1 - DRAFT XTREME
This one is identical to the regular Draft Challenge,but with a revamped drafting mechanic.
At the beginning of the match,there are 2 phases where players choose their cards.
Phase 1 (45 secs)
You're supposed to choose one among THREE cards showing up,instead of two.You keep the card you choose and the rest are sent to the enemy to choose at the Phase 2.
You get a total of 4 cards at Phase 1.
Phase 2 (30 secs)
This time you choose one from each pair of cards the enemy sent to you from his Phase 1.The card that isn't picked is discarded.
At phase 1,the first trio of cards that show up are Executioner - Bowler - Wizard.You pick the Exe,he gets added to your deck and the other cards are sent to the opponent.He will see them at the next phase.
You draft from 3 more trio's of cards and wait for the opponent to finish this phase.
At the beginning of the Phase 2,Bowler and Wizard appears at the opponent's screen (which you've given at the first part).He chooses Wizard and adds the card into his deck.Bowler is discarded.
(+Minimalistic QoL Idea: In the normal draft challenge,after the drafting part is over,your WHOLE deck flashes at the screen before the match begins)
2 - TARGET PRACTICE
The towers are replaced with targets,which are essentially towers that don't shoot.A simplistic mode,but would require some serious defensive skills since you have to respond to EVERYTHING,even a single skeleton,before it does too much damage.It's kinda like touchdown in that aspect.
(Note: If KT sniping ends up being OP,then the KT's health might be buffed in this mode)
3 - LIGHTNING CHALLENGE
This is not related to the Lightning card,but rather to the Lightning Chest.You get a random deck at the start,and have 30 seconds to use your 5 strikes to replace the cards you don't want with random others.I'm not going into detail since it's exactly the same as the Lightning Chest mechanic.
4 - DARK MODE
You're fighting in an extremely rainy night...
In this mode,you're unable to see the board for most of the time.Actually,you'll only see it for 2-3 seconds every now and then (that's when a lightning strikes and provides you light),and when it's pure darkness,you can only see your hand along with a small circular area around your towers (which have candles on them).You can always deploy your cards normally.
It's still possible to tell which cards the enemy has deployed,from their deployment sound.Though you won't know where they are till the next lightning.
5 - MATCH CAP
This one doesn't alter the game mechanics,but the rewarding scheme of tournaments.
Here's how it works: You have a total of 12 matches.When you win,your rewards increase and you lose 1 match.When you lose,your rewards stay the same but you still lose 1 match.Draws will count as if you didn't do that match at all.
You already lost 3 times? Doesn't matter,you will continue playing until you run out of matches.
However,as told at the start,this comes with a consequence.If you get a low amount of wins,you'll receive WAY lower rewards than you would in a classic challenge.You must get at least 8 wins to get value out of this.That's because early wins have little impact on the rewards,while the latter ones increase them rapidly.Seems identical to the CC,but this is a MUCH more extreme example (and it also has nearly no guaranteed rewards).
COMING SOON™ - MOTHER OF ALL CHALLENGES!
Simply the best.
Level 12 - PB 4.3k (Challenger 2)
Level 6 - PB 2.6k (Arena 9)