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Blade Erosion
4 mana vetruvian spell
"Destroy all artefacts on the enemy general and deal 1 damage to the enemy general and nearby enemy minions for each artefact destroyed."

…wordy, but I can’t think of a more concise way to word it. :sweat_smile:

1 Like

Eternal Blades
4 mana Vetruvian spell
Destroy all friendly artifacts and gain their effects. Restore 4 health for each artifact destroyed this way.

1 Like

Justice.
6 mana Spell
Dispell enemy general. The enemy general can no longer use his bbs.

1 Like

Reincarnate
7 Mana Spell
Heal your general to full, teleport them to their beginning side of the map and draw until you have 5 cards in hand.

1 Like

Paradox
7 mana artifact
whenever an enemy heals, teleports or draws a card, deal 4 damage to the enemy general and destroy a card in their deck

1 Like

Stabilize
8 Mana Spell
Revert all spell effects of the previous turn and deal damage to the enemy general equal to twice the total mana cost of all the spells reverted.

1 Like

unseen protector
3 mana
2/3
sentinel: spell cast
your general is immune to spell damage

1 Like

Bypass
1mana songhai spell
This turn, all spell that you cast will deal damage, ignoring spell damage immunity.

1 Like

Wardstone
3 Mana
Neutral Structure
0/3

While Wardstone is in play, neither you nor your opponent may play spells.

1 Like

Obsidian titan
7 mana
5/10
Opening gambit: summon random minions from your deck near all available spaces around your general. Your opponent randomly casts as just many spells from their deck.

1 Like

The evil twin
6mana
1/1
Opening Gambit: Copy the opening gambit of any minion and play its effect. Return that minion to its owner’s action bar.

2 Likes

(Evil Twin counters Evil Twin, lul)

Bane the Unmade
4 Cost spell
Reduce the health of all minions in the enemy’s action bar by 3. Any minion’s whose health is reduced to 0 is discarded.

2 Likes

Spirit Armour
4 Mana Spell
Give all minions in your action bar +4 health.

1 Like

buffjammer
2 mana songhai
remove all health buffs from all minions. they retain their abilities

1 Like

Chained Champion
2 mana
5/6
Opening Gambit: Give this minion -3/-3

2 Likes

Micro cronoshift
Vetruvian spell 2 mana
Untill the begining of your next turn, all oppening gambits activate twice. Draw a card.

1 Like

Raid golem
9 mana
Neutral golem
4/5
Forcefeild, Opening Gambit: Deal 13 damage to an enemy.

1 Like

The DPS
5 Mana 4/1
Ranged, Celerity
Opening Gambit : If The Tank and The Healer are also on board, the Raid Golem cannot be summoned

The Tank
4 Mana
1/4
Provoke, Forcefield
Opening Gambit : If The DPS and The Healer are also on board, the Raid Golem cannot be summoned

The Healer
4 Mana
2/2
Rush
Whenever this minion moves, restore 2 health to all friendly units around it
Opening Gambit : If The Tank and The DPS are also on board, the Raid Golem cannot be summoned

2 Likes

Wouldn’t an opening gambit ignore the destroy like that as it’s an opening gambit.

1 Like

Oh, I see what you mean
Edit : changed it

1 Like