Duelyst Forums

Card Design Contest: September

Juu
Songhai, Battle Pet
4 Mana (3/4)
Ranged At the end of your turn, all your Battle Pets with Ranged attack.

Clarification:
Ranged battlepets need some love. They move forward and their stats aren’t really balanced for this behaviour. This card gives them an additional attack without the associated move, essentially giving them a little rush and celerity which could possibly make them playable without being terrifying. Aggressively statted to be hard to remove, immediately grant a little burst, and to compensate for its self destructive behaviour. Put it in the 4 spot because the curve before it is extremely competetive.

Name choice as approximation for japanese word for gun.

Songhai faction because they are the only faction that received a ranged battlepet which is currently not really playable, but might be with this card (plus buffs), This might also make ion be alright (strong burst potential).

Cheers,
VinkB

[Edits: some words, changed statline from 3/6 to 3/5 to 3/4, added comma, bolding and wording to align with CPG wording on existing cards].

Sanctify Glow
Lyonar Spell
6 mana
At the end of your turn, if this card is in your action bar, restore 2 health to your general. (Reveal this card)
Add 2 random zeal minions to your action bar which cost (0) this turn.

(Passive effect can stack)

This card breathes life to control lyonar & gives that extra spice of RNG of getting a good zeal minion. Glow grows alongside the faction as many cards are designed with its class specific keyword; zeal

Slithar Alpha

Magmar
Minion
5 Cost

5/5 Rebirth. When it dies, summon a random Slithar Egg.

This is because I feel like CP is pushing to make Eggmar viable, but they forget that what Eggmar needs is a viable midrange minion, somewhere along the range of 5 mana. This minion not only has a nice statline, egg synergy but also sort of acts like Slithar Elder.

Heart of Saberspine
Songhai
Epic
Spell
3 mana
Transform all friendly minion into saberspine tiger

Not a huge fan of the template, it could be laid out way better simply by having a separate line for each field.

Stormfront
Vanar, Spell
1 Mana
The next Vespyr minion you summon has Rush, and cannot attack generals.

Meant to be used with stuff like Frostiva or the airdrop Vespyr for a surprise attack. This could also lead to funny combos with aspects/transformation in general, but the draw back to get around the general restriction, plus the fact that this is card disadvantage for extra aggression means its fairly balanced. The one mana cost is to prevent it from getting too abused/playing stuff too below curve.

4 Likes

Charonic Guardian
Abyssian, Minion
7 mana, 6/3
Forcefield, Opening Gambit: Deal damage to ALL minions equal to the number of wraithlings that have died since your last turn, and heal your general for the same amount.

A suit of blue armor held together by cracks of lightning, the force of the twisted souls that died for the Horde, stands before you. It sheds its energy to smite its foes and power its allies.

Cassyva’s Creep has a sense of inevitablity to it, while Lilithe’s swarm can be kept from doing anything at all, something which has unbalanced the generals in my opinion. This card is designed to give Lilithe something more robust to do with her cards when nothing seems to stick on the board long enough to combo, and synergizes perfectly with her bloodborne spell. It’s designed to be a comeback mechanism rather than a ‘win more’ card, reinforced by the even-handed AoE damage, which might hurt more than help if you’re already ahead.

2 Likes

Pied Piper
Magmar, minion
4 mana, 2/5
Minions can only move and attack diagonally.

~

This minion doesn’t have any immediate board impact, and doesn’t affect generals, but think of what it can do - ranged, blast and backstab minions become nearly useless. Escaping a minion is much easier. Positioning is more important. Simply the existence of the card makes your opponents think more about positioning - just like Dancing Swords do.

This is a Magmar minion because Magmar loses the least value out of it - especialy for Vaath.

1 Like

Hey guys,
thanks for all your submissions. The thread started 3 days ago and we already have 60+ submissions. Because this thread is literally exploding, I have reduced the submission deadline to the 15th of month.
Furthermore, please make sure to use wording that is equal to the Duelyst card wording. I have also seen a lot of overpowered and too complex cards. Please check your cards!

7 Likes

Abyssian minion

Volatile Seedling
2 mana,3/1
Opening Gambit:Both Generals discard a card.If a General only has one card in their hand,they lose 2 health instead

Soul Warden
Abyssian Minion
7 mana, 6/6
Whenever a friendly minion’s Dying Wish effect is triggered, put a copy of that minion into your action bar.

One thing I’ve noticed about Abyssian is despite the fact that the faction has some of the best synergy with death-based cards, it only has one card that supports dying wish minions (aka Lurking Fear.) This card is meant to be a lategame minion generator and finisher, as it allows Abyssian players to constantly conjure up strong threats if not answered immediately.

As a side note, it also combos hilariously well with Sarlac and Gor for even more swarm shenanigans.

2 Likes

Scion’s True Wish
Vetruvian Spell
4 Mana
Give a friendly minion 0/2 and Celerity.
This spell costs 1 mana less for each Scion’s Wish spell played this turn.

1 Like

Communal Lifeforce
Magmar, Artifact
2 Mana

Friendly minions grow whenever your general takes damage.

Concept: Essentially, a way to speed Grow decks up. Moloki is a good start, but I feel something like this is needed to be able to instantly grow a minion upon playing it. I toyed with making it 3 mana, but I think it really needs to be low costed in order to be of any value. It will also provide a “shield” of sorts to your general if you have a few Grow minions on the board.

7 Likes

Da’an Ghoul
Abyssian Minion
3 mana 1/4
Opening Gambit: Friendly wraithlings gain +2 Health

1 Like

Arinn, The Angel of Dawn
Lyonar Minion (angel)
7 Mana (2/8)
Flying/Airdrop: Stuns ALL nearby minions

Facing the sun, with a mighty roar Argeon calls the angels of light to fight alongside Lyonar Kingdom…

3 Likes

My Sept submission

HORIZON WALK
Songhai Spell
4 mana
Pull your General to the space in front of ANY Backstab minion and gain +3 Attack this round.

This spell will be the mirror version of Magnetize, like how Shimzar gave Lyonar a mirror spell to Killing Edge.
Obvious synergy with Mask of Shadow or Cyclone Mask, could be game winning with a Scarlet Viper that is active.
Lore wise I like this card to be a reference to Kaon Deladriss who first mastered teleportation.

Good luck to all participants :smile_cat:

3 Likes

Name: Shadow Teacher
Faction: Abyssian
Cost: 3 Mana
Stats: 1/5
Card Text: At the end of your turn deal 1 damage to this minion and summon a 1/1 wraithling on a near by space.

I feel this would give a more reliable early game for swarm decks. Its also good versus aoe like tempest and ghost lightning which normally reap creep decls, and through a myriad of buffs the wraithlings can make good trades and help you gain tempo.

1 Like

Name: Ironcliffe Force Mason
Faction: Lyonar
Cost: 4 Mana or 5 mana
Stats: 2/3
Card Text:
Forcefield
Zeal: give all other friendly minions with 2 or less attack Forcefield.

1 Like

Aamun
Vetruvian Minion
3 Mana (2/3)
“Friendly Dervishes targeted by spells no longer disappear at the end of your turn.”

First, the name:

  • Amun in Egyptian mythology is the god of the wind.

Vetruvian > Desert > Egyptian mythology > Amun: God of the Wind > Wind Shroud. Get it? :grin:
Because I like Mythology in videogames xD

Designed to take advantage of the numerous buff cards Vetruvian has in its arsenal, primarily to make Triple Wish decks more viable by making Third Wish somewhat easier to cast AND indirectly buffing Pantheran. It synergizes exceptionally well with Rasha’s Curse, Stars’ Fury and Whisper of the Sands.

It would be loads of fun to play with it: You would get Dervishes from the Obelysks and make them 3/3s with First Wish, 4/4s that cannot be damaged by the General with Second Wish and 5/5s with flying with Third Wish! :grinning: All of that without the need of Dunecaster, a 1 time use and a 2 card combo which is a no-no for card advantage with a crappy body. And when your opponent thinks it can’t get worse, you summon the big boy: Pantheran for 0 mana!

The effect doesn’t apply with the likes of Inner Oasis (give all minions X) because that would be broken as hell. You have to specifically target the Dervish.


Edit: My reasoning behind the design.

I didn’t want it to be a high cost card so it would be easier to combo in 1 turn. 4 mana seemed too expensive for a card that sits in the back and 2 mana seemed too cheap (and stats should be tweaked accordingly). So I went with 3 Mana, with a body of a 2 drop to survive a hit from the general and to trade with a Tiger.
I first wanted it to be a structure (0/5) to survive Circle of Desiccation but if dispelled it would leave a useless body behind and Vetruvian doesn’t want any more cards like these… So 3 Mana 2/3 seemed appropriate for a 3 card combo…

9 Likes

Mafdet
Vetruvian Minion
7 Mana / (7/7)
Opening Gambit: Add Siphon Energy, Blindscorch and Sand Trap to your action bar. Reduce their cost by 1.


Those 3 spells have one thing in common: they’re situational and sometimes you end up drawing them at the wrong time. This card tries to address this problem while providing a pseudo-draw in the lategame. It’s expensive so that Vet doesn’t spam Siphon Energy early.
Named after Egyptian goddess (say hello to Rae and Oserix :slight_smile:).

4 Likes

Architect’s Whim
Vetruvian Spell
0 Mana
Return a friendly obelisk to your action bar. Draw a card.

9 Likes