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Faction Concept: The Zhakaxor Cluster

so basically
memevore(or lantern fox)+releaser+komodo hunter
paddo
abyssian zendo
blood of air + nether summoning
abyssal crawler
tendrils
aoe punish
obliterate + zir
bigger magesworn
bigger alpha
better ahnk+snowpiercer


the win conditions are all 2 mana too cheap
i dont even know how railgun would work (yes i know that would put them over 9, thats kinda my point)

sorry about that, by card balance instincts took over. by all means keep the suggestions coming.

2 Likes

This got me thinking.

Umbilical Link

This mechanic could have a number beside it like backstab, but instead of direct buffs it dictates the amount of spaces it needs to be away from a general for the ability to proc. This could stack, for example:
3 mana
0/10
Umbilical Link(1): +1/-1
So basically If it’s right next to your general, it’s a 0/10 body. If it’s 9 spaces away it’s a 9/1 answer or pain.
Or it could be a prerequisite amount for the thing to work, like:
4 mana
2/2
Umbilical Link(0): +0/+10, Provoke
Umbilical Link(5): +3/-1, Rush

3 Likes

insert rick and morty reference picture
isnt that just zeal with extra steps?

2 Likes

Kind of, but Zeal just buffs units that are nearby the general and makes them kinda useless when they’re not. With the idea kind of being that their general inspires them to work harder and be stronger.

My idea for this mechanic is that if they’re near their mothership they’re calm and focused on defending Mother, but when they’re far away they lose their connection to Mother, become weaker, but also more frenzied and aggressive.

2 Likes

Railgun would work like this:
You can attack up to 3 times 3 different targets but each must be nearby your general since you can only move once (you dont have celerity). You still take damage from all counter attacks so you must be wise not to over do it and spend too much health. However, each sequential attack removes only one durability since you general would take damage equal to the sum of attack power the enemies he hits have. As for how to practically select your targets, I imagine it looking like how you target minions or generals with opening gambit.

As for the Win Conditions being too cheap I have to say most look better that they really are with the exception of emperor worm who trully is op. The Lost One isn’t unbeatable. He can die from the 2 damage you take when you dont have cards left (if that means anything). Also, he can die from DOOM.

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Thanks for all the great ideas! I will for sure incorporate them into cards one way or another.

2 Likes

just so u know im not done with this

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I haven’t seen this said yet, but (besides missing the basic cards), each faction has the exact same number of card rarities and types (with an exception in Shim’zar). As a general guide to the core set, every faction has:

8 Basic cards (3 minions, 5 spells, 1 artifact)
8 common (4 minions, 4 spells)
6 rare (3 minions, 3 spells)
6 epic (2 minions, 3 spells, 1 artifact)
7 legendaries* (4 minions, 2 spells, 1 artifact)

*after rotation/card changes occurred, all grandmaster legendaries for each faction was moved to the core set. Since Grandmaster Zir was already a part of the core set for Lyonar, Excelsious was also moved to the core set so that every faction would have the same number and type of legendary cards.

I’m mainly pointing this out for consistency sake, but really cool concepts so far!

Other interesting trends with Core card set amongst factions
  • with the exception of Songhai, the 3 core artifacts in each faction have different mana costs
  • at least 1 artifact in each faction increases the damage your general deals through attacking
  • Generally speaking, each faction have a different distribution of minion mana cost throughout their core rarity levels; Magmar and Abyssian both only have 1 rarity where 2 or more minions have the same mana cost, Vanar and Lyonar have 2 rarities where this occurs, and Songhai and Vetruvian have 3 rarities where this occurs.
  • All factions have at basic spells that can act as removal and another basic spell that can act like a win condition.
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Amythest megalith
4 mana
Legendary minion
0/∞

~desu

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This kind of eternal roadblock has been around in design tinkering since Gate has been released.
A 4 mana 0/0 that can’t be affected by anything (including buffs and death) seems quite compelling, but I am sure it could be too good if you can lock yourself into a corner against a general that doesn’t use ranged damage.

1 Like

Space poet:
3 mana
Legendary
3/4
Cards that draw cards can only draw cards that draw cards when they draw cards. When a card that does not draw cards is drawn by a card that draws cards, draw a card.

~desu

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The second sentence makes no sense with the clause from the first one…

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It’s space poet, not space linguist you Baka
ᕕ( ᐛ )ᕗ

~desu (◕‿<) *:・゚✧

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I can’t believe I forgot about the basic cards. :persevere:

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Huge update. I finished the Epic cards and relocated many of the card rarities to follow the template @akurane gave me. (Thanks! Many thanks to all of you who gave me inspiration as well.) I also made some new cards in the Rare and below category. These include:

  • 1 new Basic artifact.
  • 4 new Common spells.
  • 1 new Rare minion.
  • 3 new Rare spells.
1 Like

Finished the legendary minions in the Core set. Time to work on Shim’Zar!

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remember to make at least 1 stupidly overpowered card for each expansion and flip a coin to see if it gets nerfed.

3 Likes

Of course. :wink:

critique time

pathfinder is a little too similar to OG abyssal crawler, just +1 mana with flying

satelite oprrant is basically a healing mystic with its og replaced with aerial rift

with those tiles is there even a point to having airdrop on anything in this faction?

interspace is literally just anti-zeal. doesnt feel unique

penumbra… feels like you could change its effect to dying wish and change nothing

anomoly… too much damage potential for 1 mana

infection needs to swap lines 1 and 2 so its clear that it checks for parasites before giving them one

wormhole is way too strong for 1 mana. especially since it doesnt say “until the end of your turn”

oddity is good. feels a bit too much like sanctify though

cerebellum-chirpuka? is that you?

beacon- is it a structure?

bloodsucker feels very unfair. its an immediate effect that wins games for 4 mana and has basically no counter. parasite should not be paired with “when taking damage” or similar things

juggernaut- +2/2 is way to big a buff for a 3 drop. its too swingy.bring it up to a 3/3 and cut the buff to +1/1

origin feels fine

malfunction feels wrong. but i guess its ok.

gravity sphere feels too powerful. it should target a specific parasite instead of doing it around all of them.

oort cloud feels fine

astrographer would be more interesting if it only got the buff while standing on the tile

is broodmother a structure? i just gotta ask

engineer looks cool. its also a win condition on par with jax razorback but could safely be bumped up to 7 mana

link needs to be nerfed. 3 health per attack is too strong especially for 1 mana

hive seems alright

virus is a cool card.

hyperparasite- grailmaster? is that you?

observer is too beefy to be ash mephyt 2.0

rift could be 3 mana and feel fine since its basically choking tendrils+essence sculpt

supernova = obliterate

enigma feels ok… maybe

disrupter is bonkers. when it breaks summon beefier jax?

lightworm feels like a sentinel trying its hardest not to look like a sentinel

quasar is too strong. drop the transform down to 1 since its literally replacing random enemy minions with detrimental minions. its better than even simply destroying random minions since the parasite minions are so harmful to the owner.

alpha is OP. potentially summoning 8 8/8s is broken. the staircase effect is nice but instead of increasing stats just keep the effects interesting and maybe throw in some detrimental effects

grandmaster just doesnt feel AWESOME enough. and it doesnt affect the enemy general in a unique way. its basically an aoe infest with limits

universe is a good payoff card. could do with a smidgen less stats, but its fine.

old god is just unfair. even doom has some ways to comeback or avoid it after played. literally writing “you cannot lose” is just toxic. although :thonk: it DOES kill your general for playing it and it says NOTHING about it becoming your general :thonk:

railgun- you might at well make it simpler and write +2 attack ranged celerity celerity cause thats what i read. maybe specify that it has to be 3 different targets, cause otherwise thats just 12 free face damage for 1 cqrd on 7 mana.

1 Like

At first: Great job!!!
Like the idea and the approach! Probably I’ll do smth myself now.
Also I think the a lot needs to be nerfed as it is kind of strong (bbs teleporting enemy minions plus give all your minions a limited airdrop while removing tiles and can’t be cornered… ouch) but I think it’s hard to balance a project of that size proper.
So dude I love the idea.

1 Like