The Grouvolm Conclave
Hello, seen afew faction ideas and decided to give it a shot myself so hopefully it doesnt turn out too bad. 
Lore
(still a work in progress but i imagine them to be a barbarian like people deep underground who have mastered there pitch black enviroment having taken control of the wildlife below the surface to further there conquest.) the factions themes are earth and sound (as for faction color im unsure)
Generals
Bacchus the Thunderous
BloodBound Spell: Piercing Pulse
Place an Echoing Tunnel near your general. your general gains Echo this turn.
Ujarak the Catapult
BloodBound Spell: Unearth
Summon a Large Boulder near your general.
Large Boulder
Structure
0/3
Dig
this structure may move.
when this minion moves next to an enemy destroy itself and deal 3 to an enemy.
Hildeguard the Fortress
BloodBound Spell: amalgamate
Destroy a friendly minion, increase your generalâs healthpool equal to the minionâs cost, it becomes permenant every 5 gained.
Mechanics
Echoing Tunnel
minions with the echo keyword may use these tiles to redirect there attacks to targets that are out of reach.
Dig
units with this keyword may only move any space vertically or horizontally of there position, the space they moved from and the space next to where they moved to become echoing tunnel.
Echo
units with this keyword may attack the first enemy unit in any direction.
Healthpool and permanent health gain
when healthpool is used in a cardâs discription, the targetâs maximum health is increased, it may be dispelled. when the word permanent or permanently is used health cannot be dispelled.
Core Set
Basic
Crystallize
1 mana Spell
give a minion +3 health, if its a golem also give it +1 attack.
Mineralite
1 mana Golem
1/2
Dying Wish: Give a nearby Golem +1/+2.
Seismic Toss
2 mana Spell
move a minion nearby your general, it cannot move or be moved till your next turn.
Tumult
2 mana Spell
dispell and stun a minion.
Shrill Shrew
2 mana Minion
2/2
Echo
Stalagmite Lance
3 mana Artifact
Your general gains +1 attack your general may attack minions one space away, your general moves next to them.
Shovel Worm
3 mana Minion
3/3
Dig
this minion may move immediately when played.
Quaking Battlecry
3 mana Spell
Enemies near your general, friendly minions or near friendly Echoing Tunnel tiles take 2 damage.
Fossilize
3 mana Spell
choose an enemy minion, it becomes a 0/1 and tribe changes to structure.
Common
Berserkers Charge
0 mana Spell
Choose a friendly minion, move it anywhere in a cardinal direction from its location,
Buried Relic
1 mana Spell
place an Echoing Tunnel near your general or a friendly minion, draw a card.
Vengeful Strike
1 mana Spell
if youâve taken damage on your enemies turn, remove the amount of health taken from your healthpool permanently and deal it to an enemy minion.
Tunnel Colapser
2 mana Golem
2/3
Dig
Harmonious Wisp
2 mana Minion
2/1
Opening Gambit: Gain +2 health permanently.
Bloodetched Ward
3 mana Spell
-3 from your healthpool Permenantly, give a friendly minion Barrier and it cannot be targeted by spells.
Stoneform Artisan
3 mana Minion
1/5
whenever this minion takes damage, summon a Mineralite near it.
Boulder Transporter
4 mana Golem
3/5
when this minion moves, all nearby friendly units move with it.
Rare
Golumize
2 mana Spell
change a friendly minions tribe into golem, give it 3 health, give it 3 attack instead if the minion was a golem.
Soulore Golem
3 mana Golem
2/6
bond: add +1 to your generals healthpool.
Earthfall
4 mana Spell
deal 4 damage to an enemy minion, if it dies summon a large bolder in its place.
War Chant
4 mana Spell
Draw 2 cards, add +3 to your healthpool for each minion drawn.
Cave Bellower
4 mana Minion
4/3
Echo
may move to any echoing tunnel on the battlefield.
Vicious Moleshark
5 mana Minion
5/4
Dig
Opening Gambit: Destroy an enemy minion near an echoing tunnel.
Epic
Symbol of Exaltation
2 mana Structure
0/3
you may transform this structure into a minion from your hand instead of summoning it, it costs 2 less.
Silent March
3 mana Spell
Dispel all minions and generals, give your minions 2 health.
Onslaught
4 mana Spell
choose a friendly unit, deal 3 damage to the first enemy minion in all directions from it.
Ancient Drill
4 mana Artifact
Your general gains Dig.
WorldShaking Might
6 mana Spell
give a friendly minion +8 attack, it cannot be dispelled
Shrill Brood-mother
6 mana Minion
Echo
2/8
when this minions attack passes an echoing tunnel to hit a target, it hits the first enemy in all directions of the first tile it passes through.
Legendary
Skill-Eater Bowyn
3 mana Minion
1/3
opening Gambit:choose an enemy minion, dispel it and add any keywords it had it to Skill-Eater Bowyn.
Sound Sister Runa
4 Mana Minion
4/4
whenever your generals healthpool increases, give your minions +1 health.
Call of Savagry
5 mana Spell
choose an enemy minion, take control of it this turn.
Golem Core Rune
7 mana Artifact
Your general may attack friendly minions, friendly minions heal your general when attacked enemy minions destroyed by your general increase your healthpool +3.
Phoenix Gem Golem
7 mana Minion
4/4 Golem
when this minion leaves the battlefield put a Phoenix Gem Core on this space.
Phoenix Gem Core
0/0 Structure
Invulnerable
Build (1)
Aria of Rejuvination
9 mana Spell
Fully heal your general.
Grandmaster Meitheal
9 mana Minion
3/10
your general becomes Grandmaster Meitheal, your original generals attack and health are added to your new general,your bbs costs 0 mana.
Edit: Core set epics added, core set complete.
i really like the whole dark underground type thing