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Expansion Concept: Paragons’ Ascension

Over the past week I’ve been concocting an expansion concept and it is near completion.

it is now complete

My goal is to try to solidify what I think the goal of some factions are, and add a couple of fun new deck ideas and card interactions.

I would’ve posted the whole thing in the intro to this thread when I finished the expansion but I got a little stuck when trying to figure out how opening gambit works :sweat_smile:

Does it happen before, after, or while the minion enters the battlefield, same for bond, and anything else that might not work how one would initially think.

Thanks everyone :grin:

Thank you all for your patience with out further ado I present Paragons’ Ascension a 45 card expansion for our beloved dooly.

Logistics

Unstoppable: things with this new keyword can move through the diagonal spaces between enemy minions and generals stunning enemy minions.

Cold Spot:Enemy minions that pass over or are on cold spots are immediately stunned at the cold spot and then the cold spot disappears. Cold spots disappear if the enemy general stands on them.

Perfect Planning: whenever you use all of your mana you have gained in a turn perfect Planning effects will trigger. As a reward for using your resources to their fullest.

Paragons’ ascension would add the panddo type to the categories of minions,
Changing Eternity painter and Battle panddo
From minion to panddo.

Magmar Aspects
Lak’zen, Paragon of Aggression

Legendary

6 mana

Minion

4/4

Your general becomes Unstoppable and takes 1 less damage from all sources.

Drakno

3 mana

Epic

3/3

Minion

At the beginning of your turn take 2 damage and draw a card.

Alpha’s Servant

2 mana

1/1

Minion

Rare

If 10 or more damage is dealt to enemies on your turn randomly transform Alpha’s Servant into one of Alpha’s Elite.

Alpha’s Elites

Betron

2/3

Token

Whenever your General attacks give them +1 health.

Gamera

2/3

Token

Whenever your general attacks give your general +1 attack and deal 1 damage to them.

Om’gaz

2/3

Token

Whenever your general destroys a minion summon an Alpha’s Servant Nearby.

Right of the Alpha

5 mana

Rare

Spell

Destroy a friendly minion and gain its attack until the end of turn.

Spirit of the juggernaut

4 mana

Rare

Spell

Give a friendly minion Unstoppable and +2/+2.

Lyonar Kingdom
Marko, Paragon of Valor

5 mana

Legendary

2/4

Minion

Your minions trigger zeal on each other.

Zeal: Other friendly minions gain +1/+1

Cosmic Equalizer

3 mana

Epic

2/2

Arcanyst

At the start of your turn lose 3 health
At the end of your turn gain 4 health

Gift of Light

1 mana

Rare

Spell

Lower the cost of minions in with zeal in your action bar by one.

Starry Eyed Cadet

2 mana

Common

1/2

Minion

Intensify

Zeal:this minion gains +1/+1

Glory-bound Initiate

3 mana

Epic

2/3

Minion

Celerity: whenever this minion attacks it gains +1 attack. If it doesn’t attack it’s attack becomes 2.

Star Gazers Lance

3 mana

Rare

Artifact

Your general gains +1 attack and may attack 2 spaces spaces in a cardinal direction.

(Only minions and generals in the first space counter attack)

Vanar Kindred
Vala, Paragon of Silence

6 mana

Legendary

3/4

Minion

Whenever any minion is stunned it is dispelled, and you create a Cold Spot on a random space near your general.

Cryosleep

3 mana

Epic

Spell

Choose a minion, that minion is dispelled , it becomes invulnerable and cannot attack, after two turns it reverts to the same state it was beforehand.

Coldman’s Crush

5 mana

Epic

Spell

Surround your general with friendly Cold Spots.

Rift Imp

3 mana

Epic

2/1

Vespyr

Infiltrate:summon a random minion with infiltrate from your deck on a nearby random space.

Awoken Frost Giant

4 mana

Rare

2/5

Minion

minions this deals damage to are stunned, stunned minions this attacks are instantly destroyed.

Eternal Flame

3 mana

Legendary

Artifact

Whenever a nearby friendly minion would die re-summon it on the same space and take 1 damage.

Songhai Empire
Montai, Paragon of Restraint

5 mana

Legendary

4/4

Minion

Spells you cast do 1 less damage, all spells cast heal you by 1, your general can move an additional space.

Death Brigade

5 mana

Epic

Spell

Your ranged minions gain death strike until the end of turn.

Pandumo

4 mana

Epic

3/4

Panddo

Whenever this minion takes damage summon a friendly 0/2 panddo nearby.

Panddo Sage

3 mana

Rare

3/3

Panddo

Other friendly panddo have +2 attack

Pandemic

4 mana

Rare

Spell

Summon a friendly panddo on a random space near your general.

Deal damage equal to the number of friendly panddo to all enemy minions.

Panddoom

5 mana

Legendary

Spell

Destroy all panddo.The enemy general takes damage equal to the number of friendly panddo destroyed this way and you gain health equal to the number of enemy panddo destroyed this way.

Vetruvian Imperium
Acuum, Paragon of Tenacity

6 mana

Legendary

4/4

Minion

Friendly minions near generals have +1 attack, whenever your general moves summon a wind dervish with rush nearby.

Megalomechanist

2 mana

2/2

Common

Opening Gambit: your lowest durability artifact gains +2 durability

Persistent Geist

5 mana

Common

3/1

Dervish
Rush

Dying Wish:summon a wind dervish with Rush on this space

Collar of Promise

2 mana

Epic

Artifact

When this artifact breaks equip a random non-legendary artifact from your deck.

Master of Minds

4 mana

1/4

Epic

Minions near this minion have -2 attack.

Technological Leap

2 mana

Common

Spell

A friendly obelysk can now move and has +1 attack

Abyssian Host
Nekra , Paragon of Devastation

5 mana

Legendary

4/4

Minion

At the end of the enemy generals turn all enemies take 1 damage

Mind Wraith

2 mana

Common

1/1

Minion

Dying Wish: the enemy general discards a card from their deck.

Equivalent Exchange

4 mana

Rare

Spell

Destroy a friendly minion, the enemy general discards 2 cards from their deck.

Maiden of Darkness

3 mana

Rare

Artifact

When your general takes damage deal that damage to everything around it.

Insanity

2 mana

Rare

Spell

Choose a minion it attacks itself.

Shattered Mind

4 mana

Epic

Spell

The enemy general is cursed, whenever an enemy minion dies the enemy general discards a card from their deck

Neutral
Nautus, Paragon of Devotion

12 mana

Legandary

4/4

Minion

( Can’t be added to a deck with a trial or a faction Paragon)

Provoke

Your neutral minions have +1/+1

Remove all non-neutral cards from your deck and action bar, draw a card for each card removed from your action bar this way. Costs 1 less for each friendly neutral creature that has entered the battle field this game.

Beacon of Devotion

4 mana

Legendary

Build: 3

0/5

Structure

When this is built summon a random neutral minion from your deck nearby.Friendly neutral minions near this have Rush

Multimaster

3 mana

Epic

2/2

Minion

Perfect Planning: Summon an exact copy of this minion on a random nearby space.

Idealist

3 mana

Rare

1/2

Minion

Perfect Planning: This minion gains +2/+2

Provo King

6 mana

Legendary

4/5

Golem

Provoke

Opening Gambit: Your minions with provoke gain a random keyword ability.

(Anything that elkowl would have)

Flame Feeder

3 mana

Rare

3/2

Minion

Opening Gambit:Draw a minion with opening gambit from your deck.

Artist of Revelry

Epic

3 mana

3/2

Minion

Perfect Planning: the enemy general discards a card from their hand.

Simulator

6 mana

Epic

5/5

Mech

Opening Gambit: Gain a random Keyword ability for each mech you control.
(Anything elkowl could have)

Wasteknot

5 mana

Rare

4/3

Minion

Perfect Planning:deal 3 damage to the enemy general.

Tacticar

3 mana

Rare

2/3

Minion

Whenever you replace a card deal 1 damage to the enemy general.

Time Winder

5 mana

Rare

3/3

Both players are set back 2 mana.

5 Likes

I’ll be looking forward to it. :sirpenti:

3 Likes

OG happens before the minion hits the board.

1 Like

Coincidentally, I’ve been working on a project to investigate the details of some of Duelyst’s mechanics. I’ll be making a post with my findings soon, but since you’ve asked, here’s a preview of the material on Opening Gambits:

  • Officially, Gambits occur before the minion enter the board. This makes sense in most cases: minions with targeted OGs can’t target themselves, Hearth-sister won’t take mana tiles, Sun Elemental will never buff itself, etc.
  • However, there are some slight exceptions: Krater, Blistering Skorn, and Lavaslasher will take damage from their own Gambits.
  • Where things get weirder is the timing for interactions with other triggers. For example, say your opponent has a Venom Toth on the board (which supposedly triggers after a minion enters the board). All Gambits from minions you play ostensibly take place before the Toth trigger. However, if your Bloodtear Alchemist or Maw kills the Toth with its Gambit, you still take damage, while this is not true if it dies to damage from something like Krater or Frostborn Naga. But it’s not as simple as looking at targeted vs untargeted: dispelling a Toth with a Gambit will always result in no damage, regardless of whether it’s the targeted Shroud or the untargeted Lightbender.
  • Even stranger, the opposite behavior holds for Minion Sentinels! Against something like Hundred-Handed Rakushi, killing it with Bloodtear will work fine and not flip the Sentinel, but a Krater will flip it before the pings.
  • As far as I can tell, the timing on related effects like Intensify and Bond is the same. There are fewer tricky cases that can arise here: the damage from Riftwalker behaves just like that of Skorn or Naga and the heal from Ragebinder is just like Azure Herald’s.
7 Likes

You could do some nice updates to the wiki with that knowledge :smiley:

With minion sentinels it is important if the OG is targeted or not.

1 Like

Let their be life and discussion!!!

boom

Ye Boi coming in to make this expansion look legit.

Can be reworded as “Destroy ALL Panddo. Steal Health from the enemy General equal to the number of Panddos destroyed.” *INVALID
Edit: Destroy ALL Panddo. Heal your General equal to the number of enemy Panddo and deal damage to the enemy General equal to the number of friendly Panddo.

Dying Wish: The enemy General burns a card from their deck.
(just dooly things, same with Exchange, Artist of Revelry and ShatMind, burn instead of discard)

The enemy General burns a card from their deck whenever an enemy minion dies.

Provoke. Can only be in a deck without Mythrons or other Paragons and costs 1 less mana for each friendly neutral minion summoned this game. Your neutral minions have +1/+1. Opening Gambit: Remove all non-neutral cards from your deck and action bar. Draw a card for each card removed from your action bar.

This is a tricky things to word. I tried my best here, but I’m sure there are better ways to word it.

Depending on which effect you actually mean, this may be:
Opening Gambit: Both Generals now have 2 mana.
OR
Opening Gambit: Both Generals lose 2 mana.

Again, this is just Duelyst wording shenanigans, but I hope this both clarifies the card effects and also helps clean up the wording! I love writing random shit so this was an opportunity I couldn’t miss haha.

1 Like

Thanks I did find the wording to be tricky, the only thing I would consider not changing is panddoom, bc worded the way I have it you will gain health for only the enemy panddo and deal damage for only your own, if you dealt damage and healed for all panddo, I feel like it might be broken. Like being a cheaper stronger Oblit.

What’s do you think?

1 Like

oh wow you meant it that way lol i was wondering if it would be too op
i read it as obliterate lol my bad, lemme edit it

1 Like

I’ll give my thoughts on the Magmar cards for now and work my way down when I have time.

This looks pretty strong, but it costs 6 mana so I think it will be alright. Unstoppable looks like it will be extremely difficult to deal with if it lasts indefinitely and not just for one turn, so I think the 6 mana cost is justified.

This is very strong, maybe even stronger than Ragebinder in its own way. Drawing a card at the beginning of a turn is an extremely powerful effect, and I don’t think it should be attached to a 3 mana 3/3 body that’s also a Golem.

Pretty interesting design. I can’t decide how balanced this card will be since you didn’t specify the cost of the card, but I think it will be fine at 1 or 2 mana.

I don’t think these are strong enough. I think 3/3 would be a more appropriate statline since 10 damage in a single turn is a pretty difficult requirement to fulfill. But considering Vaath exists, I think 2/3 is alright as well.

I don’t like this one very much, but it’s pretty heavy so I don’t think it will cause many issues. It’s similar to Cadence, but it also has synergy with Drogon so it has its uses.

This looks alright. A +2/+2 buff isn’t very impressive for 4 mana, but giving a minion Unstoppable that lasts permanently looks downright nasty. But then again, it will probably be too weak at 5 mana, so I think it’s best to leave it as it is.

2 Likes

I meant for two mana my bad, I’ll fix it real quick

2 Likes

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