NvZ has a sudden death system where noobs and zombies stop respawning and it becomes Arena-like. NvZ has a killstreak system (Veteran Ability) and passive abilities in general. NvZ has a weapon loadout system. NvZ has a hero/heavy system, which grants powerful abilities/weapons/armor for coins. NvZ has a summon minion system, which makes sense for a card game. OBS has a stage system, where as time progresses zombies get more powerful. OBS has a survivor loadout system, where you have to plan carefully on what you want to bring. Same as R2DA, but zombies are weak and random until you die alot (which is a terrible system that people complained about) PvZH has lower Health than Hearthstone and Yugioh. Minions have lower stats for cost as a result. (with only 20 Health) Hearthstone has a mana cap at 10 cards. There is also a mill system and a sudden death of out of cards. My Game will - Take lane based combat concepts from PvZH - Take card deck-system / gameplay system from PvZH (40 cards, 4 of max each) - Fix the annoying block metre (2 charges guaranteed except for specific cards) - Take the card mill system of Hearthstone Original Concept: - My reason for this concept is because heroes does not have a great late-game system (you rarely draw you're whole deck), and Hearthstone's late game system is SUPER lame with a mana cap and a very slow, agonizing death. - After Turn 10, both players go into SUDDEN DEATH. - "Sudden Death! Both players take fatigue damage and draw 10 cards each turn!" - The battle system changes. Awesome Sudden Death music starts playing for the biggest meme bangers. The environment takes a sudden death form, with chaos and armageddon. - Every player draws 10 cards at the start of the turn. This encourages an awesome fight between aggro, midrange, and control to spam cards (or make the best plays), even inefficiently, just to kill the enemy quicker. This is where insane late-game cards / combos shine (GO GET EM ZOMBOT), and will act as an archetype for control decks. - However, this system is very easily designed to mill cards, which might be crucial for drawing combo pieces. - Heroes start taking fatigue damage. They will take 1+n damage where n is Turns after Turn 10. This gives an opportunity for aggro to shine if they do damage to control player's face, but control will have access to insane late-game cards to compensate. "Sudden Death! Both players take X fatigue damage!" - The block meter does work for fatigue damage. - If you run out of cards, then you take fatigue damage. Both players get a message that says "Player is out of cards! He takes fatigue damage". After enough minions die, the game goes into sudden death, where each hero takes increasing damage (similar to Hearthstone's out of cards.)