Heyo all, yesterday I had thought about the idea of bring a new keyword to Duelyst and I wanted to share it to you and developers about it.
Update: Thanks to @shatteredskys input, I came up with an additional keyword that could possibly connect a theme of a mystical/ritual type of tribe. The 1st keyword LINK and all its content is still provided below, but I am putting the 2nd keyword above as it is newer content.
Keyword: Spirit - Upon death, leave a soul that may be obtained by an ally for a +1 Health bonus. Enemies may deny this by placing their own bodies on these tiles.
Idea: Much like Link, this keyword would promote board interaction through fighting to obtain or deny the other of these soul bonuses.
Keyword: SPIRIT
General

This would assist in General trading and provide a benefit if immediately followed up by a minion on board or to summon.
Minions

Took a long time to come up with, but suits the theme, 1 health (sacrifice just waiting to die
).

Any evaluation is appreciated on this one.

I really like this one, trades a bit of initial stats for high mobility possibilities, creating the possibility of getting those back row ranged/blast minions. By placing it directly on a spirit would allow it to start at 4/4 too.

A Godzilla of sorts. Doesn’t have the immediate presence of Makantor, but better suited on taking out larger individual units. Please note that the absorption only takes effect when Soul Stealer attacks
Artifacts

With an theme around mystical/ritualistic, I enjoy the idea of bringing in some “ethereal” aspects. I like the potential elusivity that this provides. +1 Attack per soul provides some benefit for 3 mana, but not enough to warrant a require addressing from the opponent.

They don’t stop coming! Yea, but they’re easy to kill. The +1 Health souls come to life, similar to the previous artifact in a different approach; not too bad for awhile, leaving it alone for too long will cause a headache. (Like most 3 mana cards)
Spells

Some potential value and incentive to use. Simple.

Note they aren’t immediately active when casting on souls (no Rush).

Again, not much to say.

Assists in minion durability and potential to spread our some souls for utility or more health.

Idea branched from Vet’s psychic conduit but Health, which suits thematically too.
[details=Keyword: LINK]
The keyword would be LINK: Every minion who shares the LINK keyword would gain +1 Attack, +1 Health.
I was cautious about the idea of an overpowered keyword, but I think this fits in fairly.
From here, I actually went ahead and spent an hour or two running with this, went to create some custom cards, so here they are (with explanations where I felt warranted). Please check through the card ideas AND explanations BEFORE commenting.
To best display and explain the ideology, I want to start with what I would pose its base minion would be:

Explanation: Imagine 1st turn playing from right side of field. If you played 2 of these (because of extra mana), you would get 2 3/3’s. HOWEVER, if the enemy killed one, the remaining LINK minion would no longer have his ally, and being alone, gets no benefit, reducing back down to 2/2.
This provides an average of 2.5 on the numbers, which is equivalent to almost every other faction’s 2 mana minion (ahem except Obelysks).
Edit: Thinking about the likes of Windblade Adept’s 2/3 Zeal, Kaido Assasin 2/3 Backstab, and Magmar’s Phalanxar 6/1, I think the 2 mana LINK minion would be more suited for 3/2, as 2 would provide 4/3, equivalent to Windblade Adept nearby their general. 2/2, 3/2, either way, it’s all theory.
The rest of the deck
Again, this was all done in about a couple of hours, but this is how I scurried things together off the idea.
[details=Generals]
Edited: Removed a previous general from this list.

^Personally, this seems 100% fair and suited to the game.

^Provides a 1 turn buff for the general and allies. Again, I think this would be fair and thematic to the other cards I provide below.[/details]
[details=Minions]

Already mentioned.

Lower base stats than other faction 3’s, but compensated to be roughly equivalent due to LINK. A proper need for enemies to not let LINK minions and this one get out of hand (easy enough). Perhaps 1/3 is better, since the player would likely get one attack in immediately.

The meatshield of the deck. I really like this idea.

I thinks this deck would be psynergize nicely with the Forcefield keyword. Can expect this minion to be at least 4/4, and 3/3 forcefield is still decent (but clearly not getting it’s value in this case, which you shouldn’t
)

The idea here is that the minion has the attack of the sum of all other LINKed minions (+base 2). Originally had the health included in the text, but realized a dispel would completely shatter it’s value. 2/5 has SOME value if dispelled. This could be weak, or very strong, all depending on play. With that variance, I think it’s fair for a 7 mana.[/details]
[details=Artifacts]
I only have one at the moment that I came up with 

Should say Gain +1 Attack. The idea here is the theme of uniformity among troops, rallying others alongside (and across the entire LINK keyword). This should probably cost more mana, but conceptually I like a lot. (Probably 4 mana)[/details]
[details=Spells]

I’m uncertain on the mana cost and “draw a card” addition since you ARE having to sacrifice a body to make one stronger.

I don’t know the title, text, AND mana cost on this one. The idea would be taking a small chunk out of all teammates to summon a greater one. So, having 3 minions out on the field, 1 damage from each to summon a 3/3, 5 minions take damage to summon a 5/5, etc.
NOTE: THIS minion shouldn’t have LINK if it’s 1 damage, as all LINK ones would just regain it. To combat this, the spell would require at least 2 damage, which might be more fair? I don’t know, again, it’s all theory. Maybe 2 mana if it’d be like this?

Simple idea. 4 or 5 mana, as this can be a very strong buff when neutral minions come into the mix.

I REALLY like this one, and because it only involves mobility, 2 mana seems very fair. I think some interesting fights and combos could be utilized with this. (If needed to state, they would all move in the same direction, hitting and enemy minion or wall would of course stop the motion for that minion.)

Not sure if Reserves or Reinforcement is better titled. Very apt name if the general is losing, as it’d summon (in essence) a 4/4, 3/3 and 2/2. If ahead, this would raise ally LINK minions with +3 Attack and +3 Health. As I’m typing, I think this’d be a 7 mana card, but I still think it’d fair.[/details][/details]
I hope people like the idea and at least inspires some additional fun for everyone. Please comment and provide input and your own supportive ideas/cards into the mix.
Thanks for looking through! 


