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Card Design Contest: September

King of Crusaders
Lyonar
Minion
5 mana
4/6
Whenever this minion damage an enemy, create a Sanctuary tile under a random friendly character.

Sanctuary tiles: Friendly minions on Sanctuary tiles heal 1 health at the end of their turn and have their Zeal bonuses activated.

Basically creates a friendly version of Shadow Creep. Instead of harassing your enemies, it boosts your minions.

4 Likes

Psychic Assailer
Magmar Minion
4 mana, 3/4
Your opponent can have one less card in their action bar.

It’s a tool for control decks and works well with Starhorn’s Bloodborn Spell.

Ra’jinn
Vetruvian Minon
3 mana / (2/3)
Whenever you cast one of scions wishes add the stat increase onto this minion.

Concept: based on the Djinn or genie from Arabian mythology this card play with the idea of Djinn granting wishes.

1 Like

Winter Solstice
Vanar, Spell
2 mana
Next spell cast on a Vespyr targets all friendly Vespyr minions on board.

Idea here is to give Vanar some unique flavor, also to give more options while casting your buffs, for instance transforming all of your minions with Mountain Aspect, or using Frostfire on multiple targets.

1 Like

Keikai
Songhai, minion
7 mana (4/8)
Rush, after this minion kills an enemy minion, it reactivates if there is an enemy minion nearby.

(effect wording can possibly be changed to require less words so it fits in the available space on the card better, I just wanted to make the effect as clear as possible)

It’s supposed to be this nimble ninja like assassin that just jumps from minion to minion killing them one after another. Seems to fit the Songhai theme pretty well and I’d like to see more minions that have the rush keyword being implemented in an actual interesting way.

I’m still not sure about the stats and cost, but I think this is good enough. The point is to have a balanced rush minion that is fun to play, not because it necessarily wins you games, but because of it’s mechanics.

I have no idea how to call it so I just went for Keikai which means nimble/swift/agile in Japanese because I’m an awful unimaginative weeb. It doesn’t sound out of place so it turned out well in my opinion.

7 Likes

zezetels reach
Songhai, Artifact
1
You general can move 1 additional space

Sorry if something similar is in the list already I didn’t bother reading everything

1 Like

Aww man, this looks like fun!

Nitsune
Vanar, Minion
9 Mana (3/6)
Infiltrate: Gains Dying Wish: Summon 3 3/3 Veyspr Foxfire Wisps on random spaces


I’m sure it’s obvious by now, but i have a thing for foxes, and i couldn’t pass up the opportunity to make something like this. I hope the obvious theme of 9’s isn’t too over the top…

I kind of feel like Infiltrate doesn’t have enough support as it is, and could use a bit of a boost. One could think of Nitsune as an in-faction Ash Meypht that only happens when it’s under infiltrate. It’s Non-Veyspr because being able to hit it with Frostfire and give it that +3 health would make it just a bit too big. However, the wisps it summons on death being Veyspr, open up combos for Glacial and potential infiltrates + board presence.

Nitsune can be easily checked with cards that force it out of place, or simply dispell it, thus making it’s late-game potential rather high, but it’s medium health keep it in a range where if played on your starting side, it can (Hopefully) survive long enough to get an infiltrate before it dies. While the high mana cost does prevent it being combined with hearth sister, it’s a card that’s meant to exist as more of a defense or bait, as opposed to it being agressive.

1 Like

Instant Evolution
Magmar, Spell
0 mana
Turn a friendly Young Silithar minion into a Veteran Silithar Egg, or turn a friendly Veteran Silithar minion into a Silithar Elder Egg.

4 Likes

Terra Vermis
Magmar, Minion
1 Mana (0/2)
Grow: +2/+2.

This minion is basically an early grow minion for the GrowMar deck, which also has great synergy with Moloki Huntress. It is much more consistent than Gro, because it’s not a Battlepet and it cost 1 mana, which makes it more flexible. It also adds another good early drop for the Magmar Aspect.

Ancient Zoologist
Magmar
4 mana 2/5

Opening gambit:
Give all battle pets in your action bar +1/+1

Reasoning:
To synergize with battle pets in general, and also to support cards that add battle pets to your hand. Also helps calculator :wink: 3 stats for probably 4 to 6 stats later; also stats go on battle pets, which can be exploited by enemy anyway.

Edited a few words
Edited to magmar (forgot rule :sweat:)

Since my last attempt did not qualify for the faction specific requirement…

Name: Molokoi Denwarden
Faction: Magmar
Cost: 3
Stats: 2/3
Whenever a friendly minion with Rebirth dies, teleport it’s egg to a random space nearby this minion.

The Molokoi guide and protect the Magari - especially when the Magari would rather they didn’t.

Reasoning:
Eggs are powerful if left untouched. That being said, eggs are never untouched because they are so easy to break (and very tasty - mmm that value). There are two ways to keep minions alive in this game - buff them out of range of damage or get them out of combat. This minion aims to do the latter - at the cost of repositioning your rebirth minions. Normally this would be fine, but the fragility of this minion means that you don’t want it up front - which is of course where you want your rebirth minions to be. Of course, this does not protect the eggs from AoE but would you really rather play Dreadnought?

edit: Thanks to @eudaimonia for helping rebalance/reword this card.

2 Likes

Manic Dash
Lyonar, Spell
1 Mana
Give a friendly minion Zeal: This minion may move one additional space.

Name: Come Hither
Faction: Magmar
Type: Spell
Cost: 8 Mana
Teleport the enemy General and ALL enemy minions to random unoccupied spaces nearby your General.

Name: Tundra Architect
Faction: Vanar, Minion
Cost: 5
Stats: 2/5
Card Text: Celerity
Whenever this minion moves summon a 2/1 Scildweall nearby the enemy General.

Name: Scildweall
Faction: Vanar, Wall
Cost: 1
Stats: 2/1
Card Text: Infiltrate: Forcefield

2 Likes

Sensei Volanti
Songhai, Minion
3 mana (1/3)
Backstab (1)
Minions with backstab summoned nearby this minion gain flying
Dying wish: minions with backstab gain +2/+0

Forlorn Gravedigger
Abyssian, Minion
4 Mana (3/3)
Opening Gambit: Summon the most recent non-token minion that died on a nearby space, with 1 health.
(Target space)

2 Likes

Iron Curtain
Vetruvian, Spell
5 Mana
Summon Iron Dervishes on all spaces in a non-diagonal line between all friendly Structure minions.

4 Likes

Bloodline Champion
Lyonar Minion
4 Mana (6/3)
Zeal: You can target your General with your Bloodborn Spell.

At 4 mana player 1 can use the bbs on themself when it first becomes available with access to a mana tile, while palyer 2 can do so naturally. With 3 health and Zeal it’s fragile but packs a punch so the opponent might choose not to facetank. It’s still weak to dancing blades, phoenix fire etc. but a Radiant Dragoon played on the previous turn or a nice full-value Afterblaze can help it survive.

2 Likes

Whisperwind Totem
Vetruvian Structure
3 mana 0/6
At the end of your turn, all nearby minions are stunned.

The idea is it can act like provoke would, but isn’t vulnerable to dispel removing the first turn’s effect. Unanswered it provides board control, but it can affect your own units as well, making it obstructive for both players. It’s strong but it also can’t be removed by you, so it prevents your minions from entering really, but since it’s end of turn, your wind dervishes aren’t affected.

3 Likes

Moloki breeder
Magmar creature
4 mana / (3/5)
Grow: +0/+1. whenever a friendly minion triggers a ā€œGrowā€ ability, summon an egg copy of that minion on a random space nearby your general.