Duelyst Forums

Card Design Contest: September

Name: Wind cannon
Faction/Type: Vetruvian / Structure (Does not summon Dervish)
Cost / Stats: 4 mana / 0/6
Card text: Whenever a friendly dervish is summoned, deal 2 damage to a random enemy.

I made this to promote Structure and Dervish vet, as they are one of the weaker types of vetruvian decks and are only viable in silver and rarely gold. Some exceptions can be made, but nonetheless they are both bad due to their lack of damage at the start of the game, obvious as the structures are easily removed when there are still dispells in the enemy hand / deck. It may be RNG-influenced, but it is one of the strict debuffs in order to not allow easy wins by a sudden 2 damage every turn, possibly multiplied to an insane amount.

IMPERIAL MONKEY
Songhai, Minion
Rare
4 2/5
Backstab (2)
This minion can move trough enemy units.

Concept: i always thought that there are no cards with such mechanic and it would be interesting to see, and the faction that can can take more advantage from it is of course songhai. Backstab was once a thing and ive always tought of it as one of those things that make this game unique because it interacts directly with the board and positioning. So why not give it some love?

2 Likes

Chakri spellmaster
Songhai, Arcanyst
5/ (2/5)
whenever the enemy general takes damage from any spell, add a mana vortex to your hand.

Evolve
Magmar, Spell
3 Mana
Destroy a target friendly minion. Summon its space a minion from your deck with a higher mana cost than the destroyed minion.

This card would cement Magmar as the king of Ramp.

Erratic Hourglass
Vetruvian Artifact
4 Mana
Give your General +2 attack. Whenever your general kills a minion, each of your Obelysks spawns a dervish.

5 Likes

Silithar Broodmother
Magmar minion
5 mana (3/5)

Opening gambit:
Summon a egg morphed copy of a nearby minion on a nearby space.

More support for eggmar. A decent mid-game minion with acceptable stat line that can generate insane value if your opponent is not in a position to respond to the egg if it hatches. Can be comboed with Wild Incpetor on 9 mana, or set up with Morin-Khur to instantly hatch (or just played alone to try to force a dispel/removal out of your opponent).
Note that both the copied minion and the spawned egg needs to be nearby, so you can’t simply put this in a corner for easy value, positioning is going to be key to keep the egg alive.

1 Like

Jungle Maze
Magmar, Spell
5 mana
Both players discard their hand. Each discarded card is replaced by a Map of the Wanderer.

Map of the Wanderer
Magmar, Spell
1 mana
Draw a card. Your opponent draws a card.

Oh no, please, after you, I insist.

3 Likes

Judgement Mace
Vanar, Artifact
4 Mana
Your General gains +2 Attack. Teleport and dispel an enemy minion hit by your general to a random space in the enemy’s column.

Lets give Faie some love :laughing:

Frozen Mirror
Vanar, Spell
2 mana
Teleport every minion and general on the field on the same space at the opposing side of the field

Example: If there is a minion on the topleft of the field it will be teleported to the top right of the field.

This spell is made for infiltrate Vanar. Infiltrate is kinda underwhelming in the current meta and I love if there are many decks being used in the meta. Hence why I wanted to make a spell for infiltrate Vanar. This card has great synergy with cards like Avalanche, but you can also use it to unexpectedly activate an infiltrate minion like Frosthorn Rhyno.

Edit: With activating a Frosthorn Rhyno I mean, activating his ability :slight_smile:

1 Like

Rise of the Wraiths
Absyssian Spell
4 Mana
Destroy all unoccupied shadow creep of your own in a 3x3 area. Summon a wraithling with rush on those tiles.


This spell could spice up a mix between Swarm and Creep Abyssian.

The spell goes really well with Soulshatter Pact (much like the old Force of Nature + Savage Roar in Hearthstone), providing great damage potential. It could also be a deathrattle trigger in a clutch, as the wraithlings spawned has rush.

I had a long thought about the balance of this card, such as the mana cost and the AoE (2x2 or 3x3). I halted my submission for half a week just to consider “should this be 4 mana or 5”. Some may consider 4 mana to be too cheap for this card, as it combos well with Soul Grimmar, Deathfire Crescendo,Shadow Watcher and Soul shatter Pact.

However, considering that: 1. you need extra time or mana cost to build up the creeps, 2. you are not likely to spawn full 9 wraithlings in the area, 3. you are reducing the damage potential of Obliterate and Ghost Azalea when you destroy your shadow creeps with this spell and 4. a small mana cost could encourage clutch trades with this spell, I would say the mana cost justifiable.

1 Like

Ancient Queen
Magmar, Minion
11 Mana, 6/14
At the end of your turn, summon two Praetorian eggs in random nearby spaces.

Praetorian
Magmar, Token
3 Mana, 6/6
Provoke

Yeah, it’s essentially the Xenomorph Queen. It’s basically just a fatter version of the Elder that you can only get out with Flash Reincarnation at nine mana. Nothing special, but can you resist the Amplification synergy?! Value!

1 Like

Can I join? Well I can’t think of good names

Judgement Day
Lyonar, Spell
Cost 5 Mana
Until the start of your next turn, minions cannot attack unless the active player pays 1 mana for each minion that attacks and attacking minions takes double damage.

This will discourage your minion and the enemy minion from attacking while the generals are free to attack without any life cost. Spells are not affected by Judgement Day

Avilio, The Cryomancer
Vanar, Minion
5 4/5
Replicate a friendly minion as a Wall with provoke.

Same Wall rules apply. Copies the stats of the friendly minion.

3 Likes

I’m Changing my submission

survivor’s guilt
Abyssinian spell
2 mana
Give a minion deathwatch: -1/-1

What better way to keep your swarm alive than by holding your enemy hostage?
It can act as a ritual banishment that’s a bit cheaper in mana and more expensive in sacrifices. Or it can stop your opponent from clearing your board by holding a minion hostage. Or you could even use it on your own minion to get a deathwatch or dying wish proc.

10 Likes

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.