Duelyst Forums

Card Design Contest [#3/2018]

After a really nice vacation, it’s now time to welcome you to the 3rd Card Design Contest of 2018. I hope you have fun with this one :slight_smile:

For those of you who are new: This contest is all about designing an own card following the contest’s prompt. A jury will then nominate 12 cards that are going to appear in the poll thread, where you all can vote for your favorite.

We also have prizes for the best three cards:

First: 5 Orbs + Exclusive forum badge “Design God” + Place in the jury next month
Second: 4 Orbs + Place in the jury next month
Third: 3 Orbs + Place in the jury next month

Thanks to Counterplay / Bandai Namco for providing the orbs and the forum badge.

Here are the rules:

  • Everyone is allowed to submit ONE card design per month.
  • They have to follow the basic template:

Faction, Type
Cost / (Stats)
Card text.

Shadowmaster Serai
Songhai Minion
5 Mana (3/5)
Backstab: (1) All of your Backstabs deal 2 more damage.

  • Clearly over- or underpowered cards or memes are not allowed.
  • Cards have to follow the monthly design prompts (e.g.: Create a Battle Pet).
  • Unless stated otherwise, you may NOT create own Keywords.
  • You may submit card art, as long as it is created by yourself. Art is not taken into consideration from the jury and will not appear in the poll thread.
  • Please avoid copying cards from other CCGs.

This month’s prompt: Design a card that interacts in any way with movement on the board. (Thanks to @mmf for the idea)

Please do not discuss ideas here. Feel free to discuss thoughts about submitted cards here instead.
This is how the jury will evaluate cards.

The deadline for submissions is the 5th of August!

This month’s jury is:

Good Luck to all participants!


Bishop of Eyos
6 mana 4/5
Can only attack in diagonals
ALL minions can only move in diagonals

A card which uses the all familiar Bishop mechanic from Chess!


This minion would allow minions to move 2 diagonal (only one direction), but they still can attack around them. Ranged is unaffected. Bishop’s blast would strike the whole diagonal (doesnt have to be in melee range). Generals are unaffected, because they are your King/queen.


Lead the Charge
3 Mana
Lyonar Spell
Until the start of your next turn, Your general gains +2 Attack and can move two additional spaces. Friendly minions can teleport to any space nearby your general, and if they are Zealed they gain +1 Attack and Frenzy

Thanks to @phoenixtoasches for suggesting that the older card was bad (because of its interaction with strategos)

Name is based on what it says: your general leading your army into the battle

The interaction is friendly minions being able to teleport to spaces nearby your general


Titan Warbeast
Magmar, Minion
Seven Mana (0/7)
Rush: Can move through or onto minions and generals, if it does the minions and generals are moved one space randomly and take damage equal to this minions health.

Continuing the warpup/makantor tree. A small jumble of mechanics I have always wanted to see. It is a position/movement focused unit with a charge like mechanic, a beefy statline with no attack for balance, and health synergy for offense.

A strong card to rival makantor, that can punish poor positioning and is pretty bursty, but it has many drawbacks to keep it in line. It has a high cost and while it may be strong ramped it also does less damage if it is injured, it conflicts with nat select and plasma, and of course the zero attack is pretty rough making it have a shorter threat range then most things, and unless your opponent screws up it’s unlikely you will be able to hit more then one thing with it.



“Even when they are pups they are ferocious beasts, early on they are clumsy but durable, their body covered in small spikes providing excellent defense and the ability to attack in any direction but are to small to be very dangerous, as they age the spikes that once served as a protective covering grow into weapons of destruction although they no longer provide the same protection leading to most warbeasts dying early on. But occasionally if a warbeast lives long enough it will grow to massive proportions, its spikes having long stopped growing will be worn down through many battles leaving them with little ability to attack things but this is made up for in there sheer size, once an elder warbeast gains momentum there is little that can stop its charge, and all in its way, friend or foe, will be trampled.”



Removed: “This minion can move one additional space.” And added +1 health to compensate. Suggested by @loliconartist

Condensed wording from “This minion can move through units. If this minion moves into or through a units square the unit is pushed one space in a random direction and takes damage equal to this minions health. “ suggested by @bepoest

Changed “unit” to “minions and generals” to be consistent with the games wording despite that its awkward. Suggested by @alplod


Footprints of the Mist Dragon

Songhai Spell
2 Mana
Give a minion Flying. Whenever it is moved for ANY reason, give it +1/+1


Creeping Reaper
Rare Abyssian Minion
4 Mana (7/7)
Flying, Frenzy
Can only move to spaces with friendly Shadow Creep on them. Must be played on a friendly Shadow Creep.


So, let’s analyze this card. First of all, everyone loves 4 mana 7/7s (I should poll this to make sure…), and it has Frenzy and Flying to boot. To balance out this extremely powerful minion, it had to have a drawback. And what is more fitting for a Creeping Reaper than only being able to move on Shadow Creep? This will make Abyssian players have to be much more strategic in the placement of Shadow Creep, and will force their opponent to either stand on the Creep (assuming it’s just 1 with none nearby) and take damage, or stay away from the edges of all Creep. This can also be dispelled to remove the Frenzy and Flying, but that would make a vanilla 4 mana 7/7. So it is a sort of dispel-proof card as well (or at least, it offers an interesting choice). So, without synergy this guy is not getting up close and personal, but if he does, he’s really gonna reap some souls!


Ziros’ Trap

Vetruvian Spell
5 Mana
Until the end of your next turn, your opponent gains one temporary mana crystal when an enemy minion moves adjacent to a friendly minion and enemy minions disappear when attacked.
“Disappear when attacked” is the same effect as that applied by superior mirage and only lasts until the end of the turn.


Caecus jaguar
Songhai, Minion (epic)
4 Mana, 3/5
Can’t move.
Can attack the first enemy minion or general in a straight line, by teleporting to it. Whenever this minion is moved for any reason, give it +1/+1.


Name explanation: One of my favorite cards is the Onyx jaguar. I think Onyx means claw or something in latin, so i went with the latin word for blind - Caecus. as the idea was it can’t move cuz its blind and therefore relying on other senses to attack. Blindness restrict somethings and open paths for other things. :slight_smile:

It can’t move. But if an enemy minion or general is standing in a straight line to this minion, you will be able to attack it by teleporting on the tile closest to the chosen target. So this minion can teleport acrosse the board either to enemy minions on the same column or the same row. Staying true to the jaguar, it gains buffs when moved. Synergizes well with all shonghai spells that let’s you teleport or switch the positions to your minions as well as reactivate.


Suntide Springbok
Lyonar Rare Minion
5 Mana 2/3
Zeal: Celerity, Rush and turn spaces this minions ends its movement on into Hallowed Ground.

Half animal, half elemental, the Springbok spreads pure energy wherever it goes.

This is a Springbok


Healing Mystic Memorial Hospital
Neutral Structure
5 Mana 0/4
Whenever a friendly minion passes through this, restore it and this to full health. Whenever a friendly general passes through this, restore 2 health to it.


Space Distorter
Neutral (legendary)
4 mana 3/3
At the start of every turn, each unit’s movement are restricted to a random number of tile. (up to 5 tiles)


From the description of the card, it basically messes with the movement of all unit. Perfect countering to flying minions because they are also affect by space distorter’s skill. Restricting the movement of units can also change the perspective of how players approach the game play. And it’s also fun to mess with each other.


Vanar Minion
4 mana (2/5)
At the start of your turn deal 4 damage to all enemies that didn’t move during their turn.


Apparently you guys like broken timmy cards so heres one. I considered making it so it doesn’t hit newly played minions but Vanars gotta Vanar.


edited because previous entry did not include movement

Voiron Pawnmaster
Lyonar Minion
2 mana (4/4)
Provoke. This minion can only move 1 square forward each turn and can only attack enemies on the spaces diagonally in front of it.


Named for the Voiron region of Windcliffe, a peninsular town on the western edge of the Lyonar kingdoms. This area was among the last to be annexed under the highmane monarchy, their troops the continent’s finest due to their position as the first line of defense should the Magmar ever attempt landfall. Since the fall, moral runs low. It was learned early on how natives conscripted into lord argeon’s growing army are notably slower to mass and travel, particularly as they move further from their homeland. Be warned however, a phalanx of even humble pawnmasters are a nightmare to face, fighting with a fire not seen since the ironcliffe siege — the smoldering embers of a once free people

A simple homage to the scientist opener of old, as well as the chess piece which for which it is eponymously named


Lóng, Mist master
3 mana legendary Songhai minion
Whenever a friendly minion or general is moved by a spell, reactivate its movement.


This card is designed to be used after playing cards like bakezori, flamewreath, and onyx jaguar.

Although this might seem just a bit too strong out of the gate, its win more nature and required set up makes this card not that powerful

This cards weaker stats decentivize midrange kaleos players from running it, and its lack of immediate impact and reliance on build around dissuades wanderers and midrange kaleos’s from mindlessly plugging it in too.

This card is made to support movehai, an archetype that got a little support with onyx jaguar and already has the movement spells to run with it, along with bakezori and flamewreath.

However, this is not enough to make movehai a self viable deck. While we already have the payoffs, most of them already work great in decks not committed to the movehai gameplan.

This cards mechanics shine best and brightest in a deck dedicated to moving and getting rewards from doing so.

Imagine a unanswered onyx jaguar into this plus kaleos bbs next turn? Possibly even with juxta as well?

All in all, movehai is a little supported archetype that embodies this entire contests meaning. This card may not singlehandedly make it competetive alone, but it would definitely be a balanced yet not overcomplicated push in the right direction.

(Fun fact, I believe Lóng is dragon in chinese, which is obviously the culture which closest resembles songhai. The mist in mist master references the card mist walking)


Gale Force
Vetruvian Spell
3 Mana
Deal 2 damage to all enemies. Push all enemies 1 space away from your general.

Design Note: Away can mean diagonal, vertical, or horizontal. All enemies are moved.
Further Note: Push will only be vertical or horizontal. Game should randomize a diagonal opponent’s movement.


Styxus warper
Abyssian Minion
2 Mana (2/3)
Friendly minions on or near Mana Tiles may move 2 additional spaces.


Ancient arts of corruption revived, Styxus devours its children in oily bile. Drown in the black waters to die, then rising again on the erupted isle.

(Changed from a redundant minion in Songhai to a hopefully better appreciated Moveabyssian support).


Essence taker
Abyssian Minion
4 mana (4/3)
Opening Gambit: An enemy minion cannot move.
This minion moves 2 additional spaces as long as that minion is alive.


Akram Caravaneer
Vetruvian Minion
2 Mana (2/3)
Opening Gambit: Push ANY minion up to 2 spaces.


The name is inspired by the desert in the Vetruvian territories. In such harsh lands, where very few dare to roam, and many get lost, they say lives a group of people used to deal with livestock, willing to offer a transportation service for a relatively cheap price.

The idea is to give some support for minions with blast, moving an immobilized minion with Cinematic Projection, generals equipped with ankh, Grapnel Paradigm and Lost in the Desert.
In General should help all cards that benefit from positioning like Star’s Fury or Bone Swarm to get optimized results, but also to make room for spawning on occupied mana tiles, avoiding getting surrounded by too many minions, pushing away dangerous minions or bring yours closer


Magmar minion
3 Mana (4/5)
This minion can only move forwards


overstated minions are kinda magmars thing, but I feel that a lot of them that have drawbacks are not too interesting, this however has a lot of counterplay and also puts pressure on the one playing it to place it optimally.
I like to think that the lore behind it is that they were used to clear paths in the jungles that make up the magmar lands (i’m not actually sure if they have jungles there or not :smiley: )


3.14x2 Chopper
magmar spell
8 mana
“move a friendly minion forward, deal this minion’s attacks all enemies surrounding it. repeat until a unit is in front of it.”

ideally a synergy card with beastclad hunter, or a grow minion you’ve been uh, growing in the back.

The spell idea is basically a bike that would fit well into beastclad hunter’s design: he’s finally a masked rider with an actual ride. it also fits into magmar’s current lore that they are attempting to embrace technology, but somehow remain inherently beastly(e.g. mortar maw)

(i realized it’s just like cadence but a wee bit crazier. set the mana to 8 instead of 6)