Over the past week I’ve been concocting an expansion concept and it is near completion.
it is now complete
My goal is to try to solidify what I think the goal of some factions are, and add a couple of fun new deck ideas and card interactions.
I would’ve posted the whole thing in the intro to this thread when I finished the expansion but I got a little stuck when trying to figure out how opening gambit works
Does it happen before, after, or while the minion enters the battlefield, same for bond, and anything else that might not work how one would initially think.
Thanks everyone
Thank you all for your patience with out further ado I present Paragons’ Ascension a 45 card expansion for our beloved dooly.
Logistics
Unstoppable: things with this new keyword can move through the diagonal spaces between enemy minions and generals stunning enemy minions.
Cold Spot:Enemy minions that pass over or are on cold spots are immediately stunned at the cold spot and then the cold spot disappears. Cold spots disappear if the enemy general stands on them.
Perfect Planning: whenever you use all of your mana you have gained in a turn perfect Planning effects will trigger. As a reward for using your resources to their fullest.
Paragons’ ascension would add the panddo type to the categories of minions,
Changing Eternity painter and Battle panddo
From minion to panddo.
Magmar Aspects
Lak’zen, Paragon of Aggression
Legendary
6 mana
Minion
4/4
Your general becomes Unstoppable and takes 1 less damage from all sources.
Drakno
3 mana
Epic
3/3
Minion
At the beginning of your turn take 2 damage and draw a card.
Alpha’s Servant
2 mana
1/1
Minion
Rare
If 10 or more damage is dealt to enemies on your turn randomly transform Alpha’s Servant into one of Alpha’s Elite.
Alpha’s Elites
Betron
2/3
Token
Whenever your General attacks give them +1 health.
Gamera
2/3
Token
Whenever your general attacks give your general +1 attack and deal 1 damage to them.
Om’gaz
2/3
Token
Whenever your general destroys a minion summon an Alpha’s Servant Nearby.
Right of the Alpha
5 mana
Rare
Spell
Destroy a friendly minion and gain its attack until the end of turn.
Spirit of the juggernaut
4 mana
Rare
Spell
Give a friendly minion Unstoppable and +2/+2.
Lyonar Kingdom
Marko, Paragon of Valor
5 mana
Legendary
2/4
Minion
Your minions trigger zeal on each other.
Zeal: Other friendly minions gain +1/+1
Cosmic Equalizer
3 mana
Epic
2/2
Arcanyst
At the start of your turn lose 3 health
At the end of your turn gain 4 health
Gift of Light
1 mana
Rare
Spell
Lower the cost of minions in with zeal in your action bar by one.
Starry Eyed Cadet
2 mana
Common
1/2
Minion
Intensify
Zeal:this minion gains +1/+1
Glory-bound Initiate
3 mana
Epic
2/3
Minion
Celerity: whenever this minion attacks it gains +1 attack. If it doesn’t attack it’s attack becomes 2.
Star Gazers Lance
3 mana
Rare
Artifact
Your general gains +1 attack and may attack 2 spaces spaces in a cardinal direction.
(Only minions and generals in the first space counter attack)
Vanar Kindred
Vala, Paragon of Silence
6 mana
Legendary
3/4
Minion
Whenever any minion is stunned it is dispelled, and you create a Cold Spot on a random space near your general.
Cryosleep
3 mana
Epic
Spell
Choose a minion, that minion is dispelled , it becomes invulnerable and cannot attack, after two turns it reverts to the same state it was beforehand.
Coldman’s Crush
5 mana
Epic
Spell
Surround your general with friendly Cold Spots.
Rift Imp
3 mana
Epic
2/1
Vespyr
Infiltrate:summon a random minion with infiltrate from your deck on a nearby random space.
Awoken Frost Giant
4 mana
Rare
2/5
Minion
minions this deals damage to are stunned, stunned minions this attacks are instantly destroyed.
Eternal Flame
3 mana
Legendary
Artifact
Whenever a nearby friendly minion would die re-summon it on the same space and take 1 damage.
Songhai Empire
Montai, Paragon of Restraint
5 mana
Legendary
4/4
Minion
Spells you cast do 1 less damage, all spells cast heal you by 1, your general can move an additional space.
Death Brigade
5 mana
Epic
Spell
Your ranged minions gain death strike until the end of turn.
Pandumo
4 mana
Epic
3/4
Panddo
Whenever this minion takes damage summon a friendly 0/2 panddo nearby.
Panddo Sage
3 mana
Rare
3/3
Panddo
Other friendly panddo have +2 attack
Pandemic
4 mana
Rare
Spell
Summon a friendly panddo on a random space near your general.
Deal damage equal to the number of friendly panddo to all enemy minions.
Panddoom
5 mana
Legendary
Spell
Destroy all panddo.The enemy general takes damage equal to the number of friendly panddo destroyed this way and you gain health equal to the number of enemy panddo destroyed this way.
Vetruvian Imperium
Acuum, Paragon of Tenacity
6 mana
Legendary
4/4
Minion
Friendly minions near generals have +1 attack, whenever your general moves summon a wind dervish with rush nearby.
Megalomechanist
2 mana
2/2
Common
Opening Gambit: your lowest durability artifact gains +2 durability
Persistent Geist
5 mana
Common
3/1
Dervish
Rush
Dying Wish:summon a wind dervish with Rush on this space
Collar of Promise
2 mana
Epic
Artifact
When this artifact breaks equip a random non-legendary artifact from your deck.
Master of Minds
4 mana
1/4
Epic
Minions near this minion have -2 attack.
Technological Leap
2 mana
Common
Spell
A friendly obelysk can now move and has +1 attack
Abyssian Host
Nekra , Paragon of Devastation
5 mana
Legendary
4/4
Minion
At the end of the enemy generals turn all enemies take 1 damage
Mind Wraith
2 mana
Common
1/1
Minion
Dying Wish: the enemy general discards a card from their deck.
Equivalent Exchange
4 mana
Rare
Spell
Destroy a friendly minion, the enemy general discards 2 cards from their deck.
Maiden of Darkness
3 mana
Rare
Artifact
When your general takes damage deal that damage to everything around it.
Insanity
2 mana
Rare
Spell
Choose a minion it attacks itself.
Shattered Mind
4 mana
Epic
Spell
The enemy general is cursed, whenever an enemy minion dies the enemy general discards a card from their deck
Neutral
Nautus, Paragon of Devotion
12 mana
Legandary
4/4
Minion
( Can’t be added to a deck with a trial or a faction Paragon)
Provoke
Your neutral minions have +1/+1
Remove all non-neutral cards from your deck and action bar, draw a card for each card removed from your action bar this way. Costs 1 less for each friendly neutral creature that has entered the battle field this game.
Beacon of Devotion
4 mana
Legendary
Build: 3
0/5
Structure
When this is built summon a random neutral minion from your deck nearby.Friendly neutral minions near this have Rush
Multimaster
3 mana
Epic
2/2
Minion
Perfect Planning: Summon an exact copy of this minion on a random nearby space.
Idealist
3 mana
Rare
1/2
Minion
Perfect Planning: This minion gains +2/+2
Provo King
6 mana
Legendary
4/5
Golem
Provoke
Opening Gambit: Your minions with provoke gain a random keyword ability.
(Anything that elkowl would have)
Flame Feeder
3 mana
Rare
3/2
Minion
Opening Gambit:Draw a minion with opening gambit from your deck.
Artist of Revelry
Epic
3 mana
3/2
Minion
Perfect Planning: the enemy general discards a card from their hand.
Simulator
6 mana
Epic
5/5
Mech
Opening Gambit: Gain a random Keyword ability for each mech you control.
(Anything elkowl could have)
Wasteknot
5 mana
Rare
4/3
Minion
Perfect Planning:deal 3 damage to the enemy general.
Tacticar
3 mana
Rare
2/3
Minion
Whenever you replace a card deal 1 damage to the enemy general.
Time Winder
5 mana
Rare
3/3
Both players are set back 2 mana.