Duelyst Forums

Fan Card Design Hub: Submissions (Updated 10/31)


#1

Update 2 (10/31): Completed some much-needed topic upkeep, reorganized topic post.

Introduction

Hello all, and welcome to the Submission Hub! I’ve created this topic to provide a primary space for our community to create, collaborate, and share ideas for new cards. To that end, I have designed a set of general guidelines (with plenty of help :smiley:) to maximize the organization, readability, and overall operational quality of this topic. Please give them a thorough read before posting any submissions. Thank you!

General Guidelines for Submissions (Updated 10/31)

[details=Primer]

  • Please read these carefully, as ALL submissions must adhere to these general guidelines. Failure to do so will result in me or a fellow forum member contacting you privately (with a gentle reminder). If the problem persists, then your post will be deleted.

  • If you have any issues with adhering to these guidelines (technical or otherwise), then please do not hesitate to contact me via PM. I am more than happy to help out or discuss alternatives.

  • Lastly, all of these are subject to change, and any major changes will be required to pass by community vote![/details]


Design Principles:

The main design philosophy is 'authenticity'.
  • In other words, you could expect to see any of the designs here included in upcoming expansions/monthlies.
  • To that end, please try to follow the wording/grammar of official cards along with the 125-character limit on card text (including spaces).
  • Why? I don’t have a great answer other than it is simply my preference. I find it much more interesting to work with the design space that CPG has effortfully built, rather than against it.

[details=ALL submissions must include a description of the design’s purpose.]

  • Why? It gives fellow designers a better understanding of the thought-process behind your design and thus gives us a better way to discuss your design in the Discussion Hub.
  • The description can be very brief (or as long as you’d like).[/details]

Posting & Formatting Principles:

[details=You may only make ONE post per week.]

  • Why? It vastly improves readability while also giving less-active posters a greater opportunity to have their submissions seen and critiqued.
  • You may edit/update a given post as many times as you see fit.[/details]
ALL submissions must follow this basic template (using the "Hide Details" function).

[DELETEdetails=Name / Faction / Rarity (Optional) + Card Type (Spell, Minion, etc.) / Cost / Stats (Attack/Health)]

Card text goes here. (bolded for readability)

  • Purpose:

[DELETE/details]


  • You may of course add to the template as you see fit. For example:
  • Comments:
  • Concerns:
  • Artwork and/or Art Description:
  • Alternatives:
  • Inspiration:
  • etc:
Here are some examples of the template in use.
Shadow Colossus / Abyssian / Rare Minion / 9 Mana / (6/6)

Costs 1 less for each of your Shadow Creep.

  • Purpose: Give Cassyva a large minion to help regain tempo lost from generating Shadow Creep (e.g. Shadow Nova).
  • Comments: I love conditionally cost-reduced cards (Chakkram, Pantheran, and Mandrake :heart_eyes:), and I thought the conditional aspect of Shadow Creep would be a perfect fit.
  • Concerns: The costing is very elusive, and I wonder if this is on-par with Mandrake, or even better.
Mindspike Mantle / Magmar / Rare Artifact / 3 Mana

Designed by @phayze

Whenever your opponent draws a card, deal 2 damage to the enemy General.

  • Purpose : Starhorn needs some love, this way, if your opponent is feeling cheeky for drawing cards off your BBS, you can make 'em pay 2 health for it, card draw isn’t cheap you know!
  • Concerns : Nothing really, another nice, balanced artifact that can allow Starhorn to generate some face damage off his BBS.
  • Synergies : Works well with his BBS, as well as cards like Blaze Hound, Spelljammer, Sojourner and Mogwai. Faice deck trying to draw off a Spelljammer to fuel their face rush? Equip this, back off to stop them from suiciding their Spelljammer or breaking the artifact and watch them panic as they take 4 damage at the end of every turn.
Survivor's Guilt / Abyssian / Spell / 2 Mana

Designed by @oranos

Give an enemy minion “Deathwatch: -1/-1”.

  • Purpose: a new way to use deathwatch and to weaken enemy minions (which the death faction should probably be able to do anyway). A way to soften a lethal blow or kill a far off minion by killing other ones. Swarm support.
  • Concerns: weaker than dark transformation and ritual banishment unless you plan on suiciding a lot of wraithlings and triggering other deathwatch effects. like other deathwatch effects useless without minions on field.
Snowbank Hunter / Vanar / Common Minion / 2 Mana / (3/1)

Designed by @thefirstgokun

Infiltrate: Gain Ranged

  • Purpose: Infiltrate minion that benefits from the enemy NOT being on their side. Sort of a combo with Avalanche and Airdrop minions.

The following content is NOT allowed in this topic:

Discussion or critique.
  • We now have an entirely separate topic for discussions: the Discussion Hub.
  • This separation facilitates greater readability for both submissions and discussions.
  • Of course, be sure to give a “Like” as you see fit. :slight_smile:

[details=Rebalance or reworking of official cards.]

  • There are plenty of other topics for that. Let’s keep this design space fresh. :relaxed:[/details]

[details=Memes, other lore, or lore-absurd designs.]

  • Same as above.
  • Again, the main design philosophy for this Hub is authenticity.[/details]

[details=Clearly unbalanced designs.]

  • I’d recommend referring to pre-existing stat/power distributions as a loose guide; although, no one should feel afraid to push the limits (I know I certainly will :sweat_smile:).

  • If you are ever concerned about the power level of your design, then don’t hesitate to post it in the Discussion Hub for preliminary feedback.[/details]

    Conclusion

I realize that these guidelines are fairly hefty, and I apologize for that. However, in the long-run, I think this thread will benefit from a more organized and streamlined experience. If you have any issues or concerns with following these guidelines, then please get in touch with me via PM and I’ll do my best to help. Again, I am fully open to major changes (though any decisions will require a community vote).

Now, with all that out of the way, it’s time to get creative and have fun! Also, don’t forget to head over to the Discussion Hub to discuss designs and share feedback.

Thank you all for your support and willingness to work together, and I cannot wait to see what you all come up with! :smile:


[Card Idea] Armor of Spikes (Artifact)
Fan Card Design Hub: Discussion (+Card Design Contest Discussion)
We need a fixed post for duelyst memes
What would your personal card look like?
Faction Concept: The U'ami Coven (Full Set Project)
[Card Idea] Malicious Intents (Spell, Aby, Maehv)
Word-to-Card Contest (October 2018)
#3

Thanks for setting up this tread. Here are some of my cards, some of them were already in the original thread:

Neutral:

[details=Elyx Protector / Neutral / Epic Minion / 3 Mana / (1/5)]Friendly nearby minions cannot be targeted by enemy spells.

  • Purpose: This is to protect your real threads from being removed or dispelled by enemy spells.

[/details]

[details=Erus Lifebender / Neutral / Epic Minion / 4 Mana / (3/4)]Whenever this minion survives damage, it gains +2 Health.

  • Purpose: This minion has not the best stats but when it is not removed early this can get great value.

  • Preferred deck: Zi’ran (?)
    [/details]

[details=Seratus Rage / Neutral / Rare Minion / 4 Mana / (1/6)]Whenever this minion survives damage, it gains +2 Attack.

  • Purpose: The more health he is losing, the stronger he hits.

  • Preferred deck: Zi’ran
    [/details]

Vetruvian:

[details=Silent Vortex / Vetruvian/ Rare Spell / 2 Mana]Give all friendly Structures Provoke. Draw a card at the end of your turn.

  • Purpose: Situational Spell to get some value out of dispelled structures. Synergises with Sand Architect.
    [/details]

[details=Sand Architect / Vetruvian/ Rare Minion / 3 Mana / (1/5)]Whenever ANY Structure is attacked, deal 2 damage to the enemy General

  • Purpose: Situational Spell to get some value out of dispelled structures. Synergises with Silent Vortex.
    [/details]

Songhai:

[details=Shadowmaster Serai / Songhai/ Legendary Minion / 5 Mana / (3/5)]Backstab: (1)
Your Backstabs deal 2 more damage.

  • Purpose: I wanted to create a heavy Backstab-Minion. This supports Backstab and has immediate impact if there are more Backstab-Minions on board or when Inner Focused.
    [/details]

[details=Hidden Ecstasy / Songhai/ Epic Spell / 3 Mana]Give a Songhai minion +2 Attack. It can now move through enemies.

  • Purpose: Support for Backstab decks.
    [/details]

I hope you liked some of my ideas. Feel free to discuss them in the discussion thread.


#4

Ideas

Overview : As we all know, the factions all have a Basic, Epic and Legendary Artifact already and a new Legendary being added in DoS. I’ve created a set of Rare Artifacts to fill the gap as well as some others of differing rarities I also happened to come up with.

Rare Artifact Set

Mistsilver Blade / Songhai / Rare Artifact / 3 Mana

Your General can Teleport 2 Spaces every turn, every time your General Teleports, this artifact loses 1 durability

Purpose : Let the Songhai general participate in the combat and allow the general to use positioning to his benefit just like his minions can. Essentially allows you to cast a free mistwalking every turn.

Concerns : The first iteration turned out to be ridiculously overturned, although I think this version is far more fair.

Synergies : Has synergies with both Mask of Shadows, to allow you to maneuver behind an enemy and land a backstab and so your backstab’s to hit a bit harder and Cyclone mask to allow you to strike from range and teleport further away to render the Artifact more difficult to break

Sunsteel Bulwark / Lyonar / Rare Artifact / 3 Mana

Your General gains Provoke and your General restores 4 health to themselves at the end of their turn

Purpose : Fit the theme of the heavy frontline warriors that the Lyonar are as well as their ability to sustain. It allows you to use your general to protect more important minions. This also grants a bit of Healyonar synergy for poor Zir’an.

Concerns : I originally had it healing for 2 and realized that it would be pretty weak since you most likely would only get one heal off, so I buffed it to 4. I was worried that it would be a bit too strong in tandem with Arclyte Regalia, but honestly, Arclyte Regalia is a bit too strong and all artifacts synergise well with it anyway so I couldn’t think of a viable way to balance around Arclyte Regalia.

Synergies : Arclyte Regalia. That’s about it really, the damage reduction on Arclyte combined with the healing on this can be quite powerful, considering your general also has provoke and forces minions to trade into the Arclyte.

Infested Pike / Abyssian / Rare Artifact / 2 Mana

Your General gains +1 Attack and whenever your General destroys a minion, turn the space into Shadow Creep

Purpose : Shadow Creep support, serves as an additional way to generate creep and give your general a bit of removal capability

Concern : Not too much in the way of concerns, if I had to be honest, this is probably the most balanced artifact in the set. :cold_sweat:
I reduced it to 1 attack to make it still capable of killing 2 drops but also reduced the mana cost to make it more viable. The death conditionality will be kept because it would be far too easy to generate creep with this weapon other wise.

Synergies : Shadow Creep. 'nuff said.

Icescorn Crystal / Vanar / Rare Artifact / 2 Mana

Your General gains Infiltrate : Gain +2 Attack

Purpose : All factions have an Artifact that grants them their faction keyword (excluding Magmar because Rebirth on generals is OP and so is Grow). Seemed weird that Vanar didn’t have one, so here it is.

Concerns : Might be a bit too weak, I did make it 2 Mana since the effect was a bit more conditional, but personally I think it’s quite balanced and would be fun to mess around with.

Synergies : Not much, pretty solid early game stand alone artifact while also comboing with Snowpiercer to hit like a truck.

Mindspike Mantle / Magmar / Rare Artifact / 3 Mana

Whenever your opponent draws a card, their General takes 2 damage

Purpose : Starhorn needs some love, this way, if your opponent is feeling cheeky for drawing cards off your BBS, you can make 'em pay 2 health for it, card draw isn’t cheap you know!

Concerns : Nothing really, another nice, balanced artifact that can allow Starhorn to generate some face damage off his BBS.

Synergies : Works well with his BBS, as well as cards like Blaze Hound, Spelljammer, Sojourner and Mogwai. Faice deck trying to draw off a Spelljammer to fuel their face rush? Equip this, back off to stop them from suiciding their Spelljammer or breaking the artifact and watch them panic as they take 4 damage at the end of every turn.

Psionist's Robe / Vetruvian / Rare Artifact / 3 Mana

Your General takes half damage (rounded down) from minions while this artifact is equipped

Purpose : Make it less suicidal for Sajj to kill minions with her BBS, helps her not take as much damage can also work on Zirix to help him live longer in general

Concerns : Seems alright, since Sajj and Vaath are most similar in terms of the uses of their BBS’s but Vaath has far more reliable in-faction healing, this artifact is to help counterbalance that.

Synergies : HEXBLADE! Allows you to hit minions for free. Since their attack is reduced to 1, Sajj takes half, that being 0.5 which is then rounded down to 0. Makes Sajj a powerful control General in that she is able to eliminate minions without sacrificing an unholy amount of health. Combos well with Atar’s Blessing.

Other Artifacts

Starseer's Spiritstone / Magmar / Epic Artifact / 4 Mana

Whenever you draw a card, it’s cost is reduced by 1 and it is given +1/+1

Purpose : Starhorn support ladies and gentlemen, this one is something a lot of people have wanted for a while, to make it so Starhorn gets at least some kind of advantage out of his BBS.

Concerns : It honestly is a lot more balanced than Kara, the buff stays, so if you were to replace the card, and draw it again with this artifact equipped, its cost would be reduced further by 1 and it would be given another +1/+1. Considering how unplayable Astral Crusader is, this won’t be a problem. I don’t know if this artifact is too easily abusable by Vaath, I don’t want a Vaath using this.
Turned out that Vaath would be able to abuse it with the double BBS use, so that was removed. Card cost needed to 4 mana to balance against a powerful effect.
Synergies : Combos very well with Mindspike Mantle, allowing you to generate buffed cards while also dealing face damage. It also allows you to stack minions like the new Visionar and the current Vindicator much faster.

Arclyte Lance / Lyonar / Epic Artifact / 3 Mana

Your General now damages the minion he attacks as well as the one behind it

Purpose : To allow some fun stuff to happen with Lyonar, just a cool idea I had. Just so you know, it works like Ankh, if you attack diagonally, there will be no damage dealt to a second minion. You also only take strikeback from the minion you attacked directly, just like Frenzy.

Concerns : Might be too powerful with Arclyte Regalia, but EVERYTHING is too powerful with Arclyte Regalia. Overall quite balanced, was considering raising the Mana cost to 4, but that is most likely too high.

Synergies : Arclyte Regalia, Sunstone Bracers (believe it or not) and works fine with Sunsteel Bulwark as well.

Hourglass of Eons / Vetruvian / Legendary Artifact / 4 Mana

Your General gains Celerity

Purpose : Again, grants a slightly different WinCon to ArtiVet decks aside from Aurora + TM. Allows you to generate some absurd burst damage when comboed.

Concerns : Seems quite balanced in most cases, again, made it 4 Mana for a reason and if you aren’t using an Ankh from farther away, this artifact also breaks much more easily.

Synergies : Ankh is the primary one here while also comboing well with 2 other artifacts + aurora’s tears. In addition, it can also aid in breaking Chronomancer’s Tome faster to get the DW effect. It also can allow Sajj to abuse Psionist’s Robe to be able to kill 2 minions for free per turn, provided you have Hourglass, Psionist’s Robe and Hexblade equipped.

Spells

Chronomancer's Tome / Vetruvian / Epic Spell / 5 Mana

Re-equip all of your artifacts that were destroyed last turn and reactivate your General.

Purpose : Helps out ArtiVet Sajj decks a lot, grants a nice finisher as well as a way to regain your artifacts.

Concerns : Might still be too strong. I repurposed it entirely into a spell and raised the Mana cost by 1. I want to keep the “reactivate your general” part because it fits the Vetruvian theme of manipulating time.

Synergies : ArtiVet decks, can be used to resummon that Ankh your opponent destroyed last turn.

Atar's Blessing / Vetruvian / Epic Spell / 4 Mana

Restore 4 health to your General and summon a 2/3 Iron Dervish with Provoke nearby

Purpose : Kind of the counterpart to Rasha’s Curse, was bouncing between having it repair a random artifact on your General but settled on the healing since we already have the Imperial Mechanyst and Vetruvian lacks reliable in-faction healing. You can choose where the Dervish spawns, just like Rasha’s and overall, a very nice defensive spell. Made the Dervish 2/3 so it wouldn’t just get bopped by the enemy General.

Concerns : Seems quite balanced, put it at 4 Mana so you couldn’t use it turn 1 to generate a powerful 2 drop or combo it with Scion’s Third Wish to generate a 5/6 Flying, Provoke on turn 2.

Synergies : All the wishes, can work very well with both 2nd and 3rd wish, being able to create a 7/8 Flying, Provoke, Immune to General Dervish seems like fun. Can also be combined with Astral Phasing to make a VERY beefy provoke minion with Flying.

Fury of the Sands / Vetruvian / Legendary Spell / 6 Mana

Give all friendly minions +2/+2 and Flying

Purpose : Serves as a good finisher spell but requires a board to utilize to max potential.

Concerns : Seems pretty balanced to me, the Mana cost might be a bit too high.

Synergies : If you somehow use Abjudicators to lower the costs and combo this with Stars Fury. Otherwise, have a board, cast this, win.

Minions

Ancient Chrysalis / Magmar / Rare Structure / 5 Mana / 0/6

At the end of your turn, restore 2 health to a random friendly minion

Purpose : Helps make Magmar minions even stickier, and adds to structure, of which there aren’t many

Concerns : None, seems pretty balanced to me

Synergies : Also not much in the way of synergies, it does help keep the beefier minions alive and can also heal Makantor back to 4/4 if its the only damaged minion you have on board at the end of your turn.

Hall of Scrolls / Songhai / Common Structure / 3 Mana / 0/4

Draw an additional card at the end of your turn

Purpose : Grants Songhai some additional card draw in exchange for possible tempo loss because they didn’t spend the Mana on a fox.

Concerns : Seems quite balanced to me.

Synergies : All the Songhai things, especially decks that run cards like Inner Focus and Mana Vortex, which tend to empty your hand quite quickly and this can help refill it.

Sarcophagus / Vetruvian / Common Minion / 3 Mana / 3/5

This minion can only move 1 space per turn

Purpose : Providing Vet with a heavily overstatted minion that has a rather heavy drawback, solid 3 drop, can be avoided by just simply running away.

Concern : Might be a bit too overstatted.

Synergies : Astral Phasing, get that flying going, and 2nd Wish to get this thing to hit face like a truck.

Starfire Smith / Vetruvian / Epic Minion / 5 Mana / 3/5

Opening Gambit : Give a friendly minion Blast

Purpose : A more fair iteration of the old Scion’s Third WIsh, giving blast to anything but not boosting it’s attacks stat.

Concern : Not much. Didn’t realize how similar this was to Huldra until I read it over several times. Ill leave it here anyway though.

Synergies : Anything that hits like a truck.

CONCLUSION

Okay! So, this is the end of my first post, finally managed to get my ideas out on to this forum. If you made it here and read through the whole thing, kudos to you. I believe I formatted it okay, if there are any problems, let me know. Ill be looking forward to the feedback ^.^

Note : I might add some Obelysk ideas to this, but I think I’ll save them for the next post.

EDIT : Thank you for the feedback Oranos, I took it into consideration and made changes as needed. I intend to keep the Bulwark as is because adding damage reduction would render it too similar to Arclyte Regalia and I still think the Artifact is fine and viable. I am aware that this greatly increases the selection of artifacts grincher can pull and allow some insane combos, but considering things like Ankh + Claws or Ankh + Grimwar or Arclyte + Hexblade can happen, it doesn’t seem that out of the norm. So for that purpose, I’ll leave it as is.

Thanks for reading!

     - Phayze Starstrider, Captain of the Guard to the House of Starstrider

#5

bringing some of my previous submissions to this thread

[details=Warmasters for the other keywords] for some reason, this doesnt want to hide the warmasters

[details=Aestari Berserker / Neutral Minion / Warmaster / 5 mana / 4/3] frenzy
increase attack of friendly minions with frenzy by 1 for each enemy this minion deals damage to

  • gives the frenzy minions extra damage
  • ability may be overpowered[/details]

[details=Stormwind Lancer / Neutral / Minion / Warmaster / 4 mana / 2/4] celerity
every friendly minion with celerity gains +0/2

  • increases survivability of celerity minions and gives the possibility of damaged minions to attack a second time [/details]

[details=Saberspine Tamer / Neutral Minion / Warmaster / 5 mana / 4/3] rush
reduce rush minion cost by 1

  • couldn’t think of a unique ability for them. follows the tamer theme that they are easier to handle.
  • could make rush minions get extra stats or deal 1 damage to their surroundings in a pseudo frenzy[/details]

[details=Healing Sage / Neutral Minion / Warmaster / 6 mana / 4/5]Opening Gambit: restore 5 health to any minion or general
restore 1 health to every friendly minion and general every time you summon a minion with Opening Gambit from your action bar

  • Healing Mystics boss + some big, somewhat reliable late game healing
    [/details]

[details=Grandmaster San’zen / Songhai / Minion / Warmaster / 7 mana / 3/7]backstab(2)
every friendly minion with backstab gains rush

  • note that its ability does not activate on itself because it is a warmaster, not a minion
  • a nice finisher that can basically be the opposite of grandmaster Z’ir
  • great synergy with koan of horns
  • rush may be over powered, considered adding a backstab(effect)[/details]

[details=Blastmaster / Vetruvian / Minion / Warmaster / 4 mana / 2/4]blast
every minion with blast can move 1 additional space

  • blast warmaster that can keep enemies from running from a blast line of fire
  • i didn’t want to copy golden justicar, but i couldn’t think of a more unique effect[/details]

[details=Gatekeeper / Vetruvian Minion? / Warmaster / 7 mana / 1/8]Summon Dervish
all structures with Summon Dervish will summon 4/4 Crystal Dervishes instead of Wind dervishes

  • crystal dervishes are not ephemeral and stay on board at the end of the turn
  • end game for vetruvian with obelysks, even if the obelysks are on the wrong side of the board
  • could decrease stats to make for easier removal
    [/details]

[details=Bloodmoon Zealot / Abyssian / Minion / Warmaster / 5 mana / 3/4]* deathwatch: deathwatch ability on friendly minions activates twice*

  • deathwatch warmaster to help swarms get on their feet
  • like all deathwatch users, it is useless on its own but powerful with board control [/details]

[details=Bannerlord / Lyonar / Minion / Warmaster / 4 mana / 2/5]zeal: friendly minions do not need to be near the general to activate zeal

  • extends the range of zeal and add a possibility of a long range lyonar
  • maybe change the cost to 3, stats to 2/3 and ability to zeal: gain +0/2 give friendly minions zeal: +1/1[/details]

[details=Nest Protector / Magmar / Minion / Warmaster / 4 mana / 1/6]rebirth
eggs cannot be attacked

  • to keep eggs alive and make use of the “cannot be attacked” effect
  • may be overpowered after shim’zar[/details]

[details=Mystic Huntress / Vanar / Minion / Warmaster / 5 mana / 4/5]Infiltrate:gain +2/0
all friendly minions with infiltrate gain infiltrate (stun)

  • use freeze abilities of vanar to keep enemies on the wrong side of the field
  • not too sure about stat distribution, but vanar needs a better 5 drop[/details]
    [/details]
Abyssian cards
abyssal spores / 3 mana / abyssian spell

give every minion “dying wish: turn this tile into a shadow creep tile”

  • gives your enemy a reason to walk over existing creep spaces or generates creep[/details]

[details=Creep Vine / 3 mana / abyssian wall / 0/1]At the end of your turn spawn a Creep Vine on a random nearby space
Dying Wish: generate shadow creep on this tile

  • something that can generate a lot of value for creep decks if left alone

[details=Dark Elixer / 0 mana / abyssian spell]remove a friendly shadow creep and restore 5 health to your general

  • some decent healing at the price of a shadow creep

[details=Chains of the Shadow / abyssian artifact / 4 mana]when your general takes damage, summon an ash mephyt nearby your general

  • an artifact that you actually want to break and an upgraded version of horn of the forsaken
  • prevents your opponent from wanting to hit face, but only one mephyt can be summoned by you per turn[/details]

[details=nameless gravestone /abyssian structure/ 3 mana / 0/5 ]give every token minion provoke
deathwatch: give every token minion +1/1

*swarm synergy, make people feel the wrath of the wraithling

  • could split this card in half, one that gives provoke, the other that buffs wraithling[/details]

[details=Bloodmoon Festival / abyssian spell/ 7 mana]summon 10 wraithlings on random spaces

  • late game wraithling swarm [/details]

[details=Anarchy / abyssian spell / 9 mana]all minions and generals deal damage equal to their attack to all nearby minions and generals then are teleported to random spaces on the board

  • trigger deathwatch for the entire board in a swarm equivalent of obliterate[/details]
    [/details]

[details=Interesting Neutral Cards][details=Insidious Parasite / neutral minion / 2 mana / 1/2]dying wish: a random nearby minion transforms into an insidious parasite

  • something interesting with the transform mechanic that can get rid of big threats continually[/details]

[details=Risky Dice / neutral spell / 1 mana]replace every card in both players hands

  • more replace mechanics as well as a way to force your opponent to replace. kara counter, but could give you or your opponent lethal. mostly a troll card or something with synergy for a replace deck
  • could alter the number of cards replaced or mana cost [/details]

[details=Mindfog Illusionist / neutral arcanyst / 4 mana / 2/3]whenever you cast a spell place a fog beast in your opponents action bar

  • designed to forcefully fill your opponents hand for combination with cards like high hand or starhorns bbs without giving them something useful[/details]

[details=Fog beast / neutral token / 1 mana / 0/2]when this card is replaced add a fog beast to your action bar
dying wish: add a fog beast to your action bar

  • an annoying card that is hard to get rid of, could be good in kara[/details]
    [/details]

and now for some cards not on the previous thread

[details=Mind Scorcher / neutral minion / 5 mana / 2/3]when your opponent draws a card, burn a card from their deck

  • something that makes starhorns BBS viable by literally destroying the opponents deck
  • could build an entire deck around this card and force your opponent to exhaust their deck[/details]

[details=Crystalline Ice/ vanar spell / 3 mana]give all friendly wall minions “dying wish: gain 1 mana”

  • giving an early game advantage to wall players as well as expanding on the effect of crystal wisps [/details]

#6
Songhai Cards
Hidden Discipline / SongHai / Common Spell / 2 Mana

Grant a friendly minion Backstab (2).

  • Purpose: Make every minion a backstabbing threat. Only a 2 damage boost for 2 Mana but the ability to maintain board presence with Backstab Golems or Shieldmasters is worth it.
Festival Troupe / SongHai / Common Minion / 4 Mana / (3/5)

Frenzy, Backstab (0)

  • Purpose: A decent Frenzy minion for Song’Hai that can also Backstab
  • Artwork and/or Art Description: A Festival Lion with assassins inside.
Premonition / SongHai / Rare Spell / 2 Mana

The next 3 times you replace a card, place a Kage Lightning in your action bar.

  • Purpose: Allow replace combos, card draw, SpellHai synergy AND a thematic connection with Storm Kage.
Scrollstabber / Songhai / Rare Minion / 3 Mana / (1/5)

Backstab (2), Minions Backstabbed by this minion are dispelled.

  • Purpose: Give Song’Hai interesting infaction dispel + a Backstab minion that isn’t pure damage.
  • Alternatives: 2/4 stats?
  • Artwork:
Feather Dancer / SongHai / Rare Minion / 4 Mana / (3/4)

Ranged, Whenever this minion kills a unit draw a card.

  • Purpose: A gimmicky RangedHai draw option.
  • Artwork and/or Art Description:
Spellshocker / SongHai / Rare Minion / 4 Mana / (4/1)

Opening Gambit: Enemies that take spell damage this turn are stunned.

  • Purpose: ControlHai support with some cheesy combos (+Ghost Lightning to stun all minions or +Phoenix Fire to stun enemy General in place).
  • Concerns: I’m really not sure about the worth of this body. Maybe it should be weaker or stronger? All I know is the mana cost is pretty decent.
Smoke Reader / SongHai / Epic Minion / 5 Mana / (4/6)

Opening Gambit: Reactivate a nearby friendly minion and set its attack to 2 until the end of your turn.

  • Purpose: A Backstab combo card that also works with Mirror Meld. Can be used on Gorehorn or Viper for insane value.
  • Artwork and/or Art Description: An android with smoke pouring out of it’s exhausts in a ram-like form.
Hwacha Asura / SongHai / Legendary Minion / 6 Mana / (3/6)

Ranged, Whenever this minion attacks deal damage to a random enemy equal to this minion’s Attack.

  • Purpose: The Hwacha Asura gives Ranged Song’Hai some additional board clear and a beefier minions to ensure that few spells can wipe their board presence completely. It’s the single target alternative to Jax with a much stronger Inner Focus synergy.
  • Concerns: It might just be too weak, or too RNG dependent entirely.
  • Alternatives: Maybe raising the Mana as well as the Attack to remove the Inner Focus synergy?
  • Inspiration: Ladies and gentlemen, the Hwacha. A Korean siege machine capable of firing dozens of flaming arrows in an instant. The moment I learned of its existence I immediately thought “Why doesn’t Duelyst have this?” Naturally SongHai was the best choice: Asian influences, theme of duality with Twin Strike, Ranged archetype, fire theme, etc.
  • Artwork and/or Art Description: An Asura inspired four armed archer with two firey bows.

Vetruvian Cards
Watchful Sandwyrm / Vetruvian / Common Minion / 2 Mana / (2/2)

Deal 2 damage to minions that attack friendly Structures.

  • Purpose: Grant Structures a defense against aggressive minion swarms.
  • Comments: Ideally, this should be played turn 1 to preemptively defend Structures played on turn 2.
  • Artwork and/or Art Description:
Smytress / Vetruvian / Rare Minion / 3 Mana / (2/3)

Opening Gambit: Deal 2 damage to all enemies in front of this minion.

  • Purpose: A blast-like ability that activates immediately, applying more pressure against that type of positioning.
  • Artwork and/or Art Description:
Crystal Purifier / Vetruvian / Rare Minion / 5 Mana / (3/3)

Blast, Opening Gambit: Dispel all minions in front of this minion.

  • Purpose: Give Vetruvian interesting infaction dispel + a Blast minion that isn’t pure damage.
  • Artwork:
Ancient Wings / Vetruvian / Epic Spell / 3 Mana

Your General gains Flying this turn.

  • Purpose: Pump up late game survivability for Vetruvian, synergy with Wildfire Ankh and Time Maelstrom.
Hands of old Kings / Vetruvian / Epic Minion / 3 Mana / (1/5)

Whenever this minion takes damage grant your General +2 Attack until the end of your next turn.

  • Purpose: A strong, faction defining, dispel baiting threat similar to Lantern Fox.
  • Comments: If it takes damage on your turn you will receive the buff for 2 turns (this one and the next). If it takes damage on your opponent’s turn you will receive the buff for only 1 turn.
  • Alternatives: 2/4 stats?
Sandstorm Djinni / Vetruvian / Legendary Minion / 4 Mana / (3/4)

Whenever you draw a card summon a Wind Dervish in a random nearby space.

  • Purpose: Made this back when Scion’s 2nd drew two cards. Still, Vet has a lot of interesting card draw options that can be exploited by this minion. Also counters Starhorn, as if anyone needed to.

Abyssian Cards
Midnight Offering / Abyssian / Common Spell / 1 Mana

Destroy a friendly minion to draw 2 cards.

  • Purpose: Give Abyssian cheaper draw options at the expense of minions.
  • Artwork and/or Art Description:
Constricting Shade / Abyssian / Common Spell / 1 Mana

Any unit that moves before the start of your next turn takes 2 damage.

  • Purpose: Lock up the earlygame with one very cheap spell.
  • Concerns: HIGH potential for abuse. Maybe 2 Mana would make it balanced?
Underherald / Abyssian / Common Minion / 2 Mana / (1/2)

Dying Wish: The next minion you summon costs 2 less.

  • Purpose: Rampbyssian support. Essentially an investment of 2 Mana for a later turn that allows the player to ramp out huge minions very early.
  • Artwork and/or Art Direction:
Underflame Beast / Abyssian / Rare Minion / 3 Mana / (1/2)

Rush, Dying Wish: Deal 2 damage to nearby enemies.

  • Purpose: BOOM! Mankantor Jesus for Abyssian.
  • Concerns: Probably just straight up unnecessary.
Sunken Shrieker / Abyssian / Rare Minion / 4 Mana / (1/6)

Frenzy, Minions this minion damages have their Attack lowered to 1.

  • Purpose: Heavy Abyssian/Artifact Abyssian synergy (?). I just wanted to use the effect.
  • Artwork and/or Art Description: Mohawk warrior weilding a chain with two skulls attached.
Graverobbing / Abyssian / Epic Spell / 3 Mana

Place a copy of the last minion that died in your hand.

  • Purpose: Thematic ties with Reaper and Nether Summoning. Steal all your opponent’s cool shit :smiley:
Dead Weight / Abyssian / Epic Minion / 5 Mana / (8/8)

If this minion has full health, set it’s attack to 0.

  • Purpose: An anti-dispel body, anti-synergy with Breath of the Unborn and a good friend to rampbyssian.
  • Artwork and/or Art Description: A hooded ghoul chained to an anchor.
Oozing Dracolich / Abyssian / Epic Minion / 5 Mana / (5/4)

Opening Gambit: Turn 3 spaces in front of this minion into Shadow Creep.

  • Purpose: Breath of eeeeevil. Shadow creep the enemy backline while bolstering your frontline.
  • Artwork and/or Art Description:
Gluttonous Fiend / Abyssian / Legendary Minion / 7 Mana / (6/8)

Opening Gambit: Destroy all nearby friendly minions. Both players draw a card for each minion destroyed.

  • Purpose: Mill the opponent’s hand and refill your own. A more expensive but easy to control version of Rite of the Undervault with a body attached.
  • Artwork and/or Art Description:

Vanar Cards
Snowbank Hunter / Vanar / Common Minion / 2 Mana / (3/1)

Infiltrate: Gain Ranged

  • Purpose: Infiltrate minion that benefits from the enemy NOT being on their side. Sort of a combo with Avalanche and Airdrop minions.
Bergzerker / Vanar / Rare Minion / 4 Mana / (3/5)

Inflitrate: Gain Frenzy, Minions damaged by this minion are stunned.

  • Purpose: Play more with Vanar’s stun, Infiltrate and positioning mechanics.
  • Artwork and/or Art Description:
Solitary Hermit / Vanar / Epic Minion / 4 Mana / (4/5)

Provoke, At the end of your turn if no enemy minions or Generals are nearby this minion draw a card.

  • Purpose: A strong card for when you’re behind. Run away, plant it in the path of your enemy and get a card.
  • Artwork and/or Art Description:
Jormungandr / Vanar / Legendary Minion / 8 Mana / (8/9)

Opening Gambit: Return all minions to their owners’ action bars.

  • Purpose: Turns games around singlehanded. Is game impacting enough to be worth 8 Mana. Can fill your hand with token replace fodder and mill your opponent’s best minions right off the board. Thematic ties to Hailstone Prison and Norse mythology.
  • Comments: Designed by Zoochz on a Reddit thread.
  • Artwork and/or Art Description:

Magmar Cards
Rejuvenating Font / Magmar / Common Spell / 2 Mana

Turn a tile into a mana tile which generates a mana orb at the start of your turn.

  • Purpose: Play with mana orbs and such and create more zones of control. Also enables Magmar to dominate early with even more mana ramp.
Danger Zone / Magmar / Common Spell / 2 Mana

Deal 2 damage to all minions nearby your General.

  • Purpose: Make the Magmar General even more of a threat, even to his own minions.
Pain Shaman / Magmar / Common Minion / 2 Mana / (1/3)

Whenever a friendly minion takes damage, gain +1/0.

  • Purpose: Self damaging synergy (similar to Araki Headhunter). A strong card in conjunction with Amplification, Kujata and Flash Reincarnation.
Terrorwing / Magmar / Rare Minion / 4 Mana / (2/4)

Flying, Grow +1/+1

  • Purpose: Grow minions are REALLY slow and difficult to preserve until they are strong enough. This one is a slow grower but can FLY, so a little more utility for less stats.
  • Artwork and/or Art Description: T-Rex with wings! Or a pterodactyl. Just something epic, lizardy and airborne.
Forerunner / Magmar / Epic Minion / 3 Mana / (1/4)

Grow +1/+1, Grant all nearby friendly units this minion’s Attack.

  • Purpose: Support Grow minion. A 3 Mana old Primus Fist that ALSO works on your General. Stronger with more minions, so it’s Starhorn support in a way.
  • Artwork and/or Art Description:
Extinction Event / Magmar / Legendary Spell / 4 Mana

Destroy one of your lowest attack minions and one of your opponent’s lowest attack minions until either you or your opponent has no more minions.

  • Purpose: Destroy the board for cheap, but it requires strong board presence to really win big.
Broodhearth Overseer / Magmar / Legendary Minion / 3 Mana / (2/5)

Your Egg minions draw a card when they hatch.

  • Purpose: Who knows how interesting Dance of Memes will be in the next expansion, but here’s a draw option that might be useful with the change to Rebirth.
  • Artwork and/or Art Description:

Lyonar Cards
Twin Pillar / Lyonar / Common Minion / 4 Mana / (1/4)

Provoke, Opening Gambit: Summon a copy of this minion nearby your General.

  • Purpose: Combo with multi target Lyonar effects (War Surge + Glaives)
  • Artwork and/or Art Description:
Caskbuster / Lyonar / Common Minion / 3 Mana / (1/6)

Restore 1 Health to nearby friendly minions at the end of your turn.

  • Purpose: Very simple Healyonar support.
  • Artwork and/or Art Description: A heavyset cleric carrying a cask of alcohol.
Sunspot Axe / Lyonar / Rare Minion / 5 Mana / (4/4)

Zeal: At the end of your turn deal 3 damage to all nearby units.

  • Purpose: Sacrifice some of your General’s health for a persistent Dancing Blades effect on multiple enemies.

Neutral Cards
Double Buster / Neutral / Common Minion / 6 Mana / (3/7)

Frenzy, Deals double damage to minions.

  • Purpose: Bluetip Scorpion effects made cooler. A strong boardclearing card, exceptional in SongHai.
  • Artwork and/or Art Description: Mercenary wielding dual buster swords.
Tombcrawler / Neutral / Common Minion / 2 Mana / (2/2)

Dying Wish: Draw an Artifact.

  • Purpose: Weak early game minion for Artifact decks.
  • Alternatives: Could be a Vetruvian minion (thematic and archetype reasons)?
Twin Barrel / Neutral / Rare Minion / 3 Mana / (2/2)

Opening Gambit: Deal 2 damage to 2 random enemies.

  • Purpose: Can snipe annoying backline minions or just apply damage out of hand.
  • Artwork and/or Art Description: A twintailed woman with a gas mask and twin pistols.
Cloud Kraken / Neutral / Rare Minion / 7 Mana / (4/12)

Frenzy, Flying

  • Purpose: An interesting ability combination, that’s it.
  • Artwork and/or Art Description: A squid on a cloud. Maybe with a pirate hat :3
Spatial Bulwark / Neutral / Rare Minion / 6 Mana / (5/4)

Provoke, Forcefield

  • Purpose: Very basic defensive Forcefield effect that I’m surprised hasn’t been added yet.
Riptide Beast / Neutral / Epic Minion / 5 Mana / (3/6)

Units damaged by this minion move up to 2 spaces in the opposite direction.

  • Purpose: A disruptor and annoying body. Strong synergy with any movement effect.
  • Artwork and/or Art Description:
Fae Warlord / Neutral / Epic Minion / 5 Mana / (3/3)

Frenzy, Forcefield, Whenever this minion deals damage draw a card.

  • Purpose: Unviable but fun card draw option.
  • Artwork and/or Art Description:
Edgemistress / Neutral / Epic Minion / 6 Mana / (3/8)

Frenzy, Enemies that damage this minion take 3 damage.

  • Purpose: Sounds lame, but it damages ranged minions; Opening Gambits such as Dancing Blades, Maw, Bloodtear Alchemist and Skorn; and persisting effects such as White Widow.
  • Artwork and/or Art Description: Kneeling woman surrounded by flying knives.
Mask Collector / Neutral / Epic Minion / 4 Mana / (4/3)

Your artifacts cannot be destroyed.

  • Purpose: Utility artifact support. Give that Adamantine Claw another hit or two.
  • Artwork and/or Art Description:
Depth Walker / Neutral / Legendary Minion / 7 Mana / (4/10)

Whenever this minion takes damage stun all nearby enemies.

  • Purpose: A huge stun based threat. Once it’s dropped next to multiple enemies it can’t be ignored.
  • Artwork and/or Art Description: A massive collosus wearing a pirate hat and diving gear, perhaps carrying a trident.
Gamble Tyke / Neutral / Legendary Minion / 4 Mana / (3/3)

Whenever you replace a card, draw a card.

  • Purpose: Low curve replace deck support. Spam low cost spells with replace minions. It’s a bit of a gamble to play honestly (hehe).
Guillotine Matriarch / Neutral / Legendary Minion / 7 Mana / (6/7)

At the end of your turn destroy nearby units that cost 3 or less mana.

  • Purpose: A brutal card that decimates weak formations. THE ULTIMATE KARA COUNTER. :smiley:
  • Artwork and/or Art Description: A woman in a huge ballgown with the frame of a guillotine towering over her.

Artifacts
Crystal Dust / Magmar / Common Artifact / 1 Mana

The first minion you summon each turn costs 1 less.

  • Purpose: A curve wrecker and long term investment artifact, encouraging controlling from behind (read: with Starhorn).
Renegade Wings / Vanar / Legendary Artifact / 1 Mana

Your General gains +1 Attack and may move 2 additional spaces.

  • Purpose: Vanar is a fast moving team of guerrilla warriors. This Artifact allows early dominance and strengthens Infiltrate strategies.
  • Alternatives: Remove the +1 Attack.
Voodoo Staff / Abyssian / Common Artifact / 2 Mana

At the start of your turn, deal 2 damage to the enemy General.

  • Purpose: A bonus to fast Abyssian.
  • Alternatives: “At the start of each turn, deal 1 damage to the enemy General.”
Glorious Chalice / Lyonar / Rare Artifact / 3 Mana

At the end of your turn heal 2 damage from all nearby friendly minions.

  • Purpose: Artifact for Healyonar.
Elder Gate / Vetruvian / Rare Artifact / 3 Mana

Your General gains Summon Dervish.

  • Purpose: Obelysks are defenseless, but your General isn’t. Make your General an Obelysk!
  • Artwork and/or Art Description: A stone tablet with glowing runes.

#7

Okay, so it’s no secret that one of my favorite mechanics is Shadow Creep (with the game designed around board space/movement, one would think they’d include more board space interactions!). Ergo, here are some designs to further support the Shadow Creep/Control Cassyva playstyle.

Abyssian Shadow Creep Minions

Shadow (of the :wink:) Colossus / 9 Mana / (6/6)

  • Costs 1 less for each friendly Shadow Creep.
  • Purpose: Give Cassyva a large minion to help regain tempo-loss from generating Shadow Creep.
  • Comments: I love conditionally cost-reduced cards (Chakkram, Pantheran, and Mandrake :heart_eyes:), and I thought the conditional aspect of Shadow Creep would be a perfect fit.
  • Concerns: I’m still unsure of the statline and cost. I think I really need time to playtest Cassyva Control once Shim’zar comes out in order get a sense of how easy Shadow Creep generation is.

Abyssal Harbinger / 5 Mana / (3/7)

  • Friendly Shadow Creep deals +1 damage.
  • Purpose: (1) Give Cassyva an amplify effect, putting more pressure on opponent’s spacing and minion placement. (2) Give Cassyva a more thematic and synergistic 5-drop (Reaper of the Nine Moons is vile, haha).
  • Concerns: I’m having a tough time gauging the power-level of its ability. I’m tempted to bump it up to +2 damage, but that sounds pretty strong in conjunction Sphere of Darkness.
  • Alternative: (1) +2 damage instead of +1. (2) Change cost/stats to 3 Mana / (2/4).

Shadowcreeper / 5 Mana / (4/4)

  • Whenever you turn a space into Shadow Creep, deal 1 damage to the enemy General, and restore 1 Health to your General.
  • Purpose: (1) Create design symmetry with Shadowdancer and Four Winds Magi. (2) Give Cassyva a synergistic 5-drop with playability across the entire match.
  • Comments: 5 mana seems safe with cards like Klaxxon around now (and the change to Shadow Nova).

Banshee of the Black / 5 Mana / (3/7)

  • Flying
    Whenever this damages a minion with Shadow Scar, destroy that minion.
  • Purpose: (1) Give Cassyva a high-synergy 5-drop (and give Rot9M the boot). (2) Create design symmetry with Celestial Phantom.
  • Comments: “Shadow Scar” is the effect given to any minion damaged by Cassyva’s BBS. I love deathtouch-esque abilities, though this one requires some set-up.
  • Concerns: I think this has been my toughest design. I’m in love with the ability, but I just can’t seem get it to feel right with cost or stats. Cost-wise, 5 mana seems too high, but then anything lower and it seems too strong. Stat-wise, I wanted it to maintain symmetry with Celestial Phantom (low attack, high health), but it’s strictly worse due to the conditionality (and lack of inner focus). Urgh!

Abyssian Shadow Creep Spells

Into The Abyss / 1 Mana

  • Choose an enemy minion on friendly Shadow Creep. It can no longer move.
  • Purpose: Give Cassyva a cheap (and flavorful) removal option that further punishes opponents for minion movement/placement on Shadow Creep.
  • Concerns: The cost seems maybe too low for the effect. However, it is much more conditional than Sand Trap by requiring pre-existing Shadow Creep or 2-card combos (e.g. Sphere of Darkness, Shadow Nova).

Darkflood / 5 Mana

  • For each of your Shadow Creep, turn that many random spaces into Shadow Creep.
  • Purpose: Give Cassyva a doubling/proliferation effect (either as a set-up for Obliterate or other synergy cards).
  • Concerns: The costing seems dubious. This card is very conditional, as it requires 5 pre-existing Shadow Creep to be barely better than the new Shadow Nova.

Rend / 3 Mana

  • Deal damage to an enemy minion for each of your Shadow Creep.
  • Purpose: Give Cassyva more removal options to regain tempo after using heavy tempo-loss cards to generate Shadow Creep (e.g. Shadow Nova).
  • Concerns: Mostly, the cost. It is certainly conditional, and effectively dead without at least 4 or 5 Shadow Creep. I think 2 mana would be too pushed, and 4 mana too punishing.

Abyssal Caesura / 5 Mana

  • Teleport your General to friendly Shadow Creep and restore 1 Health to your General for each of your Shadow Creep.
  • Purpose: Give Cassyva an escape tool (i.e. buy time for Obliterate). This could also serve as a recovery mechanic for the tempo loss of generating Shadow Creep.
  • Concerns: do you think of the mana cost? I didn’t want to undercost it and make it too viable with Ghost Azalea (though I still wanted it to work at 9 mana cause hell yeah what a finisher, haha).
  • Inspiration: A DuelystDB custom card called “Blightchase” (fantastic design).
  • Alternatives: (1) restore 2 Health per Shadow Creep. (2) restore 5 Health per Shadow Creep and destroy all friendly Shadow Creep.

Abyssian Shadow Creep Artifacts

Nightshade / 4 Mana

  • At the start of your turn, restore 1 Health to your General for each of your Shadow Creep.
  • Purpose: (1) Give Cassyva another tool to help sustain through aggro and recover from tempo-loss of generating Shadow Creep. (2) Create design contrast with Ghost Azalea. (3) Hard Grincher nerf!
  • Comments: I initially designed this to restore health at the end of the turn. However, given the power of this effect, I wanted it to be more interactive for the opponent.

Shadowshiver / 3 Mana

  • Your General gains +2 Attack. If your General is on friendly Shadow Creep, your General cannot be counterattacked.
  • Purpose: (1) Give Cassyva a synergistic artifact with high interactivity. (2) Soft Grincher nerf!


Interestingly enough, Vetruvian was the first faction to catch my eye when I started playing. I loved the idea that Vetruvian could summon structures and have this sort of passive, recurrent presence on the board (and the dread of wind dervishes is fantastic). Additionally, with Shim’zar lending more support to the Structure Archetype, I thought it fitting to try my hand in pushing it up a little more (plus Vetruvian could use a boost in the current meta).

Vetruvian Structure Minions

Sand Shifter / 3 Mana / (3/4)

  • Opening Gambit: Teleport a friendly Structure minion to a nearby space.
  • Purpose: Give Structure decks a tool to regain value from out-of-range Structures.

Vetruvian Structure Spells

Obliviate / Legendary / 8 Mana

  • Destroy all friendly Structure minions to deal double that much damage to all enemies.
  • Purpose: (1) Create design symmetry with Abyssian’s new “Obliterate” and give Structure decks a finisher. (2) Give Structures relevance across an entire match, even if they are dispelled or out-of-range.
  • Concerns: (1) The wording seems awkward, but it was the closest match I could think of (and there’s precedent in Bluetip and Bloodletter). (2) To my mind, it’d take 3 Structures for this to be pretty good (6 damage to all enemies). Vetruvian is already getting an 8-mana board clear though, so I worry about redundancy.
  • Alternatives: (1) have it deal triple damage, but only to the enemy General (needs at least 3 Structures to be barely better than Spiral Technique + it’s way more conditional and interactive).

Architect’s Insight / 3 Mana

  • Draw a card for each friendly Structure minion.
  • Purpose: Give Structure decks another way to gain value/card-advantage from dispelled and/or out-of-range Structures.


#8

It has been 7 days, and LO, I have returned for another round of submissions!

Vanar Wall Support Cards
Godspeed / Vanar / Common Spell / 2 Mana

Friendly minions, including Walls, may move 2 extra spaces this turn.

  • Purpose: Mobilize your entire army very quickly. Reposition to box in your opponent even better.
Permafrost / Vanar / Rare Spell / 2 Mana

Give friendly Walls +0/+3. They can no longer be dispelled.

  • Purpose: Walls are inherently weak but easy to spawn. Forcing your enemy to clear them manually adds enormous stopping power to your formation.
  • Alternatives: May be too strong. Perhaps +0/+2?
Lok / Vanar / Rare Minion / Battlepet / 2 Mana / (2/1)

Dying Wish: Summon 3 0/2 Vespyr Walls in this minion’s column.

  • Purpose: Build a wall and make your opponent pay for it. Easy wall spam for the early game that helps establish a frontline as you push your opponent back. Somewhat similar to Pax in design.
  • Artwork and/or Art Description: A floating snowflake orb or Navi-like fairy.
Blend / Vanar / Rare Spell / 1 Mana

Your General switches places with a friendly joined Wall.

  • Purpose: Give Wall formations even more mobility.
  • Comments: Joined is the keyword used for all the Wall summoning spells. It basically means attached by a row of minions (diagonally and adjacently).
Wintergrip Wall / Vanar / Epic Minion / 4 Mana / (4/4)

Wall, Friendly Walls have Forcefield and cannot be dispelled.

  • Purpose: Basically a 4/4 with Forcefield for 4 that cannot move. Makes Wall setups even stronger.
Frostbite Jailer / Vanar / Epic Minion / 5 Mana / (5/4)

Dying Wish: Summon a 3/3 Wall in every space adjacent to the enemy General.

  • Purpose: Walls are inherently weak but easy to spawn. Forcing your enemy to clear them manually adds enormous stopping power to your formation.
  • Comments: Adjacent means the cardinal directions only, no diagonals, so this “jail” formation is very easy to break.
  • Concerns: Might be too strong? I initially used Bonechill Barriers with a 4 Mana cost, but this is a really easy ability to play around so that was probably too weak. After all, Nimbus is a thing, so throwing a strong card Vanar’s way isn’t too bad (especially since it doesn’t synergize with Kara :wink:
  • Artwork and/or Art Description: Frozen corpse dude with chains/bola type weapon.

Battlepet Cards
Bok / SongHai / Rare Minion / Battlepet / 2 Mana / (1/4)

Backstab (1), Before attacking, this minion teleports behind the enemy General.

  • Purpose: Massive early threat that forces the opponent to consider their options against Backstab minions without having to work out all the different spells SongHai has to screw with them. Strong Juxtaposition synergy.
  • Comments: “behind the enemy General” means any available space in the row behind the enemy General. If the space closest to the enemy General is taken, this minion will teleport to the next closest, and so on until there are no spaces left. At that point it moves like a normal Battlepet.
  • Artwork and/or Art Description: Name comes from “Bokken” or “wooden sword”. A monkey wielding a training sword and dressed in minimal samurai armor.
Lok / Vanar / Rare Minion / Battlepet / 2 Mana / (2/1)

Dying Wish: Summon 3 0/2 Vespyr Walls in this minion’s column.

  • Purpose: Build a wall and make your opponent pay for it. Easy wall spam for the early game that helps establish a frontline as you push your opponent back. Somewhat similar to Pax in design.
  • Artwork and/or Art Description: A floating snowflake orb or Navi-like fairy.
Jaw / Magmar / Rare Minion / Battlepet / 2 Mana / (2/3)

Rush, Opening Gambit: Reactivate all nearby friendly Battlepets.

  • Purpose: Low curve Battlepet synergy for Maggro decks.
  • Artwork and/or Art Description: A toad-like reptile with large fangs.
Ett / Neutral / Rare Minion / Battlepet / 3 Mana / (3/6)

Celerity, This minion moves one space at a time.

  • Purpose: Just wanted an Ettin card in the game. Very simple and reliable Celerity Battlepet (unlike Dex, who can only be drawn randomly) for combopet decks (if those actually exist).
  • Artwork and/or Art Description: A tiny two headed buff rock guy, like Rok but browner.
Gir / Neutral / Epic Minion / Battlepet / 4 Mana / (6/6)

If this minion destroys an enemy minion, reactivate all friendly Battlepets.

  • Purpose: A crazy rampage card that usually won’t do anything, but can set up massive combos with cards that can activate him early. AI makes this minion move after all other Battlepets.
  • Artwork and/or Art Description: A gray mechanical bull/boar with huge gears in its jaw. Sort of similar to Tusk Boar, but with less emphasis on the jaw and more on the back, tusks and upper body.
Demon Catapult / SongHai / Epic Minion / 4 Mana / (1/5)

Ranged, Whenever this minion damages an enemy summon a 2/1 Kap behind the enemy.

Kap / SongHai / Token Minion / Battlepet / 1 Mana / (2/1)

Rush, Forcefield.

  • Purpose: Supplement Pet SongHai decks and just play with a silly concept: which faction is most likely to throw animals at your face?
  • Artwork and/or Art Description: A catapult manned by Kaps, which are little demons based on Kappas. They fight with 3 sharpened circular shields, one of which is worn on their heads.
Bickering Kings / Neutral / Legendary Minion / 7 Mana / (3/9)

Your opponent’s minions move and attack like Battlepets.

  • Purpose: Throw your entire enemy into disarray. Might just be stupid strong.
  • Artwork and/or Art Description: A very tall, royal Ettin. One side wields a melee weapon, the other casts magic.
Warlord Noa / Neutral / Legendary Minion / 4 Mana / (2/4)

Friendly Battlepets activate at the end of your turn.

  • Purpose: Gives your Battlepets Celerity for the turn and allows you to set up big plays with uncontrollable minions by guiding them correctly and minimizing RNG.
  • Artwork and/or Art Description: A wise old warrior with a wooden shield and gnarled cane. Uses water in his attack animation.

Structure Cards
False Emperor / Vetruvian / Rare Minion / Structure / 3 Mana / (0/8)

Damage dealt to your General is instead dealt to this minion.

  • Purpose: Artifact synergy + Structure synergy card that isn’t an Obelysk.
  • Artwork and/or Art Description: A tall stone statue of a kingly Vetruvian figure on a throne. Inspired by similar Egyptian statues.
Golem Engineer / Vetruvian / Epic Minion / 5 Mana / (2/3)

Opening Gambit: Transform a friendly Structure into a 4/7 Golem with the same abilities.

  • Purpose: Turn Structures into bodies that are FAR less vulnerable to dispel. Turn dispelled Structures into useful bodies (3 more stats than average for the 5 mana slot split across two bodies is decent enough). Also, Golem Synergy anyone?
  • Alternative: With this effect, could it be a Legendary minion?
Floating Citadel / Vetruvian / Epic Minion / Structure / 4 Mana / (0/12)

Friendly Structures may move and have Flying.

  • Purpose: Reposition your structures and form a much stronger body blocking wall, even after they are dispelled.
  • Artwork and/or Art Description: A floating Pyramid-esque building.
Font of Wisdom / Neutral / Epic Minion / Structure / 3 Mana / (0/8)

At the start of your turn, summon a Mana Orb in a random nearby space.

  • Purpose: Mana ramp synergies with Magmar, Lyonar and control decks in general, but it’s admittedly a pretty big dip in tempo. Mana orbs also remain at the end of your turn and can be collected or stolen by the enemy.
Medusa / Neutral / Legendary Minion / 5 Mana / (4/3)

Opening Gambit: Transform a nearby minion into a Structure with the same abilities.

  • Purpose: High threat body removal. Note that Structures cannot gain any attack whatsoever, so this entirely removes damage threats such as Ironcliffe.
  • Artwork and/or Art Description: Straight up Medusa.

More Artifacts
Cruel Locket / Abyssian / Rare Artifact / 2 Mana

Friendly Token minions gain Provoke.

  • Purpose: Give Abyssian stronger swarm support by boosting their anti-aggro capabilities. It works for Token minions and not just Wraithlings because I adore the idea of Khymeras or Mechaz0rs in Abyssian decks :smiley:
Jagged Kukri / Songhai / Rare Artifact / 3 Mana

Enemy minions damaged by your General are destroyed.

  • Purpose: More minion removal for SongHai (as if they needed it). It just made sense in my opinion.
Spear of Purity / Lyonar / Rare Artifact / 2 Mana

Enemies damaged by your General are dispelled.

  • Purpose: More dispel for Lyonar (as if they needed it). See Jagged Kukri for additional details.
Winter Shroud / Vanar / Rare Artifact / 2 Mana

Your General gains +1 Attack for every nearby friendly Vespyr.

  • Purpose: 1 minion makes it weaker than Sunstone. 2 minions makes it as as Y’Kir. 3 minions makes it stronger than Snowpiercer, and the buff goes all the way up to theoretically a +8 (in practice, a +7). With the abundance of cheap Vespyrs, this is not difficult to achieve.
Seersword / Magmar / Rare Artifact / 1 Mana

Whenever your opponent draws a card, your General gains +1 Attack.

  • Purpose: Starhorn support because he’s trash :wink:
Mindwarp Mirror / Abyssian / Epic Artifact / 3 Mana

Your General gains the Attack and abilities of the enemy General.

  • Purpose: Gimmicky. Grants at least a +2 (base General attack).

Cost Based Cards
Suit of Gold / Neutral / Common Minion / 4 Mana / (3/4)

Opening Gambit: Destroy a nearby minion that costs 2 Mana or less.

  • Purpose: Eliminate low cost minions and summon a body. Very basic.
  • Artwork and/or Art Description: A suit of golden armor.
Lion Tamer / Lyonar / Rare Minion / 4 Mana / (4/4)

Opening Gambit: Enemy minions that cost 3 Mana or less cannot move until the end of your next turn.

  • Purpose: Provide control decks an anti low curve card. Stops aggro in its tracks, literally (but not literally)!
  • Artwork and/or Art Description: A Herculean gladiator wearing a lion’s pelt.
Winter Worg / Vanar / Rare Minion / Vespyr / 5 Mana / (4/7)

Takes no damage from minions that cost 3 or less.

  • Purpose: Use to remove low curve minions or simply for a body.
  • Artwork and/or Art Description: A wolf made of ice crystals.

Mixed Nuts and Bolts
Sunhawk / Lyonar / Common Minion / 2 Mana / (2/3)

Zeal: Gain Flying.

  • Purpose: Refreshingly basic compared to the rest of the designs in this category.
  • Artwork and/or Art Description: A small armored bird.
Shattershot / Vanar / Common Spell / 3 Mana

Destroy a Stunned minion.

  • Purpose: I don’t know why this isn’t a thing already. Huh, I’ve made a lot of Vanar cards this week :confused:
Energy Shock / SongHai / Rare Spell / 3 Mana

Deal 3 damage to a group of nearby joined enemies.

  • Purpose: Reminder that “joined” refers to touching diagonally or adjacently. A spell that deals damage, because control-spell-damage-hai isn’t really a thing and I think it should be. Hitting more than two targets gets pretty insane value.
  • Concerns: Could definitely be too strong. 4 Mana or 2 damage nerfs might fix it.
Musclemage / SongHai / Epic Minion / 5 Mana / (4/3)

Friendly units have +2 Attack for every +1 Spell Damage you have.

  • Purpose: Turn Spell Damage (a relatively useless stat right now) into stupid value. The body is excessively weak because the combos with Eight Gates are really strong.
  • Artwork and/or Art Description:
Crystal Queen / Vanar / Epic Minion / Vespyr / 5 Mana / (5/7)

Opening Gambit: Grant a friendly minion the Vespyr keyword.

  • Purpose: A very strong statline that enables further Vespyr synergies. Combos devastatingly with Huldra, Frostfire and Dryad.
Corrosive Golem / Neutral / Epic Minion / Golem / 6 Mana / (3/10)

Minions that damage this minion are destroyed.

  • Purpose: Functions like a Soulburn Obelysk, but threatening and expensive.
  • Artwork and/or Art Description: A huge purple juggernaut of a knight oozing goo.
Soul Matryoshka / Abyssian / Epic Minion / 4 Mana / (4/2)

Dying Wish: At the end of this turn, destroy any minion on this space and resummon this minion.

  • Purpose: A more consistent Sarlaac that can be used to instantly destroy any minion in combination with Demonic Lure. This card is guaranteed to respawn on it’s space unless the enemy General blocks it or it is dispelled.
  • Artwork and/or Art Description: An iron maiden crossed with a matryoshka doll. Creepy stuff.
Twin Imperator / Neutral / Epic Minion / Mech / 8 Mana / (8/8)

Costs 4 if Mechaz0r is built. Opening Gambit: If Mechaz0r has been built, reset Mechaz0r Progress.

  • Purpose: None really.
  • Artwork and/or Art Description:
Golem Runescribe / Neutral / Epic Minion / Golem / 5 Mana / (3/7)

Whenever you cast a spell, grant all friendly Golems +1/+1.

  • Purpose: Golem/Arcanyst crossover synergy (kind of?). Supplements a much lower curve Golem deck.
Captain Ironpeg / Neutral / Legendary Minion / 6 Mana / (5/5)

Your General’s Bloodborn Spell becomes “Deal 3 damage to an enemy”.

  • Purpose: Accelerates control games. Satisfies my pirate fetish. A slightly cheaper Dank Memesis.
  • Artwork and/or Art Description:
Tamera the Adamant / Lyonar / Legendary Minion / 6 Mana / (4/10)

Whenever this minion is healed, put a Tempest in your Action Bar.

  • Purpose: Heal this card, decimate the field. A basic but fun ability. Design synergy with Sterope.
  • Artwork and/or Art Description: An armored woman with a pike standing alongside a massive attack lion. They both attack together.
Spectral Engine / Abyssian / Legendary Minion / 6 Mana / (4/6)

Deathwatch: Gain an additional mana crystal this turn.

  • Purpose: Rampbyssian gets an injection of heroin and horse steroids. Combined with the new cost reduction Abyssian card, this card turns those earlier BBS wraithlings into massive value.
  • Artwork and/or Art Description:
Winged Valkyrie / Vanar / Legendary Minion / 6 Mana / (7/5)

Infiltrate: Gain Flying. Opening Gambit: Move all units in front of this minion up to 3 spaces forward.

  • Purpose: This card pushes everything in a line in front of it towards your opponent’s side of the board. Use to push your General away from danger (or vice versa) or force your opponent to fight Infiltrate minions.
  • Artwork and/or Art Description: A Valkyrie with wings. Simple enough.
Worldgouger / Magmar / Legendary Minion / 7 Mana / (6/12)

Whenever this minion takes damage, destroy all enemy minions tied for the lowest attack.

  • Purpose: Design parallels with Plasma Storm and Natural Selection. Just wipe all those 2/2s and 2/3s off the board in one fell swoop, forcing your opponent to carefully consider which minions he must feed to the Worldgouger in order to placate it. Some might say that this card was designed out of spite for Nimbus, but that’s ridiculous. I would never do that.
  • Artwork and/or Art Description: Take a T-Rex, massive balancing tail included. Now add two more sets of arms in addition to its tiny T-Rex arms. Now blow up its lower jaw and stick a bunch of orange airport striplights and tubes on its back and you’ve got a kickass Magmar minion. Final suggestion for maximum badassery: its death animation isn’t really death, it just crawls back into earth, content with its meal. Perfect.

Final Edit: Okay, I think I’ve finished all of them! See you guys next week :smiley:

Other final edit: Y’know, I say things like that but somehow the edit number keeps going up. Wonder why :confused:


#9

This is just a few ideas that have been floating around my head; I’ll make no attempt to submit all of these with a clear theme in mind!

Vetruvian Mind Games:

Iyah's Compulsion / Vetruvian / Rare Spell / 1 Mana

Force an enemy minion to attack a nearby friendly unit.

A card that plays into the flavorful “Mind control” mechanic that Vetruvian has, this card opens up a veritable swath of opportunity for the land of sand! It can very much act like a one-time pseudo-celerity on a minion, or a dying wish activator that falls right into Corpse Combustion. It does require a board (or creation of a board) to be effective,but it allows for efficient minion trading and enables many veritable combos to rise!

Iyah's Replication / Vetruvian / Epic Spell / 4 Mana

Choose an enemy minion that costs 4 or less. Your Obelysks summon that minion with rush next turn instead.

Iyah was known for her breakthroughs in the delving of the mind, and though her dissertations on structure and illusion were lesser known amongst scholars, veritable bounties of information lay for Zirix to study and learn.

The big downside to this card, of course, is that it requires a board of Obelysks to fully actualize the potential. That, and a middling enemy minion. But, with the stars aligned, you can turn your enemies minions against them! This spell also allows a degree of counterplay by your opponent, as it requires an enemy turn before the effect is activated.

Iyah's Translation / Vetruvian / Legendary Spell / 6 Mana

Destroy a friendly minion nearby your general. Transform a nearby enemy minion into a full-health friendly copy of that destroyed minion.

Much Vetruvian lore suggests that Iyah never really died; that among her studies, she unlocked the door to immortality through her workings of the spirit. Zirix never really fully deciphered the arcane texts and scripts of her work to that end. However, in his search, he found one of her most secret tactics. Zirix could never be the subject. But he could be the conduit.

Another spell that messes with the opponent’s minions, this one requires a strict positional prerequisite, but can turn the tides of battle. The enemy general thought she was safe with her bulky minion front-lining the march, when it was merely a pawn for your deceitful strategy! Plentiful synergy with Dying Wish minions, of course!
(Transformation really aren’t Vetruvian in nature; Also, maybe up the cost from 6 to 7?)

Songhai Backstab:

[details=Evening Lotus / Songhai / Common Minion / 2 Mana][0/4] Minions summoned nearby this unit gain Backstab:(1).

A unit that turns ordinary minions into backstabbing machines of death! It gains no board advantage by itself and requires additional units to gain advantage, but it stays relevant throughout the game, giving rush or Inner-Focused (or otherwise) minions a chance to hound the enemy to ensure victory!
[/details]

[details=Twilight Lily / Songhai / Rare Minion / 4 Mana][5/2] Enemy units that are backstabbed cannot move next turn.

A rather fragile, potent minion that exacerbates your backstab minions, drastically increasing their damage output if they aren’t dealt with.
[/details]

[details=Moonlit Blossom / Songhai / Epic Minion / 4 Mana][0/5] Backstab:(Target’s Attack) ; Other friendly Backstab units have +2/+0.

I always loved the concept of minions that use the enemy’s attack against them. Cleanly answers many threats, as well as a boost to your other Backstab minions!
[/details]

[details=Midnight Chorus / Songhai / Legendary Minion / 6 Mana][5/5] Backstab:(-5) ; When this unit backstabs an enemy, summon two 5/5 Crimson Panddos near the enemy General.

The enemies shall be overwhelmed by the voices of the world!
[/details]


#10

i’m back with more horrible tabs that don’t work, oh and new cards too.

Abyssian Cards

[details=Apex Predator / 6 mana spell] give a friendly minion “when this minion kills an enemy unit, gain its effects”

purpose-hilarious hijinks and it gives ramp abyssian some support(as if it needed it)
comments- it fits with the lore that they gained the best traits of what they ate
concerns- too much of a troll card and may be overpowered. imagine a wraithling summoning dervishes or a spectral revenant with aymara healers power. only useful when your opponent plays something really good(like nimbus)
alternatives- limit it to one effect or the cards base effect(no buffs), bump up the mana cost, or change the text to healing[/details]

[details=Survivors Guilt / 3 mana spell]give an enemy minion "deathwatch: -1/-1"
purpose- a new way to use deathwatch and to weaken enemy minions (which the death faction should probably be able to do anyway). a way to soften a lethal blow or kill a far off minion by killing other ones. swarm support.
concerns- weaker than dark transformation and ritual banishment unless you plan on suiciding a lot of wraithlings and triggering other deathwatch effects. like other deathwatch effects useless without minions on field.[/details]

[details=Bone Collector / 5 mana minion/ 5/5]when this minion kills an enemy minion, draw a card
purpose- to give abyssian some more consistent draw than the all or 1 we have now

[details=Petrification / 1 mana spell]select a minion, it can no longer move, or be targeted by spells purpose - a great control card
comments - it is a mix of sand trap and aegis barrier that can be used on either enemy minions to stop them or friendly minions to protect them. it is 1 mana compared to sand traps 2 because it also partially protects the enemy minion [/details]

[details=doppelganger’s shadow/ 3 mana abyssian spell]select a friendly minion and summon a 1/1 doppelganger behind it with the same abilities
purpose - a weaker version of mirage master with better combo potential
[/details]
[/details]
and some new

[details=Battle Pet cards]the hardest part is coming up with a 3 letter name

[details=Primal Instinct / 1 mana / magmar spell]select a minion, it now behaves like a battle pet
purpose - a lesser zendo or alter beast for magmar[/details]

[details=Golden Collar/ 1 mana / lyonar artifact]battle pets that start the turn near your general are under your control for that turn
purpose- gives some limited control over battle pets
comments- fits with lyonars “be near your general” theme
alternatives - i wanted to name it “Leash” something but couldn’t think of a good name[/details]

[details=Bom / 1 mana / neutral battle pet / 1/2]dying wish: deal 2 damage to all nearby enemies
purpose - an interesting battle pet that involves strategic movement to get around
Alternative-could make it a 2/1 like pax[/details]

[details=Tyk / 2 mana / neutral battle pet / 2/2]give all other friendly battle pets +1/0 at the end of every turn
purpose- a support type battle pet. a staple for battle pet decks, but useless in other decks
comments - not sure if it should also give health[/details]

[details=Mac /3 mana / 3/3]this minion deals double damage to enemies with higher attack than this minion
Purpose-a battle pet that can easily trade up easily
Comments-punch out reference
Alternative-deal double damage to all minions, making this effectively a 6/3[/details][/details]


#13

Another week’s worth, here we go! I’ve been playing a lot of Spellhai and Replace Lyonar recently, so those are the two archetypes that got the most cards this round.

Songhai Cards
Concealed Claws / SongHai / Common Spell / 2 Mana

Deal 1 damage to an enemy. Place a Concealed Claws in your Action Bar.

  • Purpose: A spell for multiple damage and spell procs. Very simple.
Deadly Shuriken / SongHai / Rare Spell / 1 Mana

Deal 3 damage to the nearest enemy in front of your General. If this spell kills a minion, draw a card.

  • Purpose: A clever little removal option for SongHai with Spell Damage and Arcanyst synergies. Duck to the side and snipe the enemy Aethermaster.
  • Comments: This spell can be blocked with clever positioning, making it slightly weaker than Phoenix Fire but potentially stronger than Saberspine Seal. It adds some interesting positioning shenanigans to SongHai (Backstab from behind, Shuriken from the front)
Assassin's Mark / SongHai / Epic Spell / 3 Mana

Whenever a minion damages the enemy General this turn grant it +2/+2.

  • Purpose: Arcanyst/Swarm SongHai support. Since you can’t have multiple Backstab minions behind the enemy General, this is a pretty good card for turning those turn 1 Katara’s into a more persistent advantage.
Spirit Bomb / SongHai / Epic Spell / 4 Mana

Deal 1 damage to all enemies for each spell cast this turn. Draw a card at the end of your turn.

  • Purpose: Like a mini Obliterate for SongHai, it’s a pure combo card for the sake of supporting a control Spell Damage SongHai.
  • Comments: Its a pretty late game card considering its mana cost. I wouldn’t expect it to work in aggro decks, but I could be totally wrong.
  • Artwork and/or Art Description:
Shrine Maiden / SongHai / Epic Minion / 4 Mana / (3/6)

Takes no damage from units with more Attack.

  • Purpose: SongHai minions are rarely known for their high stats. This minion can be used to wall against stronger late game minions and box Artifact users away from your value engines.
Sightless Master / SongHai / Legendary Minion / 7 Mana / (3/7)

Backstab (2), Whenever an enemy minion is directly behind this minion, destroy that minion.

  • Purpose: A Backstab minion with immediate impact and extremely strong synergy with any movement ability. Designed to just be awesome, teleporting around and eviscerating everything. Should test the SongHai player’s ability to position his minions.
  • Comments: My submission to the September Card Design Contest.

Vetruvian Cards
Temple Brazier / Vetruvian / Rare Minion / 3 Mana / (2/5)

Blast, Cannot move.

  • Purpose: Set up early zone control without entirely suffocating your opponent.
  • Artwork and/or Art Description: A stone bowl with a little fire spirit inside.
Faceless Technician / Vetruvian / Epic Minion / 5 Mana / (3/3)

Opening Gambit: Activate a nearby minion’s Opening Gambit or Dying Wish.

  • Purpose: This card is REALLY conditional, but it can turn games around in a ridiculous way. The dream is to play this with Aylmaora or Oserix, but it can derive some utility from Dancing Blades, Pax, and even Bloodtear.
  • Artwork and/or Art Description: A hooded robot with engineering tools.

Abyssian Cards
Nightmare Curator / Abyssian / Legendary Minion / 5 Mana / (3/7)

Whenever this minion takes damage, summon 2 Wraithlings nearby the enemy General.

  • Purpose: Abyssian’s Nimbus, but FAR weaker all things considered.

Vanar Cards
Oakflesh / Vanar / Rare Spell / 1 Mana

Your General gains a Forcefield.

  • Purpose: A spell for controlling the board with General attacks. Can persist for multiple turns, but its just a one time use.
Great Bearded Whale / Vanar / Legendary Minion / 8 Mana / (4/25)

This minion occupies a 2x2 area and is not affected by nondamaging effects.

  • Purpose: A true ball-of-stats minion that cannot be destroyed or moved by anything but damage. Even cards like Repulsor Beast will not move this behemoth, making it a great positioning wall/stall card. Keep in mind that this minion cannot be affected by friendly buffs either, making it a card designed for pure battlefield presence and incapable of delivering a killing blow above 4 health. IMO, this is the truest test of a player’s ability to position and manage minions and a truly gamechanging 8drop.

Magmar Cards
Bam / Magmar / Rare Minion / Battlepet / 1 Mana / (5/1)
  • Purpose: Yeah, it’s just a vanilla nuke.

Lyonar Cards
Beacon Priestess / Lyonar / Rare Minion / 4 Mana / (4/4)

Opening Gambit: Dispel the entire board.

  • Purpose: Praise the sun! More dispel cards supporting less buff oriented Lyonar decks for the sake of countering the entire meta.
Photomancer / Lyonar / Rare Minion / 3 Mana / (2/5)

Zeal: Gain a random ability.

  • Purpose: A silly card.
  • Comments: Photomancer can get any ability that Elkowl can get. Whenever it leaves the Zeal zone it loses the ability, and when it reenters the Zeal zone it gains a new random ability.
  • Artwork and/or Art Description: A wizard holding a ball of light.
Flintlocke / Neutral / Rare Minion / 4 Mana / (4/3)

Rush, Ranged, Whenever this minion attacks, stun this minion.

  • Purpose: A strong card that needs to “reload” after attacking. I originally wanted it to be a Neutral card, but as long as Kara is a thing I don’t feel like I can design any Rush cards for Neutral or Vanar.
Sacrificial Lamb / Lyonar / Epic Minion / Structure / 2 Mana / (0/4)

When a nearby friendly minion is destroyed, grant it this minion’s health and destroy this minion instead.

  • Purpose: Allow your buffed minions to trade up while maintaining their buffs. An appropriate Structure for Lyonar, who relies on strong buffs.

Neutral Cards
Laughing Ghoul / Neutral / Epic Minion / 2 Mana / (1/5)

Minions that damage this minion have their attack reduced to 1.

  • Purpose: Whittle down big early threats like Silverguards and Windblades, setting them up for a beatdown.
Marble Knight / Neutral / Epic Minion / Golem / 3 Mana / (4/5)

Can only move diagonally.

  • Purpose: A wall of stats like Chaos Elemental or Yun with limited movement.
  • Artwork and/or Art Description: Inspired by the chess piece (though it moves more like a Bishop, but whatever :stuck_out_tongue:). A polished white golem.
Photon / Neutral / Epic Minion / 4 Mana / (5/5)

Flying, Cannot move diagonally.

  • Purpose: Another wall of stats with limited movement.
  • Artwork and/or Art Description: Warrior made of blue light who dashes at the speed of light!
Mantikor / Neutral / Legendary Minion / 6 Mana / (5/7)

At the start of your turn deal 2 damage to 3 random enemies.

  • Purpose: Anti swarm Neutral Legendary. Just a cool idea from an art perspective.
  • Artwork and/or Art Description: The Manticore: A batwinged lion with multiple spiked tails. How is that not cool enough to be a Duelyst minion :smiley:

Replace Cards

Here’s some support for more varied Replace decks! :smiley:

Ethereal Ally / Neutral / Rare Minion / 3 Mana / (2/2)

Provoke, Whenever you replace this card restore 2 Health to your General.

  • Purpose: A card that benefits from being replaced, somewhat like Astral Crusader and Dreamgazer.
Star Vessel / Neutral / Epic Minion / 4 Mana / (4/4)

Whenever you replace a card restore 1 Health to your General.

  • Purpose: A control oriented Replace card.
  • Artwork and/or Art Direction: An empty astronaut-like suit of chrome armor with a starry void in its helmet.
Shuffle / Neutral / Legendary Minion / 7 Mana / (7/5)

Opening Gambit: Replace all cards in both players Action Bars.

  • Purpose: An endgame card for Replace decks. High mana cost so it can’t be comboed with any other Replace cards.
  • Artwork and/or Art Direction: A meditating robot surrounded by floating cards like Sojourner.

#20

Woopse. Seems like i messed up something in my format last time. Round 2. Fight!

[details=Horyx the Mirage Blade/ Vetruvian / Legendary Minion/ 6 Mana/ 2/6]
Destroy 1 Durability of each equipped artifact on your general. Gain the attack value and effect of those weapons
Purpose: Make Artifact Vetruvian late-game viable[/details]

[details=Eldeon the First/ Vetruvian/ Legendary Minion/ Dervish/ 7 Mana/ 4/8]All Wish/Regret Spells have double effects when cast on this minion
Purpose: Wish Synergy[/details]

[details=Sandstorm Howler/ Vetruvian/ Epic Minion/ Dervish/ 5 mana/ 3/5 ]Frenzy, Spell Immune
Purpose: Helps with Vetruvians abysmal AoE[/details]

[details=Ephemeral Bladeseer/ Vetruvian/ Rare Minion/ 4 Mana/ 1/7 ]Minions damaged by this card gains “Ephemeral”, Celerity. Cannot be targeted by Friendly Spells
Purpose: Strong Control Card. No damage potential and since Ephemeral triggers at the end of the turn cant be used a a pseudo dispel either[/details]

[details=Mirage Tempest/ Vetruvian/ Epic Spell/ 8 Mana ]Teleport your general to a random space. Summon 4 “Echo Mirage” on random spaces.
Echo Mirage: Gain the same attack and health value of general. Same model as general. Destroyed when damaged/dispelled. Cannot Counter-attack.
Purpose: Fun spell that draws out the game by making the enemy guess which is the real general[/details]

[details=Grandsmaster Mechanyst/ Legendary Minion/ 4 Mana/ 3/5]Put a copy of each equipped artifact into your action bar. Each costs 1 less mana.
Purpose: More or less same as Horix[/details]

[details=Hexmancer/ Vetruvian/ Common Minionn/ 3 Mana/ 1/4 ]Provoke, Enemy minions nearby have -2 attack
Purpose: Conduit Synergy[/details]

[details=Mirage Howler/ Vetruvian/ Rare Minion/ 4 Mana/ 1/5 ]When this minion is damaged summon a a Mirage Dervish. Cannot be targeted by enemy spells
Mirage Dervish: 1/1/ 1 mana/ Dervish
Purpose: Similar design to 8 mana spell with intention of being a sticky cards that summons dervishes when you damage it[/details]

[details=Starfire Behemoth/ Vetruvian/ Rare Minion/ 7 Mana/ 6/8]Airdrop, Blast
Purpose: Fatter Scarab[/details]

[details=Starfire Hatchling/Vetruvian/ Common Minion/ 2 Mana/ 2/2]Gains +1/+1 and Blast when there is another “Starfire” unit nearby
Purpose: Combo-y card that synergises with scarab and matriarch[/details]

[details=Starfire Matriarch/ Vetruvian/ 6 Mana/ Legendary/ 2/8]Blast, At the end of the turn lose 1 health and summon 1 Starfire Hatchling
Purpose: if the game draws out too long this card will basically win the game[/details]

[details=Scion First Regret/ Vetruvian/ common/ 1 mana spell]Target Friendly Minion gain +3/+3. Burn a random card from your deck
Purpose: a play on the scion wish set. introduction to new vetruvian “mechanic” with the idea being sacrificing something to gain value[/details]

[details=Scion Second Regret/ Vetruvian/ rare/ 2 mana spell]Target friendly minion gains +4+4. Cannot be damaged by enemy general. Deals 2 damage to your general at the start of your turn
Purpose: same as 1st regret[/details]

[details=Scion’s Third Regret/ Vetruvian/ Legendary/ 3 Mana]Summon 2 copies of a friendly dervish on board on random spaces. Your general takes 5 damage
Purpose: experimental the alternative was: Destory a Dervish draw 2 cards[/details]


#21

now its the Grandmasters time to shine. though i have no idea if this is balanced. the stats and cost are complete guesswork.

the first one never works anyway

[details=Grandmaster Zana / Vetruvian / Legendary minion / 6 mana / 2/8]this minion gains the effects of all artifacts equipped by your general

powerful ability to double up on artifact use without worrying about breaking the artifact
low attack and high health in consideration for attack boosts given by artifacts
not sure if i should make the ability or stats stronger [/details]

[details=Grandmaster Zuko/ Vanar / Legendary minion / 7 mana / 4/6]enemies that take damage are stunned/frozen
lots of stuns for everyone

[/details]

[details=Grandmaster Zant / Abyssian / Legendary minion / 6 mana / 5/5]enemies destroyed by your general are summoned on that space
making artifact abyssian a thing and supporting swarm.
[/details]

[details=Grandmaster Zilex / Magmar / Legendary minion / 6 mana / 5/5]Rebirth
your general gains grow:+2/0
some juicy grow rebirth synergy to skyrocket Vaaths already massive attack
[/details]

[details=Grandmaster Zorya/ Neutral / Legendary minion / 4 mana / 1/5]decrease the mana cost of your spells by 1
mana forger MKII [/details]


#22

Alright, here’s this weeks ideas! It’s been mostly Eggmar and Lyonar cards, with a focus on Lyonar’s Airdrop theme. Enjoy!

Songhai Cards
Araki Sharpshooter / SongHai / Rare Minion / 4 Mana / (3/1)

Ranged, Opening Gambit: Deal 4 damage to the nearest enemy minion.

  • Purpose: Choose between using its Opening Gambit effectively and taking advantage of the Ranged keyword.
  • Artwork and/or Art Description: A dragonheaded archer.

Vanar Cards
Coldfront / Vanar / Rare Spell / 2 Mana

Give +2/+2 to all friendly minions in a target column.

  • Purpose: Aggro Vanar spell for the low curve Snowchaser player.

Magmar Cards
Transcendence / Magmar / Common Spell / 1 Mana

Destroy a friendly minion and summon an egg copy of it in a nearby space.

  • Purpose: Resummon a minion if it gets dispelled with your Egg synergies, but the strongest combination is with a friendly Rebirth minion and Morin Khur. Overall a strong combo spell for Eggmar.
Exanima / Magmar / Common Minion / 2 Mana / (3/3)

Opening Gambit: Deal 3 damage to your General. Dying Wish: Restore 3 health to your General.

  • Purpose: A strong early drop but potentially suicidal late body. It’s basically a vanilla minion but has a little bit of self damaging synergy.
Jungle Dropsnake / Magmar / Common Minion / 3 Mana / (3/2)

Flying, Rebirth.

  • Purpose: A very simple body that can trade pretty intelligently.
  • Artwork and/or Art Description:
Heavenly Body / Magmar / Rare Spell / 2 Mana

Grant a friendly unit “Whenever this minion deals damage both players draw a card”.

  • Purpose: Combine with any card (Frenzy, Ranged and Celerity minions in particular) to burn your opponent’s hand and fill your own.
Kalaka Mindroot / Magmar / Rare Minion / 5 Mana / (4/5)

Your opponent cannot draw additional cards from any source.

  • Purpose: Control Magmar minion for running aggro decks dry. Power through the early damage with your healing and then laugh as they topdeck.
Gazing Naga / Magmar / Epic Minion / 5 Mana / (4/2)

Rebirth, Whenever you draw a card summon a Gazing Naga egg nearby.

  • Purpose: Flood the board! Combo with any number of draw and egg cards to cover the board with sneks
  • Artwork and/or Art Direction: Large one eyed snake (please don’t take that the wrong way, I’m being serious)

Lyonar Cards
Solar Angeloid / Lyonar / Common Minion / 2 Mana / (3/2)

Airdrop

  • Purpose: Control the early board with Airdrop Lyonar! Very simple.
Heaven's Envoy / Lyonar / Rare Minion / 4 Mana / (4/4)

Airdrop, Opening Gambit: Dispel a random nearby minion.

  • Purpose: Dispel + Body. Slightly less powerful/accurate than Lightbender but has a stronger body to compensate.
Admiralyon / Lyonar / Epic Minion / 5 Mana / (3/8)

Zeal: Restore 2 health to your General at the end of your turn.

  • Purpose: A strong body and control Lyonar card for refilling General health in the midgame. Has Healyonar and Zeal synergy.
  • Artwork and/or Art Description: A military commander dressed in a blue Admiral’s uniform with one armored golden arm.
Overrift Channeler / Lyonar / Epic Minion / Warmaster / 2 Mana / (1/3)

Airdrop, Your Airdrop minions cost 1 less to summon.

  • Purpose: Airdrop synergy. Another very simple card.
Forced Conversion / Lyonar / Epic Spell / 4 Mana

Take control of an enemy minion with 2 or less health.

  • Purpose: Make them submit to you. Can be strong with Ziran (damage enemy, control enemy, heal your new minion) and combos well with Tempest and Sterope.
Seraphim / Lyonar / Legendary Minion / 8 Mana / (3/12)

Airdrop, Opening Gambit: Transform all nearby minions into friendly Blind Converts.

Blind Convert / Lyonar / Token Minion / 2 Mana / (2/2)

Nearby friendly minions gain +1 Attack.

  • Purpose: An 8 drop minion for Lyonar. Drop it on the enemy formation and forcefully convert their minions to your cause.
  • Artwork and/or Art Description: A golden mechanical face with six powerful wings.
Paladin Avatar / Lyonar / Legendary Minion / 8 Mana / (9/9)

Opening Gambit: Your General is immune to damage until the start of your next turn.

  • Purpose: Another 8 Mana minion, this one more control oriented. Artificially extend the game length and deny your opponent that sweet lethal long enough for your board presence to power through adversity.
  • Artwork and/or Art Description: A massive golden paladin spirit.

Neutral Cards
Chameleon / Neutral / Rare Minion / 3 Mana / (0/4)

Gain +1 Attack for every nearby tile effect.

  • Purpose: A minion with very strong reliance on positioning (as well as a reliance on Shadow Creep). It admittedly wouldn’t do much right now, but it could be more interesting in the future as more tile effects are added.
Pink Slime / Neutral / Epic Minion / 4 Mana / (2/4)

Whenever this minion takes damage grant it +0/+2.

  • Purpose: A minion that just won’t die to small procs. Combo with Kujata and Blistering Skorn for an even more annoying body.
Freakish Arsonist / Neutral / Epic Minion / 5 Mana / (3/6)

Opening Gambit: Destroy the tile effect on this space. If you do, this minion gains Rush.

  • Purpose: Playing with tile effects and removal of tile effects. Was worried about a neutral minion with Rush but I feel this is sufficiently specific to not be abused by Kara.
Undertaker / Neutral / Legendary Minion / 5 Mana / (3/6)

Whenever your opponent summons a token minion, summon a 0/2 Grave Structure on that space instead.

  • Purpose: Anti-obelysk and wraithling tech card, specifically Zirix and Lilithe.
  • Artwork and/or Art Description: An imposing shovel totting hunchback

#23

[details=Swarmlord/Abyssian/Epic Unit/3 Mana/(0/5)]At the end of your turn, put a 1/1 Wraithling into play for each card you played this turn.
Purpose: To make for an aggressive swarm of Wraithlings, but will peter off later game without card draws. [/details]


#24

Phayze’s Card Ideas! Edition #2

So! I finally managed to come up with all of these as I procrastinated and didn’t do my school work. The main idea here was to make some cards that Starhorn could use but wouldn’t necessarily be as abusable by Vaath. Of course, there are also the inevitable Vet cards and some random Songhai ones I came up with.

If there are any cards you think are overpowered or underpowered, tell me in the discussion thread. I look forward to the feedback and will edit this post accordingly. ^.^

Without further ado, CARD TIME!

Magmar

Minions

Mindbreaker / Magmar / Rare Minion / 5 Mana / 4/5

Whenever you replace a card, deal 2 damage to the enemy General

Purpose : Starhorn support obviously, also provides some synergy with replace decks, which was something I always thought would be good with Starhorn due to his bloodborn spell.

Concerns : Might be too expensive, but I did stat him pretty generously and simply doesn’t work as well with Vaath. (<-- Thats good)

Amberhorn Scholar / Magmar / Epic / 3 Mana / 3/3

All friendly minions that have card draw/replace related effects trigger twice

Purpose : Starhorn support obviously, also provides some synergy with replace decks, which was something I always thought would be good with Starhorn due to his bloodborn spell.

Concerns : Might be too highly statted for such a powerful effect, this is kinda the “Moloki Huntress” kind of minion to help out Visionar and replace decks, etc.

Magaari Truthseeker / Magmar / Epic / 5 Mana / 8/8

At the end of your turn, burn a random card from your hand

Purpose : Starhorn support obviously, this is the kind of minion that is the equivalent to Hamon and Second Sun, powerful but with a downside/weakness. The card burn effect can be compensated for by the Bloodborn spell while Vaath may not enjoy throwing away cards with no effective way to draw them.

Concerns : Burning a random card might be too much, I could change to something like “OG : Make 2 random cards in your hand cost 2 more”, but that’s not very good either.

Oracle / Magmar / Legendary / 6 Mana / 5/5

All of your cards cost one less

Purpose : Nice little minion, made it understatted at 5/5 for what is possibly a rather powerful effect, I put it in the same slot as Makantor so the Magmar player will have to decide which one is the better idea, it’s a continuous effect, not an OG and will generally benefit Starhorn more since he has an easier time maintaining a hand.

Concerns : Effect might be too weak for the mana cost.

Greenscale Herald / Magmar / Legendary / 4 Mana / 3/4

Summon a 1/1 copy of a minion in your hand nearby

Purpose : Combos well with minions that are being used for their effect instead of their stats (like Oracle for example). It’ll also allow you to essentially “duplicate” opening gambits for a higher mana cost.

Concerns : Not much, looks good to me. Although, this with Elder Silithar would be powerful, then again, you only have to get rid of a 1/1 and a 0/1.

Spells

Future Seen / Magmar / Common Spell / 2 Mana

Choose a minion in your hand, it costs 2 less and has -1/-1

Purpose : Can allow you to get minions out earlier, but at the cost of stats (i.e. 4 Mana, 3/3 Makantor). Synergy with Flash Reinc. For the sake of synergy, this does not count as self damage, or a debuff, it is fixed stats, cannot be dispelled, does not trigger Taygete, Twin Fangs, etc.

Concerns : Nothin much, pretty nice spell.

Future Forbidden / Magmar / Rare Spell / 3 Mana

Choose a minion in your hand, it costs 2 more and has +2/+2

Purpose : Has even better synergy with Flash Reinc., pretty potent spell to allow you to get scarier minions out.

Concerns : Nothin much, pretty nice spell.

Future Desired / Magmar / Legendary Spell / 4 Mana

Give a friendly minion spellshield and forcefield

Purpose : Good at protecting minions that you don’t want to lose (i.e. Visionar). Still vulnerable to dispell, but what isn’t? :stuck_out_tongue:

Concerns : Nothin much, pretty nice spell. Might be a tad overcosted at 4 Mana. I can have it draw a card too.

Passing of Time / Magmar / Legendary Spell / 8 Mana

Summon all friendly minions destroyed last turn nearby your General

Purpose : Basically the polar opposite to Circle of Dessication, and being a Vet main, I don’t say this lightly, can serve as a good “Invoke <<Ohhhh… crap.>> in your opponent” spell.

Concerns : I felt pretty bad when I saw the 8 Mana spell Magmar got compared to the others and thought that this would at least be a slightly more viable choice, might still be underpowered though.

Alright! So that covers it for the Magmar stuff, as I said, most of it is Starhorn centric because I don’t like big, dumb, mean green dinosaurs, I like the calm, kind, smart ones instead. Looking forward to your feedback!

Songhai

Spirit Well / Songhai / Epic Structure / 5 Mana / 0/5

Whenever you cast a spell, summon a random spirit nearby

Possible Spirits
Mist Dragon, 1/1, Rush, Flying
Jade Wolf, 3/3, Celerity
Arcane Panddo, 2/2, DW : Add a random Songhai spell to your hand
Stormwing, 1/2, Flying, Deadly Strike

Purpose : A cool Songhai version of firestarter for both Arcanyst and possible Songhai Control? decks to be able to generate minions. All the minions have synergy with Inner Focus and they all seem pretty solid.

Conerns : None, it looks quite balanced to me, the Jade Wolf might be a bit too good though, not sure.

Souls Call / Songhai / Rare Spell / 4 Mana

Summon 2 different spirits nearby your General

Possible Spirits
Mist Dragon, 1/1, Rush, Flying
Jade Wolf, 3/3, Celerity
Arcane Panddo, 2/2, DW : Add a random Songhai spell to your hand
Stormwing, 1/2, Flying, Deadly Strike

Purpose : Another animal spirit card! This one also helps generate a bit of board and adds to the fun

Conerns : None, it looks quite balanced to me, the Jade Wolf might be a bit too good though, not sure. I did make it 2 different spirits so you couldn’t get double Jade Wolf.

Mistwalker / Songhai / Common Minion / 3 Mana / 2/3

Backstab (1), Can teleport 2 spaces every turn

Purpose : A cool Songhai 3 Mana minion that supports the backstabhai, the mobility on this minion allows it to position for backstabs easier, I didn’t give it Celerity though, because we all know what Songhai is capable of with a Celerity minion cough Foxhai cough. Made it 3 mana with 2 drop stats to compensate for the teleporting.

Conerns : None, it looks quite balanced to me.

Mists of Deceit / Songhai / Legendary Spell / 3 Mana

Give a friendly minion +1/+1, switch positions with another minion, at end of turn, switch them back

Purpose : A cool spell idea I had, it combines the effects of MDS and Juxta but reverts the Juxta at EoT. I think it helps out the “hit and run” style of Songhai, esp. Backstabhai out a lot.

Conerns : None, it looks quite balanced to me.

That’s it for the Songhai stuff, I only had a few so I didn’t bother separating Minions and Spells. Hope they are pretty good, looking forward to the feedback.

Vetruvian

Earthbind Obelysk / Common Minion / 3 Mana / 0/6

Summon Dervish, all friendly Dervishes have Provoke

Purpose : One of the few if not the only Obelysk that has no special synergy with the Wind Dervishes but can cause things like Orb Weaver to become 2 2/2 Provokes and Howler to be 3/3 Provoke, Spellshield. Basically, in a proper full Dervish deck, and I mean FULL dervish deck, the provoke will definitely help protect your Obelysks.

Concerns : None, it looks quite balanced to me.

Thunderstrike Obelysk / Epic Minion / 5 Mana / 0/6

Summon Dervish, This Obelysk summons 2 Dervishes

Purpose : A cool little idea I thought up, seemed odd there was no Obelysk that summoned 2 Dervishes

Concerns : None, it looks quite balanced to me. I did give it a 5 Mana cost for that reason, although that might be too high.

Starblast Obelysk / Legendary Minion / 5 Mana / 0/6

Summon Dervish, All Dervishes have Blast

Purpose : I thought the idea was cool since we only have 2 blast minions (which is pathetically low for a faction keyword) and this would provide some oomph. Just for the record, I came up with this idea far before Oranos posted it.

Concerns : I did give it a 5 Mana cost to keep it balanced out, although this Obelysk might be too powerful.

Sandshield Obelysk / Rare Minion / 4 Mana / 0/6

Summon Dervish, All other friendly Obelysks are immune to dispell effects

Purpose : The big one, this is something a lot of Structure/Dervish Vet players have wanted for a long time, some way to be able to protect Obelysks against the dispell that turns them into pretty piles of useless floating rock.

Concerns : I did give it a 4 Mana cost to keep it balanced out, although this Obelysk might be too powerful. I did keep it as “all OTHER friendly Obelysks” signifying that this one does not get the dispell immunity.

Planebind Obelysk / Legendary Minion / 7 Mana / 0/6

Summon Dervish, All Wind Dervishes are permanent

Purpose : The biggest Obelysk ever, this one has a “mass Dunecaster” kind of effect and can get out of hand incredibly quickly. It serves as a lategame Obelysk that puts massive pressure on you opponent as you generate an army every turn.

Concerns : Might be waaaay too slow to be viable, I’ve totally considered repurposing this into 6 Mana spell for viability’s sake.

Alrighty! That covers all the cards I came up with in Period 4, because the school network was down that day and you can’t do much in CompSci class w/o network. So I spent that period coming up with these. xD
So yeah, I started this post on Sunday morning, and it’s Wednesday afternoon now. Wow. Looking forward to all the feedback!
Love you guys!

    - Phayze Starstrider, Captain of the Guard to the House of Starstrider

#25

Feels underwhelming to only have 1 card to throw into the mix currently, but eh.

[details=Reality Breacher / Nuetral / Rare Minion / 4 Mana / (3/3)]Whenever you draw this minion, summon a 2/2 Split Image nearby your General.

  • Purpose: To attempt to add some more replace targets for Replace decks, as I love the concept of them, and to give a bit more bang-for-their-buck/board control when it comes to replacing and their understated minions. Also to act something of a replacement for Dreamgazer, while avoiding its problems.
  • Concerns: Depending on the amount of draw, this card could go out of control with x3 copies in deck.
  • Comments: Due to its effect being hinged on draw, I imagine this would see most play with Starseeker (Magmar) and his draw BBS. I imagine, given its effect, the stats on this card aren’t quite as relevant as the stats of what it spawns.
  • Inspiration: A mixture of Dreamgazer and Kodo Rider/Imp Master from Hearthstone.
  • Art Description: Having no art myself, I imagined this minion to look like a rust/yellow coloured standing figure, with 4 arms moving about in a strange, hypnotic dance (some inspiration came from Zenyatta from Overwatch). I imagine the split images would look vaguely similar, but like a hologram with some great imperfection that would display regularly, like a disturbance in the hologram.[/details]

Whoops, accidentally undid the fix.


#26

Alright, here’s this week’s cards, with a strong focus on Magmar cards.

Vetruvian Cards
Desert Waypoint / Vetruvian / Epic Minion / 4 Mana / Structure / (0/6)

At the end of your turn, deal 2 damage to all enemies in the same row and column.

  • Purpose: A “blast” structure. Expensive because it can almost certainly get value on the turn you drop it.

Abyssian Cards
Thorax / Abssian / Rare Minion / 4 Mana / (3/4)

Deathwatch: Deal 1 damage to all enemies on friendly Shadow Creep.

  • Purpose: Turn your individual creep into stupid strong nukes, just like old days.

Magmar Cards
Snapjaw / Magmar / Common Minion / 3 Mana / (1/6)

Deals 2 additional damage when counterattacking.

  • Purpose: A heavy early body that is difficult to use aggressively.
Jungle Toxin / Magmar / Rare Spell / 3 Mana

Give an enemy minion “Grow: -3/-3”.

  • Purpose: The antigrow for your opponent and a poisoning effect.
Detritus / Magmar / Rare Minion / 5 Mana / (8/8)

Rebirth, Grow -2/-2

  • Purpose: A Rebirth minion that benefits massively from being reborn at just the right time. Grows backwards to balance out the 5 for 8/8.
Venturebound / Magmar / Epic Minion / 4 Mana / (2/4)

Grow: +1/+1, Whenever this minion Grows, gain a random keyword ability.

  • Purpose: Grow minions beyond pure stats. Would be interesting if there were more ways to trigger Growth.
Mammoth Sentry / Magmar / Epic Minion / 6 Mana / (2/10)

Whenever a friendly unit takes damage, gain +1 Attack.

  • Purpose: Self damaging synergy on a heavy body.

Neutral Cards
Torched Adventurer / Neutral / Rare Minion / 3 Mana / (3/1)

Opening Gambit: Grant all friendly nontoken minions "Dying Wish: Deal 2 damage to the enemy General.

  • Purpose: Accelerate General damage for out of hand swarm decks.
Injector / Neutral / Epic Minion / 5 Mana / (4/5)

Opening Gambit: Place a copy of your Bloodborn spell in your action bar.

  • Purpose: Pseudo draw for doubling down on your BBS’ utility.
Hazehound / Neutral / Legendary Minion / 5 Mana / (6/3)

Opening Gambit: Fill both players’ action bars with 1/1 Hazy minions.

Hazy / Neutral / Token Minion / 2 Mana / (1/1)

When you replace this card, deal 2 damage to your General.

  • Purpose: Make your opponent’s hand SUPER clunky and force them to seppuku for psuedo draw :smiley:
Ridikulus / Neutral / Legendary Minion / 7 Mana / (6/9)

Opening Gambit: Give 3 random enemy units “Cannot damage Generals”.

  • Purpose: If you’re lucky, the enemy General will be incapable of damaging you. It’s a pretty ridiculous idea :wink: (though worthless against swarms).
Allfather / Neutral / Legendary Minion / 8 Mana / (6/10)

Whenever this minion takes damage, summon a random 7 mana minion for each player in a random nearby space.

  • Purpose: Just a silly idea. LET THE BATTLE OF TITANS BEGIN!

#27

Another week, another round of submissions! This week’s theme: “Sunstone Bracers: What is it good for?” and others.

Lyonar Cards
Golden Smythi / Lyonar / Epic Minion / 4 Mana / (3/3)

At the end of your turn, draw an additional card for every Artifact attached to your General.

  • Purpose: Sunstone Bracers: Seriously, wtf? Equip one and drop this bad boy to keep from losing card advantage over 1 General attack. Can be insane if it sticks to the field for multiple turns, but Lyonar Artifacts are all for melee value so it’s unlikely.
Shackle Soldier / Lyonar / Epic Minion / 5 Mana / (4/8)

Whenever this minion takes damage, equip a Suntone Bracer to your General.

  • Purpose: Make your General a threat and force your opponent to think hard about your General as a threat. Generates ridiculous value in Healyonar.
Paramount Mantle / Lyonar / Epic Artifact / 1 Mana

Your General gains Provoke.

  • Purpose: Protect your low health/value minions and lock down the enemy. Can screw you over against face decks, but works very well with Sunforge Lancer and Sunstone Bracers.
Armorwarp / Lyonar / Epic Spell / 3 Mana

Give a minion -3 Health and grant your General +3 Health. Draw a card.

  • Purpose: Give your General a Health buff that can persist into late game. Could make Healyonar massively annoying.

Abyssian Cards
Understalker / Abssian / Common Minion / 4 Mana / (6/4)

If this minion is standing on Shadow Creep, gain Flying.

  • Purpose: Thorn Needler + Flying = Profit??? Give Creepbyssian some interesting aggro opportunities. Very conditional for a pretty ‘eh’ body, but it has some neat interactions with Abyssal Crawler.
Bramblelock / Abyssian / Rare Spell / 2 Mana

Enemy units on friendly Shadow Creep cannot move until the start of your next turn.

  • Purpose: Force the enemy to stand on your Lego field. A strong control option.
Portal Ripper / Abyssian / Rare Minion / 3 Mana / (3/2)

Opening Gambit: Teleport a nearby minion to any friendly Shadow Creep.

  • Purpose: Another control option which can also be used to move friendly minions into kill range. Another tool for enabling aggro creep similar to Hearthsister in Vanar.
Darkseed Wisp / Abyssian / Common Minion / 2 Mana / (2/2)

Opening Gambit: Give all friendly Wraithlings +1/+1.

  • Purpose: Synergies with Blood Baronette and Bastion, a sort of mini Soulshatter Pact.
Barbed Heart / Abyssian / Rare Minion / 4 Mana / (3/3)

Whenever an enemy minion deals damage, deal 1 damage to that minion.

  • Purpose: Damage procs for days. Can screw over minions like Heartseekers and White Widow.
Antikor / Abyssian / Epic Minion / 5 Mana / (4/4)

Deathwatch: Deal 2 damage to the nearest minion in front of this minion.

  • Purpose: Shadowdancer without the healing and with the potential to control minions.

Neutral Cards
Wave Jaggen / Neutral / Epic Minion / 6 Mana / (5/5)

Whenever this minion deals damage, deal the same damage to the enemy General.

  • Purpose: A minion that you REALLY don’t want to remove with your face. Spell damage and such is still A-OK though!

#28

[details=Speed Runner / Neutral / Rare Minion / 2 Mana / (1/3)]
Open Gambit: This minion could move two times in this turn; if attacks this minion will be stunned until the end of your next turn

  • Purpose: give more options on the first turn to the players

  • Preferred Deck: Shongai

  • Synergy: Onyx Jaguar[/details]

[details=Mana Springer / Neutral / Rare Minion / 3 Mana / Arcanyst / (1/4)]
Open Gambit: Choose two nearby free space, summon a mana spring on these

  • Purpose: give more options for arcanyst and spell based deck

  • Synergy: Arcanyst deck and spell based deck[/details]

Minion's Lover / Neutral / Epic Minion / 3 Mana / (3/2)

Open Gambit: Draw a card, if this card is a minion draw a second card. Deal one damage to your general for every non minion card in your hand

  • Purpose: give more options to draw cards
Battle Pet Devourer/ Neutral / Epic Minion / 4 Mana / (4/3)

Open Gambit: Destroy a enemy battle pet, this card gain the same effect of that

  • Purpose: create a card to counteract the battle pets
Winter Wyvern / Vespyr / Leggendary Minion / 5 Mana / (5/3)

Flying + Open Gambit: give to all not vespyr minion “this minion cannot move”

  • Preferred Deck: Vanar
  • Purpose: give new mecanics to vanar
  • Sinergy: vespyr decks

#29

The idea behind these designs is dual faction minions that draw upon similarities between those factions. These minions could have a color palette that incorporates both factions main colors, or the minions could have two color variants depending on which faction deck they are in.

[details=Lyonar/Vetruvian: White Mantle Construct]WHITE MANTLE CONSTRUCT
Minion
7 mana 4/7
Opening Gambit: Lower the cost of all artifacts in your action bar and deck by 1.
Whenever you equip an artifact, restore 2 health to your general.

Similarities: Artifacts and Sustain
Lyonar synergy: An artifact build linchpin and a Healyonar addition.
Vetruvian synergy: Slap on a bunch of reduced cost artifacts for a deadly aurora’s tears/time maelstrom turn.
The card text is a little long, so that may be problematic. [/details]

[details=Songhai/Vanar: Cascade Strayer]CASCADE STRAYER
Minion
4 mana 3/4
Opening Gambit: Swap starting sides of the battlefield.

When this minion is summoned all units swap facing directions and zone specific affects such as infiltrate are also swapped.

Similarities: Board position matters
Songhai synergy: backstab minions can gain access to the back of a blocked off enemy. This can also allow for two backstab units to use their effect in the same turn.
Vanar synergy: The opponent moved to your side of the battlefield to avoid infiltrate and you surpise them with a side swap for instant infiltrate activation for your pursuing minons.[/details]

[details=Abyssian/Magmar: Blood Oath Harbinger]BLOOD OATH HARBINGER
Minion
9 mana 5/5
Rush
If this minion is summoned with a reduced cost, reactivate all friendly minions.

Similarities: Ramp and Rush
Abyssian synergy: Darkfire Sacrifice and Arcane Devourer enable an archetype defining ramp bomb.
Magmar synergy: Flash Reincarnation and Kujata make Magmar’s sticky minions a burst threat.[/details]


Mechanics in other CCGs that are absent in Duelyst