Ingame Name: Dodosaur
Card Name: Treeline battlecry
Tier & Orbs: T2, 1 nature & 1 neutral orb
Type of Card: Spell
Power Cost: 80
Spell Effect: Fertilize: cast on a unit or building to target its root network. For the next 25 seconds units and buildings in the network will always have a minimum of 3 supporting units even if they are all in combat. Reusable every 30 seconds.
Explanation of idea behind the card:
Just like "molt" was created for Twilight units, I feel like root network units/buildings could use an all-round buffing spell.
This spell creates an offensive and defensive boost for root network units/buildings in smaller groups.
For pvp I think there are good counters for rooted units in most cases: cc spells from frost and nature or wildfire in fire (although my pvp-knowledge is limited). Disenchantments on the single unit or killing the single unit with the spell also work.
Card Name: Underworld gate
Tier & Orbs: T3, 1 shadow orb, 1 nature, 1 nature/shadow
Type of Card: Building
Power Cost: 180
Passive Abilities:
Corpse gathering: Gathers energy from corpses next to the tunnel exit equal to their former maximum life points to either store them away or support friendly units around it. A maximum of 7000 life points can be stored at once.
Active Abilities:
1.) Tunnel exit and entrance: this building can be used as an enter and exit point to the tunnel network
2.) Open gateway: Activate to open the tunnel network to the underworld forthe next 30 seconds. When you summon an unit: immediatly consume stored life points equal to the life points of the summoned unit to summon a dazed copy of the the unit next to the underworld gate. This consumes unit charges. As the unit is a resurrection by amii power it does not generate void power nor does it grant life points for other spells and effects when it dies. (Reusable every 60 seconds)
Explanation of idea behind the card:
An amii Building that ties directly into the unit focused gameplay of the faction. It allows strong plays, while keeping the void power untouched for use with the amii power shrine.
It combos with shadow cards like decomposer and soul splicer, but not with furnace of flesh. It combos with tunnel based cards from the nature faction. Moving your bonus summoned units directly to the front line and gathering souls with deepcoil worm or quickly constructed tunnels. The fast movement around the maps seems fitting for the amii faction if we look at the "elusive" trait of their units. The summoning effect still uses unit charges to keep too much summons in check. The amii factions keeps void power stored for the amii power shrine and can't summon too much units due to power (and stores life point restraints). The player can use a shrine of memory or shrine of greed to get more power for units, but this comes at the cost of using less spells.