Welcome blogophiles! It has been a while since I talked about the actual process of
designing
and developing individual cards for the WoW TCG. In these past few months I have learned quite
a bit about how a card eventually comes to be.
Sometimes, a design is right on and there is very little tweaking
required. Just slap some art on that bad
boy, and send him to the printer. On the
other hand, some cards have to go back to the drawing board many times, for any
number of reasons. Sometimes a design is
just too narrow to ever see any play.
Sometimes a card looks too similar to an existing card, making one look
really poor in comparison to the other.
And sometimes, a card just doesn’t work within the constraints of the
rules!
This week, I thought we’d have some fun looking at how some
cards mutate and evolve to reach their final form that eventually sees
print. I reviewed the card history for
an assortment of interesting designs from Blood of Gladiators. Below, I am going to list the text boxes for
these cards, some which changed significantly before seeing print, and others
which were pretty close to right on from the get go. See if you can guess what each of these card
designs from Blood of Gladiators ended up as, and I will reveal the actual
answers at the end of the week. Keep in
mind that some of these card texts might not have even ended up on the same
card type as initially intended. Have
fun!
1 – When you strike with CARDNAME, put two abilities from
your graveyard into your hand.
2 – Destroy target ability, ally, equipment or
resource. That card’s controller reveals
cards from the top of his deck until he reveals a card of the same type. He puts that card into play under his control
and shuffles the rest into his deck.
3 – Destroy CARDNAME.
Draw a card for each damage your hero has dealt to target hero or ally
this turn.
4 – Activate >>> Put the bottom card of your deck
on top of your deck. NO PEEKING!
5 – Activate >>> CARDNAME deals 1 nature damage to
target hero or ally.
6 – Attach to target hero or ally. Ongoing: At the start of your turn, choose a
keyword. Attached character has the
chosen keyword until the end of your opponent’s next turn.
7 – Ongoing: At the start of your turn, your hero deals 1
nature damage to target heor or ally and heals 1 damage from himself for each
totem you control.
8 – When CARDNAME enters play, your hero deals 3 ranged
damage to target hero or ally.
9 – When you strike with CARDNAME, you may shuffle your deck
and reveal the top card. Until the start
of your next turn, as long as that card remains on the top of your deck, you
may play it with out paying its resource cost.
10 – This space intentionally left blank.
11 – When CARDNAME enters play, he deals 2 frost damage to
target hero or ally. A character dealt
damage in this way can’t attack or protect this turn.
12 – Target ally has +2 ATK this turn. Target ally has -2 health this turn.
13 – When a hero or ally in your party prevents damage,
CARDNAME deals 1 shadow damage to target hero.
Good luck! I look forward to seeing your guesses, and will post what these designs eventually ended up as and how they got there later this week!
- Andrew Wolf