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Faction Concept: The Tlaloque Valley

The Tlaloque Valley

Greetings, everyone. Believe it or not, this is my fourth faction concept. I am all out of good ideas at this point but I’ll give it my best shot. For now, I only have the Generals and the faction mechanics down, but my eventual goal is to finish the core set.


Lore & Visuals

The Tlaloque Valley is an elusive ancient civilization hidden away in the gorges and jungles of Mythron. They thrive together as a tribe, constructing elaborate temples and hunting ferocious beasts of the jungle. Although not much is known about this isolated nation, they are fabled for their ceremonial combat rituals, as well as sacrificial practices to appease the powerful god of the river they serve. As a faction inspired by Aztec and Mayan mythology, their color scheme will be based primarily on shades of Orange, with secondary colors such as green, brown, and red.


Generals

Ixaqui Templefist

Bloodbound Spell: Ancient Offering
Summon a random Totem nearby your General.

The Totems

Sunstone Totem
1 mana 0/3 Structure token
At the end of your turn, give this minion +1 Health.

Moonshine Totem
1 mana 0/3 Structure token
At the end of your turn, restore 1 Health to your General.

Bloodroot Totem
1 mana 0/3 Structure token
At the end of your turn, give a friendly minion +1 Attack.

Design Explanation

Ixaqui will be the Totem General, with a BBS that summons one of 3 Totems. Although the Totems have no attack value, minions of the Tlaloque Valley will have a unique way to interact with these Totems. More on it later.

Xolotl Morningstar

Bloodbound Spell: Serpent Breath
Deal 2 damage to a friendly minion and turn its space into Parched Earth.

Parched Earth

Parched Earth
Tlaloque Tile
Damaged friendly minions and Generals on this space have +2 Attack.

Design Explanation

Ixaqui is the General utilizing the faction tile, Parched Earth. His BBS creates a powerful tile capable of buffing both your General and minions, and also has strong synergy with a faction mechanic I will elaborate on soon.


Core Mechanics

Mobilize

Mobilize is a faction keyword that allows minions to interact with friendly Totems. Whenever a minion with Mobilize is summoned, all nearby friendly Totems will Mobilize and transform into 2/2 Guardians.

Sunstone Totems will transform into Sunstone Guardians, Moonshine Totems will transform into Moonshine Guardians, and Bloodroot Totems will transform into Bloodroot Guardians.

The Guardians

Sunstone Guardian
1 mana 2/2 token
At the end of your turn, give this minion +2 Health.

Moonshine Guardian
1 mana 2/2 token
At the end of your turn, restore 2 Health to your General.

Bloodroot Guardian
1 mana 2/2 token
At the end of your turn, give a friendly minion +2 Attack.

Sacrifice (X):

Whenever a minion with Sacrifice (X) takes damage equal to the (X) value in its text, an effect will activate. For instance, if a minion with “Sacrifice (2): Gain +1 Attack" takes 2 damage, it will gain +1 Attack.

Windrun

Windrun is a faction keyword mechanic. Minions with Windrun will be able to move past enemy minions and Generals. They are still not able to ignore enemy Provoke minions, however.


Core Set

Overview

These are the cards that define the core mechanics of the faction. The strategies of The Tlaloque Valley include Totems and Guardians, minion self-harm, and the Windrun keyword ability.

Basic Cards

Blowpipe Scouter
2 mana 3/2
Mobilize.

Jungle Tribesman
2 mana 2/3
Opening Gambit: Deal 2 damage to a friendly minion to gain +1/+1.

Tomahawk Huntress
2 mana 1/4
Sacrifice (2): Gain +2 Attack.

Sapling Torrent
2 mana spell
Deal 2 damage to a minion. Draw a minion with Mobilize from your deck.

Forest’s Veins
3 mana spell
Turn a space into Parched Earth and give all friendly minions +3 Health.

Overwhelming Soul
3 mana spell
Give a friendly minion +2/+4. If that minion has Sacrifice, activate its Sacrifice effect.

Wild Hunt
4 mana spell
Minions with Windrun summoned from your action bar this turn gain Rush and Frenzy.

Savage Execution
5 mana spell
Destroy an enemy minion and deal 1 damage to all other minions.

Pythonskin Mace
4 mana artifact
Your General gains +3 Attack. Friendly Totems and Guardians gain +2 Health.

Common Cards

Ocelot Herbalist
3 mana 3/3
Whenever another friendly minion takes damage, gain +1/+1.

Ashflower Warden
4 mana 2/7
Provoke.
Sacrifice (1): Summon a minion with Sacrifice that costs 2 or less from your deck nearby.

Snakebite Trapper
4 mana 4/5
Windrun.
Whenever this minion destroys an enemy, summon a 1/2 Viper on its space.

Viper

Viper
1 mana 1/2 Token

Marshland Chieftain
5 mana 4/4
Mobilize.
All friendly Guardians have +2/+2.

Exotic Essence
1 mana spell
Summon a random Totem. If you have another Totem, transform it into a Guardian.

Wrath of Nature
2 mana spell
Give your General +3 Attack and Windrun this turn.

Ferocity Unleashed
3 mana spell
Reactivate all friendly minions with Sacrifice. Deal 1 damage to them at the end of turn.

Rainless Blessing
4 mana spell
Turn all damaged friendly minions’ spaces into Parched Earth and draw a card for each space turned into Parched Earth.

Rare Cards

Arachnid Weaver
3 mana 4/2
Mobilize.
Dying Wish: Summon a random Totem on this space.

Venomous Infuser
5 mana 3/5
Opening Gambit: Deal 2 damage to all enemies nearby friendly Totems and Guardians. Gain +1 Attack for each enemy damaged.

Tzopilotl Prowler
6 mana 4/10
Sacrifice (1): Give all friendly minions +1 Attack.
Sacrifice (2): Deal 2 damage to enemy General and restore 2 Health to your General.

Miasmic Slither
1 mana spell
Summon a 1/2 Viper nearby your General. If your General is damaged, give it +1 Health.

Sanguine Heart
2 mana spell
Deal 1 damage to a minion. Deal 2 damage to it at the end of turn.

Disembowel
3 mana spell
Choose an enemy minion. When a friendly minion or General takes damage this turn, destroy it.

Epic Cards

Aorta Silencer
3 mana 2/4
Whenever you summon a minion from your action bar, give it +2 Health and deal 2 damage to it.

Obsidian Butterfly
4 mana 1/5
Mobilize.
Opening Gambit: If you summoned a Totem last turn, put a Dusk Glimmer into your action bar.

Dusk Glimmer

Dusk Glimmer
0 mana spell
Summon a copy of a friendly Guardian nearby.

Petrifying Visage
3 mana spell
Transform all enemy minions that damaged a friendly Totem last turn into 1/2 Vipers.

Scarlet Slaughter
4 mana spell
Give a friendly minion “Sacrifice (2): Deal 4 damage to the enemy General and a random enemy minion.”

Ophidian Sickle
2 mana artifact
Whenever your General takes damage, summon a 1/2 Viper on a random space and turn its space into Parched Earth.

Legendary Cards

Totemlord Papalotl
6 mana 3/4
At the end of your turn, transform all friendly Totems into Guardians and transform all friendly Guardians into Conquerers.

The Conquerers

Sunstone Conquerer
3 mana 3/3 token
At the end of your turn, give this minion +3 Health.

Moonshine Conquerer
3 mana 3/3 token
At the end of your turn, restore 3 Health to your General.

Bloodroot Conquerer
3 mana 3/3 token
At the end of your turn, give a friendly minion +3 Attack.

Nahuatl Vanquisher
7 mana 4/8
Windrun.
Dying Wish: Put an Immortal Worship into your action bar.

Immortal Worship

Immortal Worship
9 mana spell token
Summon 3 random Tlaloque minions from your deck nearby. Your General takes no damage until your next turn.

Cobrafang Emperor
8 mana 5/11
Opening Gambit: Summon two 1/2 Vipers on random nearby spaces.
Whenever a friendly Viper deals damage to an enemy minion, take control of it.

Grandmaster Aztlan
9 mana 0/12
Opening Gambit: Transform all friendly damaged minions into Teocalli Champions.
This minion’s Attack becomes the combined Attack of all friendly minions with Sacrifice.

Teocalli Champion

Teocalli Champion
5 mana 3/10
Sacrifice (1): Gain +3 Attack and restore 3 Health to your General.

Harmonic Geoglyph
4 mana spell
Deal 1 damage to all minions, summon 2 random Totems nearby your General, or draw 3 cards. If your General has 10 or less Health, do all three.

Tenochtitlan Assembly
7 mana spell
Destroy all friendly Parched Earth to give a friendly minion +1/+1 for each Parched Earth destroyed. If you destroyed 12 or more, summon a Mighty Cuextecatl.

Mighty Cuextecatl

Mighty Cuextecatl
7 mana 6/6
Rush.
While damaged, this minion gains +2 Attack and Provoke.

Godsend Macuahuitl
6 mana artifact
Your General gains +4 Attack. Whenever your General attacks, deal 1 damage to all minions and summon a Soulquake Brawler.

Soulquake Brawler

Soulquake Brawler
3 mana 1/1
At the end of the turn this minion was summoned, gain +1/+1 for each time damage was dealt this turn.


10 Likes

:face_with_raised_eyebrow:
That doesn’t sound like you…:wink:

5 Likes

Added the basic cards of the Core Set.

2 Likes

tfw the only useful sacrifice value is sacrifice 2 (and maybe sacrifice 1)

2 Likes

Sacrifice 3 is Kha tech. :weary: :sweat_drops:

2 Likes

plays fireblaze

1 Like

Oh no

1 Like

Added the common cards of the Core Set.

3 Likes

Added the rare cards of the Core Set.

2 Likes

Added the epic cards of the Core Set.

3 Likes

Fun to read through and picture. Interesting new tile and taking damage synergy. if a unit has sacrifice 1 and it takes 4 damage, does sacrifice 1 activate once or four times? if a unit has sacrifice 1 and 2, and it takes 2 damage, do both sacrifice effects trigger?

3 Likes

Nope. If a minion with Sacrifice 1 takes 4 damage, the effect won’t activate. It has to be exactly 1 damage.

2 Likes

So can sacrifice trigger multiple times?
The idea is good, but the damage mechanic is somewhat inconsistent in duelyst: for instance, when you have 2 Vitriol equipped and heal yourself, it can deal 4 damage to a single target, not 2 times 2 damage… And I’m pretty sure there are many more exemples…

2 Likes

In this case with the double Vitriol, the Sacrifice 2 effect should activate twice.

3 Likes

Added the legendary cards of the Core Set. And that’s a wrap.

2 Likes

Vetruvian with totems instead of obelysks :sweat:

2 Likes

Kind of. Hard to come up with original ideas at this point. :weary:

2 Likes

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