The Koralith Depths
Hello, everyone. This is my second faction concept. As for now, I’ve only thought of faction themes and mechanics, but I will get to the cards soon. I do admit this faction is a lot more complicated than my last one, so I hope my explanations are clear enough. With that, let’s get started.
Lore & Visuals
The Koralith Depths are the inhabitants of an elusive underwater nation. Its people, along with a myriad of curious aquatic species, live in together in harmony. The Koralith Depths are known for its fearless explorers and researchers, who travel to the corners of the seas of Mythron, uncovering fascinating secrets of the deep. As an ocean-themed faction, the color scheme will be based on teal colors, with accents of purple and pink.
Generals
Nautilus Oceanfall
Bloodbound Spell: Torrential Charge
Summon a 0/5 Lighthouse on a nearby space.
Lighthouse
0 mana 0/5 Structure
Whenever a friendly minion with Seafare is summoned nearby this minion, light this minion.
Design Explanation
As you can notice from the text, Lighthouses have two states: lit and unlit. Minions with the faction keyword, Seafare, possess the ability to light the Lighthouses. I will explain how those work down in the core mechanics.
Eurybia Stormtide
Bloodbound Spell: Aquamarine
Turn the spaces under all friendly minions summoned this turn into Sunken Kingdoms.
Sunken Kingdom
Koralith Tile
Friendly minions on this tile gain +1 Health. Enemy minions on this tile have -1 Attack.
Design Explanation
While this only seems like a mediocre version of Kara’s BBS, there is more to it than it seems. Minions of the Koralith Depth have a unique way of interacting with the Sunken Kingdom tiles, and that is the Submerge and Emerge faction keywords.
Core Mechanics
Seafare: (X)
When a friendly minion with Seafare is summoned nearby a friendly Lighthouse, the Lighthouse will be lit. (If the Lighthouse is already lit, nothing will happen.) The (X) indicates the number of turns the Lighthouse will stay lit, and after that number of turns elapses, the Lighthouse will turn off. Keep in mind that Seafare activates before the minion is summoned, like Opening Gambits.
Explore: (X)
Minions with Explore each has very powerful abilities, but they are only usable once the number of friendly lit Lighthouses exceeds the (X) in their texts. For example, a minion with Explore: (2) and Provoke will gain the Provoke only when there are more than 2 friendly lit Lighthouses on the battlefield.
Submerge & Emerge
Minions with Submerge or Emerge, or maybe both, interact with the Sunken Kingdom faction tile. After a minion with Submerge enters a Sunken Kingdom, a unique effect will activate. In parallel, after a minion with Emerge exits a Sunken Kingdom, a unique effect will activate.
Nymphs
Nymphs are a faction tribe. The key card in this archetype will be the 1/2 Selkie, which is a token minion which will have Rush, but will be unable to damage the enemy General. The Nymphs will be able to receive various buffs and activate lethal effects depending on the number of Selkies you played this turn.
Core Set
Overview
Like how Core Sets should be, these are the cards that shape the faction’s identity and play style. Whether it be unlocking the true potential of your minions with Lighthouses, controlling the board with Sunken Kingdoms, or barraging the opponent with hoards of Selkies, the Koralith Depths is very complex to play yet quite powerful. Make sure you have fully read and understood the faction mechanics before looking into the cards, or things are going to be confusing.
Basic Cards
Luminous Jellyfish
1 mana 1/2
Opening Gambit: Summon a Lighthouse on a nearby space. Dying Wish: Draw a random minion with Seafare from your deck.
Prismatic Pufferfish
2 mana 3/2
Submerge: Give all friendly minions +1/+1 and deal 2 damage to a random enemy minion.
Clearwater Cleric
2 mana 1/4
Seafare: (3). Whenever this minion takes damage, summon a 0/5 Lighthouse on a random nearby space.
Bioluminescence
1 mana spell
Give a friendly minion with Submerge on a friendly Sunken Kingdom, “Emerge: Deal 2 damage to all enemies” next turn.
Treasure Island
2 mana spell
Light all friendly unlit Lighthouses until the end of your next turn. Draw a card.
Uncharted Depths
1 mana spell
Turn a space nearby your General into a Sunken Kingdom. Lower the cost of a random minion with Emerge or Submerge in your action bar by 1.
Emerald Coven
3 mana spell
Every time a friendly minion Submerges or Emerges this turn, restore 2 Health to your General and deal 2 damage to the enemy General.
Enchanted Compass
2 mana artifact
At the start of your turn, summon a 0/5 Lighthouse on a random nearby space and give a random minion in your action bar Seafare: (3).
Common Cards
Silent Angler
3 mana 2/4
Seafare: (4). Every time the Lighthouse this minion lit takes damage, gain +1/+1 and summon a 0/5 Lighthouse on a random nearby space.
Deepsea Strategist
4 mana 3/4 Nymph
Give the first Nymph you summon each turn "Opening Gambit: Turn a random nearby space into a Sunken Kingdom.” Whenever it Submerges, add two 1/2 Selkies into your action bar.
Selkie
Selkie
1 mana 1/2 Nymph token
Rush. Cannot damage the enemy General.
Periwinkle Dottyback
2 mana 1/3 Nymph
Opening Gambit: Gain +1/+1 for every Selkie you summoned this turn. If you summoned three or more, also give this buff to a random friendly minion.
Fossilized Leatherback
5 mana 3/7
All friendly Lighthouses have +3 Health and Forcefield.
Clarity Potion
1 mana spell
Add two 1/2 Selkies into your action bar. Each time you summon a Selkie this turn, deal 1 damage to the enemy General.
Saltwater Symphony
3 mana spell
Give all friendly Selkies +1 Attack. Every time they attack this turn, add a random non-token Nymph into your action bar.
Capsized Vessel
2 mana spell
Destroy an enemy minion on a friendly Sunken Kingdom. Draw a card.
Heavy Rainstorm
6 mana spell
Deal 4 damage to all minions not on a friendly Sunken Kingdom. If a minion dies, turn its space into a Sunken Kingdom.
Rare cards
Moonshine Siren
4 mana 3/5 Nymph
Every time you summon a Selkie, lower the cost of all non-token Nymphs in your action bar by 1.
Coral Dragoon
4 mana 2/6
Seafare: (5). Every time this minion attacks, light all friendly unlit Lighthouses until the end of turn and restore 1 Health to this minion for each friendly lit Lighthouse.
Benthic Behemoth
6 mana 5/6
Explore: (3). Whenever this minion destroys an enemy minion, summon a Lighthouse on the space and light it for 4 turns. Give it, “Every end of your turn, deal 4 damage to all nearby enemies.”
Fabled Tortoise
7 mana 5/10
Emerge: Deal 1 damage to all enemies for each turn this minion was on a friendly Sunken Kingdom. All damage this minion takes while on a friendly Sunken Kingdom is reduced to 1.
Echolocation
2 mana spell
Turn all spaces under friendly minions with Emerge into Sunken Kingdoms. Add a Sonar into your action bar.
Sonar
Sonar
1 mana spell token
Deal 1 damage to an enemy minion for each friendly Sunken Kingdom.
Mermaid’s Lullaby
3 mana spell
Give all Selkies in your action bar Flying and Forcefield. If there are more than 3 Selkies in your action bar, deal 3 damage to an enemy.
Crystal Lagoon
3 mana spell
Summon 2 Lighthouses nearby your General and light them for a turn. Give your General +1 Attack for each friendly lit Lighthouse.
Epic cards
Oceanus
6 mana 2/5
Opening Gambit: Summon a Waterdrop on all friendly Sunken Kingdoms. Gain +1 Attack for every Waterdrop summoned.
Waterdrop
Waterdrop
1 mana 1/1 token
Emerge: Restore 2 Health to your General. Submerge: Deal 2 damage to the enemy General.
Dreamtide Lorelei
2 mana 3/2 Nymph
Opening Gambit and Dying Wish: Add a 1/2 Selkie into your action bar.
Castaway’s Lamentation
4 mana spell
Deal 3 damage to an enemy minion nearby a friendly Lighthouse. If the minion had dealt damage to friendly Lighthouse last turn, deal 3 damage to all enemy minions instead.
North Star
1 mana spell
Summon a 0/5 Lighthouse on a nearby space. Give it Invulnerable.
Davy Jone’s Locker
5 mana spell
Destroy a friendly Lighthouse to destroy an enemy minion. If the Lighthouse was lit, fill your action bar with copies of that minion.
Bubble Barrier
3 mana artifact
Your General gains +1 Attack. Fully restore the Health of all friendly Lighthouses at the end of your turn.
Legendary cards
Pearlescent Leviathan
8 mana 8/13
Explore: (4). Whenever a friendly Lighthouse is lit, destroy a random enemy minion and deal damage equal to its Attack to the enemy General.
Maelstrom Hydra
6 mana 5/5
Opening Gambit: Turn 3 random columns on the battlefield into Sunken Kingdoms. Submerge and Emerge: Deal 2 damage to all enemies.
Atlantean Poseidon
7 mana 3/10 Nymph
Opening Gambit: Equip a Cyclone Trident to your General.
Cyclone Trident
Cyclone Trident
7 mana artifact
Your General gains +3 Attack and Ranged. Prevent 2 of all damage your General takes while on a friendly Sunken Kingdom.
Grandmaster Morgana
8 mana 9/10
Opening Gambit: Give your General, “Whenever you summon a minion that costs 2 or less, transform it into a Coelacanth."
Coelacanth
Coelacanth
2 mana 3/4 token
Rush. Every time this minion deals damage, restore that much Health to your General.
Eye of the Typhoon
8 mana Spell
Give all friendly minions on a friendly Sunken Kingdom +4/+4. Deal 6 damage to all enemies nearby a friendly Sunken Kingdom.
Nymphomaniac
8 mana spell
Fill your action bar with Nymphs and shuffle 30 Nymphs into your deck. Give them, “Opening Gambit: Draw a card.”
Hydrangea Crown
6 mana artifact
Your General gains +4 Attack. When this artifact breaks, summon a Megalodon on a random nearby space.
Megalodon
Megalodon
6 mana 7/5
Provoke. Whenever this minion destroys an enemy minion, gain +2/+2.
The Faction Sister
The thing is, if I created a sister for this faction, that would go against some things already established in the lore of Duelyst. There are only seven sisters, hence the name, and it wouldn’t be correct for me to make more. But it now actually feels kind of awkward to not to have one, so here it is anyways.
Wave Sister Delphine
Wave Sister Delphine
4 mana 3/5
Whenever your General takes damage, summon a Selkie on a random nearby space.
Denizens of Shim'Zar
The Koralith Depths boasts an incredibly extensive and diverse collection of wildlife, much to the joy of the resident biologists. The fun-loving, subaquatic Battle Pets are some of the most unusual among them all, zipping in and out of Sunken Kingdoms and caring for Lighthouses with their natural light. Aside from these curious critters, the Shim’Zar expansion brings further support to existing Koralith archetypes, most notably a powerful win-con for the Nymphs.
Common Cards
Lux
1 mana 1/4 Battle Pet
Seafare: (4). Every time this minion takes damage, light a random friendly Lighthouse for 2 turns.
Fathom Feeder
2 mana 2/3
Opening Gambit: Deal 2 damage to all enemies on a friendly Sunken Kingdom. This minion gains +2 Attack for each enemy damaged.
Vicious Bite
3 mana spell
Deal 4 damage to an enemy minion. Add a random Battle Pet into your action bar.
Narwhal Crash
4 mana spell
Transform a friendly Selkie into a 5/5 Narwhal with Celerity.
Narwhal
Narwhal
4 mana 5/5 Nymph token
Celerity.
Rare Cards
Oceanmist Channeler
5 mana 5/6
Explore: (2). Friendly minions gain +1/+1. Restore 3 Health to your General every end of turn.
Syo
2 mana 2/4 Battle Pet
Whenever this minion attacks an enemy, turn 4 random spaces into Sunken Kingdoms.
Under the Sea
3 mana spell
Summon a Crystal Gemfish. Add an Into the Deep in your action bar.
Crystal Gemfish
Crystal Gemfish
2 mana 2/3 Nymph token
Whenever this minion takes damage, restore 2 Health to both Generals.
Into the Deep
Into the Deep
3 mana spell token
Summon a Sinister Serpent. Add an Under the Sea in your action bar.
Sinister Serpent
Sinister Serpent
2 mana 3/2 token
Dying Wish: Deal 3 damage to both Generals.
Epic cards
Droplet Faery
2 mana 1/3
Opening Gambit: Turn a nearby space into a Sunken Kingdom. Submerge: Draw a card.
Ouroborous
8 mana 12/4
Dying Wish: Destroy a random friendly lit Lighthouse and summon a copy of this minion on the space.
Phantom Ship
6 mana spell
Transform all enemy minions into Drowning Skeletons for 2 turns.
Drowning Skeleton
Drowning Skeleton
2 mana 3/3
If there is an enemy lit Lighthouse, deal 1 damage to your General at the end of each turn. Cannot attack Lighthouses.
Legendary cards
Airship Whale
6 mana 2/9 Nymph
Opening Gambit: Summon all Selkies in your action bar on random nearby spaces. Transform one of them into a Marine Commander.
Marine Commander
Marine Commander
4 mana 6/3 Nymph token
Ranged. Your Selkies have +1 Attack and Frenzy. Your Selkies may damage the enemy General.
Azure Awakening
3 mana spell
Give all minions in your action bar and deck, Seafare: (2). If a minion already has Seafare, give it +2 Health instead.
Horizon’s Edge
5 mana artifact
Your General gains “Submerge: Gain +4 Attack,” and “Emerge: Deal 4 damage to a random enemy.”
Bloodbound Ancients
Overview
Blood Surge is coming to the Koralith Depths, as well as a new tribe. Some very talented Arcanysts will be paying a visit to the depths below, harnessing the mystic powers of the sea. Koralith Arcanysts will have one consistent design direction: an Opening Gambit or Bond effect that adds a unique token spell into your action bar. These spells would allow them to seamlessly combo with neutral Arcanysts, as well as support existing Koralith archetypes with utility and precision.
Common Cards
Pristine Whisperer
2 mana 3/1 Arcanyst
Bond: Add a Soul Cleanse into your action bar.
Soul Cleanse
Soul Cleanse
1 mana spell token
Dispel a minion. The minion cannot be targeted by enemy spells.
Geyser Dweller
3 mana 3/3
Blood Surge: Give +2 Health to all friendly minions summoned this turn. If any of them are Lighthouses, also light them for 3 turns.
Urchin Strike
2 mana spell
Deal 1 damage to an enemy minion for each friendly Lighthouse. Deal 1 more damage for each friendly lit Lighthouse.
Bottomless Whirlpool
5 mana spell
Destroy an enemy minion. Turn its space into a Sunken Kingdom.
Rare Cards
Ambassador Ariel
5 mana 3/6 Nymph
Opening Gambit: Add three 1/2 Selkies into your action bar. Give each of them Ranged, Provoke, and Celerity.
Sapphire Aura
5 mana spell
Add 3 random minions with Explore into your action bar. Lower their costs by 1.
Hurricane Lance
4 mana artifact
Your General gains Celerity. Whenever your General attacks, deal 3 damage to all enemies on a friendly Sunken Kingdom.
Epic cards
Tempest Summoner
5 mana 2/8 Arcanyst
Opening Gambit: Add a Lightning Surge into your action bar. Give all friendly Arcanysts +2 Health.
Lightning Surge
Lightning Surge
3 mana spell token
Deal 3 damage to an enemy minion. Deal 2 damage to all connected enemies.
Mystery Aquarium
3 mana spell
Randomly add a Coelacanth, Megalodon, or Narwhal into your action bar.
Legendary cards
Kraken the Unsinkable
9 mana 5/5
Opening Gambit: Destroy all friendly Sunken Kingdoms and summon a Tentacle on each of those spaces. If exactly 8 Tentacles are summoned, give this minion +8/+8.
Tentacle
Tentacle
4 mana 4/4
Provoke. Deal 4 damage to all nearby enemies at each end of your turn.
Waterwyrm Thaumaturge
7 mana 8/6 Arcanyst
Opening Gambit: Add a Calamitous Flood into your action bar. If there is a friendly Arcanyst, lower its cost to 0 mana this turn. Blood Surge: Summon a Draconian Spellbinder nearby.
Calamitous Flood
Calamitous Flood
5 mana spell token
Return all enemy minions to their action bar. Deal 1 damage to the enemy General for every minion returned.
Draconian Spellbinder
Draconian Spellbinder
4 mana 3/3 Arcanyst token
Flying. At the end of your turn, gain +1/+1 for each spell you cast this turn.
Unearthed Prophecy
Overview
The Unearthed Prophecy expansion brings us 3 new Sentinels cards. The biodiversity of the Koralith Depths is a beautiful thing indeed, but hiding in the abyss are also lethal predators, watching over every move of their prey and waiting for the opportunity to reveal itself. Continued support to all three archetypes as well, including midrange options for the Lighthouses and some utility for Nymphs. Sunken Kingdoms got lots of memes.
Common Cards
Luxurious Jewelfish
3 mana 2/1
Sentinel: Minion summoned. Transform the minion that transformed this into a Box of Gems.
Box of Gems
Box of Gems
2 mana 0/5 token
Dying Wish: Both General draws 3 cards.
Oceanographer
3 mana 1/5
Explore: (2). Gain +2 Attack for each friendly lit Lighthouse.
Shallow Dive
2 mana spell
Deal 2 damage to an enemy. If you summoned a Selkie this turn, deal 4 damage instead.
Undercurrent
4 mana spell
Turn all spaces under enemy minions into a Sunken Kingdom.
Rare Cards
Sargasso
3 mana 3/2
Sentinel: General attacks. Friendly minions nearby the enemy General gain +1 Attack and Frenzy.
Lunaglade Naga
3 mana 2/5 Nymph
Sentinel: Spell Cast. Whenever your opponent casts a spell, add a 1/2 Selkie into your action bar and lower its cost to 0.
Shipwreck
4 mana spell
Destroy a friendly lit Lighthouse. Summon a random non-token minion destroyed this game on the space.
Epic cards
Aquarius
6 mana 1/7 Nymph
Ranged. This minion may attack 3 times each turn. If you played 3 or more Selkies this turn, give this minion +1 Attack until the end of your turn.
Clownfish Circus
4 mana spell
Summon a random minion with the highest cost from your deck on a random friendly Sunken Kingdom and take 10 damage. All cards in your opponent’s action bar cost 0 this game.
Neptunian Ultimatum
6 mana spell
Give all friendly Structures +5 Attack. They can now move and attack.
Legendary cards
Captain Krakenskull
8 mana 9/5
Submerge: Summon the Captain’s Crew on random spaces. Dying Wish: Deal 8 damage to all enemies on or nearby a friendly Sunken Kingdom tile.
The Captain's Crew
Bloodsail Corsair
3 mana 2/2 token
Frenzy. Your General has +1 Attack.
Cursed Deckhand
3 mana 2/2 token
Provoke. Gains +1 Health for every friendly Sunken Kingdom.
Jolly Buccaneer
3 mana 2/2 token
Forcefield. Whenever this minion takes damage, draw a card.
Dreadsea Boatswain
3 mana 2/2 token
Celerity. Give a random friendly minion +1/+1 at the end of your turn.
Cutthroat Marauder
3 mana 2/2 token
Rush. When this minion destroys an enemy minion, steal a card from the opponent’s deck.
Crossbone Raider
3 mana 2/2 token
Flying. Turn a random nearby space into a Sunken Kingdom at the end of your turn.
Gunpowder Cannoneer
3 mana 2/2
Ranged. Whenever this minion attacks, your General steals 2 Health from the enemy General.
Thundershower
8 mana spell
Turn 15 random spaces into Sunken Kingdoms. Friendly Sunken Kingdoms now also give friendly minions +1 Attack.
Seahorse Chariot
6 mana artifact
Your General gains Flying. Whenever your General deals damage, summon three 1/2 Selkies on random nearby spaces.
The Immortal Vanguard General
Amphitrite
ter
Bloodbound Spell: Pure Ascension
Start building a 3/3 Nereid on a nearby space.
Nereid
2 mana 3/3 Nymph token
Build: (2). When this minion is built, add a 1/2 Selkie into your action bar.
Design Explanation
Amphitrite Stillwater is one of the forefathers of the uniquely beautiful Koralith architecture, designing exquisite structures with brilliance and flair. While he is undoubtedly the General for Selkies, he is also going to introduce a brand new deck archetype: Build Nymphs. His debut expansion will feature extensive support for Selkies, structures, and Build minions.
Immortal Vanguard
Overview
The architects of the Koralith Depths are masters at designing beautiful underwater buildings which are able to withstand even the heaviest of currents. These buildings provide excellent housing for the Selkies, as well as countless other resident marine species. Meanwhile, in the top-secret laboratories located miles below the ocean surface, an elusive group of scientists is working on something very special indeed…
Common Cards
Starshore Architect
2 mana 2/3 Nymph
Opening Gambit: Every time you summon a Selkie this turn, progress your buildings by 1 turn.
Amethyst Monolith
3 mana 0/8 Structure
Build: (2). Every start of your turn, put a 1/2 Selkie into your action bar. Your Selkies gain +1 Health.
Oceanic Trench
2 mana spell
Teleport a friendly minion to a friendly Sunken Kingdom. If the minion has a Submerge effect, activate it.
Circumnavigation
1 mana spell
Whenever you summon a minion nearby a friendly lit Lighthouse this turn, give it +2/+2.
Rare Cards
Hydrosphere Fortress
7 mana 6/6 Mech
Opening Gambit: Progress MECHAZ0R build by +20%. Whenever you summon a MECHAZ0R, transform it into a Dreadnought Armor and add a Emergency Evacuation into your action bar.
Dreadnought Armor
Dreadnought Armor
7 mana 8/8 Mech token
Dying Wish: Summon a MECHAZ0R on this space.
Emergency Evacuation
Emergency Evacuation
0 mana spell token
Destroy a friendly Dreadnought Armor and deal 4 damage to all nearby enemies.
Symbiotic Flow
2 mana spell
Select one friendly minion with Seafare and another with Explore. Give them +3/+3 until the end of turn.
Waterspout Pillar
4 mana spell
Give all Structures +3 Health. If you played more than 2 Selkies this turn, also give them, “Deal 1 damage to the enemy General every time you summon a Selkie.”
Epic Cards
Pearlstone Illusionist
3 mana 4/2 Nymph
Opening Gambit: Start building a 3/3 Nereid on a nearby space. Whenever a friendly minion is built, start building a copy of it on a nearby space.
Translucent Glimmer
3 mana spell
Summon a 0/1 Water Elemental with Rush on a nearby space. It gains the Submerge and Emerge effects of all friendly minions.
Water Elemental
Water Elemental
1 mana 0/1 token
Rush.
Bizarre Encounter
4 mana spell
Destroy all friendly lit Lighthouses to reactivate and take control of an enemy minion that costs less than the number of lit Lighthouses destroyed.
Legendary Cards
Atmosphere Observatory
8 mana 0/12 Structure
Build: (2). Costs 1 less for each friendly Structure. All other friendly Structures gain Invulnerable. Friendly minions with Build now build into Stargazers.
Stargazer
Stargazer
5 mana 3/3
Forcefield. Your Selkies gain +1 Attack for each friendly Structure. Whenever a friendly Selkie destroys an enemy minion, deal 2 damage to enemy General.
Stormspiral Basilisk
7 mana 8/9
Explore: (3). At the end of your turn, deal 1 damage to all enemy minions for each friendly lit Lighthouses. If any of them die, summon a 0/5 Lighthouse on its space.
Triton’s Reckoning
7 mana spell
Destroy all friendly Sunken Kingdoms to deal 1 damage to an enemy minion for each Sunken Kingdom destroyed. If you destroyed 10 or more, summon an Abyss Emperor.
Abyss Emperor
Abyss Emperor
5 mana 3/8
Rush. Whenever this minion deals damage, turn that number of random spaces into Sunken Kingdoms. At the end of your turn, summon random non-token minions destroyed this game on all friendly Sunken Kingdoms.
Architectonic Vortex
5 mana spell
Whenever you summon a minion with Build this turn from your action bar this turn, build it instantly.
The Faction Mythron
Lapis of Draconis
6 mana 5/5 Mythron
Trial: Summon four minions of four different rarities in one turn.
Destiny: Transform all cards in your action bar and deck into random Constellations.
The Constellations
Astrologer Spinel
4 mana 8/8 token
Opening Gambit: Draw cards until you have 5 cards in your action bar.
Cerulean Strider
3 mana 5/3 token
Rush. After this minion attacks, cast a random spell in your action bar for 0 mana.
Starless Solstice
2 mana spell token
Deal 7 damage to a random enemy minion and restore 7 Health to your General.
Eternal Transcendence
5 mana spell token
Whenever your General takes damage this turn, deal that much damage to the enemy General instead.
Opalescent Prism
3 mana artifact token
Your General gains +10 Attack.
Explanation
Card Explanation
The Constellations are a group of 5 token cards consisting of 2 minions, 2 spells, and an artifact. The Destiny transforms every card in your action bar and deck into these Constellations. The transformation is random, so the Trial will generally generate similar numbers of each Constellation.
The Trial is much more straightforward; the player has to summon 4 minions with 4 different rarities in a single turn. The 5 rarities that count towards the Trial are basic, common, rare, epic, and legendary. Keep in mind that tokens are considerd as of basic rarities.
Design Process
In a faction so heavily divided by its archetypes, it didn’t feel correct to make the Mythron card support one of them in particular. So I decided to make a Mythron that would create an entirely new archetype, like Nemeton or Ox. While a specialized deck could be made for this Mythron, existing Koralith archetypes would also be able to complete the Trial.
Thematic Inspiration
The card is star-themed, which is a nod to how explorers studied the night sky to navigate through oceans. There are also elements of blue-colored jewels in the card, as a reference to how stars are often compared to gems, as well as the stories of priceless treasure chests told to be laying on the ocean floor from shipwrecks.
Trials of Mythron
Overview
Many underwater species in the Koralith Depths possess power in numbers, taking down even the most threatening foes as one. The Intensify mechanic is representative of this way of survival. The Koralith Depths will be receiving a Intensify minion and an Intensify spell, as well as cards to support the keyword. The expansion will also bring cards that can combo with the faction Mythron, by making its Trial easier to complete.
Common Cards
Marmoris
3 mana 3/2 Nymph
Intensify: Add 1 copy of a friendly minion into your action bar. Give all friendly minions with the same name on the battlefield +1 Attack.
Loquacious Chatterfish
4 mana 2/7
Seafare: (3).Seafare: (3). Whenever a friendly Lighthouse is lit, gain a random keyword.
Sailor’s Knot
2 mana spell
If you have three or more Sunken Kingdom, draw two cards.
Trade Route
1 mana spell
Intensify: Light 1 random friendly Lighthouse until the end of turn.
Rare Cards
Hammerhead Tyrant
5 mana 6/5
Frenzy. This minion gains +1/+1 for each friendly Sunken Kingdom.
Longshore Drift
4 mana spell
Return a minion to its action bar. Create a mana spring tile on its space.
Glistening Surface
3 mana spell
Every time you summon a Selkie this turn, draw a card.
Epic Cards
Capricornus
6 mana 7/7
Explore: (2). At the start of your turn, draw a card for each friendly lit Lighthouse and restore 1 Health to your General for every card drawn.
Sparkling Aria
3 mana spell
Transform all friendly Sunken Kingdoms into Mana Spring tiles until the end of turn.
Gossamer Veil
4 mana artifact
Your General gains +3 Attack. At the start of your turn, transform a random Selkie in your action bar into a random non-token Nymph.
Legendary Cards
Cloudchaser Loriel
5 mana 4/6
Whenever you summon a minion from your action bar, summon a random Cloud nearby. Dying Wish: Deal 1 damage to the enemy General for each friendly Cloud.
The Clouds
Stratus
3 mana 2/2 token
Nearby friendly minions gain +1 Attack.
Cumulus
3 mana 2/2 token
Nearby friendly minions gain +1 Health.
Cirrus
3 mana 2/2 token
At the end of your turn, restore 2 health to your General.
Ultramarine Juggernaut
9 mana 10/10
Provoke. At the start of your turn, deal 5 damage to the enemy General and take control of all nearby enemy minions until the end of your turn.
Starlight Gospel
6 mana spell
Randomly draw an Oceanus, Aquarius, or Capricornus from your deck and reduce its cost to 0.
Random Card Ideas
Island Turtle
4 mana 2/4
Each time you summon a Nymph, refresh your Bloodbound Spell.
Agnatha
1 mana 1/3
Dying Wish: Transform a random minion with the highest cost in your opponent’s action bar into an Agnatha.
Salvaged Anchor
2 mana spell
Give all friendly minions, “Dying Wish: Summon a 0/5 Lighthouse on this space.”