Vote For Your Favourite Community Created Teamworking Treants
It's time once again to vote for a winner in a card design competition.
This week, we required you to design a card which has synergy with or is a Treant.
Competition-Specific Restrictions:
- You must make a Druid card about Treants. The card can be synergy-related or an actual Treant; that's up to you!
- Remember that "Treant" is NOT a tribe, like Murloc, Beast, or Mech. An appropriate name and art is enough.
This Week's Finalists
Out of 110 entries, we've narrowed it down to 13 of the community's favourites. Check out the finalists below and then head on over to the final poll to vote, vote, vote! Tokens, as usual, can be viewed in the voting thread.
by ThisOtherGuyTox
by DestroyerR
by Thezzy
by LarryMoments
by MardyVain
by Sinti
by Vignu
by WTBgf
by biggerbossman
by Wailor
by OpenHU
by Pumpkin03
by KingKuba (Wild Card)
cool mechanic
Grove Tender and Treant Sapling got my votes.
Random question since I'm fairly new to the card design composition - how are the finalists selected i.e. what's the criteria? it doesn't appear to be just by number of likes in the submission thread, so am just curious for the future. Thanks!
The formula we use is provided in every Submission thread, in a spoiler under "Competition Process":
( ab ) / ( c ) = x
Where,
a = The total number of submissions on the same page as the submission.
b = The total number of up-votes that the submission received.
c = The total number of up-votes on the same page as the submission.
x = The submission's final score.
Going only by total number of up-votes would create a significant advantage to those on the earliest pages: they're the oldest posts, and thus will have the most traffic over the voting period. The formula attempts to balance against that, but it isn't perfect.
Rotwick should be 2-2 poisonous taunt.
Druid of the Branch is super op. 3-4 stats for 1 or a 2-2 for 1. Just imagine Druid coin Druid, or just coin Treant into Druid.
One with Nature is also a bit strong if Treants get good support. I would do something like : if you have a Treant on the board or in your hand, draw a card. Summon a 2-2 Treant.
Grove Mystic + Taunt = most zoo/aggro decks are doomed. Odd pal 0 out, zoo only Soulfire, rogue S7 or Vilespine. So if grove has 2 or more Treant friends, totally op.
Regarding Grove Mystic: I think immunity makes you able to bypass taunt. I played a game as Curator with the passive hero power "Your hero has taunt" and if you played Malganis you could trade with minions that didnt have taunt. I can't remember when but it was a brawl a while ago.
Rotwick the Hollow - What a beautiful concept!
Don't see Nordrassil for the quest completion, imagine it's super weak since the quest is incredibly easy to complete. Really dig Rotwick and Gnarlroot
Reward is bonkers: 5-mana spell, gain an immune card on theboard (just like Nether Portal which transforms each of your treants into Ironbark Protector at the end of your turn.
You'd better check voting thread to see the tokens for each complex card.
Yea just saw the thread afterwards, wayyyyy too strong lol.
Hey guys! I'm the maker of Reforest the Land, and. honestly...I had some trouble trying to evaluate the effect on Nordrassil, the World Tree (lol). It's quite unique and I wanted to create a card that can actually transform your other treants-generating cards into a solid win condition (the cards i'm referring to are the ones that actually don't see much play, such Force of Nature and Witchwood Apple for example).
The quest is indeed easy to complete, but there I thought:
1) Since Living Mana exists, the number of treants on the board needed is irrelevant (5 or 7 is not a big difference);
2) Playing Living Mana on turn 5 (best scenario) makes you complete the quest, but then you cannot play the reward until the next 2-3 turns;
3) The tempo loss is quite significant;
4) If you complete the quest playing the 1-Mana treants using Witchwood Apple you lose a lot of tempo aswell to set your board;
Anyway, I got your point, but I still think the ratio effect/cost is justified by the deckbuilding necessities that the quest implies.
Regarding the submissions of this week, I also find Rotwick very interesting; prolly it'll get my vote, along with Treant Sapling, Druid of the Branch and One with Nature.
Edit: i don't know if it was clear so i'll tell precisely: you need to have 5 treants on the board at the same time to complete the quest, not to summom 5 treants during the game.
I see your point but it's simply too easy to complete and the value afterwards is absolutely insane. Besides the tempo loss is not that significant as you'll have 5 2/2's after the quest is completed. No one in their right mind would ignore such a board against a druid that can abuse it, so if your opponent trades you'll be able to play the quest reward afterwards and the snowballing begins.
Force of Nature = 24/24 worth of stats.
Witchwood Apple = 8 mana 24/24 worth of stats
Landscaping = 3 mana 16/16 worth of stats
Tending Tauren = 6 mana 19/20 worth of stats
The tempo loss is insignificant because you are geting a bunch of 8/8's with taunt, pretty much nothing in the game goes through that.
The cost of the quest reward is insane, being able to play the card naturally into 16/16 worth of stats with taunt is broken. Even at 10 mana Druids can typically set up boards strong enough to afford doing nothing the next turn.
I really liked the flavour of the card, maybe in a world without UI and Spreading plague something similar to your card can exist.