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Fanmade Expansion: Aestarian Legacy

#1

Aestarian Legacy

Hello, everyone. This is the latest pet project of mine, and I’m ready to share it. This fanmade expansion I have worked on consists of +80 cards, with 13 cards for each faction. In addition, this expansion will introduce a new mechanic, which will be elaborated on below.

New Mechanic: Relinquish: X

Minions with Relinquish are minions that can function as spells. A player can either summon a Relinquish minion, or play it as a spell by targeting a minion already in play to activate the X effect. Using the Relinquish minion as a spell will cost the same as summoning it as a minion. (If the minion’s cost is increased/decreased by an effect, so is the cost of casting the card as a spell.)

For instance, a minion can have “Relinquish: Give a minion +1/+1.” In this case, the minion can either be summoned as a minion, or played on a minion as a spell that gives the target minion +1/+1. Again, using the card as a spell will cost the same as summoning the card as a minion. Each faction will be receiving 1 Relinquish minion. Now let’s take a look at the cards.


Lyonar
Common Cards

Royal Chevalier
3 mana 3/3
Celerity.
When this minion is summoned from the deck, it gains, “Zeal: Your minions have +2 Attack.”

Skyforge Arbiter
5 mana 2/10
Provoke.
Opening Gambit: Restore 10 Health to a friendly minion or 5 Health to your General.

Godsend Stride
2 mana spell
Deal 2 damage to an enemy minion and summon a 1/2 Crestfallen on a random space nearby your General.

Solar Chariot
1 mana spell
Give all friendly minions nearby your General “Zeal: Flying” this turn. Draw a card.

Rare Cards

War Legionnaire
4 mana 2/5
Relinquish: Fully heal a minion and draw 2 artifacts from your deck.
Opening Gambit: Equip a Sunbond Pavise to your General.

Onslaught
4 mana spell
Give a friendly Crestfallen +3/+3 and Rush.

Holy Accolade
2 mana spell
Promote a friendly minion that costs 4 or less at the end of turn. Shuffle 3 Silverguard Knights into your deck.

Epic Cards

Horizon Vanguard
5 mana 3/3
Blood Surge: Summon a Crestfallen on the spaces directly above, below, and behind your General.

Glorybringer
5 mana artifact
Your General gains Forcefield. Whenever your General destroys an enemy minion, summon a Justice Seeker on its space and shuffle a Justice Seeker into your deck.

Justice Seeker

Justice Seeker
3 mana 3/3 token
Provoke.
When this minion is summoned from the deck, give all friendly minions +1/+1.

Virtuous Purge
4 mana spell
Deal 2 damage to all enemy minions. If an enemy minion dies this turn, turn its space into a Hallowed Ground.

Legendary Cards

Sunspeaker Caldein
9 mana 12/12
Provoke.
Opening Gambit: Summon an Empyrean Paladin nearby your General for each friendly minion with Provoke that died this game. Whenever you summon a minion with Provoke, it gains Rush.

Empyrean Paladin

Empyrean Paladin
4 mana 4/4 token
Provoke.

Lionheart Inquisitor
12 mana 6/10
Zeal: At the end of your turn, summon a minion that costs 3 from your deck nearby your General and give it +3/+3.
Costs 1 less for each minion that costs 3 you’ve summoned this game.

Gospel of Daybreak
7 mana spell
Destroy all friendly Hallowed Grounds to deal 1 damage to an enemy minion for each Hallowed Ground destroyed. If you destroyed 10 or more, summon a Heavenly Crusader.

Heavenly Crusader

Heavenly Crusader
7 mana 6/6 token
Rush.
Whenever this minion attacks and deals damage, restore that much Health to your General.


Songhai
Common Cards

Kindle Usurper
2 mana 1/4
Blood Surge: Give this minion and your General Backstab (3) this turn.

Pendulum Panda
3 mana 3/2
Ranged.
Whenever this minion attacks, put a Bamboo Shoot into your action bar.

Bamboo Shoot

Bamboo Shoot
2 mana spell token
Deal 2 damage to an enemy minion and 1 damage to a random enemy minion.

Oriental Spark
1 mana spell
Summon a Heartseeker nearby your General. It attacks a random enemy.

Unsheathed Claws
4 mana spell
Summon a 0/2 Panddo nearby for each equipped artifact and give them +2 Attack.

Rare Cards

Dynasty Apprentice
6 mana 7/7
Opening Gambit: Equip a random Mask artifact to your General.

Harnessed Flame
2 mana spell
Give all minions with Ranged in your action bar and deck +1/+1.

Incandescence
5 mana spell
Summon a Kaido Assassin on a space behind an enemy and give it Rush.

Epic Cards

Mistblader
5 mana 5/5
Backstab: (5).
Relinquish: Deal 5 damage to a minion and put a Mist Dragon Seal into your action bar.

Citrine Pendant
2 mana artifact
Whenever you summon a minion with Ranged, deal 2 damage to a random enemy.

Scathefire Peak
6 mana spell
Double the Attack of all friendly minions with Ranged this turn. Costs 1 less for each friendly minion with Ranged.

Legendary Cards

Gen-Bo, the Jade Turtle
7 mana 3/10
Blood Surge: Whenever a friendly non-token minion is moved for any reason this turn, summon a Kaido Cannoneer on a nearby space. May move an additional space for each friendly Kaido Cannoneer.

Kaido Cannoneer

Kaido Cannoneer
3 mana 3/3 token
Ranged.
At the end of your turn, deal 2 damage to a random enemy.

Kintsugi Kaiser
5 mana 3/7
Backstab: (2).
Whenever this minion backstabs, restore all your artifacts to full durability and give them, “Your General gains +2 Attack.”

Emberspire
7 mana spell
Whenever you cast a spell that deals damage this turn, deal 3 damage to all enemies in the damaged enemy’s Column.


Vetruvian
Common Cards

Apostasia
2 mana 2/3
Whenever you take control of an enemy minion, restore 2 Health to your General and deal 2 damage to the enemy General.

Paradox Sentry
3 mana 2/1
Dying Wish: Turn this space into Exhuming Sand and give a random enemy minion -2 Attack.

Sandstorm Pillar
5 mana spell
Deal 2 damage to all minions. If your General has an artifact equipped, deal 3 damage instead.

Golden Sarcophagus
3 mana spell
Destroy a friendly Obelysk and summon a friendly minion with Dying Wish that died this game on a nearby space.

Rare Cards

Planar Ascendant
4 mana 1/6
Whenever this minion attacks and damages an enemy minion with 2 or less Attack, reactivate and take control of it this turn.

Esoteric Intervention
1 mana spell
Whenever you equip an artifact this turn, restore 4 Health to your General. Draw a card.

Cerebral Shift
2 mana spell
Give an enemy minion -2 Attack until your next turn and teleport it one space.

Epic Cards

Hieroglyph Decoder
5 mana 2/7
Flying.
Opening Gambit: Your Bloodbound Spell is Time Maelstrom.

Obscurity Scepter
6 mana artifact
Your General gains +4 Attack. Whenever your General destroys an enemy minion, put a random Vetruvian artifact into your action bar and reduce its cost to 0.

Mausoleum Valley
3 mana spell
Transform all minions in your deck into random Obelysks. Give your General “Whenever you summon an Obelysk, deal 2 damage to the enemy General and a random enemy minion.”

Legendary Cards

Epoch Diaspora
5 mana 3/2
Opening Gambit: The Attack of all enemy minions becomes 2 until the end of your next turn.

Harmattan Vanquisher
6 mana 4/7 Dervish
Relinquish: Summon 2 Wind Dervishes nearby a minion.
Opening Gambit: Give all friendly Obelysks “Dying Wish: Summon an Apophis on space.”

Apophis

Apophis
6 mana 5/5 Dervish token
Blast.
Dying Wish: Deal 5 damage to a random enemy.

Tarnished Zenith
8 mana spell
Deal damage equal to the cost of all artifacts your General equipped from your action bar this game to all other minions and Generals.


Abyssian
Common Cards

Hellish Conductor
2 mana 3/2
Whenever your General takes damage during your turn, gain +1/+1.

Tortured Occultist
3 mana 4/5
Opening Gambit and Dying Wish: Deal 2 damage to your General.

Madness Incarnate
5 mana spell
Give a friendly minion +1 Attack for each friendly Shadow Creep.

Sadistic Waltz
1 mana spell
Deal 2 damage to your General and a minion. If it is a friendly minion, restore 6 Health to your General.

Rare Cards

Corpse Grinder
7 mana 4/4
Deathwatch: Deal 2 damage to all nearby minions and Generals.

Haunted Mansion
2 mana spell
Whenever your General takes damage this turn, deal that much damage to a random enemy.

Wicked Manifestation
4 mana spell
Summon 4 Wraithlings nearby your General and give them, “Dying Wish: Restore 1 Health to your General.”

Epic Cards

Fiendish Airship
6 mana 6/6 (Demon)
Flying.
Deathwatch: Put a 6/6 Horror into your action bar and give it Flying.

Infernal Bargain
0 mana spell
Deal 4 damage to your General and draw 2 cards from your opponent’s deck.

The Undertaker
1 mana artifact
Friendly minions can attack your General. When this artifact breaks, steal 3 Health from the enemy General.

Legendary Cards

Instigator Malephar
8 mana 5/13
Opening Gambit: Equip a Doomsday Prophecy to your General.
At the end of your turn, deal 1 damage to both Generals.

Doomsday Prophecy

Doomsday Prophecy
8 mana artifact token
Your General cannot attack. When this artifact breaks, all minions in your action bar and deck become 13/13.

Graveyard Polluter
6 mana 7/5
Relinquish: Turn a minion’s space and 4 random spaces into Shadow Creep.
Deathwatch: Deal 3 damage to all enemies on or nearby friendly Shadow Creep.

Treacherous Feast
5 mana spell
Summon 2 copies of a friendly minion on random spaces. Destroy them.


Magmar
Common Cards

Jungle Patriarch
2 mana 1/2
Grow: +1/+1.
Opening Gambit: Restore 2 Health to all friendly minions with Grow.

Scaled Oviraptor
3 mana 3/2
Rebirth.
Whenever a friendly Egg hatches, this minion gains +1 Attack.

Mesozoic Era
4 mana spell
Give all minions in your action bar and deck, “Grow: +1/+1.”

Trample
6 mana spell
Give all friendly minions +1 Attack. Deal 20 damage to an enemy minion.

Rare Cards

Vehement Whiptail
2 mana 3/1
Frenzy.
Whenever this minion gains +Attack, deal that much damage to both Generals.

Reptilian Rampage
5 mana spell
Give your General +2 Attack. Whenever your General destroys an enemy minion this turn, reactivate your General.

Predatory Instinct
4 mana spell
Friendly minions and Generals take no damage from enemies with less attack this turn.

Epic Cards

Terrafirma Colossus
7 mana 5/5
Grow: +5/+5.
Opening Gambit: Deal 5 damage to a random minion. If it dies this turn, summon a Megasaur egg on its space.

Megasaur

Megasaur
7 mana 5/5 token
Grow: +5/+5.

Prehistoric Shock
3 mana spell
Destroy a friendly Egg to give your General +2 Attack and deal 1 damage to all minions.

Emerald Carapace
2 mana artifact
At the end of your turn, summon a 1/1 Magma Egg nearby. Friendly Magma have +1 Attack.

Legendary Cards

Malachite Behemoth
8 mana 9/9
Relinquish: Give a minion +9 Attack.
Opening Gambit: Whenever your General deals damage to an enemy this turn, deal that much damage to all other enemies.

Ka’al the Viridescent
6 mana 6/4
Frenzy.
Whenever this minion takes damage, transform that many cards in your opponent’s deck into Shards of Retaliation.

Shard of Retaliation

Shard of Retaliation
0 mana spell token
Cast this when drawn. Deal 2 damage to your General and draw a card.

Geocentric Creation
8 mana spell
Your General gains +1 Attack for each time damage was dealt this turn. If your General has 10 Health or less, summon a 10/10 Meteorite on a nearby space.

Meteorite

Meteorite
8 mana 10/10


Vanar
Common Cards

Hinterland Archer
2 mana 1/3 Vespyr
Infiltrate: Whenever a friendly Vespyr minion attacks, deal 1 damage to the enemy General.

Pristine Duchess
1 mana 2/1 Vespyr
Opening Gambit: If you have 7 or more mana crystals, transform this card into a 3/3 Night Howler.

Diamond Dust
1 mana spell
Deal 2 damage to an enemy. If the enemy is Stunned, deal 4 damage instead.

Polar Vortex
0 mana spell
Give a friendly Vespyr in your action bar Airdrop and “Opening Gambit: Stun all nearby enemies.”

Rare Cards

Gelid Icehound
3 mana 3/4 Vespyr
Infiltrate: At the end of your turn, summon a Bonechill Barrier nearby.

Fragment Rain
5 mana spell
Deal 1 damage to all enemy minions and Stun them.

Hibernation
2 mana spell
Turn a space into a mana spring tile and draw a minion with Infiltrate from your deck.

Epic Cards

Snowflake Oracle
7 mana 4/4
Opening Gambit: Summon an Auroral Lapidary on a nearby space.

Auroral Lapidary

Auroral Lapidary
4 mana 4/1
Rush.
Dying Wish: Draw 2 cards.

Gossamer Veil
4 mana spell
Summon four joined 0/3 Walls that restore 1 Health to your General whenever it takes damage.

Rimewind Palisade

Rimewind Palisade
1 mana 0/3 Wall
Whenever this takes damage, restore 1 Health to your General.

Frostfall Diadem
4 mana artifact
Whenever your General takes damage, summon a 2/2 Winter Maerid nearby. If it is your turn, give it Rush. If it is the opponent’s turn, give it Provoke.

Legendary Cards

Blizzard Deerstalker
5 mana 2/3 Vespyr
Opening Gambit: Put 3 Snowchasers into your action bar. Give them each Rush, Provoke, and Flying.

Winterwood Huntress
4 mana 4/5
Relinquish: Transform a minion into a 1/1 Treant and deal 1 damage to a random enemy.
Infiltrate: Whenever you cast a spell that summons a token minion, summon a Silvergrove Druid nearby.

Silvergrove Druid

Silvergrove Druid
2 mana 3/2 token
Infiltrate: At the end of your turn, summon a 1/1 Treant nearby.

Absolute Solstice
6 mana spell
Summon random Walls along an entire column.


Neutral
Common Cards

Chronographer
2 mana 2/3
Relinquish: Put a 0/1 copy of a minion into your action bar.

Monolith Archiver
3 mana 3/3
Blood Surge: Gain 2 random keyword abilities.

Enraged Chieftain
4 mana 2/3
Rush.
Gains +1 Attack and Provoke while damaged.

Sagacious Scribe
5 mana 3/4 Arcanyst
Opening Gambit: Put an Alcuin Loremaster or Alcuin Fugitive into your action bar.

Runic Goliath
6 mana 5/6
Whenever your or your opponent casts a spell, this minion gains +2 Attack.

Amethyst Elemental
7 mana 8/8
Flying, Forcefield, Frenzy.

Rare Cards

Lilliputian Hitcher
3 mana 3/1
Dying Wish: Equip a Neurotoxin to the enemy General.

Neurotoxin

Neurotoxin
3 mana artifact token
Friendly minions nearby your General have -1 Attack.

Festering Rootworm
3 mana 2/3
Intensify: Summon a 1/1 Plague Crawler nearby.

Plague Crawler

Plague Crawler
1 mana 1/1 token
Gets stronger!

Unicorn Bloodmage
4 mana 2/6 Arcanyst
Celerity.
Relinquish: Teleport a minion one space and put a Sparklegore into your action bar.

Sparklegore

Sparklegore
1 mana spell token
Deal 2 damage to all enemies in a row and draw a card.

Epic Cards

Ivory Moondancer
5 mana 4/6
Relinquish: Deal 2 damage to a minion and deal 1 damage to all enemy minions.
Opening Gambit: Dispel all spaces in a column.

Grotesque Servant
5 mana 5/3
Frenzy.
Whenever a friendly minion dies, gain its Attack and Health.

Dimension Engineer
6 mana 7/7
Opening Gambit: Summon an Enigma Matrix nearby.

Enigma Matrix

Enigma Matrix
6 mana 0/0 Structure token
Invincible.
At the end of any player’s turn, lower the costs of all cards in both players’ action bars by 1.

Legendary Cards

Halo Automaton
5 mana 4/3 Mech
Opening Gambit: Give all Mechs in your action bar and deck, “Opening Gambit: Progresses MECHAZ0R build by +10%.”

Amberspine
6 mana 3/3
Rush.
Whenever this minion attacks, draw a rare, epic, and legendary card from your deck.

Orbital Overseer
7 mana 2/8
If you have no minions that cost 2 or less in your deck, summon a Satellite nearby your General whenever you summon a minion from your action bar.

Satellite

Satellite
2 mana 2/2 token
Forcefield.
Intensify: Restore 1 Health to your General.

Maelstrom
8 mana 7/7
Opening Gambit: Give all friendly minions +2 Attack.
Draw 2 more cards at the end of your turn.


Thank you for reading!

That will be it for now. Feedback and criticism are welcome, and if you have any questions regarding the mechanic or the cards feel free to ask. Until then, goodbye.

15 Likes

#2

Question: Does using a minions Relinquish effect triggers on-cast effects(Owlbeast, Kenshi Vortex, Ornate Hyogi)?

3 Likes

#3

Yes, it does.

1 Like

#4
So basically a worse sunriser for abyssian

Me likey

3 Likes

#5

Keep in mind if a minion dies from the 2 damage, the Deathwatch will activate again.

2 Likes

#6

Huge congrats for the creativity and effort you put in it!
Besides a couple of cards that lools too good its pretty well balanced. But I dont like the good amount of random pings

3 Likes

#7

ok, ima gonna drop a hot take on the abyss cards:
Hellish conductor
High risk high reward, but does seem a bit toooo suicidal.

Tortured Occultist
Would be a great card if it was a defensive statline, but might work in some tempo deck with emp

Madness Incarnate
Interesting creep finisher, essentially doubling the attack of an Abyssal Juggernaut.

Sadistic Valtz
Really REALLY good Xor support, fits into every general(might even in every deck), cuz it is a fantastic removal option for early game.

Corpse Grinder
Xor finisher. If it works like i think, might create infinite damage loops with Sarlacs/Gors.

Haunted Mansion
Either REALLY op or unplayable

Wicked Manifestation

My favorite card in this expo for Abyssian. Works for Maehv and Swarm and is all around useful.

Fiendish Airship
Now THIS, I am offended with. It is the weakest demon, that can come from Gate, and his effect is really bad, cuz horrors are also 6 mana 6/6. I suggest it being Dying wish:Add 2 horrors with flying, or he reduces the horror cost to 3 or 4 mana, so you dont brick your hand.

Infernal Bargain
Honestly, 0pp card draw is already op, and this can pull opponents good cards. Top tier, might need a mana adjustment.

The Undertaker
Really creative idea, synergises greatly with powerful Deathwatch cards(BM priestess, Shadowdancer, the upcoming legendaries i will talk about) as well as with easy swarm cards like Wicked Manifestation .

Instigator Malephar
A Variax level finisher, whose effect can help you finish a game with rush(Saberspine+Saberspine or Saberspine+Unbirth). Works really well with all the Self damage cards and Undertaker specifically. Would definitely craft if just for the memes.

Graveyard Polluter
Interesting statline, the Relinquish effect seems like a worse shadow nova for a bigger cost, would either bump up the amount of creep produced or give it another immediate effect(have all creep deal its tick for example). The effect is insanely good, might tone it down to 2 damage. This card inspires Nocturne creep, me like.

Treacherous feast
First thing that comes in mind is Intensify. But then there are powerful LW that can be triggered, as well as Sarlac duplication. And it progresses Xor. Me likey.

2 Likes

#8

Thanks! I agree that there’s too many RNG in these cards, but I can’t think of a more elegant way. I’ll try to think of something better and minimize the randomness.

It’s primarily a filler card. I reckoned it has value as it is the only Demon that buffs your hand size. Also, while it isn’t meant to be too strong, a 6 mana 6/6 with Flying doesn’t sound half bad either. Maybe I can make the card reduce the cost of the Horror by 1 or 2?

1 Like

#9

Certainly doesnt, but there is a difference between increasing hand size and straight up bricking. I do appreciate that you thought of pack fillers(they are needed imo), but as a gate memer i want to cry :cry:

2 Likes

#10

I’ll try to find ways to buff it. But all in all, the card isn’t filler in terms of flavor. It took effort to match the effect with the name.

1 Like

#11

What would happen if this is “overdrawn”? It still takes effect (ie 2 damage) or is instantly discarded and ignored?

2 Likes

#12

It would be activated, as it still counts as drawing a card even if the card is overdrawn and burned.

1 Like

#13

Hey, I remember some of those cards!

Nice job here!

1 Like

#14

Does the 9mana lyonar legend give itself rush when summoned?

1 Like

#15

Blizzard Deerstalker looks a little bit odd in my opinion, it should spawn snowchasers on the field instead of action bar to be useful.

1 Like

#16

Thanks! And yes, I reused some old ideas because I got lazy. :sweat:

Nope. It’s similar to how Xenkai Cannoneer doesn’t give itself Rush.

That was actually the initial idea, but I thought it would be too strong. I feel like adding Snowchasers to your hand is already really strong, especially with cards like Glacial Elemental and Animus Plate.

4 Likes

#17

Damn, some of these cards are awesome. I love some of the grow synergy you added to Magmar. Thanks for sharing :slight_smile:

Btw, I think this is my favorite card: Reptilian Rampage. This would make Vaath so scary lol.

2 Likes

#18

Thanks! And yes, Rampage indeed is scary.

2 Likes

#20

Looks like you really are pushing for self-harm Abyssian to be a thing. We just need to add an artifact that nullifies damage on your turn called Maehv’s Redemption and the archetype will be complete :stuck_out_tongue:

3 Likes

#21

Maehv’s Redemption is a super cool name. I should’ve added a card like that but I was too stupid. :sweat:

4 Likes