VanderCo. Bounty
Songhai, Spell
7 Mana
Destroy an enemy minion and summon a 8/8 Mercenary in that space. Subtract the destroyed minions stats from the Mercenary’s stats.
VanderCo. Bounty
Songhai, Spell
7 Mana
Destroy an enemy minion and summon a 8/8 Mercenary in that space. Subtract the destroyed minions stats from the Mercenary’s stats.
Name : Xenovum
Faction: Magmar, Minion
Cost: 3 mana, (2/2)
Card Text: Rebirth, Rush, Whenever this minion kills an enemy minion, summon a Xenovum Egg on its space.
(Notes : “Xeno” is a reference to the Alien called Xenomorph and “ovum” means Egg in latin.)
Enter the Dragon
Songhai Spell
8 Mana
Summon three 3/3 Dragon Spirits anywhere on the board.
Dragon Spirit
Songhai Structure
3 Mana 3/3
Ranged. May not move. When an enemy moves, this minion attacks.
I think one of the most disappointing card in Shadows of Shim’zar is Koan of Horns - it simply feels like the team wasn’t sure what Songhai might want in an 8-mana spell when Spiral Technique exists. I made this card because I think that there are ideas that are desirable for Songhai at 8 mana outside of face burn. My initial idea was to give the Dragon Spirits rush and be battle pets, but that would just make this a straight upgrade to Spiral Technique, since they could be placed to attack the opposing general. In a second draft I ran, I thought about preventing the Dragon Spirits from attacking the enemy general. However, Storm Kage already fills the “board clear” niche for Songhai, and it doesn’t get a lot of play.
Looking back at the purpose of Koan of Horns, the card is supposed to be a Backstabhai finisher. Among the Shim’zar cards, Ki Beholder has stood out for me as a great backstab assist - keep a minion in place so you can create proper positioning for the next turn. So what if Dragon Spirits had a similar effect? However, instead of copying Ki Beholder’s ability, create a general scenario where the enemy does not want to move, but can if he or she so chooses. If the enemy chooses, Enter the Dragon could have no direct impact on the board at all - the player can choose not to move any units, and the Dragon Spirits will not attack. However, this creates an interesting risk/reward situation where the opponent must decide how to kill the Dragon Spirits while minimizing loss from immobility and Dragon Spirit attacks alike.
This card could be too good, or it could be terrible, but I don’t think anyone could say it’s uninteresting, and I did my best to balance to keep it balanced. If you compare the card to Jax Truesight, which creates five 1/1s for 6 that can move and attack at all, is a neutral, and can be combo’d with Lightning Blitz to create five 2/2s for 8, there’s a close comparison of 10 ranged damage between all minions for 8 mana and 2 cards (Jax Truesight + Lightning Blitz); and Enter the Dragon, which can do 9 ranged damage if a player chooses to move a minion for 8 mana and 1 card. Since Enter the Dragon is entirely avoidable, I think it is reasonable for the Dragon Spirits to attack more than once per round, but it would need some playtesting to establish that standard. They might need an entirely different trigger, or might need to be limited only to non-general attacks still.
NIGHT PREDATOR
Abyssian Host Minion
5 Mana (5/4)
Opening Gambit: Activate a random friendly Dying Wish triggered this game.
A support for the dying wish deck, helps with the natural lack of tempo from the dying wish minions while providing a body.
Cirrus Rogue
Songhai, Minion
2 Mana (2/2)
Backstab: (1)
Opening Gambit: Obscure a 3x3 area on map, move this minion randomly to an obscured tile.
(Edit: Previously had airdrop but changed it’s opening gambit effect.)
HOW THE TERRAIN EFFECT WORKS VVV
Basically hides all friendly units within a cloud. All obscured tiles can be attacked and moved into. You may set a course for any minion to move into the cloud it will stop the tile before it bumps into a unit. When attacking an empty space your unity simply misses his attack. Spells also may target each obscured tile in a similar fashion to minion attacks and may also miss. When clouds are attacked they dissipate.
It’s pretty much a new mechanic but I think this would be cool. It’s pseudo card protection and it can add an interesting twist to the back-stab mechanic. Songhai need better tools and this is definitely creative and can be played around.
As for the lore/flavor it’s a rogue that has mastered cloud bending and resides in the sky. It can be placed anywhere because it falls with the cloud. Backstab because he’s a rogue and backstab need minions with abilities other than backstab IMO.
I know implementing a new mechanic is a big deal but I thought I might as well throw this idea out there.
Le’sra, the dust martyr
Lighting the cavern with a counterfeit star-crystal, the forlorn traveller took shelter from the sandstorm raging in full force only meters away from the entrance. Huddling in his cloak, he recounted the month’s events that lead him to such a dire predicament using the warmth of the fake star-crystal to bring feeling back to his scarred hands. It seemed to the traveller that he was the butt of some universally grand jest and melancholy washed over him as he rifled through the star-crystals he got caught trying to scam with. Although it was only noon, the arduous trek through the wastes was exhausting and already the traveller found himself nodding off at the thought of never returning home.
One week later, a guardsman atop the wall of Pyrae city caught sight of a lone figure deep in the horizon. Knowing there was only sand to the North he called for an interception, lone figures could be rouge sand creatures swept up by the desert winds and given sentience, which wouldn’t have been a concern if they didn’t have a predisposition to hostility. Armoured in metal skin the Vetruvian guards silently surrounded the approaching stranger, footsteps guarded by the howling winds, thankfully it held its hands up in a sign of surrender.
The traveller eyed the guards, there were 6 in all and were fanning out to prevent any un-authorised action. He knew the moment they sighted him he was a captive, “your name stranger” one of them commanded from behind him in their hollow metallic voice, as if their throat were an empty steel tube. Hesitating could make things worse so he simply said “Sandra”, giving away his real name would have been trouble to these guards as no doubt they would have heard reports of the notorious foreign thief that scammed the high general. The guard in front moved to grab him, he shied away instinctively and cursed himself for the foolish reflex. He wasn’t entirely shocked when the leader of the group smacked him from behind.
Rough hands apprehended him, he lapsed into darkness.
“You believed us fools to not think it were you?” an inquisitor spoke,
head swimming, the thief merchant found himself tied to the ground as he limply raised his head to identify the speaker. Weeks spent in the desert had taken their toll on his flesh body, scars lined the entirety of his legs and abdomen despite being heavily clothed in silk-sand. It was his desperate gambit to escape justice in the desert and then use his contacts in the sea of dust to smuggle himself away. It didn’t work, his contacts instead sold him off on the shore of Pyrae and he was lucky to escape, his re-capture was only a matter of time. His bag chinked full of fake merchandise as it was dropped next to his head, “this was quite an oversight” the inquisitor spoke in his ghostly tones “you might have evaded detection for another day or two without this, however it would have done you no good with your body.” “Without protection there is no where you can go”. Looking at his near ruined body, he was forced to agree, the entire idea of escaping was pointless and caused more harm then good. However under the tender care of Vetruvian captors one might dispute that thought. As if to confirm this the inquisitor sighed, and signalled to the guards on the side with wicked looking implements.
The man with the alias of ‘Sandra’ screamed
Little did they know that fate had big plans for him and was ready to play it’s hand.
Faction: Vetruvian
Type: Minion
Cost: 4 (3/3)
Card Text: Dying Wish: take control of a nearby enemy minion
Abyssal Terrain
Abyssian Spell
2 Mana
All Friendly Wraithlings are immune to damage for the following turn
The purpose of this card is to get Lilith and her wraithling shenanigans going. The current meta with a lot of AOE has hindered her play style. This will give her a chance to establish a board. When using this spell, players will have to choose whether to build a board or sacrifice wraithlings for deathwatch or other effects.When this spell is in effect wraithlings won’t die but will do damage.
Bloodmoon Beckoner
Abyssian Minion
Stats: 3/4 4 cost
Text: Deathwatch: Lower the cost of a random minion in your hand with the highest cost by 1
Song of Aperion
Magmar Spell (Epic)
4 mana cost
Your General’s Bloodborn Spell costs 0 mana and can be used once every turn for the rest of this game. Remove all other copies of this spell from your deck.
Commentary:
Song of Aperion is a significant tempo loss given that if it’s not cast in the early game, its effects become less and less relevant as the player gains more mana and approaches the moment when the BBS is already usable every turn. But casting it early means devoting all or most of a turn to either drawing a single card or gaining a single point of attack, which can be a lethal mistake if handled carelessly.
If cast quite early, however, it allows Vaath and Starhorn to spam their BBSs to mad effect, a power countered in Vaath’s case by the fact that he needs to sacrifice HP to use his large Atk, and in Starhorn’s case by the danger of constantly filling he oponent’s hand. (You wouldn’t want to give this spell to any other faction, is what I mean. It’s faction specific.)
Name: Saberspine Fury
Songhai, Spell
3 Mana
Deal 1 damage to a minion or general, twice. If you control an Arcanyst, this costs 2 less.
A cool toy with some really cool sinergies. It would deal 4 damage if you have Crescent Spear equiped or Alkyone on board, or 6 damage if you played Eight Gates. It can also be used with minions that trigger on damage ticks (Fox, Panddo, Rawr, Khymera lol).
Edit: It could also be used for pinging artifacts 
Ang’Mar Wizard
Songhai Arcanyst Minion
4 Mana (2/5)
Backstab: (1). Opening Gambit: rotate ALL minions and generals by 180 degrees.
Reasoning:
First of all, Backstab Songhai needs some synergy other than lowering cost of minions or card draw. Now the anti-backstab strategy is either blocking your back with minions or standing on outermost tiles. Camping at the 1st column on your starting side basically shuts down Backstab minions. This card would prevent it, forcing enemies to reposition when they think it’s quite probable you have this card in hand, and also provide synergy for e.g. Killing Edge. Also, it’d be an unique effect and I love unique effects, such as the one General Zendo has.
Stats:
I think they’re pretty fair for the mana cost and synergetic effect, but I wouldn’t mind making it +/- 1, e.g. 2/4.
Why this name:
Ang’Mar is an unused name of a region in Songhai Empire and Songhai is all about spells and stuff, so a wizard would match.
How it could look:
I like the Panddo theme and I feel it could be extended, it could be some sort of a panda looking like a wizard ¯_(ツ)_/¯
Deranged Spellcaster
Magmar, minion (Arcanyst)
5 Mana (0/3)
“At the end of your turn, deal damage equal to this minion’s attack to one random enemy. This minion can be targeted from 2 spaces away.”
This card works fairly well with Control Vaath by keeping your opponent on their toes about what minions to cast, and gets people a lot more antsy about removal and gives a sense of urgency about how you will remove the minion. There’s only so much buffing that you can do with the 3-card per deck limit. Although honestly there’s a good chance people would run decks that were pretty much 3 Deranged Spellcaster, 3 Manaforger, and pretty much everything else buff spells and removal, it would be pretty easy to counter, especially with the extra targeting range and the attack starting at 0. It looks good for high-level implication of Magmar, and seems quite healthy to the meta to me. It also fits with Magmar’s theme of chaos and foul play perfectly, I might add.
Scion’s Priestess
Vetruvian Minion
5 Mana 3/4
Opening Gambit: All friendly dervishes gain Dervish Permeance
edit: a word
Shadow Lion
Abyss Battle Pet
4 mana (1/5)
Whatever u or this pet stand in a Shadow creep,this gains +1 damage and Frenzy for each of your shadow creep , Can place this minon on Shadowcreep without nearly General
Name : Why lion? because i have a lion tattoo in my forearm
so i want to be this pet on this game for my battle pet !
Nᴀᴍᴇ : Dervish Sovereign
Fᴀᴄᴛɪᴏɴ : Vetruvian Imperium
Tʏᴘᴇ: Dervish
Rᴀʀɪᴛʏ : Legendary
Cᴏsᴛ: 7
Sᴛᴀᴛs : 0/1
Oᴘᴇɴɪɴɢ Gᴀᴍʙɪᴛ:
Gains 1/1 and a random keyword ability for each dervish spawned since the last turn.
I just felt like making some Dervish synergy through a card, that isn’t tied to Obelysk in it’s name. Imagine, running an Orb Weaver and the lot just to bump this thing up in the next turn. It’s a definite late game card, that could win you the game!
Mega-Blast
Vetruvian Spell
3 mana
Give a blast minion, “this minion also attacks enemies in rows adjacent to the row of the initial attack target” Or if the minion does not have blast, give it blast.
Four Winds Archon
Songhai, Minion (Arcanyst)
5 mana 5/5
Opening Gambit: deal damage equal to the amount of spells in your hand to a minion of general
Corrupted Zookeeper
Abyssian, Minion
7 mana 2/8
ALL minions and generals behave like battle pets.
The benefit is you completely mess up your opponents turn by leading them onto shadow creep etc. The drawback is that you spent 7 mana for a 2/8 with a symmetrical effect which can easily be exploited by your opponent if they’re already winning or if it’s even.
Inspiring Matriarch
Abyssian Minion
5 Mana 4/5
Whenever you summon a Wraithling, Summon a Wraithling on a random nearby space. Nearby Wraithlings gain Forcefield."
Since Vorpal got a female counterpart last patch, I decided to give Black Solus one as well
.
Swarm support with both Wraithling generation and protection ( which is currently lacking ).
Can get some value the turn it hits the field. Helps you swarm more efficiently while trying to somewhat mitigate AoE if the opponent doesn’t deal with the matriarch first.
Giving Forcefield only nearby means your wraithlings can still be fodder for deathwatch tactics.
Z’ir’s Squire
Battle Pet
Cost: 2
1/1
Dying Wish: Equip a Shield Artifact
(Prevent the first point of damage dealt to the general every turn)
This kiddo runs around and eventually does his job