The concept of creature types is not new in the world of CCG’s, and is something that Duelyst has been expanding upon since its conception. Up until this point, minion types have been either an afterthought or “for the memes” at best, with use being validated on the card’s strength independent of the minion type (exceptions exist, like owlsage or vespyrs, but are still generally not high tier). That changes with the newest expansion, which brings two minion types into light: Golems and Arcanysts. If this is successful, we can likely expect to see more and more minion types being added in the future, which may or may not be getting similar support.
With that said, minion types have the potential for uniqueness that sets them apart in Duelyst from other CCG’s. Although other games merely add effects that specifically target creatures of a particular type, minions in Duelyst can have completely different rules depending on their type. This is evident in battle pet and structure minion types.
There is a huge potential for minion types to add another layer of complexity to the game, with the only caveat being that it would create a higher burden of knowledge for players (especially new players). So now to the real questions.
What is your opinion on minion types and their place in duelyst? Should future minons merely have interactions between cards, or should they have unique rules to them? What are some of your ideas for new minion types?
I’ll start us off. (Try less to critique balance, and more on the concept itself)
-Minion type: insect
-Potential current additions to type: Bluetip Scorpion, Rust Crawler, Black Locust, Sand Burrower, Storm Aratha
-New Mechanic: Swarm: If damage would bring an insect below 1 health, deal the remainder to a random adjacent insect (repeat if necessary).
-New Minion(s):
Swarmlord
6 mana 3/6 insect
Flying
All insects gain +1/+1 for each insect they are adjacent to.


