fit perfectly. The feelings of a darkness elemental who's been converted from the void is resonating, and it makes the buildup worth it.
Gaia: The card... it's... um, seriously UP? Cloak can be a buff, but -2|-1 is a harsh cost and also makes the cloak less useful. The stats are also very weak for the cost, and require you to suffer through penalties. The theme is good, but I just don't see why the card is worded like that.
And the writing... I dunno. It's cute, but it's not really that of a contemplative creature? Both the card and the writing just feel wrong in the end.
Chaos: In contrast to gaia, here the card and the writing matches up perfectly with the theme. A blue whale, singing its tune for the ocean to hear - simple, but strong. About the skill, how can you use the skill if delayed? Aside from that, the idea of moods is pretty nifty and could translate well to a mechanic for more cards.
ATNT: The card is very interesting, and looks well balanced. The writing is pretty neat too, though the connection with the card seems a bit thin. I like the display of the lore, though it isn't as strong as LoS's piece. Still, the depiction as a researcher was well done.
FHM: The card is a great take on Life CC, and Blankets are an interesting mechanic too. The story is also well written and immersive, and it really makes you want to learn more about fluzards. Yeah, they're a bit gross but that's true for all other cultures. I honestly have nothing more to add than 'well done'.
Abyss: The card is really good; it's slow but has amazing payoffs if you can manage it. And the theme is amazing too. It's just that writing… is off. The journal is filled with exposition and seems fabricated from the start. The flow is clunky and you can easily drift off as you read. The theme you chose was very hard to write about, so good try.
Great cards and great writing, all of you! This is very hard to choose, and I'm gonna eliminate those which made even slight mistakes. LoS and Chaos wrote amazing deep pieces, and ATNT and Abyss had well-designed cards, but they all had small mistakes or shortcomings. So I'm gonna give my vote to FHM.
DB: Chaosomes
I'm not sure if I can really think of a metric for this one. Having higher cost cards would be a bonus I suppose as making 2-cost decks is not very challenging. How well it works and the fun factor will be considered too.
LoS: SoP Dolls… yay? A great deck, but it's nothing astounding or innovative. But it works and works well, which can't be said of most decks.
Gaia: Seems like a worse Mono-Life. Not really interesting, sadly.
FHM: Great idea and an interesting way to fit the restrictions. 4 towers is way too little though, which shows the deck wasn't balanced well. Props for the innovation though, it seems fun to play ^^
ATNT: Horrible grabbow? You'll need luck to get the
or the lycans, and it could use more cc in place of the buffs. Seems lazily done tbh.
Chaos: Great deck to fit into the restrictions. It's decently built, though you'll be a bit behind unless you can draw precogs at a decent pace. Great job on having a working, interesting deck though.
Abyss: I like how you made it with more expensive cards, though I do believe it could be balanced better. Not sure if Tower Shield is important here, but I think having both Otyughs and the shield is bad. Brave attempt, but there's a lot of room for improvement.
It's between LoS (Competitive but boring), FHM (Interesting but not well-built) and Chaosomes (a mix of both). I have problems with all of them, but in the end I'm choosing Chaosomes because they managed to build the deck pretty well while still managing to keep it interesting and fun.