Duelyst Forums

Card Design Contest [#3/2018]

Nethermeld Gate
Abyssian spell
3 mana
Destroy a friendly minion. For this turn, your general and friendly minions will teleport to the destroyed minion’s space before moving.

design explanation

Thanks to minions spawning in random locations (e.g. blood echoes, priestess, gor), it’s really easy for abyssian minions to be scattered uselessly across the board. This spell can make them useful by gathering them quickly together for attack, body-blocking or escape.

6 Likes

Gen-Bo the Jade Turtle
Songhai Minion
7 mana 3/10
Blood Surge: Whenever a friendly non-token minion is moved for any reason this turn, summon a Kaido Cannoneer on its last space. This minion may move one additional space for each friendly Kaido Cannoneer.

Kaido Cannoneer
Songhai token
2 mana 3/2
Ranged. Whenever this minion is moved for any reason, deal 1 damage to a random enemy.

Design Explanation

Gen-Bo was one of the fearless Aestari explorers who conquered the exotic jungles of Xenkai. As a warrior, an adventurer, and a leader, he later came to be a founding father of the Songhai Empire, harnessing the powers of the turtle with the mystical technique of the Twilight Seals.

Although it isn’t confirmed by the Codex, I imagined Gen-Bo to be a ruler of the Songhai city of Kaido, along with Taegon, the Citrine Dragon. I made sure to incorporate some elements of the city into this card.

From a gameplay perspective, I believe this card would be a powerful recruit in Midrange Kaleos, especially after the fall of EMP. (The synergy this card has with Kaleos is particularly meaningful, as Kaleos is also a Songhai leader and a user of the Twilight Seal.)

While cards such as Inner Focus, Assassination Protocol, and Mist Dragon Seal are already respectably powerful, Gen-Bo will enable them to create explosive amounts of value, but in a way altogether distinct from Flamewreath or Bakezori.

5 Likes

Burn-ing Fae-ry
4 Mana 3/4
Vanar Archanyst
Celerity
When this creature moves, refresh your Bloodbound Spell.

The inspiration for this card was the annoyance that is Burn Fae. It requires so little skill already, that I thought, “Hey, let’s make it take even LESS!” This is most definitely what the Duelyst community wants and needs. Counterplay, you should put this card into the game. It’s what everyone wants, and it’s totally balanced.

8 Likes

Wailing Walrus
Vanar Vespyr
4 Mana 2/6
When this minion moves forward, reduce the cost of vespyrs in your action bar by 1 this turn.

  • Teleports (i.e. Hearthsister) do not proc this.

  • Lore: A leviathan of the Wailing Lake, this creature is an inspiring sight to vespyrs and spirits alike. Its deep bellows shake the ice and trees. They say the Northern Aurora shines brighter when the Wailing Walrus makes its call.

Vanar doesn’t have any minion discounts, other than Vespyric Call. I think this card has great synergy with Kara and Glacial Elemental.

4 Likes

Trailblazer
neutral
5 mana 3/4
all tile effects are doubled. whenever anything moves off a tile, destroy that tile.

details

note: tile as in shadow creep, hallowed ground, etc(not places to stand). destroying a tile merely removes the effect such as obliterate does.

makes tile placement and use far more strategic as well as building in counterplay. it removes the ‘place and forget’ attitude people have with tiles and forces people decide if moving on or off the tile is worth it.

a deck that utilizes tiles may add it in for that sweet sweet doubled power tiles at the risk of only using said tile once. decks that want to counter tile decks may add it in so they may remove enemy tiles without needing to use dispel on tiles at the risk of empowering the enemy.

for example, ziran may heal 2 per turn camping on a tile, but the second she leves the tile via twilight fox or a chittering tiller or decides to run from your drybone golem, it is gone for good. or perhaps you want to clear out cassyvas creep build up so you force minions to stand on the creep and move them off the next turn to ruin their win condition. it opens a lot of strategic options for both players.

i belatedly realize its not optimized for sand tiles, but since 2/2 iron dervish is specified on the tile, the 2/2 number can be doubled to a 4/4, though it does make the sand tiles 1 use if the summoned dervishes dont die without moving.

P.S. would appreciate help balancing the cost and stats in the discussion thread. will look up proper wording when it isnt 3am.

6 Likes

Mountain Hermit
Vanar Minion
4 Mana (4/4)
Blood Surge: Teleport an enemy up to 2 spaces

3 Likes

Grandbull
8 mana minion
0/5
Rush
When this moves towards a minion move that minion to the wall in the direction moved, give it attack equal to squares moved.

4 Likes

Tether Spire
Neutral Structure
3 Mana (0/6)
Airdrop
Opening Gambit:
This minion and ALL nearby minions and Generals cannot be moved until this is destroyed.

  • Structure minion, the (I think) least common minion type in the game.
  • Nearby minions and Generals cannot move nor be moved by any cards’ effect until Tether Spire is destroyed or dispelled.
  • Tether Spire also cannot be moved by any cards’ effect
3 Likes

Entangling Vines
Abyssian Spell (Rarity: Common)
4 Mana
Give each enemy on or nearby Shadow Creep “Can’t Move” until the beginning of your next turn.

Nice, simple, and slow.

5 Likes

Ice Titan
Vanar minion
5 mana 5/6
Whenever this minion moves, stun all enemies around it.

3 Likes

Swashbuckler
Magmar minion
4 mana, 3/6
Whenever this moves to a space ajacent to an enemy, fight all adjacent enemies.

3 Likes

Sunrise Ballistar
Lyonar Minion
4 Mana 3/5
Blood Surge: Push ANY farthest minion in front row of this up to 2 spaces.
If that pushed enemy minion reaches the edge of battlefield, destroy it.

Explanation
  • I’m trying to make it work with underplayed cards like Magnetize (pull-push deck), Sky Burial, and Decimate (or even Aerial Rift if that desperate.)

  • “Farthest” means that if minion stacks in a row, the most back/farthest minion get pushed. If the general at the back of the row, push farthest minion in between general. If no space, nothing happen.

  • “Any minions” means that it can push not only enemy, but own minion to reach longer distance or to save specific minion from not getting punches. It can move structures too. To bad it can’t move generals; that would be OP in my opinion.

  • Its effect can “moves/pass” through general/minion.

4 Likes

Overseer
Neutral Minion
6 mana (5/4)
During your turn you can move enemy minions of your choice one space.

Explanation

This card gives you control over your enemies’ movement, much like how you can move your own minions during your turn. However, you can only move them 1 space and cannot attack with them. Furthermore, their abilities cannot be used by you (The minions still belong to their original general). Lastly, you can select which minions you want to move by simply moving them like normal. If you dont want to change their position you can just ignore them and end your turn.

Reasoning

I wont go into too much detail, since that would take too long.

Here are the benefits of the card (that I can think of):

  • Can be used in every Faction
  • Can stall the game thus creating longer games
  • Enables movement combos that otherwise would be too difficult to achieve.
  • Is not hard removal but instead works like Repulsor Beast
  • Creates interesting scenarios and “puzzle leathals”
  • Works great with Shadow Creep
  • Lodestar is now better or at least useful???

Here are the cons of the card (that I can think of):

  • Poor stats
  • Has a high mana cost and cant be played along side big minions or spells
  • Some movement combos are extremly strong especially against swarm decks.
  • In some rare cases enemy minions may never reach you (Draugar Eolith + Overseer)
  • Having 2 Overseers does not double the effect
  • Can be easily removed
3 Likes

Time Fracture
Vanar Spell
5 Mana
Move ALL minions and generals onto or nearby the tile where they were summoned.

7 Likes

Sfeare
Neutral minion
4 mana (1/6)

Airdrop
The long edges of the board are connected to each other, as are the short edges.
Opening Gambit: All nearby minions gain -1 attack.

The minion would look like a furious, floating eye or some such. It makes the board spherical, so it should be spherical.

4 Likes

Relentless Brawler
Neutral Minion
3 mana (3/4)

Frenzy
Whenever this moves in front of an enemy minion push that minion back 1 space and move forward 1 space if possible.

2 Likes

Unstable Guard
Neutral minion
4 mana 1/6
When any minion enters the center column, teleport it randomly to the opponent’s side of the field

Explanation

This is not a particularly great idea, but the best I could come up with.
I consider Songhai & Vanar to be the most movement-centric factions and I think this could be used with Infiltrate theme. Alternatively it can be a rather annoying strong defense card.

2 Likes

Royal Guard
Lyonar Minon
4mana (3/7)
Provoke
After this minon moves teleport your general to the space behind it.

3 Likes

Alright guys, that’s it. Thank you all for your submissions. The jury is now going to evaluate your cards and going to pick their top 12 cards.

6 Likes

May everyone have good luck in their favor.

1 Like