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Faction Concept: The U'ami Coven (Full Set Project)

EDIT: POST HAS BEEN LOCKED

As soon as the school year started it consumed all of my time, so I won’t be actively working on this project anymore. Might update later with all the ideas I had left in the vault, then probably add the entire post to the Fan Card Submission Hub. I dump all my designs there anyways, so if you were looking for more ideas like these, that’s where you should go.

Thanks for the read, thanks for the ride, seeya guys somewhere else.


Have been working on this for a while. The concept is still very much a Work In Progress. Will be edited in the future, either fixing the cards that are already here or releasing a new expansion’s worth, revising the lore or changing core mechanics/thematics entirely, conceptualizing visuals etc. etc.

The goal of this project is to design a full faction that will be so detailed and interesting that it will appear to be real. Please, throw any comments/criticism at me as bluntly as you must. If you like the lore but hate the designs or love the designs but hate the lore, tell me all the crazy changes you would make so we can collaborate to improve this faction.

The U’ami Coven

History

The U’ami are a coalition of secluded mages and outcasts, hailing from various city states across the entirety of Mythron.

During the Age of Decay, wherein the planet showed the first signs of its descent into chaos, an enigmatic Aestari Archmage revealed her intention to abandon the continent to her coven. A’u’ala insisted to her peers that Mythron was already doomed to collapse by Draug’s greed, and that the only alternative was to join her own personal city state, one that could sustain itself indefinitely and survive whatever environmental threat would manifest in the coming years. The Counsel rejected with her designs, but a select few mages joined A’u’ala in constructing the floating city of Ala’i, an independent biosphere powered by whatever crystals her coven could secret away from the new crystal mandates. They worked for one year in secrecy until Draug’s inquisitors caught wind of their efforts, at which point A’u’ala propelled the unfinished project into the sea. She, her allies, and the common folk who lept at the prospect of starting anew piloted the mobile city across open water, evading Draug’s warships until the Consular’s influence was far behind them.

The first generation of U’ami would not set foot on land for another fifty years, living off of the livestock and produce that the city could produce. Food was never too little, thanks to the tireless study and adjustments made by A’u’ala and her Coven of Nine. Magic also returned to the lives of the common Aestari, who relearned the truth of their race’s arcane proficiency under A’u’ala’s supervision. Even in the face of the ever growing storms, A’u’ala’s magic stood strong and turned chaos away without issue. The research of the Archmages continued as they pored through A’u’ala’s extensive libraries, and without ever touching the shore they founded two more floating cities, Solace and Syr. Floating free from the shackles of Aestaria, the U’ami studied the arcane arts, voyaged to all seven continents, and even descended to the ocean floor, discovering unclaimed petals of the Great Tree of Eyos and deadly creatures such as the enormous horned Kalkalan. Wherever they made land, new spirits would join their ranks, seeking the life of unbridled exploration on the high seas.

Though she lived to the age of one hundred and fifty seven, artificial life extension could only sustain A’u’ala for so long, as she was but a mortal being. In her place, sons and daughters of the original Coven of Nine were left to govern the fleet of floating cities. Among them were architects, sages, artists, and mages, all committed to the same path of study and seclusion. However, among these children were also Generals, who knew the use of combat proficiency and military tact. And once the Bloodbound emerged amongst them, the U’ami understood that their existence could not be forever spent as fugitives from the continent…

Generals

Yoana Lahahana

A long removed descendant of the Songhai Empire and genius military commander. The potency of her storm magic is only rivalled by her deadly precision on the battlefield.

Bloodbound Spell - Stormcrafting: Deal 2 damage to ANY joined unit.

Triton Wakeworth

A long removed descendant of the Lyonar Kingdom and expert naval tactician. Subtle manipulations of water currents allow his troops to outmaneuver any enemy on the high seas.

Bloodbound Spell - Tideweaving: Move an enemy minion 1 space.

Lore + Art Direction

A sketch I made of what Solace and Syr might look like now, as Mythron enters the age of anti-entropic fields and floating citadels. Though they are no longer strictly bound to the turbulent ocean below, the U’ami still associate closely with water. Water pools at the bottom of the arcane biosphere in a floating sea, then is filtered, collected, and reused once more. The reliance on crystals has concerned many of the Coven of Nine, who debate the appropriate environmental mandates to reduce the need to participate in Duelyst.

Note the design inspirations from Lyonar and Vetruvian architecture, as the cities themselves were founded out of respect for these empires’ great accomplishments in the arcane. The U’ami have become increasingly diverse over the years, recruiting apprentice mages, free thinkers and common folk from the nations they pay visit to. Some form smaller, segmented communities within the U’ami cities, such as the Thunderpoint Clan of Ala’i, comprised primarily of rogue electromancers from Xaan.

An early art direction for Kahako Shockmage, Prismarine Assistant, and Xaanborn Thunderpoint. Turtle shells and Nautiluses play into the water theme of the U’ami, while balls of Lightning and pink highlights demonstrate their arcane inclinations. We already talked about the Thunderpoint Clan, who draw plenty of influence from their Songhai brethren, so let’s discuss the Prismarine Harvesters.

The U’ami’s most prosperous age, immediately after the founding of Solace, began with the discovery of the Prismarine Spires at the bottom of the Restless Sea. These natural formations were simultaneously smooth as marble, hard as steel, and bright as the sun, emitting enough light to illuminate an entire ecosystem on the deep sea floor. Prismarine would serve the U’ami as a useful material for aspiring architects, sculptors, and artificers, as well as an excellent resonant for magical energy. The central tower of Ala’i in particular is commonly described as “overrun” by Prismarine constructs, carrying messages between researchers in the various wings and archives.

The city of Ala’i, pictured with two curious sea serpents. While the cities Solace and Syr, lighter and more experimental, adapted easily to the advent of anti-entropic levitation fields, Ala’i was slower in taking to the skies. Still, the seas grew more turbulent, and the people of Ala’i were increasingly taxed by the effort of diverting arcane storms. The Coven mage Ulu’ala devised a solution: to submerge the city below the thermocline, where the storms could no longer affect the city’s barriers at all. Deep in the ocean, Ala’i could devote less crystals and less manpower to maintaining their barriers, instead relying on Ulu’ala’s anti-entropic designs to protect the city from the undersea pressures.

Today, Ala’i cruises along the sea floor most of the time, allowing researchers easy access to arcanobiological phenomena and the Vents of Eyos. This, along with the fact that the central tower houses some of the deepest and most revered tomes in its massive libraries, makes Ala’i a veritable mage’s paradise. It is a heavy decision to abandon natural sunlight, but many immigrate to Ala’i in pursuit of the most prestigious academic institutions the Coven has to offer. When the city must ascend to make contact with the world above, the central tower of Ala’i activates a process known as Breach and breaks the surface with the speed of a charging Hippokamp. The city Breaches once a month on a strict schedule, rising into the air to join directly with Solace and Syr, passing information and people back and forth.

One of many sea monsters attacking a lowtech tradeship. The seas of Mythron have devolved into madness, making them unsafe for nearly all intruders. Manastorms tear through most materials with arcane lightning, striking with what seems like malicious intent and setting unfortunate naval vessels ablaze. The water itself moves in unpredictable, impossible ways, befuddling navigators until they finally pilot themselves into a swirling vortex. Finally, the creatures that dwell in the seas will prey on any adventurer who can successfully bypass all other obstacles. Kalkalan and Ala’ian Rake are among the smallest, while Dagona and Gulpers such as the one pictured above come in larger variants.

The U’ami are comprised of many different people from all factions, which inevitably results in stark cultural boundaries being drawn. These distinctions are blurrier within academic institutions, but within the markets and industrial districts one can easily distinguish Lyonar neighborhoods from Songhai and Abyssian. Architecture, cuisine, and customs may vary wildly from region to region, along with clothing and beliefs. Mixing of cultures, however, is extremely common, creating strange combinations of tradition only seen in the enlightened halls of the U’ami.

Many cultural societies exist within the three U’ami cities, providing a beacon for others of their heritage. The Xaanborn and Windcliffe societies are most prominent in the universities of Solace, training students in meteorology, naval combat, and diplomacy. The Kaeran and Magaari are well established in the artificer’s guilds of Syr, crafting the strongest tools and most precise arcane instruments Mythron has ever witnessed. The Shartouched, who are most accustomed to darkness, have the strongest following in the city of Ala’i, refining the art of elemental manashaping to the point of godliness.

Notes on Theme

When designing this new faction concept, I put a lot of thought into what thematic niche could be filled in Duelyst that had not been filled before. We already had sun knights, desert robots, fire ninjas, nature dinosaurs, shadow monsters, and ice barbarians. What element/archetype wasn’t explored? There were angels, cowboys, and aliens, but none of them felt truly unique from the existing factions. It was honestly pretty annoying: there weren’t even any simple color palettes available (the main 6 have all primary and secondary colors already). :sweat:

I figured Water was a good element to start from, and just extrapolated from there. I played around with Pirates (an idea I’d already done before) and Scientists (an idea I’d seen before), but always considered both ideas to be too tropey. Duelyst’s factions are all about classic archetypes “with a twist”. Then it hit me: I could just combine the two. Sprinkle a little Pacific Islander theming into the mix, and it started looking like a real faction! Seafaring Magic Scientists with a water attribute and deep sea knowledge: what a concept :smiley:

Oh, and for colors, I decided a pink/teal combination would be expressive enough for Duelyst and unique enough from the other factions, if only just to fill some design space in my mind.

You might notice that a lot of minion names are made with the Hawaiian alphabet in mind, though they’re mostly gibberish or puns (example: Pa’ua = Power). Some are also corruptions on words from other languages (example: Hippokamp = Hippocampus, Kalkalan = Karkadann)

All the names are still subject to change, especially some of the more basic ones (Kahako Shockmage feels a little forced)

Core Mechanics

Conceal: This minion cannot be targeted by attacks or spells until the end of your next turn or until attacking. This minion cannot have Provoke while it has Conceal.

  • A revolutionary, anti-removal ability that may be properly restricted and controlled by limiting it to one faction.

Flow: Whenever a nearby friendly unit moves or is moved, this minion moves the same way, if possible. Will not follow Flying minions or teleport effects.

  • A positioning based ability that supplies very high mobility without outright giving Flying. Allows you to play minions out of range of enemies, once again playing into the theme of hiding away your resources until the correct time to strike.

To clarify, when an effect reads, “Do X to all joined units,” it affects all units joined to your General by other units. If it is more specific, for example “all joined enemy minions,” it will affect all units joined to your General by that specific type of unit. On a spell, the effect starts from your General unless otherwise specified.

Core Set
Basic Cards
Path of Pa’ua / Basic Spell / 1 Mana

Move ANY minion in a straight line, but not through units.

  • Synergizing with Flow, this spell allows you to move a whole group of minions at once across the board.
Riptide / Basic Spell / 2 Mana

Deal 2 damage to all enemy minions nearby your General.

  • A positioning based aoe to fend off surround swarming. Does not push face damage, but does help the “big aoe, big swarms” theme of the U’Ami. May be the token “above average” spell for this faction.
Seal Away / Basic Spell / 2 Mana

Stun and dispel a minion for 2 turns.

  • Basically remove a minion from the game for 2 turns, after which it rejoins reality. Great for ruining your opponent’s tempo, especially against long range value minions like Shadowdancer or 4winds.
Bouncing Beam / Basic Spell / 4 Mana

Deal 3 damage to all joined enemies.

  • A basic mass removal spell, like Frostburn but cheaper and more conditional. The U’Ami are all about Joined minion effects, this being the first of many. Your opponent is highly encouraged to spread out, as if constantly battling a live Thunderhorn.
Strength of Many / Basic Spell / 5 Mana

Give a friendly minion +2/+2 for each joined friendly unit.

  • The U’Ami needed a finisher, and I thought of Vespyrian Might as an example for a game ender. If you let the U’Ami build their army too quickly, they’ll pull you under.
Memoriam Locket / Basic Artifact / 0 Mana

When this Artifact is destroyed, draw a card.

  • A cantripping Artifact, which temporarily reduces your hand size but thins your deck very effectively.
Aquaveil Clerk / Basic Minion / 2 Mana / 3/1

Conceal

  • A 2 mana opening minion that can trade up into most minions. Is only removable via aoe, so its wisest to play a 1/4 or some similar minion into this opener.
Tritonite Racer / Basic Minion / 3 Mana / 5/3

Flow

  • An overstatted, hyper mobile damage dealer. Great intro to Flow as a mechanic: try to move the Bloodshard Golem into the best possible position!
Swashwater Guard / Basic Minion / 5 Mana / 4/4

Opening Gambit: Summon a copy of this minion nearby.

  • Great for Joined minion effects, and a solid ball of stats.

Common Cards
Daze / Common Spell / 1 Mana

Reduce the enemy General’s attack to 0 this turn.

  • For a faction all about swarming, sidestepping the enemy General’s attack value is paramount. Use this before going face with your huge army.
Waterweave / Common Spell / 2 Mana

Give a friendly minion Conceal. Draw a card.

  • Great for protecting valuable, expensive minions or messing with Conceal synergies. Great future enabler.
Windspeaker’s Blessing / Common Spell / 1 Mana

Give a friendly minion +1/+1 for each time it moved or was moved this turn.

  • A strong buff for a Flow based deck, combo potential at the cost of card disadvantage.
A’u’ala Tempest / Common Spell / 6 Mana

Destroy all minions joined to your General.

  • A big clearing spell, and one of my favorite concepts thus far. The almost-plasma storm that clears entire boards, but its in a clunky mana slot.
Wayfarer / Common Minion / 2 Mana / 0/1

Flow, Whenever this minion is moved, gain +1/+1.

  • A Chakri Avatar for movement tricks and Flow shenanigans.
Polluted Nymph / Common Minion / 3 Mana / 3/2

Opening Gambit: Give all joined enemy minions -1 Attack.

  • A weakening spell-on-legs to soften up your opponent’s swarm.
Deep Meditator / Common Minion / 4 Mana / 6/6

Flow, Cannot move.

  • “Cannot move” does not mean “Cannot be moved”. Overstatted minion that can easily be manipulated around with smart movements.
Forgotten Kalkalan / Common Minion / 6 Mana / 10/5

Conceal

  • Big minions wear conceal best, as they are the ones most vulnerable to removal. This one in particular is a potential game ender.

Rare Cards
Veil Breaching / Rare Spell / 3 Mana

Give a Concealed minion +2 Attack. Conceal it at the end of your turn.

  • A conceal-specific assassin skill. Excellent for protecting powerful Conceal minions.
Dual Imbue / Rare Spell / 3 Mana

Give 2 friendly minions +2 Attack and Flow.

  • A now we begin the dance of death… get two minions to partner up and dance their way to aggro range. Gives massive reach to your bigger minions.
Aether Absorb / Rare Spell / 5 Mana

Destroy an enemy minion. Your General gains Forcefield until the end of your turn.

  • Unconditional removal and trading potential, a great way for your General to tango on the front lines and continue moving your Flow minions/enable your big aoe spells.
Prismarine Assistant / Rare Minion / 1 Mana / 0/3

Flow, Rush.

  • A Flow enabler, is helpful for shuffling your Flow minions around.
Kahako Shockmage / Rare Minion / 3 Mana / 2/3

Conceal, Frenzy.

  • Frenzy minions are always removed too quickly. This here is a Frenzy minion who will almost always survive to attack.
Charging Hippokamp / Rare Minion / 4 Mana / 4/5

Opening Gambit: Move this minion and all units in front of it forward 2 spaces, if possible.

  • A mass repositioning spell-on-legs, especially useful since it can move Generals.

Epic Cards
Foresight / Epic Spell / 2 Mana

At the start of your next turn, all friendly minions gain +2 Attack until the end of your turn.

  • Prepare for a big face damage turn, particularly with multiple concealed minions on the board.
Rainsprite Visit / Epic Spell / 1 Mana

Your opponent summons a 0/2 Rainsprite with “Dying Wish: Your opponent draws a card.”

  • Chain together larger groups of Joined enemies for use with your big aoe spells, then use the Dying Wish to refuel.
Voracious Knowledge / Epic Spell / 5 Mana

Draw 6 cards. Deal 3 damage to your General for each card you overdraw.

  • Hand refill for when you’ve dumped your whole hand into board advantage and face damage.
Prismarine Lodestone / Epic Artifact / 1 Mana

Your General has Flow.

  • This is the card that gives the U’Ami the most General mobility in the game. Great playful Artifact for messing around with.
Spirit Guard / Epic Minion / 1 Mana / 4/5

At the start of your turn, destroy this minion and draw a card.

  • A bodyblocker and cantrip minion.
Ghost Frigate / Epic Minion / 5 Mana / 4/5

Conceal, At the start of your turn, gain Conceal.

  • An eternally untouchable, untargetable wall.

Legendary Cards
Manashaping Experiment / Legendary Spell / 3 Mana

Place a 3/3 Experimental Archon in your action bar with the abilities of all friendly minions.

  • The Archon is basically a 6 Mana minion, but when you play it onto a board of Zyx and Ash Mephyt you’ll find his body more than passable.
Seclusion / Legendary Spell / 5 Mana

Grant all friendly minions Conceal. Draw a card.

  • Conceal is so strong it really does deserve this kind of mana cost.
A’u’ala’s Prod / Legendary Artifact / 3 Mana

At the end of your turn, deal 2 damage to all joined enemies.

  • Coldbiter for joined circuits of minions.
Silent Curator / Legendary Minion / 3 Mana / 1/3

Conceal, The first minion you summon from your Action Bar each turn gains Conceal.

  • Old Vindicator for Conceal, again, such a strong ability.
Tide Brother Pa’ua / Legendary Minion / 4 Mana / 1/5

Flow, When a friendly unit Flows, grant it +2 Attack until the end of your turn.

  • The “Sister” card for this faction. One of the main finishers for a Flow based deck.
Xaanborn Thunderpoint / Legendary Minion / 7 Mana / 7/7

When a friendly unit attacks the enemy General, grant it +2/+2.

  • Go face, your minions will barely get hurt anyway! This is a game ender in most cases.

Denizens of Shim'Zar

Shim’Zar brings a number of new tools to the U’ami, many of which center around supporting control decks and patching up certain weaknesses. As usual, all cards are subject to change.

Monsoonsayer / Common Minion / 2 Mana / 3/2

Has Forcefield on your opponent’s turn.

  • Purpose: An early body blocker much like Crystal Arbiter, great for taking early board control and dissuading enemy advances in the later turns.
Drifting Mystic / Rare Minion / 3 Mana / 2/3

Flow, Whenever this minion is moved, restore 1 health to your General.

  • Purpose: A healing value minion that has to dance on the frontlines (keep in mind moving on one’s own is mechanically distinct from BEING moved).
Lost Seascroll / Epic Structure / 1 Mana / 0/3

Dying Wish: Draw a card.

  • Purpose: Another cantripping body, driving home the theme of controlling and cantripping one’s way to late game bombs.
Prismarine Locksmith / Epic Minion / 4 Mana / 2/7

Enemy minions joined to this minion cannot move.

  • Purpose: A powerful body for keeping a large swarm in check. Very strong next to a Structure or Stunned minion. Forces heavy positioning play from both players.
Magaari Runecarver / Legendary Minion / 6 Mana / 8/2

Conceal, Takes no damage when attacking from Conceal.

  • Purpose: A concealed assassin, weaker than Kalkadann but better at trading up.
Flo / Common Battlepet / 2 Mana / 3/3

Flow, Opening Gambit: Give a nearby friendly minion Flow.

  • Purpose: A great flow enabler and strong early body. Drags all his friends around willy nilly.
Ebb / Rare Battlepet / 1 Mana / 1/1

Forcefield, Dying Wish: Your General has Forcefield until the end of your next turn.

  • Purpose: Oni is a great Battlepet and I like its design a lot. This is Oni plus an extra surprise.
Spiremaster Circlet / Legendary Artifact / 6 Mana

Whenever your General damages the enemy General, your General gains Conceal.

  • Purpose: A janky lategame artifact. Difficult to remove and difficult to proc. Functions extremely well with A’u’ala’s Prod.
Reserve Mana / Common Spell / 1 Mana

Summon a Mana Orb on your starting column. Draw a card.

  • Purpose: A ramping cantrip.
Baleful Liquefy / Common Spell / 5 Mana

Transform an enemy minion into a 0/2 Rainsprite with “Dying Wish: Your opponent draws a card.”

  • Purpose: Another 5 mana removal spell and pseudo-cantrip.
Teleswap / Rare Spell / 1 Mana

Your General swaps spaces with a friendly joined minion.

  • Purpose: A General mobility spell that can traverse long distances and evade aggro decks with some clever positioning.
Artificial Evolution/ Epic Spell / 3 Mana

Place a random Battlepet into your Action Bar. Give it +1/+1 for each friendly minion.

  • Purpose: A method for making bulky battlepets in pet decks. Great with Oni, Ebb, and Sol.
Hoku'Ala's Archive / Legendary Spell / 8 Mana

Draw 3 Cards. Give all minions in your Action Bar +2/+2. Gain 6 Mana.

  • Purpose: A sort of second wind, simple yet threateningly effective end game spell. It refuels your hand and raises the value of all minions you draw, and the 6 Mana return allows you to bounce all that value right back to the board.

Ancient Bonds

That’s right, the U’ami are on the side of the Golem factions in Ancient Bonds. All of their Golems are crafted from the finest deep sea mana crystals, and interact with mana manipulation in some form or another. Be prepared when facing off against these casters: they’ve got reserves to spare!

Selfscribe / Common Minion / Golem / 6 Mana / (6/6)

Bond: Gain 3 Mana this turn.

  • Purpose: A 3 Mana 6/6 Golem. What even. Great way to dump cheap, heavy bodies in the midgame and push aggressively for board presence.
Trovewatching Stone / Rare Minion / Golem / 2 Mana / (3/1)

Cannot Attack, Gain Health equal to your maximum Mana.

  • Purpose: An incredible blocker, especially with Vanquisher or Woodwen. Incapable of attacking, but not incapable of dealing damage.
Kaeran Konstruct / Legendary Minion / Golem / 8 Mana / (8/8)

Conceal, You have +3 Maximum Mana.

  • Purpose: An endgame combo enabler and faceroller. The body is good, the conceal is great, but the potential to cast 33% more things? Call the OHKO theorycrafters: they’ve got a new toy to work with.
Tome of Ruin / Rare Artifact / 2 Mana

When this Artifact is destroyed, deal 3 damage to all nearby enemies.

  • Purpose: A preventative Artifact, similar to Memoriam Locket. Helpful for clearing out 2 drop swarms.
Blue Eyes Decree / Common Spell / 3 Mana

Trigger a friendly minion’s Opening Gambit.

  • Purpose: My deck has no pathetic cards! Great combo piece, especially with the multiple body Opening Gambits that the U’ami have access to.

Unearthed Prophecy

The U’ami join their cohorts in Unearthed Prophecy with a new tile and a number of unique effects. Their research has brought them to the very bottom of the magic warped oceans, revealing Crystal Veins of fantastic wealth. If you can’t undermine their plans in time, you may find yourself upstream without an arcane paddle.

Tile: Crystal Vein
At the start of your turn, if a friendly unit is standing on this space, gain 1 Mana.

Bolster / Common Spell / 1 Mana

Give all friendly joined minions +1/+1.

  • Purpose:
Heighten / Common Spell / 1 Mana

Turn an enemy minion’s tile into Crystal Vein. If it dies this turn, draw a card.

  • Purpose:
Wash Out / Rare Spell / 2 Mana

Dispel all tiles nearby your General. Turn your General’s tile into Crystal Vein.

  • Purpose:
Scatterstream / Rare Spell / 4 Mana

Move all joined enemies to random spaces.

  • Purpose:
Proliferate / Epic Spell / 0 Mana

Summon a Mana Orb on each friendly Crystal Vein.

  • Purpose:
Rejuvenating Chime / Legendary Spell / 6 Mana

Exhaust all friendly units. Restore 4 Health to your General for each unit exhausted.

  • Purpose:
Teal Apprentice / Common Minion / 2 Mana / (0/1)

Conceal, Opening Gambit: Turn this minion’s tile into Crystal Vein.

  • Purpose:
Wise Leatherback / Common Minion / 4 Mana / Attack/Health

Joined allies take 1 less damage from all sources.

  • Purpose:
Deep Driller / Rare Minion / 3 Mana / (2/3)

At the end of your turn, turn the tile directly in front of this minion into Crystal Vein.

  • Purpose:
Alexandrian Archivist / Epic Minion / 5 Mana / (8/8)

When you replace a card, destroy it.

  • Purpose:
Uwala Crystalspine / Epic Minion / 6 Mana / (5/2)

Can only be damaged by enemies directly behind this minion.

  • Purpose:
Shartouched Wavewaker / Legendary Minion / 7 Mana / (3/4)

Flow, May be moved through enemy minions, destroying them.

  • Purpose:
Teardrop Ring / Legendary Artifact / 3 Mana

Whenever you cast a spell, your opponent summons a Rainsprite nearby their General.

  • Purpose:

Changelog

August 5

  • Dual Imbue: 2 Mana -> 3 Mana
  • Foresight: 0 Mana -> 2 Mana
  • Spirit Guard: 5/5 -> 4/5
  • Tideweaving (Triton Wakeworth’s BBS): Move an enemy minion 2 spaces. -> Move an enemy minion 1 space.
  • Both BBS now have names (and are no longer labeled as Bloodborn spells, oops!)

August 8

  • Stormcrafting (Yoana Lahahana’s BBS): Deal 2 damage to a joined enemy. -> Deal 2 damage to ANY joined unit.

August 9

Seeing that the following cards were attracting concern, I looked over potential reworks and realized that the iterations I had were simply… uninteresting. As it stood, they were rehashes of other cards already in the game, so I had 2 reasons to change them. I hope these new cards really help define the U’ami faction and set it apart from the rest.

  • Blue Eyes Trident removed. (5 Mana / Your General gains +6 Attack.)
  • Veil Emergence removed. (2 Mana / Give a Concealed minion +3 Attack. It takes no damage this turn.)
  • New Basic Artifact: Memoriam Locket (0 Mana / When this Artifact is destroyed, draw a card.)
  • New Rare Spell: Veil Breaching (3 Mana / Give a Concealed minion +2 Attack. Conceal it at the end of your turn.)

August 19

  • Polluted Nymph: Opening Gambit: Give all joined enemy minions -1/-1. -> Opening Gambit: Give all joined enemy minions -1 Attack.
  • Waterweave: 1 Mana -> 2 Mana

August 20

  • Shim’Zar Expansion added!
21 Likes

This is pretty cool stuff. Very organized. Nice work!

1 Like

Very nice work, the thought of having a seafaring, reasearch inclined society seems interesting enough especially considering it delves into one of the most underappreciated aspects of the game, the seas.

While I commend you for the theme, i do have some qualms with a few of the cards presented. More ob that later though as i’m on my phone at the moment which makes formulating a well developed and cohesive response all that more difficult.

As it stands, i’m impressed by the focus on smart positioning and admire the spirit put forth in your piece!

2 Likes

I’m in love with some of the concepts you’ve got down here, particularly Flow!

Somewhat off topic, but I can’t help but think of these guys in teal leathers… :thinking:

P.S. I honestly wish I had enough pixel-art experience to attempt to try and realise some of those cards; they’re really cool, thematically.

2 Likes

This may be a small detail but usually (I cant think of an exception) minions that have “is moved” mean that they are susceptible to teleport effects. :confused:

3 Likes

Yeah, there does seem to be a discrepancy there. Perhaps only working if a friendly minion moves would be better? I can’t think of any other situation where a friendly minion is moved by the enemy and it isn’t teleported.

2 Likes

Having a strong finisher is understandable but +6 attack for a total of 8 damage and no requirement is too much. At least make it have synergies with the rest of the faction. Also, grincher into this = :scream:

4 Likes

Amazing and very fun concept!!! Yet I just thought of something. Lets say we are at this scenario:

  • 2 flow minions are on board
  • 1 of them moves 2 tiles so the second one follows (correct?)
    Heres the interesting part
  • the second minion didn’t “move” it simply followed the first one thus implying that it can move! And so it moves 1 more tile
  • the first minion now follows the second one and travels a distance = 1 tile!

So basically the both have celerity!!! (without being able to attack twice of course)

And what if there are more minions on board?! This isn’t necessarily bad but something you must consider. If you intended for this interaction then I suggest you nerf a few cards.

2 Likes

ghost frigate should be a 0/5 that can move, because otherwise its essentially a rok that u can control. or like those spiky vanar walls(forgot name) . it is a structure right?
I;m imagining a hollow grovekeeper style theme.

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Ok this is my last separate reply (I promise :innocent:)

I want to go through all the minions and interactions that in my opinion need more balancing. I just wanna help anyway I can. :sweat_smile:

  1. Foresight is too powerful especially for 0!!! mana. Giving your opponent a turn to react isn’t enough. Increase the cost to 2. Why 2 and not 1? Because of cards like Strength of Many, Windspeaker’s Blessing, Dual Imbue and any other effect that can buff one, two or ALL friendly minions. These cards are powerful enough by themselves but when combined even the smallest minion can be dangerous. At least if the spell cost 2 mana you cant play as many small minions as you could when it was 0.

  2. Spirit Guard is a 5/5 for 1 mana but it dies before it can do anything correct? Not necessarily. He can be dispelled the same turn it’s played unless you are player 1. Ephemeral Shroud + Spirit G. for a total of 5/5 + 1/1 = 6/6 of stats for 3 mana and if your going 2nd you have 1 more mana at your disposal considering you get the mana orb. 1 mana for a faction that uses swarm minions is a lot. Imagine if you have zyx in hand! :open_mouth: Lets do the math one more time so 6/6 + 1/2 X 2 = 6/6 + 2/4 = 8/10 at your first turn as player 2!!! And if Foresight isn’t nerfed we get… 4 minions times 2 attack = 8 damage + 8 you already have on board = 16 damage!!! We used how many cards? 1,2…4 you could have another Foresight for 8 more damage… aaannd thats it. 16 + 8 = 24 damage. Your opponent now has 1 hp left. :scream: However, there is no need to worry. It’s true that this happening is extremely rare and even if you have the cards your opponent can remove most of the minions easily. The only problem is the 6/6 you can create turn 1. Also, here’s another fun combo: 3 Spirit Guardian + 1 Light Bender = 5/5 X 3 + 3/3 = 15/15 + 3/3 = 18/18 :joy: Its at 7 mana, 4 cards, 4 bodies yet I cant think of an out of hand combo at turn 7 that can give you 18/18 stats. (Maybe Evolutionary Apex?). The solution is simple. Because I like the card and the combos it creates DON’T remove it entirely! Make it a 4/4 or 4/3 at the very least. That makes it vulnerable to AoE and way more balanced.

  3. There are too many low cost spells/minions. The highest mana cost you have is 7. And it’s only 1 card!!! What about 8 and 9? No love for them. :cry: If you don’t mind I would like to suggest a few high cost cards.

  • God’s Appeal: 8 mana, legendary spell, destroy at least 3 friendly minions to summon Vol’Canus
    Vol’Canus: 8 mana, token minion, 6/10, Conceal. At the start of your turn summon 8 or less friendly minions that died this game.

NOTE: 8 or less friendly minions does not mean that you have a random chance to get 0-8 minions! It means that if for example you played 5 minions and they died you get 5 minions back. 6 played? 6 resurrected and so on until 8.

Why do we need such a high cost card if the faction revolves around swarm? Well, most swarm decks have to finish the game as early as possible. When that fails they have no chance of winning. Vol’Canus gives you one more chance to win the game… as long as you can survive until turn 8.

  • Cyber Drone: 2 mana, legendary minion, 1/1, Summon four copies of this minion. Ok this isn’t a high cost card but I’m surprised you did’t have something similar.

  • Zerophobe: 9 mana, epic minion, 5/7, Costs 1 less for each friendly minion on board. If it cost 0 all your minions gain Flow, Conceal and can now move 2 additional spaces.

VALUE! VALUE! VALUE!

  • Yar’ Ze’ Hax: 8 mana, rare minion, 6/1, Summon copies of ALL minions on board including himself.

Yar’Ze’Hax is overpowered since you get at the very least a 12/2 divided into 2 bodies. Furthermore, you expand your board presence by a considerable amount without having to lose card advantage. Let us also not forget that he works quite well with Zerophobe. On the other hand, it works much like Evolutionary Apex because you opponent also gains something. In fact, Yar’ Ze’ Hax benefits your opponent more at first since he attacks with his copied minions before you. But if he isn’t able to deal with your minions… well… GG.

  1. Triton Wakeworth needs a small nerf

Ok so you moved an enemy minion. So far it can be pushed away or close to where you want it to be. Great! Provoke minions are no problem, Ranged minions are now just bad-stated minions and guess what that huge late game threat that can kill you with one shot, remember him? yeah just move him back 2 spaces each turn and he will never reach you…

Instead of moving a minion back 2 spaces move it 1. In this way, it will eventually reach you but at a very slow pace. You can still use it for the previously mentioned situations.

That’s all I have for now. I will add anything else I think is worth mentioning here and of course I am open to discussion. Thank you for reading. :smiley:

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Amazing job! I liked the lore, it felt like it could fit in the current one. But just a quick question: For what reason would The U’ami enter battle or put forth a Duelyst (bloodbound) to compete for a core, since they seems so self-providing?

Yoana Lahahana seems realy cool, does her BBS hit all joined enemies?
Triton Wakeworth’s BBS felt a bit out of place to me, not sure why, but wouldn’t a BBS spell like “give all joined friendly minions +1/+1” fit his roots to Lyonar (small buffs)? also be able to move an enemy minion 2 spaces seems a tad to strong.

Conceal is a good ability that i feel fits with the faction and i think it would allow for some realy satisfying plays.

I really liked the Flow mechanic. I think it provides a cool way to move your minions around on the board, witch will enable diffrent playstyles and countermessures that have not been seen earlier. It open up so many more ways to outplay and outmanouver the enemy!

I would like to see some more high cost minions as well. Can’t wait to what more you come up with!

Could i come with a suggestion to a Flow support card?

  • Baby seaguls 2 mana, Rare minion, 1/1, Rush, OG: summon a copy of this minion nearby.
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UAMI DEV TALK

This post ended up a little long, so I hid it in a spoiler tag to prevent the thread from getting too cluttered and inaccesible. Open at your own risk.

Alrighty @degenerator, I figured since you wrote the most I would reply to you first and in depth.

The exceptions to Flying and Teleport effects are intended to remove potential problems with movement that ignores the board, stuff like Juxtaposition, Demonic Lure, and MDS which I felt would not fulfill the fantasy of tactically maneuvering around enemies. The concept of “pulling” allies along just didn’t really work unless it would be restricted. Hope that clears up any issues about that.

As a side note, Path of Pa’ua is not a teleport effect: it can’t move through enemies and will pull Flow minions with it.

I did consider the potential damage of this Artifact, but also wanted to follow the pattern of Basic Artifacts. I assumed being attached to your General’s attack would be enough to keep it under control, but if you have other ideas for Artifacts I would very much appreciate your suggestions :smiley: I do think this is one of the “problem cards” of the set, so any alternatives are appreciated.

Yes, this is an intended interaction, you’re supposed to be able to move an entire group of Flow minions together as one unit (the only limitation being when enemy minions are in the way). I do understand what you say about needing nerfs. I’ll start by raising the cost of Dual Imbue.

@fr0stfyre, Ghost Frigate is neither a structure nor a wall. It is a 5 mana 4/5 normal minion, the effect being that it will only exit Conceal if it is dispelled, attacks, or is killed by aoe. Perhaps the cost is too low or the body is too strong, if you have any balance suggestions I’m all ears :slight_smile:

In hindsight you are correct, Foresight is too powerful. I will be changing it accordingly. A little hesitant about the jump from 0 to 2 mana, but I think the investment makes sense considering the large benefit. This one’s on my radar for now.

The potential for dispelling Spirit Guard on turn 1 for a big body is real, but it comes at the reasonable cost of losing card advantage and wasting precious removal. Perhaps bringing it down to 4/5 or even 3/5 would be better? I’ll look into alternatives.

The issue here is mostly me trying to emulate the Core set of cards of the other factions, of which only Magmar has more than 1 7 mana minion. Higher cost cards would become more popular in later expansions when the 2, 3 and 4 drop slots got overcrowded, but for the first set of cards I wanted the U’Ami to have enough variety for their lower cost minions to curve out on their own terms. When I release more sets (in order from Shimzar to Prophecy) you can expect to see higher cost minions and spells :smiley:

I did, however, like your card concepts a lot. Cyber Drone looks to be potentially problematic with certain cards, but otherwise all of them are cool concepts. Will definitely keep these in consideration while designing the next set.

Was definitely stuck with the Bloodborn Spells of both Generals, I felt they needed to be strong but not toxic. This one could definitely fall into the latter camp, particularly against Magmar who don’t have any movement spells, but I’m going back and forth on its power level. Bloodborn spells are another aspect of the faction that are subject to change, so keep sending your ideas!

Now for @2munk4u

I definitely had a rough time with the lore, but I figured the U’ami’s growth over time from a self-sufficient pilgrim-like society to a larger nation more eager to prove itself was reason enough for them to submit their Duelysts, particularly since A’u’ala and many of the original Coven of Nine had died and were no longer around to govern.

Lahahana’s BBS does not strike all minions, its intended for sniping priority targets with consistent pings. Maybe its too weak, but I didn’t want the U’ami to be any stronger against Abyssian Swarm than they already were. BBS are still subject to change.

Your idea for Triton’s BBS is definitely cool, sort of like Kara’s, though I feel it may be too easy to abuse. I’ll hold onto that idea for now.

Definitely a cute idea :blush: I already have a Rush Flow minion (Prismarine Assistant) but I’m still playing with utility Rush minion ideas, and this is definitely worth considering.

That’s all for this little “Dev Talk” esque post. Will post the changelog shortly, and I hope you all come back with your best ideas to support this project!

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Black Locust

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" Kahako Shockmage / Rare Minion / 3 Mana / 2/3
Conceal, Frenzy."

Feels like, with attack buffs or not, this would really easily obtain value. Not sure if it should have its attack reduced or up its cost somewhat.

" Voracious Knowledge / Epic Spell / 5 Mana
Draw 6 cards. Deal 3 damage to your General for each card you overdraw."

Rite of the Undervault is 6 mana with no drawbacks for your general. With 3 damage to your general for each card in your hand when you use this card, I could possibly see this being 4 mana.

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Valid concerns, especially with the number of buffs available to the U’ami. I don’t know exactly how to rework/change this concept, to the point I might just abandon the concept itself. What do you think of these?

  • 3 Mana 2/2 Conceal, At the start of your turn, deal 2 damage to all nearby enemies.
  • 3 Mana 3/3 Frenzy, Opening Gambit: Stun a nearby enemy minion.
  • 3 Mana 2/1 Conceal, Frenzy.

Also, please feel free to suggest your own, entirely different concepts if a card seems inherently broken or flawed in design, or bring forth overarching gameplay problems with the whole faction (example: are the buff spells too much for a faction with Conceal?)

I did consider making Voracious 4 Mana, and I did compare it to Rite, but the two aren’t quite comparable. The value of Rite ranges from 6 Mana: Draw 1 to 6 Mana: Draw 6. The value of Voracious ranges from 5 Mana: Take 15 Damage and Draw 1 to 5 Mana: Draw 6. The worst case scenario is far worse, but I think 4 Mana: Draw 6 would just be too good of a best case scenario, even if it only worked in certain situations.

Still, I’m not the best judge of balance at all, and I’ll keep that alternative in mind.

Would like to point out to @isgopet that “moved” and “is moved” effects are distinct, as shown by Onyx Jaguar and Flamewreath’s effects. When balancing cards like Wayfarer, the distinction is fairly important, but worry not that I will specify where necessary.

Btw, @mmf, I’m waiting for your card review :wink:

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Hello to everybody who has commented and suggested changes thus far, really feels like this project is lifting off! Doing a little self-plug/bump for this thread to point out that I’ve updated the

Art Direction

section of the original post, so anyone who is interested in the visual design or lore of this faction can just check that out :wink:

For those of you who are less interested in lore and more tuned into the design aspects of this faction, I also have something for you. I want to establish a mini-community here that is constantly revising and changing, so I figured the best way to keep the discussion lively was with a little, easy-to-click survey.

Theme for this survey is: OP! Most factions have a handful of staple cards in their core set to support them against the shenanigans of other factions, effectively fighting fire with fire in a system of checks and balances. However, some cards cross the line from above average into fundamentally broken, and ruin the game for everyone. Which of the following cards do you think cross the line?

  • Bouncing Beam / Basic Spell / 4 Mana / Deal 3 damage to all joined enemies.
  • Strength of Many / Basic Spell / 5 Mana / Give a friendly minion +2/+2 for each joined friendly unit.
  • Blue Eyes Trident / Basic Artifact / 5 Mana / Your General gains +6 Attack.
  • Tritonite Racer / Basic Minion / 3 Mana / 5/3 / Flow
  • Windspeaker’s Blessing / Common Spell / 1 Mana / Give a friendly minion +1/+1 for each time it moved or was moved this turn.
  • Veil Emergence / Rare Spell / 2 Mana / Give a Concealed minion +3 Attack. It does not take damage this turn.
  • Dual Imbue / Rare Spell / 3 Mana / Give 2 friendly minions +2 Attack and Flow.
  • Kahako Shockmage / Rare Minion / 3 Mana / 2/3 / Conceal, Frenzy.
  • Foresight / Epic Spell / 2 Mana / At the start of your next turn, all friendly minions gain +2 Attack until the end of your turn.
  • Voracious Knowledge / Epic Spell / 5 Mana / Draw 6 cards. Deal 3 damage to your General for each card you overdraw.
  • Spirit Guard / Epic Minion / 1 Mana / 4/5 / At the start of your turn, destroy this minion and draw a card.
  • Tide Brother Pa’ua / Legendary Minion / 4 Mana / 1/5 / Flow, When a friendly unit Flows, grant it +2 Attack until the end of your turn.

0 voters

If there’s a card you think is broken that is not on this list, or you have a specific card you want to talk about, or you have some comments about this poll/post, discuss them below! I’m also trying not to force this too much, so please tell me if this post is too much and if I should calm down :stuck_out_tongue: Any suggestions for the format of these posts is much appreciated.

That’s all for now. Peace.

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Veil emergence is a better boundless courage lol, I might make a post with all my thoughts on the cards. (this is my first time reading the thread Btw)

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Alrighty, gimme a sec, dog’s been vomiting and taking dunps on the carpet again so it might be a little more delayed. Sorry about that

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Dude. Is she alright?

No, it’s the other one

IMG_0020

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