Duelyst Forums

Me and my faction

Hello everyone, my first post here!
Call myself Wolfwinter, nice to meet ya all of the Duelyst community.
(`・ω・´)ゞ

I have always wanted to design my own faction for a game, so here goes nothing!

[details=More About Me]Scandinacian who moved to Japan to satisfy my need for anime and manga. Work in a hobby shop in central Tokyo.

Originally a Yugioh (played Lightsworns and Macro Monarch) and Hearthstone (Warrior main) player, I started playing Duelyst after watching Trumps videos about it. I stopped playing for four months after the turn draw was changed from two to one. Still pro-two-cards-per-turn.
My best ranking ever was 5 in July last year. I only play Lyonar, mostly skipping other faction quests entirely. [/details]

Warning! My faction is extremely weaboo!
If you have a problem with this, I suggest you skip this thread entirely!
(σ・∀・)σ

The Tendjinn Matriarchy

[details=Lore] She, who would later be called the Archmother, a former Lyonar sought to build a sanctuary for those, especially female, rejected by society. The Vetruvian who refused the sand shield. The Songhai who was not enough “animal”.

Using her wealth and connections as nobility, she gathered both Sun Crystals from the Lyonar and Star Crystals from the Vetruvian to build a ship. A ship that did not sail the seas, but the winds. Powered by the sun by day, and by night the stars.

A small kingdom, with no place on the map. Its citizens were mostly female refugees from all over the world, all under the supreme rule by the Archmother.

They call it the Sky Garden, worshipping the sky itself. The sun, the stars and the winds are all considered to be a part of the vast sky. The Archmother was considered a Goddess, and everyone sought this female perfection.

By ruling the skies they became a beloved transporting business. But they also bought many enemies.

By offering tributes to the Sky Goddess, the Archmother succesfully reanimated the Cataphracts, or usually called Armours. These piloted Golem-like suits of armor were discovered by Atar and considered a national treasure by the Vetruvians.
By removing these clads from the sand covered lands, they ensured that they would never again walk side by side.
[/details]

[details=Concept]Almost all minions are females with bodysuits, with some having animal ears and tails. They also control humanoid mecha, and have some synergy with Mechaz0r.
Swords, magic and mechas are the main themes.

Gameplay, they have very strong minions and effects, but everything is conditional or require your to mill cards from your deck.

The strength in the cards come often from simple, keyword-heavy effects.

While having many control-like cards, they lack burst damage and risk running out of cards in the deck quickly.
Card draw is cheap in this faction.[/details]

Faction Specific Keywords

Execute
I believe this is what is called First Strike in Magic the Gathering. The minion is not counterattacked if it kills the minion it is attacking.

Tribute(#)
Destroy # random card(s) in your deck. The card is shown to both players.
This is a negative keyword that makes the faction run out of cards in the players deck quickly, also making it hard to consistently to pull off combos.

Onto cards…

Minions

Young Acolyte
Basic 2 cores 2/3
Whenever this minion takes damage it gains +2 attack.

I really love the Enrage-mechanic in Hearthstone, and for long I had thought of it as a faction keyword, but I thought it didn’t fit the faction I was creating.
The Acolyte, being one of the few male minions in the Matriarchy, is a little bit different than most other cards in the faction.
The faction has no self damage, so this card has to rely on cards like Skorn to be buffed.

Wolfang
Basic 3 cores 2/2
Whenever you Tribute a card, gain +1/+1.

I guess every keyword needs its Shadow Watcher or Light Chaser. Little sad to use my imagined wolfgirl on this concept, so I am open for suggestions to change it entirely.

War Armour
Basic 2 core 2/4 Mech
Provoke. At the end of your turn Tribute(1).

Gaining 1 attack over Rock Pulverizer at the cost of you losing a card in your deck every turn. I think it is a fair trade.

Twintail
Common 2 cores 2/2
Celerity, Execute.

The twintailed catgirl is designed to kill of an enemy 2 drop with the help of the general and then retreat to safety.

Valkyrie
Common 4 core 3/4
Flying, Celerity.

Once again, designed to hit the enemy, and then retreat to safety. Because the faction lacks damage buffs, I do not think it would be too much of a problem.

Hawkeye
3 cores 1/3
Rush, Ranged.

So it is basically a 3 mana 1 damage ping, that leaves a threat behind. With Primus fist you can boost the damage, but I do not think it is too strong.

Guardian Armour
Common 4 core 4/5 Mech
Forcefield. At the end of your turn Tribute(2).

A simple powerhouse. Loses 1 health over Hailstone Golem, but gains Forcefield. Of course this comes at a price of destroying cards in your deck as long as this card is on the field.

Elemental Templar
Rare 3 cores 2/4 Arcanyst
When this card is summoned, randomly gain Frenzy, Execute or Celerity.

The Templar is either Fire (Frenzy), Ice (Execute) or Lightning (Celerity). The unit changes a little bit of color depending on which element it controls. Not an Opening Gambit to make it gain the ability even if not summoned from the action bar.

Martyr Armour
Rare 3 cores 3/3 Mech
If this card is destroyed while in your hand or deck, summon it instead.

Sometimes you get lucky when you discard or Tribute, and get a free 3/3 otherwise quite mediocre. Should it be a mech? Should it have a more interesting stat line? Open for discussion!

Avenger Armour
Rare 5 cores 3/5 Mech
At the end of your turn Tribute(1). Dying Wish: Summon a 4/2 Skeleton Armour with Rush on this space.

High value minion, but slow to get going. Always loved the idea of ejecting damaged armor parts. The rush part can be discussed.

Unicorn Armour
Epic 6 cores 4/6 Mech
Provoke. This minion cannot be destroyed while at full health. At the end of your turn Tribute(2).

I really want something like the Sturdy trait in Pokémon where this minion cannot be destroyed by a single card. Getting attacked with six or more damage leaves it at 1.
I had thought of “When this card would be destroyed, lower its health to 1 instead”, but I think that is less elegant. (not that it is exactly elegant right now…)
Would love to hear your opinions on this one (probably too strong).

Temple Ritualist
1 core 1/2 Arcanyst
Whenever you Tribute, Tribute 1 extra card and draw 1 card.

Synergy card draw. Do not know if this is actually good or not, but I feel you would either hit the 6 card hand size wall quickly, or not have enough effects to trigger it…
Based on Lightsworn Garoth and Northshire Cleric.

Bladestorm Armour
Legendary 8 cores 8/8 Mech
Opening Gambit: Deal 4 damage to all nearby enemies. At the end of your turn Tribute(4).

Holy Immolation on a 8/8 body. The trump card of the faction, but you gotta win fast, because your deck won’t last long.Based on Judgment Dragon.

Windflower Templar
Legendary 7 cores 3/5
Rush, Celerity, Forcefield, Execute.

I just love keyword heavy minions, so of course one of the legendaries has to be one with only keywords. Again, the faction does not have much damage buffs so I am hoping it is more of a control card than a finisher.

Spells

Critical Strike
Basic 1 core
Set an enemy minion’s remaing health to 1.

Conditional removal: you need that 1 last damage.

Pillar of Light
Basic 1 core
Deal your General’s attack to an enemy minion.

Conditional removal: only strong when your General is buffed.

Ritual Engraving
Basic 1 core
Give a friendly minion +1 Attack and Execute.

I costed it aggressively at 1 mana, because I figured the minion will probably die the next turn anyway.

Healing Node
Basic 1 core
Summon a 0/2 Structure that heals nearby friendly minions and Generals for 2 at the end of your turn.

Currently it has no limitation where you can summon it, but perhaps it should have?

Retribution
Basic 2 cores
Add a friendly minion that was destroyed to your action bar.

Obligatory mill support. Wish you could some more control over what card you get back, but I do not know how to.

Second Wind
Common 2 core
Restore 5 Health to your General and draw 1 card.

I would consider this balanced, unlike Sundrop Elixir you cannot heal minions and card draw is supposed to be cheap in this faction. Am I wrong?

Overclock
Common 1 core
Give a friendly Mech +3/+3. Tribute(1).

Obligatory tribe support. Should probably be 2 mana? More “magical” name?

Entry Impact
Common 1 core
The next Mech you summon gains Airdrop and Opening Gambit: deal 1 damage to ALL nearby minions and Generals.

Obligatory a little bit more interesting but bad(?) tribe support.

Reticence
Common 1 core
Dispel a minion, its controller draws 1 card.

I want a Dispel spell in this faction, but I really have no idea how to make it interesting. Suggestions are very welcomed.

Salvation
Rare 3 cores
Return 5 of your destroyed minions to your deck, and draw 2 cards.

Control support, so that you keep going a bit longer after you have run of out cards in your deck.

Torrential Sacrifice
Rare 3 core
Destroy a friendly minion and deal its attack to all nearby enemies.

I felt the faction needed some kind of AoE. Conditional being the theme, I stole Shadowflame. Probably should only hit minions?

Ascension
Rare 1 core
Destroy a random minion in your action bar, draw 2 cards.

This ended up being the only card that discards cards from your action bar. Maybe more support in in the expansion sets.

Mana Burn
Epic 3 cores
Deal damage to an enemy minion equal to its mana cost.

This card name is up for taking, right? Once again, conditional removal.

Sword Dance
Epic 3 core
A friendly minion deals it Attack to ALL nearby minions.

Leftover from the Enrage-theme I had going before, but I still like the semi-Frenzy nature of the card.

Guillotine
Epic 1 core
Destroy a damaged enemy minion nearby your General.

This was totally not going to have the “nearby your General” part, but then Punish got printed…
I really like the card name, so if you have a better idea for the card I would love to hear it.

Duel of Champions
Legendary 5 cores
Destroy ALL minions, expect each player’s minion with the highest mana cost.

Ties chosen randomly. A spin on Enter the Colossuem, but maybe it is better to copy it? This faction has overstated minions, not necessarily high-cost minions…

Alacrity
Legendary 1 core
Give your General Celerity this turn.

Simple and I hope good enough to be played without a cantrip.

Artifacts

Cloud Splitter
Basic 4 cores
Your General gains +3 Attack and Execute.

Obligatory faction keyword weapon.

Eight Hand Mirror
Epic 4 cores
Your General gains Forcefield and Provoke.

I think it would be really interesting to have Provoke on your general… but is it actually good? And for this cost?

Crimson Bead
Legendary 3 cores
At the end of your turn, draw 1 extra card.

2 card draw Duelyst galore!

That should be all for the “classic” set!
I would love to hear your opinions on design and balance. And any suggestions you have!

Though I have played on and off since beta, I have very little knowledge of the balance at the top of the ladder. Balance is probably really off with some cards.

Peace out!
╭( ・ㅂ・)و ̑̑

(P.S. Have mercy on any spelling errors, I wrote most of this in the middle of the night while slightly drunk, lol)

5 Likes

if you put the [/details] AFTER ALL of the minions, you will hide all of them (probably).
also, add an empty line

between the end of words and the start of

this thing

or it wont hide stuff

Also, that celerity spell is basically the same as time maelstrom which is 3 mana

2 Likes

That’s the dream :laughing:
Feel free to add me on game: edward4244

The keywords looks good, the idea fun, maybe there is too much rng in milling yourself tho

Looking at how much draw you can have makes me think of a burst, aggro deck since you can easily mill yourself to death and you should win before that happens.

I really like the concept :slight_smile:

Just came to mind: young acholyte is definitely a yandere :wink:

Nothing wrong with being too weaboo, but the faction seems to have a lot of overlap in terms of design with Lyonar. I’d need to see some color palettes and concepts to get into this one, but that’s just me.

Execute is a fine keyword to bring to Duelyst, but it’s a bit weird on bodysuit mechs. Tribute, however, is a VERY problematic keyword. When you randomly destroy your cards, you’re actively dismantling your own deck and by extension your own strategy. Imagine you have 1 copy of a key legendary card you just crafted. Seeing it get Tributed feels horrible, not to mention you could potentially lose an important wincon. Overall, it isn’t a very FUN mechanic.

Perhaps it would work better if it randomly destroyed one of the lowest cost cards in your deck, like the Dragoncraft faction in Shadowverse. It favors very late game decks and turns a harmful RNG element into a cool control-oriented archetype.

What I REALLY like is how you included a lot of Mech cards. More Mech interaction pls, its really thematic and gets the theorycraft engine going :smiley:

In conclusion, please PM me your “inspiration” for this faction :wink:

1 Like

At worst, to mitigate the keyword, you build decks entirely out of 3-ofs, and at best, it doesn’t matter whatsoever.

Cards you mill were never cards that were available to you to begin with. You may as well have never drawn them until the end of the game, unless it goes to fatigue, in which case it matters.

This scenario is by and large a statistical anomaly in most games.

I don’t know how much this keyword would impact that fact, but the important thing is that if it doesn’t, you are basically getting good minions for free.

1 Like

Creative, but the weeb is strong here. Good work. Except that Tribute in general is a bad idea. You have to run like 17 wincons, and three of all of them, or else you could just lose the game by not having a single late-game threat. I also absolutely despise RNG. Maybe it could give you a choice between three random cards, and you could pick one? I feel like that’d tilt people far less.

1 Like

Oh no, we’ll never be able to balance those tig ole bitties :smiley:

Still, cool ideas, one of the more intricate fan-factions I’ve seen .

Overall, it’s well planned out, but I can’t really ever see the faction becoming something other than ultra-aggro that is better at it than any other faction. Also, you sort of lost the theme with the higher-mana cards imo, and Eight Hand Mirror is absolutely insane.

1 Like

The lore impressed me a ton and definitely reminds me of Princess Mononoke which is hands down one of the best movies ever created

It seems like you cannot have nested Details, except in the preview. : /

Everyone, thanks for all the replies!
(〃´∪`〃)ゞ

I’ll sure do next time I log on. (`・ω・´)ゞ

It is no secret that Lyonar is my favourite faction, so it might have ended up being to similar. If you have any suggestions what to change to differentiate it more from Lyonar, I’ll gladly hear it.
(`・ω・´)

Regarding tribute:

I think Maelrawn is spot on how I am thinking about this.
It is mostly just a matter on how you view the cards you did not draw before the game ended.

The legendary could as well has been at the bottom of the deck, never to get to your hand before the game ended. As for the dismantling your own deck, I will put my thought on it together with the next quote below:

This faction is not about running specific combos or one specific legendary as your win condition, it is about getting over-statted minions and undercosted spells EVERY turn before you run out of cards. Sometimes you screw yourself over by self-milling your only answer to the board, like sometimes you never get that answer even though you replace for it every turn.

It is the same RNG you embrace when you draw a card from your deck or when you replace a card. I too do not like RNG, but I have no problem with from-the-deck-RNG at all.

That sounds really good actually. But I would probably make the Tribute-keyword only mean self mill, and some specific cards could have specific Tribute-targets. (e.g. “Tribute the lowest cost minion in your Deck, do X”). But I don’t think every Tribute-card should be specific about what it mills.

I was hoping having almost no direct damage or damage buffs would force the faction, while having good low cost minions, still be more of a midrange deck than aggro. Though, I guess with the amount of card draw you could more or less just play two or three minions per turn…

I am suprised you think the Mirror is strong, I was rather worried it was rather too weak, lol.
While you get Forcefield on your general, you also can no longer hide behind Provoke, because you have provoke yourself. While you protect your minions, they still take damage from counterattacks.

With no damage boost I do not see you wanting it play it on turn 4, but neither do I think I would like to play it towards the end of the game. Giving your general provoke when your one or two turns away from dying seems dangerous (even if you get forcefield).

Maybe I am completely wrong, lol?
(´・ω・`)?

Once again, thanks for all the replies!

yes
you
can

Have nested

details

If you

[details=do it]right

[details=as for the faction] execute is a really good keyword. Imagine that on a frenzy minion. It would make aggressively statted units worthless. If you managed to get a single attack buff on that twin tail (alcuin loremaster and primus fist for the win)it can clear board almost as good as boundless sleet dasher combo. Especially with that critical strike spell.

Tribute on the other hand is really weak. I ask myself if i would play those cards and mill a card every turn for each one on the field vs their neutral equivalent and i find the tribute cards lacking. You only have 40 cards and if you have a bunch of minions stick around more than 1 turn, You will start taking fatigue damage before 9 mana. And the buffs are not worth it.

Think of it this way, would you rather sunsteel defender have +2 health if it meant milling 2 cards every single turn that bulky minion stayed alive? If it stays alive 5 turns (courtesy of frigid corona, demonic lure, low damage, or any number of stalling tactics) you have just lost 1/4 of your deck for a minion that may not have done anything useful (without even counting any other tribute minions, draw, or mill). I would rather play sunsteel at that point. Minions with tribute NEED to be much stronger than their neutral counterparts.

I would suggest tribute instead be a one time effect like opening gambit or dying wish instead of a continuous one like spelljammer.

The spells are mostly fine, but nearly all are 1-3 mana too cheap to be balanced. There are some glaring problems though. alacrity is literally a 1 mana time mealstrom and pillar of light is just a better true strike.

The artifacts are cool, though i would make the execute one +1 mana and/or -1 attack cause its arclyte regalia levels of power.

[/details][/details]

Edit:added an in depth review inside the nest.

You are too funny sometimes…

1 Like

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