Armor of storms
Vetruvian artefact
5 mana
When your general take damage, the damages are instead redirected to the nearest ally structure.
Armor of storms
Vetruvian artefact
5 mana
When your general take damage, the damages are instead redirected to the nearest ally structure.
Amyranthâs Charm
Obelysk 6 Mana
0/4
"Summon Dervish
Opening Gambit: Your General becomes an Obelysk in addition to other types, and gains Summon Dervish"
Continuing the theme of the character I created for the last contest- This time weâre exploring territory that is familiar, but not entirely so. Zirixâs old BBS used to summon Wind Dervishes, and at the time, it utterly destroyed the game. Here weâve added the opportunity cost of playing a 4 mana 0/4 Obelysk for a similar effect (that stacks, but is dispellable.) Also, it allows you to use Stone to Spears as a General buff, which is groovy.
In terms of flavor, Amyranth was an ancient Vetruvian mentor- It then stands to reason that her mastery over Dervishes from the time before the Vetruvians came to worship Eyos was such that she could create Obelysks no bigger than a simple book- and in turn, arm Vetruvian soldiers as mobile Obelysks.
Golem Crafter
Neutral
Golem
1 mana 1/3
Opening Gambit: Transform a nearby minion into a random Golem of the same cost.
If used on an enemy unit, it can be a pseudo-dispel (unless youâre foolish enough to use it on a 7 mana unit and give your opponent a Peacekeeper!). Lower cost unit with scary dying wishes are good targets to be transformed; a Bloodshard Golem can be easier to deal with than the consequences of killing a horror burster. It is also effective for removing buffs.
If used on a friendly unit, it can be an effective undispel. A unit that has a powerful ongoing effect or dying wish usually pays a high price in stats for the ability. If it has been dispelled, feeding it to the Golem Crafter can effectively return those stats to you in the body to use.
It can also be used to advantage on any friendly unit that has a powerful Opening Gambit and pays a cost in stats for that ability - upgrading a 3/3 Lightbender to a 4/6 Hailstone Golem for example.
This kind of effect needs to be combined with other plays on the same turn, so the unit needs to be small and cheap. In particular, there are currently no Golems that cost 1 mana, so making this unit cost 1 means that it has an available transform when used on a 1 mana target.
The options for the stat line are 2/2 (like Helm of Mechazor) and 1/3 (like Komodo Charger). Iâm not sure that 2/2 would be OP, but Iâll err on the side of weakness.
Building the effect onto a 1 mana minion without much penalty seems fair, because almost every unit - certainly every unit worth dispelling - has lower stats than the same cost Golem, so using it on an enemy minion to dispel it means you give those sacrificed stats back at the same time. Using it on a silenced or damanged or Opening Gambit based friendly unit does grant useful stats or a full heal, but it does also cost a card. Playing Jax Truesight + Golem Crafter gives you 4 x 1/1 mini-Jax plus a 1/3 Golem Crafter plus a Diamond Golem for 7 mana (which is the best value example that I can think of off the top of my head, that or turning Zurael into a Dragonbone or Peacekeeper), but it does also cost you two cards, and isnât the sort of thing you top-deck into.
Golems are usually made out of matter - in D&D we have Clay Golems and Flesh Golems and Iron Golems and so on⌠I like the idea of a Golem Crafter making other Golems out of the material remains of creatures, taking them apart and putting them back together again, bigger, stronger, perhaps a little dumberâŚ
Sadly, none yet. Well. Golem Vanquisher, I guess. There isnât anything that gives you an advantage for having a friendly Golem on the board, and Sirocco explicitly wonât bring back Golems that werenât summoned from your action bar. But assuming that the rest of Ancient Bonds includes something that buffs Golems⌠itâll have synergy with that =). And anti-synergy with that too, if you use it on an enemy unit and theyâre playing a Golem deck.
Petra Fortress
Vetruvian Golem
4 mana, 2/5
Unaffected by spells or opening gambits. You may place structures on this minion. If you do, it gains their ability and stats
*edit: character limit.
This minion is designed to support the structures archetype by negating their weakness to dispel based removal. By itself, this minion is barely passable since its low stats are easiest removed through damage. However, this allows you to use Obelisks essentially as buff spells, hiding them in the fortress so that they are immune to removal and dispel. The idea is to stack as many obelisks as possible to make a roaming, invincible fortress that roams around dropping dervishes where needed. Obelisks are one of the most vulnerable units in the game, being shut down by things like Lightbender and Ephemeral shroud. This allows you to counter almost all of those weaknesses, at the cost of 4 mana, loss of the ability to body block, and anti-synergy with Whispers of the Sand.
Thematically, this minion is supposed to represent a giant invincible Fortress, a flagship representing Vetruvian military and technological might, like the Dreadnoughts in the First World War.
Featherbark Golem
Neutral Golem
4 mana 3/5
Your golems have +0/+1 and can move an additional square
Snow Scavenger
Vanar Vespyr
4 mana 2/4
Opening Gambit: Draw all copies of a friendly Vespyr minion from your deck.
For one, Vanar needs some good in-faction draw. This card aims to provide some draw while giving vespyr support. Copmaring it to LâKian, it draws 2 controllable cards but requires a Vespyr on board. It can be used to draw 2 Snow Chasers, easily swarming the board, but can also be used in slower decks to gain a few mid range or even late game minions.
Scarabi Bladesinger
Vetruvian, Dervish
6-Mana, 5/3
Frenzy. Opening Gambit: Give a friendly Dervish +1 Attack and Frenzy.
Essentially works as a type of restricted AoE when used with a Wind/Iron Dervish, that instead of coming out of nowhere like Makantor, requires an existing minion on the board. I believe it would be very useful, but not overpowered, for most Zirix decks.
Z0 programmer
Neutral
Warmaster
5/5
6 mana
Opening gambit: All Mech minions in both players action bars are reduced to 1 cost
dying wish: add 1 random mech minion to your action bar
Golemâs power core
Neutral Golem
5 (3/4)
At the end of the turn this minion restores 1 hp to all golems near it, if any golem dies while this minion is on the field it becomes an exact copy of that golem.
my first hide details never works
In construction, but I created the following phrase: âI was trying to do something to help the golems in battlefields, no one took care of them since they were just machines, but my creation was more powerful than I imaginedâ
In construction
Iâm working on it
Sandflow Obelysk
Vetruvian Structure
4 mana 0/6
Summon Dervish
Minions damaged by friendly Dervishes transform into friendly Iron Dervishes on your next turn.
[details=Explanation]A slightly more expensive obelysk that turns dervishes into kind of long-term removal. I donât really know how the balance would work(too strong for too cheap maybe?), but I think it would be interesting to see how this would work.
Lore-wise, the debuff could be seen as some form of forced Melding, turning enemies into mindless, subservient drones for the Imperium. A more brutal alternative to spells like Dominate Will and Psychic Conduit. [/details]
I donât really have a clue how any of this works and Iâm kind of just winging it. Please be gentle.
Solarus Marksman
Neutral Arcanyst
5 mana 4/3
All your arcanyst minions have Ranged.
Arcanysts minions commonly are just used because of their effects, so I wanted to give them a use by themselves.
Tribemaster
Neutral Warmaster
7 mana 6/6
Every friendly minion gains +1/+1 for every other friendly minion of the same tribe
4 mechs on the board, they all gains +3/+3
Edit : seems that devs decided to blow my proposal by copying me
Ok, letâs give this a shot. (puts on game face)
Necro Puppetmaster
Abyssian Arcanyst (Epic)
4 mana
1/4 Ranged
"An enemy minion damaged by this minion acts like a Battle Pet during your opponentâs next turn."
This card can manipulate one minion from afar every turn, much like pulling the strings of a puppet (hence the name). Having only 1 attack means that the emphasis is placed on the ability to pseduo âcontrolâ the minion of your choosing, while the 4 health allow it to take hits from Tempest, Phoinex Fire, or Frostburn to name a few cards that commonly deal with Ranged threats. Since Arcanysts are most associated with spells, and this card is quite the spellbinder, I made this minion an Arcanyst. And such dark puppetry seems like a spooky mechanic, so I thought Abyssian was the best faction to house such a creepy concept.
While the ability to control an enemy minion is powerful, the relatively high-cost alongside its stat line does still leave it vulnerable to plenty of removal spells. The low attack stat means that it will oftentimes need support on-board in order to reach its full potential. Still, if left unchecked, this minion can start bending you to her will. She pretty much decides how one of your opponentâs minions trades next turn, and trading favorably is incredibly important in this game,
[details=In-Game Synergies]Getting a minion to walk onto your Shadow Tiles can net some cheeky kills (as if youâre luring them into the darkness )
With this on-board, you have the potential to get INSANE damage with Spectral Revenant. Revenant hits a minion or hits face, then you can compel an enemy minion to run itself into Revenant as well.
You can get a minion to hit wraithlings when you have a Bloodmoon Priestess on-board. It makes any given minion essentially useless for the turn if itâs running itself into minions that respawn anyway.
Heck, play an Eclipse to get face damage if you want. [/details]
Frost Influential
Vanar Vespyr
3 mana 1/5
Friendly minions summoned nearby this minion are now Vespyrs.
[details=Notes]If you summon a minion that is from another tribe nearby the Frost Influential, the previous tribe will be overwritten and the minion will become a Vespyr.
[/details]
The idea of the Frost Influential is to maximize the Vespyr archetype. All minions summoned nearby him will trigger the vespyr effects, in addition to allowing spells like frostfire to be used on them.
Medusa
Neutral Arcanyst
5 mana 4/5
Opening Gambit : Transform an enemy minion in a line in front of Medusa into ROK
basically when you play her, you can choose any one enemy in a line in front of her
Canât stop laughing while typing this, but i genuinely think it fits XD
Sandstorm Of Eternity
Vetruvian Spell
4 Mana
Only the two generals and wind dervishes can move and attack for the next two turns.
This is mainly for artifact sajj, but it also helps out with control by allowing you to stall out the opponentâs board, while also allowing your dervishes to attack. This also fits with the theme of time control, because all of the minions are locked in position.
Pain Sower Golem
Abyssian Golem
1/2
2 mana
Whenever a friendly golem moves to a space, place Shadow Creep on that space.
General Purpose:
Would give Abyssian a minion that interacts with golems and allows for Obliterate. Large golems can stomp around spreading Creep while the enemy attempts to whittle them down. Hid on the back row it can create headaches simply by existing.
Calamity
Neutral golem
3 mana 5/2
Opening Gambit: Switch the attack and health of all golem minions (including itself).
Given that golems are stat sticks, and that most of them are heavily defensively statted (e.g brightmoss and diamond), this allows for golem decks to have a reliable win condition. At the same time, this synergises well with sirocco, to get golems to 3 hp instead of 2. Overall, this card will behave a lot like polarity, though with a decent body tied to it.
War Paladin
(Legendary) Lyonar Minion
4 Mana 3/5
Warmaster
Whenever a friendly Warmaster takes damage, put a 0-cost War Surge in your action bar.
[details=Summary]My idea is to have 1 powerful Warmaster minion per faction (kinda like we have Grandmasters -rip magmar) This would be the Lyonar one.
The stat line is not the best for a 4-drop but the effect makes up for it. IMO, the effect is good in the sense that it can snowball out of control if you set it up properly, (if you have more Warmasters it WILL snowball - Warmaster support/synergy) but can be somewhat underwhelming if dont play correctly or if it gets silenced/removed. The War Surge its because he is a Warmaster and that sounded fitting to me
The wording looks good: The âwhenever X takes damageâ is used in minions like Lantern Fox and the â0-costâ is used in Koan of Horns.
I have no idea about the lore. [/details]
Tundra Scavenger
Vanar Vespyr
1 Mana 1/3
Infiltrate: Celerity
Gotta break those vespyrs. 1 mana filler with conditional celerity for that insane burst with frostfire/dryad/wailing overdrive/insert attack buff.