So, I've noticed there was quite a few plant-type minions, even included in a Deathrattle from the new Adapt mechanic. I thought about them having a weak secondary mechanic similar to the way Elementals and Dragons work. My first ability would be:
Battlecry:/Deathrattle:/At the end of your turn: ect. "If you control another Plant, Infest."
Infest would be an effect on par to the Combo mechanic from Rogue, but with Smaller effects like "Summon a 1/1 Plant, gain +1 Health, Gain +1 Attack, etc." But instead of each action being listed on each card, any one of the Infest actions can happen at random. So basically very minimal effects that you don't entirely have control over except maybe for when they occur at best.
I'd love to hear what the community thinks about this and improve the idea!
Growth: When you play a plant, give its effect to another plant you control.
So if you play a plant that has the text, "Battlecry: Growth: Poisonous", then it would give poisonous to another plant that you own. So each plant you play would pass an ability to an existing plant until you have a huge forest of really buff trees or something XD Submitted by: RevanantSC
I would say have all of the Plant cards have an ability like Taunt or a simple Deathrattle and have text like this: "Growth. Taunt." or "Growth. Deathrattle: Give a friendly Plant +1/+1."
I would also change the keyword to this: Growth: When you play this Plant, copy all other abilities onto another Plant you control of your choice.
. . . an epic rarity card actually: 5 mana 2/3 "Taunt. Battlecry: Gain +1/+1 for each Plant you've played this game. Maximum of +6/+6."
another rare or better card: 3 mana 5/6 "Can't attack. Enrage: Silence this minion."
and another, more powerful version that you would pay 5 mana to get a 7/8 with the same effects.
I'm also looking for an additional ability or two for the proposed 'Plant' tribe, any suggestions?
Well if we were going to have plants synergize with eachother, maybe we could call their keyword "Growth" or something like that.
Growth: When you play a plant, give its effect to another plant you control.
So if you play a plant that has the text, "Battlecry: Growth: Poisonous", then it would give poisonous to another plant that you own. So each plant you play would pass an ability to an existing plant until you have a huge forest of really buff trees or something XD
I feel like there shouldn't be to much desthrattles that involve rng because then it become harder to plan stuff out. I feel like rng should be in battle crys
At first I was like "I don't think there are enough minions to warrant this", but after seeing the full list, I feel more open to this and this would be an interesting tribe.
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Click the image to go to my custom Time Traveler class.
The only problem I see with the list is that everything is standalone. If Plant types were a thing, they would need a look of synergistic cards that would bind them together somehow... like 2 expansions ago :/
Of course plants should be in Hearthstone! There is magic, weapons, armor, beasts, demons, etc. so why not plants? Maybe that is the pertinent question?
I was thinking the same thing. I was also in hopes of having a tribe of creatures that didn't have so many high rarity cards but a more basic effect so newer players could have a themed deck not long after starting the game if they wanted.
That gave me an idea for an epic rarity card actually: 5 mana 2/3 "Taunt. Battlecry: Gain +1/+1 for each Plant you've played this game. Maximum of +6/+6."
another rare or better card: 3 mana 5/6 "Can't attack. Enrage: Silence this minion."
and another, more powerful version that you would pay 5 mana to get a 7/8 with the same effects.
there could even be a combination of all the effects mentioned in the original post, as well as Battlecries and such like in this and the above comment.
I'm also looking for an additional ability or two for the proposed 'Plant' tribe, any suggestions?
Well if we were going to have plants synergize with eachother, maybe we could call their keyword "Growth" or something like that.
Growth: When you play a plant, give its effect to another plant you control.
So if you play a plant that has the text, "Battlecry: Growth: Poisonous", then it would give poisonous to another plant that you own. So each plant you play would pass an ability to an existing plant until you have a huge forest of really buff trees or something XD
you wouldn't need the Battlecry portion of the text, but that's a neat idea too
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So, I've noticed there was quite a few plant-type minions, even included in a Deathrattle from the new Adapt mechanic. I thought about them having a weak secondary mechanic similar to the way Elementals and Dragons work. My first ability would be:
Battlecry:/Deathrattle:/At the end of your turn: ect. "If you control another Plant, Infest."
Infest would be an effect on par to the Combo mechanic from Rogue, but with Smaller effects like "Summon a 1/1 Plant, gain +1 Health, Gain +1 Attack, etc." But instead of each action being listed on each card, any one of the Infest actions can happen at random. So basically very minimal effects that you don't entirely have control over except maybe for when they occur at best.
I'd love to hear what the community thinks about this and improve the idea!
Ancient of Blossoms, Ancient of Lore, Ancient of War, Biteweed, Bog Creeper, Curious Glimmerroot, Cyclopian Horror, Fen Creeper, Forbidden Ancient, Humongous Razorleaf, Ironbark Protector, Mana Treant, Loatheb, Moat Lurker, Plant, Razorpetal Lasher, Sapling, Sherazin, Corpse Flower, Sherazin, Seed, The Boogeymonster, The Voraxx, All other Treant cards, Vilespine Slayer, and Volcanic Lumberer. (Thanks to Bannanawaffles for the full list)
Additional cards/mechanic possibilities
Growth: When you play a plant, give its effect to another plant you control.
Battlecry:Growth: Poisonous", then it would give poisonous to another plant that you own. So each plant you play would pass an ability to an existing plant until you have a huge forest of really buff trees or something XD Submitted by: RevanantSC. . . an epic rarity card actually: 5 mana 2/3 "Taunt. Battlecry: Gain +1/+1 for each Plant you've played this game. Maximum of +6/+6."
another rare or better card: 3 mana 5/6 "Can't attack. Enrage: Silence this minion."
and another, more powerful version that you would pay 5 mana to get a 7/8 with the same effects.
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You forgot Ironbark Protector
RenoJackson#11673
Yes I did, thank you.
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According to hearthstone.gamepedia.com, the following are "plants".
but do you think the ability would over-complicate the game or make something OP or what??
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I'm also looking for an additional ability or two for the proposed 'Plant' tribe, any suggestions?
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The Dormant feature
Check out my fun and innovative decks here:
Beat your opponent to a pulp with Revenant Warrior or outlast them with Demon Reno Warlock.
The should introduce Zombies as well, and the one tribe hating the other.
There could be a tech card that reads Battlecry: Destroy a Plant to Discover a Potion
Basically using the plant as an ingredient to brew a kabal potion.
I was kind of expecting this with Un'goro because Blizzard made a big deal about plants, murlocs, and dinosaurs.
I would rather see buildings...I am so confused.
Anger is the punishment we give ourselves for someone else's mistake.
I feel like there shouldn't be to much desthrattles that involve rng because then it become harder to plan stuff out. I feel like rng should be in battle crys
I exist, I think.
At first I was like "I don't think there are enough minions to warrant this", but after seeing the full list, I feel more open to this and this would be an interesting tribe.
Click the image to go to my custom Time Traveler class.
The only problem I see with the list is that everything is standalone. If Plant types were a thing, they would need a look of synergistic cards that would bind them together somehow... like 2 expansions ago :/
Of course plants should be in Hearthstone! There is magic, weapons, armor, beasts, demons, etc. so why not plants? Maybe that is the pertinent question?
I can see Rogues and Druids make plants a thing.
RenoJackson#11673
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That gave me an idea for an epic rarity card actually: 5 mana 2/3 "Taunt. Battlecry: Gain +1/+1 for each Plant you've played this game. Maximum of +6/+6."
another rare or better card: 3 mana 5/6 "Can't attack. Enrage: Silence this minion."
and another, more powerful version that you would pay 5 mana to get a 7/8 with the same effects.
there could even be a combination of all the effects mentioned in the original post, as well as Battlecries and such like in this and the above comment.
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