Duelyst Forums

Card Design Contest: September

Name: Glitch
Faction: Magmar
Type: Battle Pet
Mana: 4
Stats: 4/3
Text: Whenever you draw or recpace this card deal 2 damage to All minions and generals.

I believe this could work for Starhorn ( because of BBs ) as another form of AoE or burst damage. The stats are bad for a battle pet but the fact that you can deal 4 damage to all your enemies is op. However, you also take 2 or more damage which makes this card useless or even dangerous if you have low health also keeping a board might be hard. Furthermore, you have to draw the card to get its effect which is not easy (not very consistant). Lastly, if you want the effect to stop you simply play him for 4 mana.

side note: i really want to see a deck with 3 of these…can only imagine the chaos.

Perennial Staff
Magmar, Artifact
Mana 3
‘Whenever a friendly minion dies, summon it as an egg nearby your general’

This is a way to generate eggs, during you turn so that you may use them as synergy and a way to pseudo revive your minions. It has particularly interesting synergy with cards like Morin-Khur and Wild Inceptor.
The concept is meant to tie in with the lore; The Magmar are immortal and at the end of each cycle (life) they are reborn and their spirit (memories) persists throughout each cycle. Perennial meaning; lasting indefinitely long (Magmar) or used as reference to a plant’s life cycle.
Thanks for reading, good luck to all contestants :).
Many thanks to @attheedge for hosting such an awesome contest, I look forward to next month’s as well.
Edit: Changed from an a spell to an artifact, because I felt the spell was far to situational and possibly clunky.

Old Version:

Perpetual Spirit
Magmar, Spell
Mana 3
’Each time a friendly minion dies this turn, summon it as an egg nearby your general’.

Replicator Beast
Magmar Minion
3 mana (1/4)
Steals and dispels all the effects of a nearby minion, gains +1 attack for each effect stolen.

Basically it would give Magmar a short range dispel that also works as a decent body, gaining any effect the dispelled minion had.
e.g.: use it on an Ironcliffe Guardian, it would gain airdrop(even If it did nothing like OGs), provoke and +2 attack leaving it at 3/4. Good counter for beefed up minions too since it would steal spell buffs. We would finally have a viable 3 mana drop.

Visually I was thinking it could be a chameleon-like reptile (was a little dissapointed the contest didnt involve any concept art)

Wraithling Master
Abyssian, Minion
4 Mana (2/3)
Friendly Wraithlings can move 1 extra space

well, a lot of times i can get a lethal cuz the little shits are too far away, but i think this could be a good card.

4 Likes

Name: Spectral Wraithling
Faction/Type :Abyssian, Wraithling
Cost/Stats: 5 mana (2/1)
Card Text:
Rush
When this minion kills a enemy minion summon a Spectral Wraithling with the base stats of the killed minion on that space, spectral Wraithling’s summoned this way do not have rush.
at the end of your turn summon a wraithling on a space nearby.

while im unsure if i got the cost right for the card or if its a good idea adding the ability to summon a wraithling to it i wanted it to be something to help aid swarm abyssian.

Name: Warbird
Faction/Type :Vanar, Battlepet
Cost/Stats: 1 Mana 2/2
Card Text:
You may choose which column Warbird (The bloodborne spell) targets.

Name: Silithar Sentinel
Faction / Type: Magmar Minion
Cost / Stats: 5, 4/5
Card Text: Rebirth. Whenever your opponent draws a card on your turn, your minions gain Forcefield until the start of your next turn.

Reasoning:

Magmar is in dire need of something to tie its various themes together, hence this design. The ability, which obviously works best with Magmars weakest general, Starhorn, synergizes extremely well with both Rebirth and Growth. Rebirth minions can get an attack in, turn into an egg and then have the ability activated to protect said egg until it can hatch again next turn while Growth minions can be used much more aggressively without having to worry about being instantly destroyed while still weak.
It seems clear from the recent expansion that Counterplay has no desire to change Starhorn’s ability but instead prefers to release additional cards that work well with it. In that sense, this is a step up in power from the underwhelming Vindicator and Visionar though those two cards in particular also work extremely well with this one and may similarly become enabled by it.

1 Like

Name: Obelysk Defender
Vetruvian, Minion
3-Cost / (4/6)
Summon Dervish
Opening Gambit: Set this minions Attack to 0 and it is now treated as a Structure.

Clarification:
When played normally this minion acts like an Eternal Obelysk, but when it’s dispelled it gains back its 4 attack and is no longer a structure so it can move.

So you pay 1 extra mana to let it move and attack when dispelled instead of becoming useless.

2 Likes

Wallbear
Vanar, Vespyr
3 mana 2/3
If you control a wall, this card gains +3/+2.

The name is kinda random, since I suck at naming. However, tying this kind of effect to walls blocks it’s usage in kara (walls are from spells, not minions to buff up) and buffs wall and faie decks without worrying it might become a kara staple of OPness. It also fits the whole value minions, albeit a bit situational

2 Likes

Storm Disciple
Songhai Minion
2-Mana/ (2/3)
Dying Wish: Add one Kage Static to your hand.

  • Concept art would add to the Chinese zodiac theme of Songhai, being based on a sheep-

Kage Static
Songhai Spell
1-Mana
Deal 1 damage, if Kage Static kills a minion add one Kage Static to your hand at the end of your turn.

1 Like

Giles, Winter’s Prophet
Vanar, Legendary Minion
5 Mana / (2/6)
All enemy minions and Generals use an additional movement point, and take 1 damage at the end of each turn while on your starting side of the battlefield

Will the opponents fight on uneven footing on their territory or will they brave the snow and take heavy attrition? This card is supposed to represent the harsh Vanar winter, and how it can lay waste to entire armies if they are not prepared. You can use walls to trap them on your side, or you could use this card to threaten the opponent to return to fight your infiltrated minions lest they want to suffer attrition.

Just to clarify, enemy minions and Generals on your side of the battlefield will be unable to move diagonally as it requires two movement points. Flying minions are still able to fly around the map, just with one tile less available to them.

Name: Kaido Tactician
Faction / Type: Songhai / Epic Minion
Cost / Stat: 3-Cost / (2/4)
Card Text:
Opening Gambit: Move a general up to 2 spaces

The assassins prefer your back.

Leonin Strategist
Lyonar Minion
6 Mana (5/5)
Zeal: All adjacent friendly minions have provoke

Leonin Strategist creates situations where he and your general can act offensively while being guarded against retaliation by granting provoke to those around them without gaining it themselves.

8 Likes

Earthquake Obelysk / Meteor Obelysk
Vetruvian, Structure
4 Mana (0/4)

AirDrop

Summon Dervish: (2/2) Iron dervish with provoke


These Iron Dervishes DO NOT have rush however, they are permanent.

1 Like

Umo
Abyssian, Battle Pet
3 Mana (4/5)
Dying Wish: Deal 5 damage to the next general that moves or attacks.

Arclyte Scholar
Lyonar, Minion
4 Mana (2/5)
Forcefield
Opening-Gambit: Give a nearby friendly minion +2 Health. If the minion has Zeal give it +3 Health instead.

A nice healthy minion that can hold it’s own as well as help keep other minions on the board and the OG is compatible with most spells.

Arclyte Taskmaster
Lyonar Minion, Epic
2 mana [2 attack/2 health]
All your minions and General can move and attack in which ever order.

Not an incredibly strong effect but greatly helps in the long run for positioning especially if you are able to keep it on the board. This effects Celerity minions as well, thus they are able to attack > attack > move > move or move > move > attack > attack.

2 Likes

Fallen Angel
Lyonar / Abyssian Minion
Zeal: Gains deathwatch (gains +1/+2)
4 Mana (3/3)

A double faction minion :slight_smile:
I tried to mix faction only skills, but dont know how to properly write it :S.

Ephemeral Soul
Vetruvian Spell
3 mana
Give a minion rush and ‘this minion disappears at the end of its owner’s turn.’

A little bit of burst for Vet, but at odds with the current trend for slowork decks that snowball board presence. There are, of course, a load of fun combos (mirage master OTK?) but I think that the mana cost is fair.

3 Likes

Magaari Keeper
Epic Magmar Minion
4 mana (3/3)
Rebirth
Your general has rebirth.

This card is intended to help give Eggmar the boost it needs to be a viable archetype. A very powerful yet incredibly situational effect. It has fairly bad stats for its cost, and is bad in most situations. However, it combos with Egg Morph and Wild Inceptor, letting you suicide your general into a nearby high attack minion and then hatch him for a full heal. This basically provides another reason to run egg-hatching cards. Also helps Magmar slow the game down by keeping you out of lethal range - if the opponent can’t kill the egg you would respawn at the start of your turn. Ties into the lore since the Magmar aspects are supposed to die and be reborn in an endless cycle, so there should be a way to give them rebirth!