Duelyst Forums

Card Design Contest: Jan/Feb

Shadow lurker
Songhai minion
4 mana
4/3 Backstab (3)

When this minion backstabs an enemy, it can move again.

Explanation: When you hear positioning, backstab and infiltrate are the core words that come to mind. Getting off a successful backstab that doesn’t rely on out of hand spells (inner focus) would be extremely rewarding with this minion who can re position itself to safety. Was originally going to say if it kills something it can attack again but that’s kind of overkill

Shadow Gateway
1 mana abyssian spell
Move ANY character on a shadow creep tile to any other unoccupied shadow creep tile

Concept: Similar to juxtaposition, this gives abyss some movement shenanigans. Offensively it could be used to snag an important minion, throw a big minion at the enemy, or drag a general out of position. Defensively it’s a nifty escape tool for you and your minions. My favorite part of the design is the pre-planing that goes into playing AND playing around it. Is their juggernaut on a creep tile? Then you best stay far far away from any tiles or start plugging them up. You need an escape route? Then set up a creep field in a corner or hold onto some creep generation cards.
Hope you all enjoy the concept as much as I do.

5 Likes

Surround
Lyonar spell
7 mana
Teleport your minions to a random space nearby the enemy general.

Clarification

Your minions will teleport in the order they are played(played first --> teleport first, played second --> teleport second…). A minion will teleport only if there is enough room, if there isn’t room it will stay in place.

Uses

Another win-con for Lyonar outside of drawing into DB or out-tempo-ing the opponent. For example, if your opponent repulsor’s, daemonic lure’s. or corona’s your 13/13 Excelsius, you still have OTK potential with this card. This card also gives Lyonar a reliable closer for its currently weaker end game: in the situations where everyone’s moved to their respective corners, Lyonar is pretty much unable to win without engaging in close-quarter combat; this card allows Lyonar to engage with it’s minions from a safe distance without putting the general in danger.

[details=Synergies]
There are a few obvious synergies with celerity, and aoe-effect minions (sunriser), however an even more exciting prospect is how well this card works in arcanyst lyonar. Discounting this card from 7 to 6 mana allows a 9 mana DB combo, ( looking at you owlbeast sage) or possibly even prismatic illusionist/ firestarter + war surge combos.[/details]

[details=Balance]
Too avoid the obvious Surround + DB combo, this card is priced at 7 mana. Also, since the minions are teleported to the enemy general, not your general, they will lose their zeal effects, requiring careful planning on general positioning. And lastly, this card is inherently situational: if the opponent general is adjacent to a wall or corner, surrounded by his/her own minions, has 2 or 3 provoke minions, or you don’t have a board, this card loses a lot of value.[/details]

foreboding steps
2 mana
abyssian spell
give a friendly minion or general “deathwatch: +1 movement until the end of your turn”

Explanation: This card is meant to help in tight situations where your being pushed into a corner, but also helps put you put minions that might be out of reach, its important to note that like songhai’s obscuring blow the effect itself doesnt go away, only the amount of spaces you can move as to insure you dont just add it to the general and eventually just have flying.

1 Like

Mist Technique
3 mana
Create Mist Tiles around your general.

Mist Tile

==Mist Tile==
Minions and generals standing on the tile cannot attack.

Explanation

This card synergizes very well with ranged minions and ranged artifacts, and punishes close-quarter minions from getting too close to your general.However, minions and generals can still counterattack, and players must make sure they don’t get surrounded by enemy minions easily (although they can’t attack standing on mist tiles themselves)

4 Likes

Unstoppable Onslaught
Legendary Magmar Spell
6 mana
Give an allied minion “This minion can not use this effect after moving. This minion will charge to attack any enemy minion on the same row, regardless of position”.

Why?

Why the first hide details never work?

[details=About] Bad English alert!
I made this card thinking of a weakness of the magmar, chase after fleeing, when I caught gold last month this frache was extremely exploited and resulted in some defeats, so I came thinking of a way to get in these fights, but without being too unbalanced. [/details]

Explanation

It does not give “blast” to a minion,this allows it charge (He will walk up to the cell in front of the enemy minion and attack) in any enemy minion on the same row and this effect can not be activated after moving, but this minion keep attacking enemies in normal range

[details=Changes]Meaningless explanation => meaningful explanation.
Cost 7 => 6.[/details]

1 Like

Boomerang
Songhai, Artifact
3 Mana
After any friendly minion attacks, move it to a random space nearby your General and give it +1/+1

[details=If This needs to be a spell]Boomerang
Songhai, Spell
2 Mana
Give a friendly minion a boomerang, after this minion attacks it returns to a random space nearby your general and gains +2/+2[/details]

Explaination

The idea of this is mainly to have a minion be able to hit and run, but can also be used in another way, for example, to protect your general. To be able to attack, as well as defending gives you the upper hand. This artifact/spell works well with minions who have flying, and/or back-stab, and for a more defense stance minion with provoke.

1 Like

Impending Doom
Abyssian, Spell
4 Mana

Destroy a friendly minion and teleport the enemy General to the minion’s location.

Description:

As a 4 Mana spell it can combo into either Soul Grimwar or Ghost Azalea at 7 or 8 Mana or forcing the enemy General into a mob of minions to get bullied with Deathfire Crescendo. Defensively it can be used to force Face deck based Generals away from your General until you’re ready though obviously it’s more for finishing games.

I think this sort of card also matches the theme of Abyssia since they already have Daemonic Lure for minion chucking and the overall death motif.

2 Likes

Shield Taunt
Lyonar, Spell
3 Mana
Your General gains “Provoke” and “Forcefield” until your next turn.

Explanation

Sometimes, you want to keep your minions safe and change your Lyonar habits.
Could benefit Zi’Ran, helps to pin a running opponent, also encourage offensive artifact usage, and I definitely want to see something else than DB on the 3mana slot spell :stuck_out_tongue:
Spell creation encouraged by Vanar Concealing Shroud.

2 Likes

Fog shaping
Vanar spell
5 mana
Summon a 1/1 structure near your general. While this structure is on the board, all minions can only attack diagonally.

Explanation

Honestly, I just like cards with really odd effects. All minions with blast and ranged still function, but they can only attack targets that are in a certain direction from them.

Lore

Fog is the master of concealment. Even when you can see it, you still can’t touch it.

Mirrored Vision
Vanar Spell
3 Mana
Reverts everyone’s position on the board.

This card works exactly like a mirror. Minions and generals will switch their sides on the board and the direction they are facing. This spell is very useful to Avalanche and minions with Infiltrate, because it is possible to use them soon after this spell, which before would not be possible due to lack of positioning. (Yes, “Infiltrate” might not be very useful because the enemy general would go to the other side of the board too, but still usable if by chance the minion is only one tile near the central column and the enemy general is in this column). Is a combo spell, it’s useless if not followed by others spells; a card for the late-game. The low price is needed for the combos.

1 Like

Sideral Translocation
Vetruvian Spell
2 Mana
Teleport a friendly structure to any open space. Draw a card

Concept

Ok, I’m biased, I main vet. But the theme of this contest is positioning and what better faction to go with than vet? Structures are all about positioning, right? Minions that can’t move or attack and generate value around them.
Although I always loved the obelysk theme and one could argue that is a stronger strategy than using regular minions, this strategy has 2 blatant weaknesses: Dispel and repositioning.
Unlike regular minions, structures can’t attack or move, so a dispelled obelysk s just a body block. Also, When an obelysk is moved to a corner away from the fight, it is as good as dead, because it can’t move itself back to action.
Whispers of the sands is there to help with the dispelling problem and stone to spears kind of tries to help with position, but it is rather lackluster, so I think vet deserves a WotS to the repositioning problem.

Mass Hypnosis
Vanar Spell
2 mana

Force each enemy to immediately move towards your unit nearest to them.

Purpose

Disrupts enemy positioning, allowing you to reach targets that are out of range, blocked (behind e.g. a Bloodmoon Priestess), hiding behind a taunt minion, or running away.

Because it is triggered on your turn at will, you can affect how enemies move - moving a minion in one direction so that they move towards it, then casting the spell, then attacking with other minions.

Details

Minions and generals will move their normal move; usually 2 spaces, unlimited for flying, more if minions affecting move (e.g. Incinera) are in play. The direction of move - “towards the nearest enemy” - would be calculated exactly as a Battlepet’s movement, with the same randomiser for tie-breaking. Another way of phrasing the card text would be “move (but not attack) as a Battlepet”, but the card isn’t really a Battlepet themed card.

I’ve said “each enemy unit” instead of “all enemies” to make it clear that movement is calculated one enemy at a time, in order of appearance on the battle field (again, like Battlepets) which can be important as one enemy can block another.

Mana Cost

The mana cost is based on the difference between Grandmaster Zendo’s cost (4/6 6 mana) and the cost of a neutral minion with the same body (Hailstone Golem, 4/6 4 mana), so 2 mana seems around right for the effect.

The main value of Zendo is that he forces the enemy general to attack, which this spell does not. Zendo also prevents the enemy general from moving and attacking normally on their turn, and is an ongoing effect (should the enemy general and Zendo both survive the turn, which I admit is unlikely!)

Making the spell more combo-able and affect all minions seems a fair trade for the things that Zendo’s effect does that this spell does not, so I think the mana cost of 2 is about right.

Flavour

Faction and name are with reference to “Mesmerize”, an existing Vanar spell that moves enemies - it’s an AoE version of that.

Vanar don’t currently have many cards around a movement theme, but Infiltrate/Avalanche is highly positional so forcing enemies to the other side of the board would have value, and this card would synergise well with Lightning Blitz.

Shadow Warp
Abyssian Spell
1 Mana
Teleport ANY minion to a space affected by a friendly shadow creep

I think this would be a great spell in the spirit of Daemonic lure or Mist Dragon seal.
I thought about it including generals but that’d be overpowered in terms of running away.
It serves as an answer to Daemonic lure/repulsor beast or it pulls in something ranged or passive like Kelaino or Four Winds Magi.
It also opens the door for placing an abyssal juggernaut out of dispel range and then pulling it in.

The constriction of needing a well placed creep means it should be ANY minion, not just friendly or enemy. It needs a good/versatile reward for a setup that is able to be played around or not always available

2 Likes

Amyranth’s Kiss
Vetruvian SPELL
2 Mana
This turn, enemy units near your General deal no damage.

Introduces redundancy of damage prevention effects without enabling the likes of Flameblood Warlock like Falcius. Encourages better positioning, discourages the opponent from trying to box the Vetruvian general. As an aside, I think Amyranth would be a cute name for an ancient Vetruvian hero whose writings inspired Zirix to seek the Scion’s powers to undo the tyranny of Eyos. Rather, a Vetruvian ancestor who embodied the ideals of Atar to keep away from the tree’s corrupting influence, and delves into a school of zen nihilism philosophy that fuels Zirix’s own nihilistic path.

2 Likes

Frigid Foresight
Vanar Spell
3 mana
Draw a card.
If you are on the enemy’s side of the battlefield, instead draw three cards.

Reasoning:
One thing Vanar is missing is good card draw, their only in-class draw being two cycles (one of which requires Vespyrs). So, I decided to give them some good card draw, while still falling in line with their faction’s keyword. The infiltrate requirement makes it easier to play around, and thus less frustrating to play against, but also rewards better positioning on the part of the Vanar player.

Frozen Field
Vanar Spell
Mana cost : 4
Stun all minion and generals in a 2x2 area. Your general gains +1 health for every enemy stunned

Purpose:
Give to slow deck like wall deck more option to slow down enemy’s strategy

Scourging Rush / Magmar Spell / 6 mana
"Your General can walk 3 additional spaces and summon Magaari Scourger eggs on every tile he walks through this turn"
Magaari Scourger / Magmar Token / 1 mana (1/1)
Flying, Rebirth

Purpose: The initial idea here was to create a healthier and more reliable counterpart of Chrysalis Burst to help with Egg synergystic decks, while also offering some extra swarming potential to Zoo Mag. After a few changes, It also became an interesting way to give extra reach to Vaath and Starhorn, be it for running away from the fray or to get to your opponents face to smash him with your artifacts and attack buffs…
The high cost prevents easy combos with stuff like Morin Khur, Drogon, Adamantite, Bounded etc…

Hostile Territory / Vanar Spell / 3 Mana
Infiltrate takes effect on the entire field until the end of your turn.


[details=Purpose]The prompt stated to design a spell that interacts with and/or depends on positioning. Infiltrator by nature rewards the player for successfully drawing the fight into enemy territory/side of the field. Avalanche plays into this from the other end through rewarding the player for effectively directing the enemy into your own territory. With both, positional management and attempt to herd the opponent in a direction. Rewarding the player on success, and leaving fruitless cards in their hand/deck upon failure.

As things stand, Infiltrator and concepts like Avalanche are thematic on position managing, but anti-synergistic upon execution. An often enough case is in how successfully utilizing your infiltrator minions to herd the enemy onto your side of the board results in your own infiltrators to sit on the sidelines borderline uselessly or to willingly choose to bring them back to your side of the field and lose value for your accomplishment.

This card attempts to bridge this gap and allow a way for players to be rewarded for infiltrating and directing the enemy onto the side of the field that they planned and built their deck upon.

Most 3 mana cards can be expected to produce about 5-7 points of value. For 3 mana, this card would likely see use when at least 2 lower infiltrate minions are on the board, or a Frosthorn Rhyno, who would gain +1 Attack and an extra attack, resulting in typically producing this value range.[/details]


An additional and further elaboration was provided in the discussion hub. This has been placed below for sake of ease of the reader.

[details=Further Elaboration - Why It’s Fair]
Why did the dev’s make AVA? Seems apparent to me that this sought to punish opponent’s who looked to run from INF minions.

As things currently stand, when enemies cross the border, INF’s will either find themselves sitting and twiddling their thumbs on the sidelines, or I have to decide to intentionally move them back to make them relevant, but losing value, despite that my goal WAS to bring them to my side (because I have AVA in hand/deck). This last bit will be brought back below.


Why is AVA, Hostile Territory (and INF) as a whole are fair?


When a player builds a deck in INF, their plan is to fight on the enemy’s side. INF seeks to reward players with increased value of minions onto the enemy side.

However, by a player deciding to place AVA into their deck, they are altering their personal goal and gameplan into bringing the enemy onto their own side. By the decision of incorporating AVA, the function of INF minions change, as well as the stakes of reward and punishment. By putting AVA into their deck, unsuccessfully herding of the enemy into your territory punishes and leaves the player with a useless card, of which they must replace. A complete dead and useless card. Upon successful herding though? The player who uses AVA is rewarded.

AVA is anti-synergistic with INF minions by vacuum, but provides a larger risk/reward for those who risk/aim to coerce the opponent onto their side of the field.

In this sense, spirit, and application that Hostile Territory looks to provide Vanar INF minions. By deciding to put this into your deck, it provides additional synergy with both INF and AVA. Hostile Territory would also promote risk/reward like AVA though, in that unsuccessful herding of the enemy leaves it to be a dead card, (again, identical to AVA).[/details]

1 Like

Spectra Blast
Vetruvian Spell
3 Mana
Give your general Spectra Blast this turn.

Spectra Blast, Your general’s attack knock enemy unit back x tiles equal to its attack, knock back stops at the first unit or wall, if the enemy is stopped early at the wall or another unit, it take 2 additional damage. If the Vetruvian general has Wildfire Ankh and hits multiple units with the Spectra Blast, the knock back will only work on the main attack target.

1 Like