I compared it to Entropic Decay, but on a second thought, I suppose it’s fine.
Faction Concept: The Gruvolm Conclave
Yeah, entropic decay is trash xd.
All the general bbs’s look slightly overpowered to me though, but I realllllly like em.
The removal actually looks really cool as a targeted minion would still have its abilities and would need general attack or ping to get fully get rid. Makes getting rid of cards like Drogon or Aymara still difficult. In that sense though, the card is a somewhat cheaper single target enfeeble which is why it might be better off as 3 mana.
I haven’t read the other cards yet so I don’t know if this 3 mana highly efficient removal would be balanced. Things that would make it OP is lots of removal already in faction, lots of ping, easy dispel cards, or some ability that takes advantage of the structure keyword.
Maybe they’re overpowered or maybe every other general is underpowered (except for Magmar because who cares about balance).
You could have it either way tbh. Youd just have to rebalance all the other generals
or rebalance only this one. Also raising general bbs power level instills powercreep on a large scale.
I would honestly prefer if certain generals had their BBS toned down as they are not very in line with other generals like Kaleos or Sajj. And then other other generals should just be deleted entirely in my opinion as they can only be played in a very specific archetype.
Furthermore, some generals need their BBS switched such as Sajj having a BBS that encourages SMorc but is in a faction with no healing.
Honestly, I have very controversial suggestions to better balance the game such as getting rid of the neutral faction but I’m not willing to get into that.
love it
i really like the whole dark underground type thing
This post will be either asking you to clarify somethings about your cards, suggesting better wording (or names because I’m feeling creative today), or suggesting better mana costs/abilities. Keep in mind some these suggestions are simply for you to consider based on your vision of the faction and others might be so that the cards are better balanced.
First, some comments on the overall faction and its mechanics:
- The keywords Dig, Echo, and the tile Echoing Tunnel are some really cool ideas because they are not wincons in and of themselves like creep nor do they have a direct effect on the game like hallowed grounds acting as a heal proc and healing the general.
- However, I am concerned about whether they are even worth producing since they have no direct effect on the game let alone worth building an entire faction around. At best, they are of lower quality to the spells Juxaposition and Mist Dragon Seal and at worse they do absolutely nothing since you need a board to start using them. The general that can give itself Echo somewhat circumvents this, but I think a general like Vaath who can go for face by itself would better appreciate this.
- As it stands, there are tiles that can do one better than Echoing Tunnel by either producing a minion or healing or dealing direct damage, damage that can even be multiplied. You have to imagine someway for this tile to affect the board or significantly
support your gameplan and it has to be something that is fast. I will be going ahead with this post assuming the tile Echoing Tunnel is good, but it needs a tweaking to be on par with other tiles since this tile is what you have built your entire faction around. - Alternatively, you could also just forego creating an entire faction, promote this as more of an addition the golem package and this tile concept you have could work a bit better though tweaking is still needed and the number of cards you have here could be reduced. You could also promote to the community and devs a concept I call “Sub Factions” which is a faction within a main faction. Similar to how the Ancient Bonds expansion gave three factions arcanyst and the other three golems, you could give one particular faction these keywords, preferably one that doesn’t have golems (Songhai, Abyssian, Vanar) or tiles (Songhai, Vanar). And then the remaining five can also receive something similar.
Alright, moving on, I will be looking at each individual card although I will skip those that I think are fine the way they are. Forgive me if my reviews seem cold and quick, I’m doing these very quickly so I won’t be able to edit it to sound more polite or articulate (EDIT: I have no life and am too polite so for my delight I present just for tonight) Since I am doing these very fast, I might be objectively mistaken on some things that I say so anyone including the OP, please feel free to correct me.
Also, I will type this “NOTE” on certain reviews, these are meant to show better wording.
One more thing, I would like to suggest a new keyword that I think would really up the viability of this faction which is Tunnel (I can’t think of a good name at the moment): Can move between Echoing Tunnels.
One more one more thing, I won’t be commenting on your generals and their BBS’s. I don’t really like any of them except for the second one as I think making their BBS’s into artifacts (which I have suggest below) would be much better. Best thing I can suggest there is entirely reworking them with some synergy with the golem keyword. Maybe you should even forget about golems and think of a new tribe entirely as in the lore you described the factions to be barbarians rather than golems.
This card seems very much like filler. There exist cards that can do this better most notable one being First Wish. Maybe this could be worked into a deck with good draw but I don’t envision such a deck that would also involve golems.
This could be decent with the 7 mana artifact. Honestly though, this feels more like something that is good on paper rather than actually being good. A +1/+2 buff isn’t a big deal and its already difficult enough to proc dying wishes if you are not Abyssian.
NOTE: Dying Wish: Give a nearby Golem +1/+2
You have to clarify what nearby is, nearby your general, a friendly minion, the enemy? Also, how far can it move? Assuming only one space, the card is mediocre even for 1 mana. If you meant anywhere, the card is slightly better but it’s still two mana so probably not by much. The existence of this card in this faction seems contradictory though since the Echoing Tunnel tile should be more than enough mobility.
Pretty strong card, doesn’t have much synergy with the faction itself other than keeping a minion in place near a tile. In a vacuum, chromatic cold is probably better, but it’s still a decent removal card and can hold at bay vanilla stat sticks for a one turn
Because your tiles absolutely need board to be effective, I would suggest over statting your minions just a bit, if Magmar can do it why can’t you? I would suggest this minion to be 1/4 or 2/3. Since this is an early turn minion, you probably want this to have Dig since it will die quickly and has no attack to benefit off the Echo. A problem here, what does that (1) mean next to the Echo keyword mean?
This is a cool artifact. I would rework to have synergy with the faction’s keyword so I would reword it as I put in the “NOTES” section. In addition, the mana cost should be little higher because of how amazing this is, would probably make it minimum 3 mana, possibly 4 mana.
NOTES: Your general gains +3 attack. Your general gains Tunnel.
Make the heath a little higher to 4 mainly because you want stickiness and the attack to 1 because this is also a rush minion.
NOTE: Dig Rush
I would lower the cost to 2 mana assuming the max damage this can do to one enemy in a single cast is 2 damage.
NOTE: Enemies near your general, friendly minions or near friendly Echoing Tunnel tiles take 2 damage.
I would make this 3 mana seeing how it’s the only removal and still not that good as the target minion will still have its abilities.
I don’t think this should have frenzy as a 2 mana 2/3 as we have seen in the past with the card Piercing Mantis. Otherwise, this minion is too similar to Shrill Shrew assuming you do implement the reworks I suggested (which I highly suggest or you can just delete Shrill Shrew and keep this guy).
Too similar to Ragebinder but not as good. Would get rid of this card’s current ability entirely and come up with something new. Preferably, you can design two three mana minions if this is going to be its own faction.
I would make this 1 mana as the effect is not that big of a deal although I don’t know if you would want to risk slowing down your general like this unless you have the Lance artifact on in which case… wowza.
NOTE: Your general gains +2 attack. Your general gains Dig
I can’t see why you would want to play this. Killing your own minions when you need a board to actually win as the tiles are pretty useless by themselves is not a good game plan. In addition, the healing theme seems unnecessary here, the best move here seems to be cutting it and stick with the Aria of Rejuvenation as your only healing. Remember, healing is great, but unless you are healyonar who can use healing of any kind to damage you and your board, just healing forever will not win you the game. You can even forgo healing almost entirely if you use the keyword I suggested which was Tunnel allowing your general to run around everywhere.
As long as you cut the other healing stuff, I am perfectly fine with this card existing, but the cost should definitely be 9 mana. You can do janky things though with this and the other artifacts which is why I suggest:
NOTE: Fully heal your general and fully repair your general’s equipped artifacts.
Too much like the Lyonar Grandmaster to be honest, I don’t like it all. The Aria card should be all that you need for late game survivability which seems to be all this card does for the most part.
Overall, I think you need to do a lot of revising and need more bulky minions. In addition you also have some really powerful artifacts so when revising your faction concept in the future, think Magmar+Vetruvian.
I might suggest some cards of my own but maybe also not. This post already took a long time to type out. Hopefully you could read this whole thing out and it was somewhat helpful. Feel free to open up a discussion about this but beware, I am of the opinion that the way Duelyst is now, there are too many factions so take that as you will.
Another thing I noticed in your faction concept is that you seem not to know whether to focus on your keywords or on golems and if you are going for a hybrid, it doesn’t seem very viable rather it resembles trying to eat a sandwich and ice cream at the same time. Focusing on blending the two together more.
A suggestion could be reworking the lore to make the barbarians also have shamans who possess ancient magic that can summon golems from the earth. You could make spells that can control/hinder the enemies golems or disrupt arcanysts as well.
In fact you can create a duality in the Guvolm Conclave society where one half of it is the elite filled with magic users or shamans and the other half which are the physical labourers, the fighters or the barbarians. The shamans specialize in golems as well as disrupting arcanyst magic and the fighters specialize in fighting underground and digging.
They (barbarians) also have small pets that can dig for them like the Shrill Shrew or Shovel Worm. The shamans could have pets as well that are uncontrollable but very powerful (cough battle pets cough)
Just a minor suggestion to get your creative juices flowing.
It doesnt sound like rush, while i agree with giving it plus 1 hp, id keep the attack, or at most make it 2. It only MOVES when played, if this wasnt a key difference from rush I think he woulda put rush there.
I’m not too sure whether he meant rush or just move, I’ll wait to hear a response from him but most likely you are right. In which case the attack is fine at 3 and health should stay at 3 as well. Too much health would let you put tiles everywhere furthering allowing you to abuse the artifacts assuming he changes them to something I suggested. I’m actually considering bringing the health down to 2.
I’m conflicted though on whether it should just have rush instead as that would be a lot less complicated. OP, if you insist on move then I would suggest making it into a new keyword instead.
On the same note, I also would like CPG to make Lavaslasher’s ability into a keyword instead.
alot happened over night >_>;;;
let me try my best to reply to it all
Summary
thanks for the complements your right about crystalize being similar to frostfire, not sure how i wanna change it though, i feel Fossilize is fair because it both leaves a body (even if it cant move or attack it isnt able to get rid of any effects the minion had) im debaiting about if lowering the cost is fair since i was thinking of taking advantage of the fact that they became structures with another card or 2.
Summary
thanks for the comments ill go over all the cards in phoenixtalons reply.
Summary
thanks for the compliment, i hope to fully flesh it out someday, admittedly i have alot of free time at work so i take some time here and there to work on it.
Summary
lot off feedback is very appreciated ill do my best to reply to your oppinions on everything and make changes to everything.
Summary
Crystalize
your right on not being the greatest, the card itself is mostly meant to be a golem deck card and i worry if i make every card incredibly good the faction might be too strong overall, i had though about changing it two to mana and making it be a can trip but im unsure.
Miniralite
your probably right, the reason i made it was to try and create a 1 mana golem i imagine you pairing this with the likes of metallurgist or a 3 mana golem to potentially buff your turn 1 play
definately right about it being changed to Dying wish, as for the buff itself i could change it to give more stats but i dont want it to be too strong so its why its where it is for now.
Seismic Toss
its supposed to be nearby your general, as for movement its meant to be anywhere and actually interact with movement effects (this card exists to mainly to support urjarak to get his bbs to deal the damage and i wouldn’t call echoing tunnel mobility as you dont use it to move with it, the effect is a pseudo range which also has cards to support it (though i had thought of adding movement cards which utilized echoing tunnel).
Tumult
its just a means to add an in faction dispell really i imagine its not too strong but not too weak either.
Shrill Shrew
yea, im just worried about making there stats too strong, the (1) there is similar to songhai backstab in which case how it works here will do bonus damage when you attack utilizing the keyword so its echo +1 damage if you do an attack without echo it will only do 1 damage.
Stalagmite Lance
thanks i like the card idea as well.
the idea of this card is to help close the gap also help patch up a weakness of the dig keyword
you might be right about upping the cost one but as for your notes, maybe i missed it but what do you mean by general gains tunnel? the reason i have it worded rather then a keyword is because i cant just make multiple keywords if i did i worry i might be giving the faction too much.
Shovel Worm
to answer both yours and loliconartists question, its not a rush card its specifically move only and used to quickly support an echo minion, lets say you played shrill shrew turn 1, this minion can be played turn 2 to both move in to act as a body block and or more importantly to provide echoing tunnel for the other minion.
Quaking battlecry
the reason i didnt want to put it at 2 is because tempest exists, i felt the damage tempest does is why it can be such a cheap aoe for songhai that being said definately will change the wording there atleast.
Fossilize
as i said to hal, im unsure if i should but you may be right here about lowering the cost.
Tunnel Colapser
well i like shrew so id rather not delete him but as for the card itself i could make changes to him, admittedly not sure what wold be best to change about it.
Soulore Golem
i have to disagree here, ragebinder is a heal (and even has rebirth making it quite strong. where this boosts the generals healthpool (does not add any actual health) binder is definately much stronger but as if said im mainly being careful of making the factions minions too strong, the very idea of hildeguard is about durability and i want to make cards both make her able to take more hits or be capable of utilizing ever increasing healthpool for a devistating blow.
that being said i could buff the minion if nothing else.
Ancient drill
im not sure decreasing the mana to 1 would be a good idea, any movement in duelyst is strong and suddenly being able to move out of a corner to the other side of the map (and in bacchus case even use his bbs to attack from the other side of the map once you move is quite a powerplay. ill look into changing it.
Golem Core Rune
imagine playing a drybone golem the previous turn and this turn you attack it, your general heals for a staggering 10 health at the cost of damaging your bone, the healing is ment to help stall the game till the wincon is available, admittedly ive yet to think of how i want the wincon to work (aria of rejuvination is a wincon itself if you think about it. but one idea i had was to utilize hideguards healthpool to deal big damage.
Aria of Rejuvination
perhaps your right about increasing the cost but if you think about it getting to 9 mana is tough so having other heal sources is neccisary, ill think about making a change or two.
Grandmaster Meitheal
id disagree, lyonars isnt immidiate which gives it the benefit of using it as a minion or buffing it before you die, grandmasters are ment to be gamechangers, and a gm that adds 10 flat health, buffs your general, and reduces your bbs to 0 is quite strong, especially since you can play it more then one for even more buffs (imagine if you could play 2 more times in a row even without the mana reduction or stun thats pretty nasty).
that being said what would you suggest for a grandmaster if i were to change it entirely?
i know theres much to do to fix things up and add, i really do appreciate the opinions regardless on how i handle changing things.
i do like the idea of making the faction part shaman you had there, but would like to focus on the factions full core set before i mess with the lore reguarding the faction.
edit: minor changes have been made, bigger ones will happen when i finish the core set. :>
Oh dear, you've made a lot of changes but I'm still going to submit this critique anyways. Lots of love and I want to see you succeed so I hope this doesn't come across as too mean. TL;DR: Love Dig, suggest changes on a lot of other things.
First of all, congrats on your concept presentation and thanks for a simple, yet interesting read. You understand that Basic cards and Generals are meant to teach the player what your faction is about. In terms of flavor, you’re tapping into a bit of Vetruvian and a bit of Magmar, which may be a touch too narrow without further lore ideation, but I think there’s real potential here.
I won’t be reviewing individual cards, as that takes a while and I believe you should address a design challenge from the root. Allow me to discuss each of your generals individually, as I feel they each represent a unique, core issue to be addressed. Oh, and I’ll try to keep away from anything @phoenixtoasches said in their post above. Anything that I agree with of course. Something tells me I’m gonna butt heads with their ideas quite a bit, but you can choose who you prefer to listen to on this matter.
Ujarak the Catapult: Let’s talk about the Boulder. I’m not a fan at all of this design, being a 1 mana 5 damage spell every other turn (every turn in the late game). Yeah, it has to attack, but its on a 0/5 body, which is just tough enough to be annoying. Yeah, it has a limited range, but if I’m reading Dig correctly it will typically cover a little more than half the board (and almost all the strategically important spots). This is oppressively strong against all but the most steamrolly-est decks.
Furthermore, it doesn’t make much sense with the character. He’s throwing these boulders right? Why is this interpreted as a Structure being created which then most dig its way to a target and explode when it is standing next to it? Plus, the mechanics are much too complicated for a Bloodbound Spell. It’s a disconnect in every way. The Boulder has to go.
My suggestion is to scrap this idea for now and come back to it when you’ve chosen a secondary/tertiary mechanical center for the faction. Promise I’ll come back to him later, so don’t worry about this for now. Just think of him as an empty general space to be filled later, with some built in character.
Hildeguard the Fortress: Now, I see what you’re doing with the “health pool” wording instead of straight healing. It sounds fun to build a General with 50 health instead of 25 and then heal right back to full, right? I’d dare to call Health Growth your second faction mechanic thus far, following up behind Dig/Echo. I wouldn’t put too much stake in this mechanic though. First, it makes dispel cards a serious feel-bad that reverses everything you’ve done so far. This is different from Grow minions/Obelysks being dispelled, as they at least leave bodies behind unless they’ve been given some turns to trade and grow (by which point they’ve done their job). Building Health Growth will lead to huge feels-bad moments when the late-game dispel hits you, especially if you’ve sacrificed friendly minions to your health pool with Hildeguard’s ability (remember, the generals’ Bloodbound Spells are guidelines by which players will approach your faction’s gameplay).
I suggest scrapping this BBS as well, as its unexciting, unintuitive, and will make your players sad. You don’t need to entirely abandon the idea of keeping up your general’s health: Aria of Rejuvenation is a big, powerful spell that is totally worth the mana spent to cast it. However, I wouldn’t make it so central to your faction’s design. Move away from the health buffs and focus more on what makes your faction great, which as I see it is Dig.
Bacchus the Thunderous: Notice I didn’t say Dig AND Echo, and there’s a reason for that. I’ll start by saying that Dig is a cool mechanic. A limited version of flying that creates tunnels sounds like an awesome tool to play around with on a board. The question you should ask yourself is: what cool strategic choices can we explore here?
A mantra to hold dear: “Restriction breeds creativity.” Sure, a minion that can dig from back row to front row is stronger, but a minion that can dig three spaces instead of walking two spaces has strength without losing tactics. Consider what digging means as opposed to walking: if you’re underground you can obviously travel through other minions, but what if you could dodge provoke too? What if a minion had to move three spaces to dig and otherwise moved normally? What if a Dig minion had normal movement restrictions except it could also move to any Tunnel, making it a beefy flyer as the game went on and more Tunnels got created? Interactions with existing mechanics are key: as it stands, the mechanic is basically Flying, which makes it incredibly dangerous to put on a Frenzy or Celerity minion. This mechanic has a lot of room for exploration, so think about all the scenarios where each version of this ability works and find the best one.
Now for Dig’s companion mechanic. Dig and Echo are both cool, new, interesting mechanics with plenty of creative potential. However, where Dig is a version of Flying that was toned down ever so slightly, Echo is a version of Ranged that was shot in the leg and left in the woods to be eaten by Saberspine Tigers. Echo minions require you to run the Dig minions or tunnel creators, then they require you to position them next to the tunnels, and then they require the opponent to maneuver onto the tunnels. While this is brimming with possibilities for cool board states, its a poorly made mechanic because it relies on so many other mechanics to do anything, and the payoff is a restrictive version of Ranged. Echo could be interesting as a one-off ability on a card that read something like: “Shrill Shrew; 2 Mana Minion; 1/2; Ranged, Deals double damage to enemies nearby Tunnels.” I just don’t think the current use case is broad or common enough to bother keywording the mechanic.
Suggestion: Scrap the BBS, put a pin in Echo for the moment, and focus on the cool things you can do with Dig.
One more theme to talk about: Golems. I like the connection between Golems and the tribe (like Vespyrs and Vanar, but more broadly connected to existing cards) but I wouldn’t put those cards at Basic. Golems are fine as incidental creature types, but introducing tribal synergies at the Basic level is just too soon. You should first be establishing your basic ideas, which are (as far as I see it):
- Dig creatures who make Tunnels
- Non-flying/teleporting movement options
- General mobility and tankiness
- Creatures with lots of health
These are fine thematic centers, and they should be represented in your Basics. Miniralite and Crystallize are cool additions to the Gruvolm for their Ancient Bonds cards, but they shouldn’t be included over more constructive cards like, for example, a minion that reduces damage taken by it or your general by X.
Naturally, you’ll need to DIG a little DEEPER to find a SOLID CORE to this faction concept. Maybe consider a different sound-based mechanic, like a minion that when it deals attacks, also damages the minion directly opposite it with a piercing sonic attack? Or play into the darkness aspect of the faction, and have minions that can’t be targeted by minions until they attack? Or mine that barbarian theme, and have minions that activate abilities when they are hurt? Then once you’re done with that, match the generals to the respective archetypes without shoehorning them into specific decks.
Overall, excellent idea with Dig and a cool theme to work with. There’s lots to explore here, so have fun with it and I’ll wait excitedly for your next update!
thanks for the reply
whoo boy lets try to go through this
firstly just to clarify how dig and echo work i made an example below (sorry if its a tad sloppy)
as you might knowtice dig cant move diagonally (its kinda the blast for movement).
with that said my thoughts about the generals
Ujarak
Summary
it is indeed a powerful endgame spell, however with the restrictions set in place i feel it wont be as oppressive as you think, i do however wounder about lowering its health and or damage done, on one end ill use phoenix fire as an example, its a 2 mana spell that does 3 damage without restriction and urjaraks bbs has plenty of restrictions (unable to attack and unable to move diagonally, cant move till the turn after its played) that being said i could lower its health and damage to three to make it easier to answer and tank damage from.
Hildeguard
Summary
you are correct about dispel being a problem id make it undispellable itd likely be too strong…i have also concidered potentially having a way to gain your dispelled healthpool back.
while i dont disagree with your opinion id like to keep the healthpool mechanic of the faction work with it and find a way to make it fun. (on a side note id like to say the idea of healthpool for this faction comes from the idea of what a rock is, durable and also fits with the barbarian theme of the faction, warrior who can take the damaged dished and shrug it off).
Bacchus
Summary
i can see where your coming from about echo, i had planned to add spells that could spawn tunnels but yes the main weakness is its over reliant on dig minions itself, i think ill continue to work with it for now but might rework the foundation of the echo keyword (and anything with echo) once ive completed work on the core set.
anyways thanks for all the criticism, ill definately to take to heart what you said as i continure to work with it and hopefully it makes the faction better overall. :>
so having thought about the echo keyword id like to ask an opinion on a change to it to reduce its reliance on echoing tunnel.
Summary
Echo: units with this keyword may attack enemies near a friendly unit or echoing tunnel tiles if they are near another echoing tunnel.
(excuse me if i have worded it wrong) a simple change that allows the minion with echo to attack a target if a friendly minion is near the enemy in this case no tiles are needed, however if tunnel tiles are present it may do so if the minion itself is near a tile.
another change im thinking of involves the expanding healthpool aspect of the faction
afew ideas im thinking of are below.
Summary
-
A card or 2 that can make the current healthpool of the general permanent.
-
A change to Hildeguards bbs which makes the healthpool a permenant gain every 5 health gained.
-
A counter that records the amount of health gained and change to aria of rejuvination in
which can restore previously dispelled health.
Note: the ideas here arent neccisarily meant to be all be implemented together only ideas to improve this particular mechanic of the faction.
Personally not sold on Echo as pseudo-Ranged. I really think you should reconsider this design.
Perhaps if it was more like a projectile and could only target the first minion in a line? It would be a blast that you can body-block for, meaning the minions you put it on could be beefier. A 2 Mana 2/2 Ranged would be way too strong, but a 2 Mana 2/2 Echo? Feels more like Barbarians anyway: they like to just smash the first thing they come in contact with 
I’ll admit, I’ve sort of warned to this idea of healthgain. If you’re really going for that theme, I’m sure the rules can be bent a bit with proper wording. Example:
- 2 Mana 2/3 “Opening Gambit: Gain +2 health permanently.”
As long as its specifically worded as “permanently”, listed in your Mechanics section, and shows up at Basic and Common rarities, I think it should be fine. Right now, it appears once at rare and is supported thrice at legendary, which seems a little imbalanced.
Of course, there should be more reasons to build health besides being able to overheal. Aria of Rejuvenation is cool, but if there are no other reasons to gain health then there’s no point to the mechanic. Maybe if you keyword “Healthpool” as its own mechanic you can have cards like “Give target friendly minion +Health equal to your Healthpool.” and “Deal damage to target creature equal to your Healthpool.” But, um, don’t make those spells, because they won’t do anything outside of a Healthpool deck. They’re just proof of concept.
hmm…so for echo your saying something like
“units with this keyword may attack the first enemy unit in any direction”?
then perhaps change echoing tunnel to extend that range in some way?
as for your thoughts on the healthpool, i have plenty of ideas to make cards that can take advantage of a larger then normal healthpool and havent gotten around to adding in the lower rarity ones yet, you actually mentioned one i was thinking about (the damage = the amount over the base healthpool).
Edit: changes have been made
new cards added below
Common
Berzerkers 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 you’ve taken damage on your enemies turn, remove the amount of health taken from your healthpool permanently and deal it to an enemy minion.
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.
Realy cool concept! I think you have a lot of potential in this concept, and i would like to make a suggestion to capitalize on what i think makes this faction stand out. The concept of the sound and lack of vision. giving the option to create a “sonar” keyword: Minions with sonar can’t move, but can teleport to any minion or general on the same row and collum.
And what if the Gruvolm Conclave could bring the darkness to the world above? giving the faction some options to limit movements and disorient the enemy while adding movement and boosting your own minions?
Love the concept and i’m looking forward to updates!
thanks for the comment :>
the thing about adding more keywords is if i were too it would become Cluttered, think about it every faction in game currently only has 1 or 2 keywords, any thing else that factions build around are more themes the faction plays with, so while i wont add another keyword there could be minions that utilize ideas like that as i continue to work on the faction.
