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Card Design Contest: November

Bloodfrenzied Imp
Neutral Minion
2 Mana 2/3
Bloodbound : this minion gains +1/+1 and moves to a random space nearby

Details
  • Lore : this Imp as been subject for magical manipulation and is very sensitive to Bloodborn Spells. It makes him mad, violent and uncontrolable
  • Artwork : some small creep, imagine a “gothic” type of Snow Chaser, or a “vampiric” type of Wraithling, something both tiny and turning into rageful terrifying creature. You can also imagine a typical © Gremlin™, when they eat after night or put into water :stuck_out_tongue:
  • Concept : a little RNG doesn’t hurt, it adds a part of fun to this card. Player will have to make a gambit between power and placement. And maybe one day we will provide some other 2 drops alternative to the usual Primus, Mystic and Shroud :rolling_eyes:
2 Likes

Spectral Lantern
Abyssian Artifact
1 mana
Blood Bond: Your general gains attack equal to the combined attack of all friendly wraithlings.

[details=Summary]Primarily it is designed to have amazing synergy with Lilithes Bbs. I think it gives some much needed Wraithling synergy, and an alternate to deathwatch. Ideally it would activate after Lillith summons her wraithlings.

Unlike various deathwatch abilities this lets you play proactively by getting benefit from wraithlings just being on the field rather than needing them to stick around or die. I really like the vision of Lilithe drawing power from her wraithlings themselves rather then their death.

It supports the swarm archetype by actually encouraging you to value your wraithlings, especialy if you buff them, rather then just waiting for them to die. While it still requires set up, it’s cheap enough to play as part of a combo, and once it is proced it does not matter if they get wiped.

The name just brings to mind Lilith carrying a lantern on a chain shining with a purple light that glows brighter with the presence of Wraithlings. She can of course swing it around and beat people with it. Sort of like a Wraithling counterpart to Cassyvas firey creep lantern.[/details]

Old version:

[details=Summary]Spectral Lantern
Abyssian Artifact
1 mana
Whenever you summon a Wraithling your general gains +1 attack.

Primarily it is designed to have amazing synergy with Lilithes Bbs but I did not want to make it to narrow by just restricting it to a BBs ability. While both simple and a little similar to grimwar I think it gives some much needed Wraithling synergy, and an alternate to deathwatch.

Unlike various deathwatch abilities this lets you play proactively by getting benefit from wraithlings on summon rather than needing them to stick around or die. I really like the vision of Lilithe drawing power from her wraithlings themselves rather then their death.

While it will be harder to pull off the massive bursts that cresendo/grimwar can do, it is cheap enough to encourage the swarm play-style by actually encouraging you to swarm rather then just live in fear of aoe like skorn. Priestess/Vorpal can still lead to smaller large bursts.

The name just brings to mind Lilith carrying a lantern on a chain shining with a purple light that glows brighter with the presence of Wraithlings. She can of course swing it around and beat people with it. Sort of like a Wraithling counterpart to Cassyvas firey creep lantern.

Initialy I thought of it being a minion buff but it overlapped with Black Solus who already has a rough history. Thematically it would make more sense to function like Ghost Azalea but I did not want it to just be a Lilith copy of that weapon which exagerated swarms already prominent weakness to aoe. So instead I designed something somewhere between grimwar and Azalea that has direct synergy with Lilliths BBs and supports a neglected archetype.[/details]

7 Likes

I won’t give up, gonna try to win this time !

Silithar Blade
Magmar Artifact
4

Your General gains 1 attack and Bloodbond : Summon a Young Silithar Egg.

Summary

The idea behind this artifact was to give Magmar more artifacts, maybe we’ll see an artifact Magmar archetype someday, and strengthen the Eggmar existing archetype. Being able to summon more eggs, would make it extremely more viable, cards like Wild Inceptor and Dreadnaught would see more plays, Egg Morph would finally be used as something else than a removal, you get the point. Essentially, this card would tie every egg related cards together. Although, it won’t save Flaming Stampede from being bad.

5 Likes

Dervish Caller/ Vetruvian Dervish/ 3 Mana/ (2/4)
Bloodbond: Give all other friendly Dervishes +1/+1

Reason: Vet honestly doesn’t have a ton of Dervishes in their arsenal and could always use more of them. Its Bloodbond is meant to synergize primarily with Zirix’s Iron Shroud, yes the Iron Dervish receives the +1/+1 as the Dervish Caller’s Bloodbond goes off after the Dervish is summoned from Zirix’s BBS. The reason I did not include the Caller itself with the buff is that it could snowball into a stupidly huge minion if left unchecked, it can however receive the +1/+1 from another Caller if two are present or for example: Zirix’s BBS + 2 Dervish Callers = +2/+2 for all other friendly dervishes and +1/+1 for the Callers.

1 Like

uhhh interesting, i’ll try it, too:

Enlightened Sage / neutral / 3 Mana / (2/5)
Your Bloodborn Spells instead puts a 0-mana spell with the same effect into your action bar.

Thoughts:
I wanted to create a rather balanced card that fits into control/spell/arcanyst decks. using BBS is a spell, playing that card again is another spell.
Additionally such a card would open up lots of options to play with. You could use your BBS twice or even more often in the same turn! You could save up your BBS for later use so you don’t “waste” the CD. And of course you can just replace that card to look for something else.

2 Likes

Golem Relinquisher / Neutral / 4 mana / (3/5)
Bloodbond - Destroy your lowest cost Golem and summon 2 Bloodshard Golems on random spaces around it
Explanation - This is a complete rework of my original entry, and I sincerely hope this time it’s more balanced. The intent is helping out the Golem archetype with a token generator that rewards you for running Golems on the lower end of the curve. Also, a small clarification: this minion will only kill himself if that’s the only option available, so if you have a Hailstone Golem on the field he’ll preferentially destroy it then destroy himself.

1 Like

the term Bloodbond just clicks, love the name.

Keeper of Balance / Neutral / 4 Mana / (4/4)
Bloodbond :Whenever ANY hero uses Bloodborn Spells opponents hero will be forced to use it too.

[details=Small Detail]
-IF the opponent Bloodborne spells requires them to choose a tile, the target tile will be chosen randomly.

-IF the opponent Bloodborne Spells is on Cooldown, the effect will still happen but the spell will not be put on cooldown.

-IF the opponent uses their Bloodborne Spells from their Action bar (using Alcuin Loremaster for example) this will not trigger the effect of the Keeper of Balance.

Reasoning: This card is a pack full of mechanics. it might seem straight forward at first but when you delve into the actual power of the card you might be baffled. so yes the card isn’t too strong since it can potentially destroy the user but balance has to be kept right? so where is the power of the card? when you forced an opponent to use BBS by using your BBS you will completely ruin the strategy they had in mind that involves their BBS since the cooldown of the BBS will start when the opponent use it. for example Faie that prepares her BBS for Hearth Sister combo might be ruined. but as long as the Keeper stays alive the enemy can take revenge using it’s effect.[/details]

after writing this down, i find myself wanting to play this card, i hope even if i don’t win somebody can make a concept art of the KoB.

Edit: i edited the Stat line because it seemed too weak, things that affects both heroes generally has a better stat line and such i decide to increase the statline.

1 Like

Pureflesh Golem
Neutral Golem
4 Mana (6/6)
Bloodbond: Deal 3 damage to your General.

Explanation: If CPG insists on having situational non-spammable Bloodborn Spells, then a golem shall come to champions their cause. =S

3 Likes

Phantasmal Samurai / Songhai Minion / 2 Mana / (1/2)
Backstab (1)
Bloodbond: Gain +2/+2

Not a very flashy minion, keeping it simple. It’s designed to give Backstabhai/Kaleos a boost. Has a good synergy with Kaleos’ BBS, Onyx Jaguar, and Shadow Waltz. It doesn’t do as much for Reva since Katara & Chakri Avatar fulfill the same roles, and this is a bit of a slower value-oriented card.

5 Likes

I guess I’ll go with a more simplistic design this time~
EDIT: It’s not simplistic anymore ><

[details=Sandsmith]
Sandsmith / Vetruvian Minion / 5 mana 3/6
Bloodbond: Equip a random Sandstone artifact on your general with 1 durability.

Sandstone artifacts:
Ilria’s Wings: Your general gains Flying
Oserix’s Flail: Dying Wish: Destroy the nearest enemy minion.
Haro’s Eye: Draw an extra card at the end of your turn.
Nephthys’s Tears: Restore 3 health to your general at the end of your turn.
Setiki’s Blade: Your general takes no damage from enemy general attacks.

I wanted to create a strong minion to improve Artifact Vetruvian, but I felt the previous version wasn’t creative enough as a solution. I changed it to a weaker 5 drop minion, and made it give 1 durability artifacts so that it would be easier to have artifacts on you for minions/effects like Aurorus Tears and Imperial Mechanyst. The effects and names are based off of Egyptian gods and goddesses, and I tried to give them effects that focused on both the strong and weak points of the Vetruvian.[/details]f

2 Likes

Vaath’s Chosen
Magmar Minion
6 Mana 3/2
Rush, Bloodbond: if this Is dead, summon it near your general

The reason i thought this would be good is that there aren’t many viable control decks and I think the big thing is that there’s so much good removal and not many good high cost cards. this and other cards like it could potentially solve both of those problems. It’s a minion that gives up tempo the turn you play it but not only has an immediate effect to clear something or push for damage, it provides recurring value for future turns. It also doesn’t care if it gets removed which is good in duelyst. If it’s not clear this means that if this minion has died this game and you use your bbs. this comes back on a nearby space. obviously it would need to be coded so it doesn’t work with itself and summon 3 different minions from just one cast since the minions would stack up in your “discard pile” and that would be too op.

3 Likes

Battle Shrieker
Epic
Magmar Minion
3 mana 2/3
Grow: +1/+1
Bloodbond: Friendly Minions with grow activate their grow abilities

Summary
  • Artwork: I imagined something like a quadruped dilophossaurus

  • Lore: The shrieker shrieks (duh) when the general uses it’s bloodborn spell, getting ready for battle and inspiring the other warriors

  • Motivation: I though about moloki huntress and how bad the grow mechanic is at the meta. Maybe with another growth every other turn they could be more viable.

  • Mana Cost: The cost was designed so the card can be played with the bloodborn spell at turn 3 as P1.

  • Stats: The stats are thought so that the player gets a 3/4 body for 4 mana like grimrock. It can’t be higher or the card will automatically render grimrock useless, but the effect is beneficial for a more swarmy deck, as grimrock is more of a standalone card. This way, the player must ask themselves if they want a body that grows 2/2 or a body that helps other minions grow.

5 Likes

Runic Resonator

Neutral + Structure
4 mana + 0/6
Opponent can´t cast BBS

3 Likes

Crystal Crusader
Vanar minion
5 mana (6/5)
Bloodbond: deal 2 damage to all enemies in front of this.

I personally think that there’s space for some interesting 5-drops in the game. The effect makes use of the way in which vanar is able to place opponent minions in an unconfortable positioning. The stat-line now matches Frosthorn Rhyno stats. Players can avoid major damage with proper positioning like war bird. A prevoius version of the card was only able to target enemy minions

4 Likes

I’m always coming up with weird card ideas but have never entered one of these before. Probably should refine it a bit but whatever. :slight_smile:

Leech
Neutral Minion
4 mana 3/2
Your opponent’s bloodborn spell costs 2.
Bloodbond: Gains +1 health and deals damage equal to its health to your general.

Explanation

I love cards with tradeoffs or negative effects to balance their positive ones. Doubling the cost of the opponent’s BBS is a big deal, so this minion has an escalating cost the more you use yours. I see it having potential for a lot of interesting combos, and even “backfire” situations where the enemy uses it against you. Thematically, it is meant to convey the idea of draining blood. Feedback welcomed. :slight_smile:

2 Likes

Mist Form
Songhai Spell
1 Mana

Your Bloodborn spell becomes: ‘Teleport a friendly minion or General up to two spaces.’ If already in Mist Form: Or an enemy minion or General up to one space.

This card gives some nice support to Kaleos by increasing the flexibility of his bloodborn spell, which is currently pretty much only used to move a unit to safety, into backstab positioning, or for juxtaposition utility. It seems balanced, too, because bloodborn spells refresh every other turn during early and mid game, and this card also limits your action bar. It adds a nice layer of tactical complexity. In the second stage of Mist Form, smart usage of your BBS will disrupt enemy positioning and give you a positional advantage. This design sees a shift away from the typical Songhai out-of-hand and ignore-the-board burst, favoring players who can optimize the positioning utility this card offers.

3 Likes

Dragon at the end| Neutral minion | 9 mana | 7/11
Airdrop, Frenzy Bloodbond: Destroy the edge columns of the board.

[details=Explanation]HOW IT WORKS


Every time you use your bbs, a bit of the board is destroyed. The diagram below should help you visualise what happens. The first time you use your BBS the orange squares are removed from the game. The 2nd time you use it the pink squares are destroyed. After 4 uses the board ends up being a single column, and on the 5th use there is not board left!

  • Note1: Any minion or general on the squares would also be killed.
  • Note2: Yes, this means thats that it is possible to kill your opponent from full life. (E.g: if you played this guy and then next turn you play Inner Focus Envybear + BBS you would instantly win the game).
  • Note3: If both Generals or on an edge column the game ends in a draw.

Balance/ design notes:

I made it 9 mana to give the opponent a chance to react, which should help make losing to this card feel less cheesy. Basically, I like the idea of allowing some sort of otk combo deck to exist with this guy but I don’t think the combo should be too easy to pull of. In this case, winning on a single turn is probably hard unless of course the enemy general is already on the edge.

While one turn combos are difficult, 2 turn instakills are easy, so you when you see this guy you better dispel it!

9 mana is a huge investment in a card (especially for something that does not immediately impact the board), which is why this guy also has some nice stats and other abilties.
[/details]

8 Likes

Atar’s Effigy
Vetruvian Minion
4 mana 3/4
Bloodbond: Sacrifice a Dervish. Summon a Storm Dervish with rush in its place, it cannot move and disappears at the end of turn.

Storm Dervish
1 mana 4/2

Purpose:
Requires you to have good positioning and gives a good use for poop dervish fodder beyond trading with other 2 drops.

1 Like

Exiled Nethermancer
Neutral Arcanyst
3 mana 3/4
Opening Gambit: Switch player’s Bloodborn Spells.
Dying Wish: Switch player’s Bloodborn Spells

7 Likes

Blood Weaver
Neutral Arcanyst
6 Mana 3/5

Whenever you cast a 1-mana spell, it replaces your Bloodborn spell.
Dying Wish: Restore your original Bloodborn spell.

Explanation:
One of the main advantages of BB spells are that they don’t take a card to play. So, I figured I’d think of how to expand upon this aspect of BB spells. I decided to severely understat it, as the effect is potentially huge, and I also had the effect end at death, so that you couldn’t play it then regenerate 5hp every turn thereafter. Even so, I’m not sure about the mana cost and stats.

2 Likes