Just curious to know what other people would like to see if a 7th faction is released in Duelyst. For example, what playstyles would it be focused on, what faction keywords would be introduced, and what their main faction identity/weaknesses could be. You can also go on to add other info such as percieved matchups against other generals, abilities of faction generals, and overall description/lore of the faction (although don’t feel pressured to make it line up exactly with the lore; this is just to give your opinion on what you think a 7th faction in Duelyst would look like). Feel free to be as detailed or general as you’d like .
For me, I would want a faction that would have a really good matchup against aggro decks, with a focus around survivability. The faction minions would be more defensively stated and overall have weak stats (attack and health) compared to the other factions, and would have effects that benefit other minions and by having minions on board. Furthermore, there would also be a sub-focus on protecting allied minions, with cards to increase and benefit from having a higher health, protecting/diverting spells from allies (ex: a spell that makes it so only one minion can be targeted by spells until your next turn), and a spell that can increase your general’s total health (with that effect being dispellable). In terms of weakness, they wouldn’t have good access to hard, specifically single target removal, relying on damage and diversion tactics to prevent damage and effects on themselves and minions. They also would have a lack in in-faction burst damage, relying on high-costing and slower cards/win conditions to overall succeed as a faction
With in-faction keywords, the two main ideas that pop out to me would be Thorns and Toxic its almost like this is plant themed or something
Thorns: Deals extra damage when hit by an enemy up close. For example, Thorns (1) would deal 1 extra damage to a minion that attacked it. Note: Thorns does work when hit by Backstab, Frenzy, and normal attacks (even if it doesn’t counterattack through effects like Dampening Wave. Thorns does NOT work when hit by range or frenzy (at a distance) or by any spell/minion effect damage (such as Taygete’s effect, Bloodtear Alchemist, Phoenix Fire, etc.)
The purpose of thorns is to reinforce the theme of protecting your minions, with Thorns as a way to counter act those who attack your minions, such as Mankantor Warbeast for example.
Toxic: Enemies damaged by minions with Toxic become gain a stack of plague.
Plague: effects vary based on the number of plague stacks (max 3)
Stack 1: minion with plague gains -1/-1 at the start of owner’s turn
Stack 2: minion with plague gains -2/-2 at the start of owner’s turn
Stack 3: minion with plague gains -3/-3 at the start of owner’s turn and can only move 1 space at a time.
One stack of plague can be removed by healing a minion with the status. All stacks of plague can alternatively be removed by dispelling a target with plague.
Since the faction’s minions will be weaker and overall more defensive, I think exploring into weakening enemy minions could be a key component to the faction’s identity. The idea of Toxic and Plague can also lead into interesting synergy cards (such as a spell to destroy and enemy with Plague, to spread Plague, and/or a minion that gains stats as enemies with Plague looses them).
Generals and Faction design
For the generals, the best BBS idea that I’ve thought of that would benefit this theme would be Dampening Wave, or simply put it, a BBS that prevents an enemy minion from counterattacking that turn, in order to preserve your minions and have better board control.
For the faction design, imagine a bunch of plants crossed with different insect, arachnid, (insert other bug name here), different type of fish, and certain mythical animals (like one of the generals being mermaid-esque with roots instead of a fish tail/fish half).
Again, these are only my ideas on a 7th faction, feel free to share your own thoughts, ideas, and concepts ^^.