Board Thread:Update Suggestions/@comment-28992768-20170201124258/@comment-25856498-20170225082618

I've had a decent list of ideas, so here you go:


 * "Poisoned Arena Challenge": A special event challenge where the entire arena is under the influence of a level 1 Poison, that does not affect towers.
 * Poison users will have additional DPS within their Poison.
 * A special event challenge where the two Arena Towers are completely invincible, and will not be targeted by troops. The player to destroy the King's Tower first wins the match.
 * "Shifting Bridges Challenge": A special event challenge where the two bridges move in one direction (and subsequently wrap back around).
 * A special event challenge where the Crown Towers are modified, it could be done in multiple ways:
 * They might have 50% of the usual health, but spells do only 20% damage to them
 * They might have extended range, perhaps the two Arena Towers can reach past the bridge
 * They might all do splash damage, etc.
 * "Deck Building Challenge": A special event challenge where players are to build a deck from a pool of X cards (my suggestion is a pool of 20 cards), before they battle.
 * A special event challenge where the King Tower is active from the start.
 * "Cost Change Challenge": A special event challenge where the Elixir cost of all cards is increased/decreased by 1.
 * "Rogue Towers Challenge": A special event challenge where all Crown Towers make no distinction between your troops and enemy troops, and attack both. Your troops will still attack only the enemy towers and units.
 * "Switcheroo Challenge": A special event challenge where 4 cards from each player's deck are swapped at random.
 * Players could be given two copies of the same card in their modified deck, that may not necessarily be of the same level. The match will still play out as normal.
 * "Mini Hands Challenge": A special event challenge where you only have 3 cards in your hand at any one time.
 * A special event challenge where the size of your battle deck is changed from the usual 8 cards. It could be less than 8 cards, or could be more than 8 cards (probably 10 or 12).
 * Like the Electro Wizard Challenge, you will be prompted to build a deck before entering the challenge. You can change the deck at any time.
 * A special event challenge where troops will strictly follow the path carved into the arena and move towards the path whenever possible.
 * A special event challenge where the maximum Elixir is changed from the usual 10. It could be set to a lower value (making certain cards impossible to play) or to a higher value (to see bigger pushes galore!)
 * A special event challenge where normal time only lasts 60 seconds. The match starts at 1:10 remaining and a countdown initiates you into the "60 seconds left" mark. Elixir generation will be doubled throughout the match.
 * Overtime will still last 3 minutes.
 * "Quick Build Challenge": A special event challenge where you are to build a deck of 8 from a preselection of 15 or so cards before the match. Not before the challenge, unlike the earlier mentioned "Deck Building Challenge". The players will only be given 15-30 seconds to build the deck, if the deck is not complete by then the rest of the deck will be randomized from the pool.
 * "Open Battle Challenge": A special event challenge where the gap between the two sides is filled completely, replacing the rivers and the bridges. The deploy zones will still remain the same, however.
 * "Elixir Trade Challenge": A special event challenge where the player gains 1 Elixir for every card the opponent plays. Elixir generation will be slightly less than normal.