Faction Concept: The Koralith Depths


#41

Hmm, what about this:
Sunken Explorer
3 mana 2/3
Whenever an allied minion submerges, summon a 1/2 Nymph nearby


#42

sounds like an epic to me, since its worth the removals
i am assuming a nymph-based core exists, like how glacial ruins boards with vespyrs


#43

Forgive me if I am being rude in suggesting a whole expansion set, but these are my thoughts on Shim’zar parallels .

Concept: Based on the original Shim’zar core design, I introduce Battle Pets related to the two original core archetypes, Sunken Kingdoms and Lighthouses. As for spells, I designed it to mirror how Shim’zar spells strengthen existing archetypes with normally unassociated ways.

FYI, Shim’zar faction cards have 4 commons and 3 each of rares, epics,and legendaries per faction(excluding tokens), and always include a common and a rare Battle Pet.

Anyways, off to the designs I made.

Battle Pets
Lumo (1) 3/1 Common (from Greek root lumen [light] )
Seafare: (3)

Dyk (2) 1/5 Rare (from Danish root dykke [dive] dick memes incoming )
Submerge: Create a Sunken Kingdom nearby. Can only be used once.
Emerge: Activates an ally’s Emerge.

Minions

Caprycornus (5) 4/7 Legendary (from constellation Capricorn, half goat/fish)
Explore(1): At the start of your turn, a random friendly minion is now also a Nymph.

Tyamat (6) 0/10 Legendary (from Tiamat, ancient Babylonian mythos)
Seafare:(∞). Explore(4): Summon a Tyamat’s Limb nearby a friendly Lighthouse at the end of your turn.

Tyamat’s Limb (2) 0/4 Token
A random nearby friendly Lighthouse will be lit as long as this minion is alive.

Grandmaster Morgena (7) 4/8 Legendary (from Morgana & Morgen, both mythological characters)
Sunken Kingdoms create a Sunken Kingdom nearby every end of turn. Opening Gambit: Four Sunken Kingdoms follow the enemy General.

Air Trapper (4) 1/4 Epic (Bubble-based mage character)
Ranged. While this minion is on the board, up to 2 random enemy minions with Flying cannot move.

Lighthouse Keeper (3) 0/3 Rare (Generic seafolk)
Forcefield. This minion gains +1 Attack for each friendly Lighthouse on the board. Gains an extra +1 Attack when there are 3 or more friendly Lighthouses.

Sea Entangler (2) 3/3 Common (Something kelp-like??)
Gains an extra +1 Health and +1 movement range from Sunken Kingdoms.

Natural Lighthouse (1) Token 0/1 (Lighthouse, but made of coral)

Spells
Kingdom’s Gate (3) Epic
All friendly Lighthouses are healed and are lit for 4 turns

Undercurrents (1) Rare
A friendly minion and an enemy minion, both on Sunken Kingdoms, switch positions.

Tidal Force (2) Rare
All enemy minions on Sunken Kingdoms lose 1 attack and take 1 damage.

Hydroform (1) Common
Turn ANY tile into a Sunken Kingdom.

Light Up (1) Common
Summon a Natural Lighthouse with Health equal to the number of turns passed.
Note: Counts as a buff, the token itself is 0/1

Artifacts
Tidechurner (3) Epic
Submerge & Emerge friendly minions without both keywords gain their opposite keywords that mirror its effects.

This is all, hope the community and especially you OP will like it!


#44

Cool card. I’ll have to change the card names and such, but looking at the ability alone, it looks like a staple.


#45

Nice ideas! It’s not rude at all; I really appreciate your effort. I’ll make sure to consult your designs when making future cards.


#46

i secretly actually hope at least half of this goes into your official list for shimzar lmao

Seeing as the starter list contains zero true removal you’d need to put a lot of it in the core set. Also, as you can see, I love making cards, but faction mechanics were always a pain-in-the-ass for me. I was waiting for ages for an opportunity like this, so I’m thanking you for this and also for any future cards referenced here!


#47

Hey, Halcyon, are you going to make them Arcanyst or Golem faction for the sake of AB?

I’m always willing to design some arcanysts :stuck_out_tongue:


#48

He’s not even done with Core lmao although i did kinda finish the Shim’zars


#49

Still.

I always need more arcanysts.

Earlygame arcanysts. Endgame arcanysts. Just name it.

Arcanysts…


#50

how about m e m e c a n y s t s


#51

They are meme almost always. That’s why I like them. (Not in AB meta, though)


#52

There will definitely be some removal in the Core set.

I made Golems last time, so I’m going to make some Arcanysts, if I get there. I’ll look forward to your ideas. :grinning:


#53

I just added the common cards of the Core set. I also settled on a clear design direction for Nymphs, and gave them some support. Be sure to read the updated description of Nymphs in the Core Mechanics if you want to get a general gist of what they do. Feedback is welcome as usual, and thanks to everyone who pitched in ideas for this concept.


#54

Digging Castaway’s Lamentation! Cool new name, powerful tech skill against Lighthouse mechanic’s inherent weakness, and introduces a new way of counterattacking never before seen in Duelyst! equals dab cough cough


#55

Thanks. :sunglasses:

It might be overpowered though, I have no idea.


#56

quiet whisper i think this needs to be at least an epic or something nerf it


#57

Alright, I should probably nerf it.


#58

Just make it rarer, it has about the same power as a Pupabomb anyways. But if you still wanna nerf it after that give +1 manacost.


#59

also i did some wacky shiz on mine facction


#60

Updated the rare cards of the Core set.