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)



