So with greater promotion, you pay 7 mana to transform a 2 mana minion into a 4, 5 or 6 mana minion… Well… Something is wrong there…
Btw queen is overpowered for a 4 drop, even without the merge ability (which sucks btw if what you call ‘merge’ means destroying a friendly rook and bishop) it’s still a 6/6 body with Forcefield and that can’t be targeted by spells…
What about something like:
Pawn, 1 Mana, 0/2; Opening gambit : draw a card. Whenever it attacks or counter attack diagonally, deal 3 damage to the target.
The draw effect allows you to flood the board with pawns, and while the pawn may seem somewhat overpowered as a 1 drop that doesn’t empty your hand, it has an obvious weakness of not being able to do any damage most of the time.
Bishop, 3 Mana, 5/4; May only move to tiles on the same diagonal and can only attack diagonally. Can move two extra tiles.
Overstated minion, yet it has a big drawback: it can’t target half of the tiles of the board. The extra movement means you can move 2 spaces diagonally and not just one.
Knight, 3 Mana, 3/4; Opening gambit: stun enemy minions on the tiles accessible by the knight in chess.
Didn’t have much idea for this one. But I wanted to give somewhat the feeling of chess by stunning things (for instance, when in chess you have your king on the same row as a rook but you have a friendly bishop between the king and the rook, you obviously can’t move your bishop).
Rook, 5 Mana, Build(1), 5/8; When built, switch positions with your general. May only move and attack horizontally or vertically. Forcefield.
The switch between your general and the rook is for castling in chess. Just like Bishop, it is somewhat overstated and also has forcefield to compensate for the restricition in movement and attacking.
Promotion, spell, 3 Mana: Transform a friendly Pawn on the other edge of the board into a Queen. Draw a card.
Queen, token, 6 Mana, 5/5, Blast, cannot be targeted by spells.
Why would you even want to promote something into a bishop or knight when you can have a queen? Duelyst has enough RNG already, no need for a random promotion.
King scepter, Artifact, 5 Mana: Your general can only move to nearby tiles. All minions attacked by your general are instantly destroyed.
Feels a bit like Vanar artifacts. But actually playable.
Sicilian defense, spell, 4 Mana: Summon 4 Pawns on adjacent tiles.
There are NEVER enough pawns. Oh and by adjacent, I mean the 4 tiles to the left, right, up and down. Not nearby.
Chain defense, spell, 2 Mana: Give all friendly pawns the following: Dying Wish: Gives all friendly pawns on a nearby diagonally tile +2/+2.
People may play around pawns easily (I think) so this spell may help. The spell also has some combo potential with Sicilian defense.
Good trade, spell, 2 Mana: Destroy a friendly minion to destroy an enemy minion with a mana cost higher by less than 3. We need some sort of removal besides the artifact.
Checkmate, spell, 6 Mana: Give a friendly minion nearby the enemy general +3/+3, Provoke, Forcefield and spell immunity.
We actually need some kind of wincon, right?
Oppressive Timer, 3 Mana, Build(1), Structure, 0/3: The enemy general only has half the time each turn to play. At the start of your turn, deal 1 damage to the enemy general.
Timers ARE oppressive in chess. It would be a fun card that works well with other chess cards, since they all require careful positionning. The lack of time to make decisions could make the other player commit mistakes.
Chess Grandmaster, 8 Mana, 3/7: All friendly Pawns, Knights, Bishops, Rooks and Queens have +2/+2.
The sprite of this should look like Kasparov.