• 0

    posted a message on Here's some art, make a card! [Game]

     

    Next: has to be a Spell.

     

     

     

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Final Poll #2]
    Quote from Sinti >>
    Quote from Laurendor >>

    mmm is it normal that everytime i refresh the page my votes disappeared? 

    If so, I might have vote 3 times already ahah

    Normal no, but it is a known visual bug.

    ---

    Btw CG to all! You did great job.

     Oh that’s why I didn’t have the same problem in the other poll! Anyway good luck to everyone!!!

    Posted in: Fan Creations
  • -11

    posted a message on New Hunter Card - Shimmerfly

    Can i just say that they really didn't care about class identity and lore whatsoever?

    :(

    Posted in: News
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Final Poll #2]

    mmm is it normal that everytime i refresh the page my votes disappeared? 

    If so, I might have vote 3 times already ahah

    Posted in: Fan Creations
  • 0

    posted a message on Here's some art, make a card! [Game]

    NEXT

    Has to be a 10-cost Priest card

     

     

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    I'm very sorry guys i couldn't hep you more with the feedback but has been very busy at work the last 2 weeks.

     

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Great i'll fix it then! Thanks Demon for pointing that out and Link for the explanation :)

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Oh shit. Why i didn't realize of that -.-

    I submit it already so I think it's too late to fix it.

    Now I remember why i had this one saved lol

    Do you guys know if we can still made some changes once submitted?

    Posted in: Fan Creations
  • 2

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Submission Topic]

    THE BOTANIST

    A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seeks out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 's in powerful reagents. Cultivation is the Hero Power of this class which will allow you to add to your hand a powerful Seedling with the new keyword: Evergrowth .


    In Journey to Un’Goro , Freywinn has the chance to discover an uncorrupted and wild world, made of dangerous specimens and strange elementals born from their primordial mystical sap. He will have to adapt to handle those poisonous plants.

    Quest: The Green Pigment: - Poisonous, Poisonous everywhere. By completing the Herbalism Extravaganza Freywinn will be rewarded with The Green Pigment , a rare substance produced by the milling of many dangerous herbs, which will make the Botanist itself an harald of the venomous specimens of Un'Goro.

    Themes: Poisonous, 1-cost minion, Elemental Synergies.

    In Knight of the Frozen Throne, we will have the chance to discover what happened to the Botanist once raised by the Lich King itself. Recruited to corrupt the land of the living he broke the bond with its former master and start raising creature made of flesh and plants, growing is own army of twisted creatures to launch an apocalyptic swarm of plant-zombies.

    With this expansion, the intent is to boost the Seed mechanic introduced in the classic set to shuffle a lot of Seeds into the deck to build -up and take under control the Evergrowth Power once drawn them.

    Death Knight: Freywinn, The Green Lich - Raised as a Prince of the San'layn he used the blood not to sustain itself but its beloved plant, corrupting their essence and raising them into a new macabre life. All he has to do now is wait until the Seeds he planted will bloom.

    Themes: Seed Synergies (Deck Shuffling), Lifesteal, Tempo, Evergrowth.


    Class Keyword: Evergrowth

    • How does the Evergrowth works?
    • The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2 ). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).

      At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry ( Sol, Singing Flower ).

    • How does the Evergrowth looks in game?
    • To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth . This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler ). The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura. Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:


    Example Cards

    Herbalism Extravaganza That's the quest that will required you to kill 6 minions by using Poisonous . Doing so you will be rewarded with The Green Pigment which will give to all your minion with 3 or less Attack the Keywords Poisonous, turning the little creatures into venoumous thorns pretty annoying to get rid off.

    Indigenous Florist Specially tailored to fit the Challenge #1 this card also features a hint of a new mechanic that will be boosted in the later expansion. It's pretty straight forward, it's a 1/1 minion that add two 1-cost 1/1 minions, specifically the awarded cutie of the expansion: Plant .

    Sap Maiden - I decided to show this card because it's an Elemental -which will open the way to some minor sinergies thanks to the Lesser Sap Elemental (you will see more of the during Boomsday) and because it's deathrattle will cast the Adaptation ' Living Spores ' on all friendly minions, filling the board with more 1/1 Plant . (hey it's a Botanist afterall!)

    Deadnettles Geist - From the cold land of Northrend this wicked Herb perfectly represents the theme and the mechanics of my KFT set. Once died you will shuffle a Seed card from the classic set into your deck and if it happens to die during your opponent's turn it will also resumon itself. Spooky little herb.

    Freywinn, The Green Lich - If you wanna win this game you need to shuffle a lot of Seed into your deck and you will have to draw them all to keep on bay your Evergrowth Power and get the max out of it. Its battlecry will helps you to draw more cards while its new forged Hero Power will add a twisted version of their Seedling, an Herbling that wil get randomly Poisonous, Lifesteal or Evergrowth . Necromancer plays with bones, he mix whatever he can find in the soil all together to get its herbs army.

    Tokens

    Rest of the JUG cards

    The rest of the JUG set is boosting the 3 main mechanics of this expansion for the Botanist:

    • Poisonous
      Rainforest Staff / Jungle Infusion / Primal Whiptail are the quest related cards of this expansion, featuring the keyword Poisonous . Rainforest Staff gets its Poisonous bonus as long as you control a 1-cost minion, which is pretty easy to achieve. Jungle Infusion works in the same way of the tar minions of Un'Goro but it is translated in a spell and also gives the target Poisonous while the Primal Whiptail it's an annoying minion that needs to be removed as soon as possible considering that he will destroy a random enemy minion at the end of each turn, it can't attack but it's not just a simple Herb.
    • Elemental & Herbs
      Lesser Sap Elemental is working in synergies with the Herbs and the Elemental gameplay adapting the firsts as long as you played an Elemental the previous turn. Exotic Expedition works in the same area, giving you the chance to add an Elemental and a Herb to your hand in 2 separate turns.
    • 1-cost minions
      Tropical Fruitologist and Ortica, The Nightmare Vine, on the other hand, are expanding a bit more the 1-cost minions mechanic. The first one replaces the Hero Power as long as it lives, giving you the chance to heal a target and buffing the minions in your hand, pretty useful if you are holding a lot of cheap but weak minions.
      Ortica, The Nightmare Vine is getting the full potential from the cheap card, adapting himself every time you play a card and summoning a 1/1 Plant with the last adaptation selected.

    Rest of the KFT cards

    For the KFT set I decided to hold some of the mechanics introduced with JUG but also implement some more versatile cards to open the way to different archetipes.

    • Poisonous
      Toxic Specimen - It's a card that continues the path of the Un'Goro quest alongside with the random Poisonous that you might get with the Herbling. Its a card purely designed to fuel the quest.
    • Tempo / Lifesteal
      Infesting Lichens / Nutrient Absorption / Harvester Grano are for a Tempo archetype. The Lifesteal spells are useful to keep the Hero's health under control while the Legendary of this set will allow you to nullify some annoying battlecries from your enemy.
    • Versatility
      Herbal Scourge it's a very versatile card because for 1 turn it will allow you to drop some herbs in the battlefield for 0 mana, giving you resources to play different cards and build up different strategies.
    • Tempo / Seeds Mechanic
      Lichbloom / Necromantic Spring are also part of a token/tempo archetipe and they both use the Seeds mechanic that will allow you to fuel your Evergrowth Power .
    • 1-cost minion / Spells
      Moss Awakening sits instead on the 1-cost minions introduced with JUG but also open the way for some spells deck that might get more important with the future expansions.

    Lich King 1-cost Spell

    Silence it's the greatest enemy of this class. Without their effects most minions are literally useless and they lose all their value. Is it true that they will be able to attack and that's why the gonna be freeze again and again to prevent them to deal too many damage to the Lich King. To beat this the Botanist will have to play its minion in a specific time, to gain the max out of the Evergrowth and the passive effect. Spell Damage and Spells will be essential to finish off the battle.


    Previous Phases

    Botanist - Phase I

    Botanist - Phase II

    Botanist - Phase III

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    I didn't realize of that. I'll change it to "all minions with 3 or less Attack (wherever they are)". Thx for that!

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from thepowrofcheese >>

    These phases might be long, but I appreciate the time to go through my class over and over again. I’m dropping the Plague Bomb idea. It led to too many similar cards to generate tokens that was hard countered by Skulking Geist. Instead I’m going with general plagues that give rise to lots and lots of zombies. This will lead to board spam, hand size synergy, and lots of buffs with mechanically enhanced, Phyrexian-style zombies. I’ve finally started making cards again and hope to post some soon.

    As for reviews, I apologize I haven’t done many yet. This thread has been moving slow. When someone does post, often someone else responds before me and I agree with it with little more to add. 

    I agree with linkblade91’s concern for Laurendor, your class has lots of complicated tokens. Narrowing them down a bit would help with clarity. Otherwise the set looks good. My only other complaint is that the Quest reward, The Green Pigment, feels like another Hero Power Effect. It changes your hero directly, unlike most rewards that give you strong minions or spells. (Warrior is the exception, and I’ve never liked their Quest reward.) Its a powerful effect that may need adjustment. But besides those 2, the class looks good!

     I know about the quest, the first idea was to make all minions in the hand and deck Poisonous but then i changed it, i think i'll go back to that idea. 

    Following the change i made. 

    Indigenous Florist add the 1/1 token to the hand instead summoning 

    Tropical Fruitologist now give the hero a passive hero power. I think it's balanced considering Grimestreet Enforcer

    Moss awakening is synergising with the 1-cost minions now introduce with JUG, no tokens involved.

    Lichbloom is not summoning any token, just shuffling Seed into the deck when a friendly minion dies.

     ---->

     ---->

     ---->

     ---->


    @ Wailor

    I would personally swap the Magnetite Shard with the Gold Elemental, I think it's a bit more intresting.

     

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    I see ur point and I actually agree... I will try to keep only the Seeds as token for the KFT set

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Sorry Link are you referring to the Seed or To the seeded skeleton/ verdant soul/mana-mango?

    i was thinking f to drop moss awakened and remove the mango with a simply +1/+1 to a minion

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    I think it got my entry, i need to describe all other cards quickly in case and i think i need to remove a gem from the Explosive Mana-Mango

    THE BOTANIST

    A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seeks out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 's in powerful reagents. Cultivation is the Hero Power of this class which will allow you to add to your hand a powerful Seedling with the new keyword: Evergrowth.


    In Journey to Un’Goro, Freywinn has the chance to discover an uncorrupted and wild world, made of dangerous specimens and strange elementals born from their primordial mystical sap. He will have to adapt to handle those poisonous plants.

    Quest: The Green Pigment: - Poisonous, Poisonous everywhere. By completing the Herbalism Extravaganza Freywinn will be rewarded with The Green Pigment, a rare substance produced by the milling of many dangerous herbs,  which will make the Botanist itself an harald of the venomous specimens of Un'Goro.

    Themes: Poisonous, 1-cost minion, Elemental Synergies.

    In Knight of the Frozen Throne, we will have the chance to discover what happened to the Botanist once raised by the Lich King itself. Recruited to corrupt the land of the living he broke the bond with its former master and start raising creature made of flesh and plants, growing is own army of twisted creatures to launch an apocalyptic swarm of plant-zombies.

    With this expansion, the intent is to boost the Seed mechanic introduced in the classic set to shuffle a lot of Seeds into the deck to build -up and take under control the Evergrowth Power once drawn them.

    Death Knight: Freywinn, The Green Lich - Raised as a Prince of the San'layn he used the blood not to sustain itself but its beloved plant, corrupting their essence and raising them into a new macabre life. All he has to do now is wait until the Seeds he planted will bloom.

    Themes: Seed Synergies (Deck Shuffling), Lifesteal, Summon/Resummon minions, Evergrowth. 


    Class Keyword: Evergrowth

    • How does the Evergrowth works?
    • The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2 ). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).

      At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry ( Sol, Singing Flower ).

    • How does the Evergrowth looks in game?
    • To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth . This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler ). The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura. Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:


    Example Cards

    Herbalism Extravaganza That's the quest that will required you to kill 6 minions by using Poisonous. Doing so you will be rewarded with The Green Pigment which will give to all your minion with 3 or less Attack the Keywords Poisonous, turning the little creatures into venoumous thorns pretty annoying to get rid off.

    Indigenous Florist Specially tailored to fit the Challenge #1 this card also features a hint of a new mechanic that will be boosted in the later expansion. It's pretty straight forward, it's a 1/1 minion that add two 1-cost 1/1 minions, specifically the awarded cutie of the expansion:  Plant.

    Sap Maiden  - I decided to show this card because it's an Elemental -which will open the way to some minor sinergies thanks to the Lesser Sap Elemental (you will see more of the during Boomsday) and because it's deathrattle will cast the Adaptation 'Living Spores' on all friendly minions, filling the board with more 1/1 Plant. (hey it's a Botanist afterall!)

    Deadnettles Geist - From the cold land of Northrend this wicked Herb perfectly represents the theme and the mechanics of my KFT set. Once died you will shuffle a Seed card from the classic set into your deck and if it happens to die during your opponent's turn it will also resumon itself. Spooky little herb.

    Freywinn, The Green Lich - If you wanna win this game you need to shuffle a lot of Seed into your deck and you will have to draw them all to keep on bay your Evergrowth Power and get the max out of it. Its battlecry will helps you to draw more cards while its new forged Hero Power will add a twisted version of their Seedling, an Herbling that wil get randomly Poisonous, Lifesteal or Evergrowth. Necromancer plays with bones, he mix whatever he can find in the soil all together to get its herbs army.

    Tokens

      

    Rest of the JUG cards 

    The rest of the JUG set is boosting the 3 main mechanics of this expansion for the Botanist:

    • Poisonous
      Rainforest Staff / Jungle Infusion / Primal Whiptail are the quest related cards of this expansion, featuring the keyword Poisonous. Rainforest Staff gets its Poisonous bonus as long as you control a 1-cost minion, which is pretty easy to achieve. Jungle Infusion works in the same way of the tar minions of Un'Goro but it is translated in a spell and also gives the target Poisonous while the Primal Whiptail it's an annoying minion that needs to be removed as soon as possible considering that he will destroy a random enemy minion at the end of each turn, it can't attack but it's not just a simple Herb.
    • Elemental & Herbs
      Lesser Sap Elemental is working in synergies with the Herbs and the Elemental gameplay adapting the firsts as long as you played an Elemental the previous turn. Exotic Expedition works in the same area, giving you the chance to add an Elemental and a Herb to your hand in 2 separate turns.
    • 1-cost minions
      Tropical Fruitologist and Ortica, The Nightmare Vine, on the other hand, are expanding a bit more the 1-cost minions mechanic. The first one replaces the Hero Power as long as it lives, buffing the minions in your hand at the end of the turn, pretty useful if you are holding a lot of cheap but weak minions.
      Ortica, The Nightmare Vine is getting the full potential from the cheap card, adapting himself every time you play a card and summoning a 1/1 Plant with the last adaptation selected.

    Rest of the KFT cards

     

    For the KFT set I decided to hold some of the mechanics introduced with JUG but also implement some more versatile cards to open the way to different archetipes.

    • Poisonous
      Toxic Specimen - It's a card that continues the path of the Un'Goro quest alongside with the random Poisonous that you might get with the Herbling. Its a card purely designed to fuel the quest.
    • Tempo / Lifesteal
      Infesting Lichens / Nutrient Absorption / Harvester Grano are for a Tempo archetype. The Lifesteal spells are useful to keep the Hero's health under control while the Legendary of this set will allow you to nullify some annoying battlecries from your enemy.
    • Versatility
      Herbal Scourge it's a very versatile card because for 1 turn it will allow you to drop some herbs in the battlefield for 0 mana, giving you resources to play different cards and build up different strategies.
    • Tempo / Seeds Mechanic
      Lichbloom / Necromantic Spring are also part of a token/tempo archetipe and they both use the Seeds mechanic that will allow you to fuel your Evergrowth Power.
    • 1-cost minion / Spells
      Moss Awakening sits instead on the 1-cost minions introduced with JUG but also open the way for some spells deck that might get more important with the future expansions.

     


    Lich King 1-cost Spell

    Silence it's the greatest enemy of this class. Without their effects most minions are literally useless and they lose all their value. Is it true that they will be able to attack and that's why the gonna be freeze again and again to prevent them to deal too many damage to the Lich King. To beat this the Botanist will have to play its minion in a specific time, to gain the max out of the Evergrowth and the passive effect. Spell Damage and Spells will be essential to finish off the battle.

    Posted in: Fan Creations
  • 2

    posted a message on Here's some art, make a card! [Game]

    Hope this works!

    Image and rule under spoiler:

    1. You must create a Legendary minion

    2. Can only be a Mage, Priest or Warlock card (or interact with them). You know, Cloth armor are not made for warriors.

     

     

    Posted in: Fan Creations
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