• -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
  • 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
  • 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
  • 1

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

    Alright here we are, as always feedbacks more than welcome :)

    So far I got something pretty much lock down, or at least something I'm happy with, for the Un'Goro set. KFT is still a work in progress *desperation mode on*. I'm trying to reduce the number of Herbs minion in each expansion and adding few minion with Evergrowth.

    I made 2 version for the reqrd of the quest, i personally prefer the poisonous Hero instead of the board clear one. Also not sure about Resina, Sapmother...

    UN'GORO

    Adding Cards to your Hand, Poisonous, Elemental/Herbs Synergies

     

     

    KFT

    Lore: Dreams and Valithria, 

    Healing, Lifesteal, Resummon, Silence

    The rarity of the cards is a bit random at the moment...i'm just afraid I'm focusing to much on the "sleep/dk theme" than the botanist one...

    The Yseralide Seed stats will change based on the current Evergrowth that's why i wanted to have it pretty weak. 

    The Spring Revival connect to the previous expansion, gaining strength on the number of cards held.

    Posted in: Fan Creations
  • 5

    posted a message on Weekly Card Design Competition 9.07 - Submission Topic

    Why we never spoke with minerals before?

    Token

    Posted in: Fan Creations
  • 1

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

    I agree with linkblade I like much more the new Legendary card!

    Posted in: Fan Creations
  • 5

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

    THE BOTANIST

    A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a 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 seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 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 .

    N.B. The Hero Power has been balanced since Phase I & II to be more balanced and easy to understand, it now add  a minion to your hand instead of summoning it straight away, please read the Evergrowth section of this post for a complete overview.


    STRENGTH & WEAKNESS ( Challenge I)

    The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist. The botanist works well with zoo and tempo decks.

    Strength

    • Evergrowth is the keyword of the class and is strongest point. The more Evergrowth minions on the board the bigger the buff they will receive. The Botanist also can count on minions that interact with the Evergrowth Power do deal damage.
    • Herbs and Passive effect (start/end turn) will give the Botanist minions to be worried about, even if they stats aren’t great.
    • Cheap spells and cheap minions, this is both a strong and weak point of the class. The botanist can count on different cards with a low cost in mana, opening the way to different synergies. In the other hands, those cards are weak and works well only in synergies with something else.
    • Taunt minions from the basic set and the classic will give the Botanist some time to build up his strategies.
    • Hidden power into the deck. The Botanist will often shuffle card in the deck growing the power inside it. The Seeds are the most dangerous draw for the opponent but they are useless with a full board or an full hand.

    Weakness

    • Random damages, most of the spell of this class inflict random damages to minions, this can be powered by spell damage but without it they are pretty weak and unreliable.
    • Can’t attack/weak minions. Most of the herbs and minions of the Botanist are weak and easy to get rid off. The offensive part of this class is deliberately low. Also most of the herbs are with 0 attack or can’t attack.
    • Most cards works well together, others don’t. The Hero power will generate Evergrowth bonus but it need space on the board. Herbs offers good passive effects but have no synergies at the moment with Evergrowth .
    • The botanist must choose whether to play the Herbs or bet on the Seedlings power.
    • The Botanist board clearer are deliberately situational.

     


    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

    Token

    Tokens Basic Herb

    • Mortar and Pestle: Hopefully this card will fulfil the Challenge #2 of the competition . Having so many minions that offer passive effect makes the class very weak against silence spell and that's why i thought about sacrificing a friendly minion to get something in exchange could be a nice mechanic to use in the future. This card in general also add another copy into your hand boosting the number of the cards and opening a future synergies of buffing the cards in hand and getting bonuses by the number of cards held.
    • Buds Channeler - A fanatic of the Evergrowth this minion is able to release the hidden power of the plants, blasting all enemy minions with its power. This card shows how the Evergrowth power can be used by the Botanist in a different way than simply boosting the power of his Seedling.
    • Enchanted Growth -  Part of the power of the Botanist relay on its Herbs. There are basic one and others one more rare and with more interesting buff. This card will allow the Botanist to add to its hand two basic Herbs and shuffle two powerful Seeds into the deck . This cards is one the few from the classic set that will shuffle seeds into the deck.
    • Photosynthesis - Most of the times the Herbs won't work with the Evergrowth, that's a weakness of this class. With Photosynthesis the Botanist can change the sort of the game, letting the Herbs became powerful Seedling once destroyed. It's a powerful spell to quickly boost the Evergrowth Power and also switch the gameplay from an Herb-focused to an Evergrowth's one.
    • Sol, Singing Sunflower - Hidden in the remote Hillsbrad Foothills there is a farm where a goblin is trying to grow awesome plants in his little garden. He got a problem with the undeads destroying his crops and that's why he manipulated the essence of his flowers into living creature. Sol is one of them, the most radius and joyful of all the garden. Playing Sol, Singing Sunflower will change the minimum of the Evergrowth Power to 2, giving a permanent buff of +2+2 to all Evergrowth minions. In game reference: Singing Sunflower

    REMAINING CARDS CLASSIC SET

     

    Tokens

     

    • Entangling Roots - The Botanist most of the time take inspiration from the druid of Azeroth and try to use their magic for their purpose. Thanks to their knowledge of the plants they can call the power of the roots to entangle their enemy, making them unable to attack. And why not, maybe some time is not a bad idea to hide behind a bulwark of roots. This card won't remove a minion from the battlefield but it will make it inoffensive, even tho will give them a Taunt .
    • Flower Wielder - This is both a way to gain some benefit - thanks to the cost reduction on the Herbs  - and  to deal with annoying class that use a lot of powerful weapon. Bye Gorehowl !
    • Charged Seed - Nothing special except the versatility to deal random damages up to 3 enemy minions. Can be dangerous with the right minions on the board.
    • Mageroyal - The Mageroyal is most commonly known for its magical properties. The plant is characterized by its unusually high mana concentration, and is thus a popular herb among the Mages of Azeroth. It will share its power with the minion that will sit next to it, granting them Spell Power+1 . Completely useless by itself, a beautiful opportunity between the right minions. Similar to Ancient Mage this card works passively

    • Liferoot -  In traditional folk medicin, Liferoot is considered good for vital energy, used to combat sleeplessness with many soothing dreams. This minion will regenerate the Health of your Hero, allowing you to survive a bit more in this dangerous game. Even tho it can't attack it's annoying to get rid of it because of it's 2 attack. It's a stronger version of the Benevolent Djinn .
    • Kingsblood - A small shrub with pale, purple flowers, the Kingsblood favors the flat areas of fields and plains. It is so named because it is said that it primarily grows where the blood of kings has been spilled. What is certain is that the Botanist will need this plant to conquer the crown thanks to its special ability that will let him draw more cards every time he will summon a weak minion.
    • Herbolarium - It's a classic spell that will give more resources to the Botanist, allowing him to draw a spell and most importantly a powerful Seed to boost his Evergrowth Power.
    • Seed Outburst - Continuing the theme of shuffling Seeds into the deck, this spell is very unreliable and potentially catastrophic. It will shuffle one Seed for each damage dealt, up to six without any boost from external sources.

    Do not disturb the serenity of the Greenhouse. Failure to do so will result in termination.

    Who wants to live forever?

    • Botanica Protector / Lichens Cropper - Both cards use the keyword "Poisonous" which is gonna be part of this class in the future. I used the word poisonous for the Botanica Protector but they both work with the classic version "Destroy any minion it damage".  The Botanica Protector ( it will be a Mech in the future in case ) can be a very annoying card as long it is surrounded by Herbs. It's a very situational card and must be used only in certain situation to get its full potential. The Lichens Cropper is more versatile because it will apply the keyword Poisonous to a spell, worry not anymore about cheap random damage aoe.

    BASIC SET

     


    Botanist - Phase I

    Botanist - Phase II

     

     

    Posted in: Fan Creations
  • 1

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

    So with the new challenge, is this card ok?

    otherwise I will work with something else I got in mind

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 9.06 - Discussion Topic

    thoughts?

    Posted in: Fan Creations
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