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Fan Card Design Hub: Submissions (Updated 10/31)

Phayze’s Card Ideas! Edition #2

So! I finally managed to come up with all of these as I procrastinated and didn’t do my school work. The main idea here was to make some cards that Starhorn could use but wouldn’t necessarily be as abusable by Vaath. Of course, there are also the inevitable Vet cards and some random Songhai ones I came up with.

If there are any cards you think are overpowered or underpowered, tell me in the discussion thread. I look forward to the feedback and will edit this post accordingly. ^.^

Without further ado, CARD TIME!

Magmar

Minions

Mindbreaker / Magmar / Rare Minion / 5 Mana / 4/5

Whenever you replace a card, deal 2 damage to the enemy General

Purpose : Starhorn support obviously, also provides some synergy with replace decks, which was something I always thought would be good with Starhorn due to his bloodborn spell.

Concerns : Might be too expensive, but I did stat him pretty generously and simply doesn’t work as well with Vaath. (<-- Thats good)

Amberhorn Scholar / Magmar / Epic / 3 Mana / 3/3

All friendly minions that have card draw/replace related effects trigger twice

Purpose : Starhorn support obviously, also provides some synergy with replace decks, which was something I always thought would be good with Starhorn due to his bloodborn spell.

Concerns : Might be too highly statted for such a powerful effect, this is kinda the “Moloki Huntress” kind of minion to help out Visionar and replace decks, etc.

Magaari Truthseeker / Magmar / Epic / 5 Mana / 8/8

At the end of your turn, burn a random card from your hand

Purpose : Starhorn support obviously, this is the kind of minion that is the equivalent to Hamon and Second Sun, powerful but with a downside/weakness. The card burn effect can be compensated for by the Bloodborn spell while Vaath may not enjoy throwing away cards with no effective way to draw them.

Concerns : Burning a random card might be too much, I could change to something like “OG : Make 2 random cards in your hand cost 2 more”, but that’s not very good either.

Oracle / Magmar / Legendary / 6 Mana / 5/5

All of your cards cost one less

Purpose : Nice little minion, made it understatted at 5/5 for what is possibly a rather powerful effect, I put it in the same slot as Makantor so the Magmar player will have to decide which one is the better idea, it’s a continuous effect, not an OG and will generally benefit Starhorn more since he has an easier time maintaining a hand.

Concerns : Effect might be too weak for the mana cost.

Greenscale Herald / Magmar / Legendary / 4 Mana / 3/4

Summon a 1/1 copy of a minion in your hand nearby

Purpose : Combos well with minions that are being used for their effect instead of their stats (like Oracle for example). It’ll also allow you to essentially “duplicate” opening gambits for a higher mana cost.

Concerns : Not much, looks good to me. Although, this with Elder Silithar would be powerful, then again, you only have to get rid of a 1/1 and a 0/1.

Spells

Future Seen / Magmar / Common Spell / 2 Mana

Choose a minion in your hand, it costs 2 less and has -1/-1

Purpose : Can allow you to get minions out earlier, but at the cost of stats (i.e. 4 Mana, 3/3 Makantor). Synergy with Flash Reinc. For the sake of synergy, this does not count as self damage, or a debuff, it is fixed stats, cannot be dispelled, does not trigger Taygete, Twin Fangs, etc.

Concerns : Nothin much, pretty nice spell.

Future Forbidden / Magmar / Rare Spell / 3 Mana

Choose a minion in your hand, it costs 2 more and has +2/+2

Purpose : Has even better synergy with Flash Reinc., pretty potent spell to allow you to get scarier minions out.

Concerns : Nothin much, pretty nice spell.

Future Desired / Magmar / Legendary Spell / 4 Mana

Give a friendly minion spellshield and forcefield

Purpose : Good at protecting minions that you don’t want to lose (i.e. Visionar). Still vulnerable to dispell, but what isn’t? :stuck_out_tongue:

Concerns : Nothin much, pretty nice spell. Might be a tad overcosted at 4 Mana. I can have it draw a card too.

Passing of Time / Magmar / Legendary Spell / 8 Mana

Summon all friendly minions destroyed last turn nearby your General

Purpose : Basically the polar opposite to Circle of Dessication, and being a Vet main, I don’t say this lightly, can serve as a good “Invoke <<Ohhhh… crap.>> in your opponent” spell.

Concerns : I felt pretty bad when I saw the 8 Mana spell Magmar got compared to the others and thought that this would at least be a slightly more viable choice, might still be underpowered though.

Alright! So that covers it for the Magmar stuff, as I said, most of it is Starhorn centric because I don’t like big, dumb, mean green dinosaurs, I like the calm, kind, smart ones instead. Looking forward to your feedback!

Songhai

Spirit Well / Songhai / Epic Structure / 5 Mana / 0/5

Whenever you cast a spell, summon a random spirit nearby

Possible Spirits
Mist Dragon, 1/1, Rush, Flying
Jade Wolf, 3/3, Celerity
Arcane Panddo, 2/2, DW : Add a random Songhai spell to your hand
Stormwing, 1/2, Flying, Deadly Strike

Purpose : A cool Songhai version of firestarter for both Arcanyst and possible Songhai Control? decks to be able to generate minions. All the minions have synergy with Inner Focus and they all seem pretty solid.

Conerns : None, it looks quite balanced to me, the Jade Wolf might be a bit too good though, not sure.

Souls Call / Songhai / Rare Spell / 4 Mana

Summon 2 different spirits nearby your General

Possible Spirits
Mist Dragon, 1/1, Rush, Flying
Jade Wolf, 3/3, Celerity
Arcane Panddo, 2/2, DW : Add a random Songhai spell to your hand
Stormwing, 1/2, Flying, Deadly Strike

Purpose : Another animal spirit card! This one also helps generate a bit of board and adds to the fun

Conerns : None, it looks quite balanced to me, the Jade Wolf might be a bit too good though, not sure. I did make it 2 different spirits so you couldn’t get double Jade Wolf.

Mistwalker / Songhai / Common Minion / 3 Mana / 2/3

Backstab (1), Can teleport 2 spaces every turn

Purpose : A cool Songhai 3 Mana minion that supports the backstabhai, the mobility on this minion allows it to position for backstabs easier, I didn’t give it Celerity though, because we all know what Songhai is capable of with a Celerity minion cough Foxhai cough. Made it 3 mana with 2 drop stats to compensate for the teleporting.

Conerns : None, it looks quite balanced to me.

Mists of Deceit / Songhai / Legendary Spell / 3 Mana

Give a friendly minion +1/+1, switch positions with another minion, at end of turn, switch them back

Purpose : A cool spell idea I had, it combines the effects of MDS and Juxta but reverts the Juxta at EoT. I think it helps out the “hit and run” style of Songhai, esp. Backstabhai out a lot.

Conerns : None, it looks quite balanced to me.

That’s it for the Songhai stuff, I only had a few so I didn’t bother separating Minions and Spells. Hope they are pretty good, looking forward to the feedback.

Vetruvian

Earthbind Obelysk / Common Minion / 3 Mana / 0/6

Summon Dervish, all friendly Dervishes have Provoke

Purpose : One of the few if not the only Obelysk that has no special synergy with the Wind Dervishes but can cause things like Orb Weaver to become 2 2/2 Provokes and Howler to be 3/3 Provoke, Spellshield. Basically, in a proper full Dervish deck, and I mean FULL dervish deck, the provoke will definitely help protect your Obelysks.

Concerns : None, it looks quite balanced to me.

Thunderstrike Obelysk / Epic Minion / 5 Mana / 0/6

Summon Dervish, This Obelysk summons 2 Dervishes

Purpose : A cool little idea I thought up, seemed odd there was no Obelysk that summoned 2 Dervishes

Concerns : None, it looks quite balanced to me. I did give it a 5 Mana cost for that reason, although that might be too high.

Starblast Obelysk / Legendary Minion / 5 Mana / 0/6

Summon Dervish, All Dervishes have Blast

Purpose : I thought the idea was cool since we only have 2 blast minions (which is pathetically low for a faction keyword) and this would provide some oomph. Just for the record, I came up with this idea far before Oranos posted it.

Concerns : I did give it a 5 Mana cost to keep it balanced out, although this Obelysk might be too powerful.

Sandshield Obelysk / Rare Minion / 4 Mana / 0/6

Summon Dervish, All other friendly Obelysks are immune to dispell effects

Purpose : The big one, this is something a lot of Structure/Dervish Vet players have wanted for a long time, some way to be able to protect Obelysks against the dispell that turns them into pretty piles of useless floating rock.

Concerns : I did give it a 4 Mana cost to keep it balanced out, although this Obelysk might be too powerful. I did keep it as “all OTHER friendly Obelysks” signifying that this one does not get the dispell immunity.

Planebind Obelysk / Legendary Minion / 7 Mana / 0/6

Summon Dervish, All Wind Dervishes are permanent

Purpose : The biggest Obelysk ever, this one has a “mass Dunecaster” kind of effect and can get out of hand incredibly quickly. It serves as a lategame Obelysk that puts massive pressure on you opponent as you generate an army every turn.

Concerns : Might be waaaay too slow to be viable, I’ve totally considered repurposing this into 6 Mana spell for viability’s sake.

Alrighty! That covers all the cards I came up with in Period 4, because the school network was down that day and you can’t do much in CompSci class w/o network. So I spent that period coming up with these. xD
So yeah, I started this post on Sunday morning, and it’s Wednesday afternoon now. Wow. Looking forward to all the feedback!
Love you guys!

    - Phayze Starstrider, Captain of the Guard to the House of Starstrider
2 Likes

Feels underwhelming to only have 1 card to throw into the mix currently, but eh.

[details=Reality Breacher / Nuetral / Rare Minion / 4 Mana / (3/3)]Whenever you draw this minion, summon a 2/2 Split Image nearby your General.

  • Purpose: To attempt to add some more replace targets for Replace decks, as I love the concept of them, and to give a bit more bang-for-their-buck/board control when it comes to replacing and their understated minions. Also to act something of a replacement for Dreamgazer, while avoiding its problems.
  • Concerns: Depending on the amount of draw, this card could go out of control with x3 copies in deck.
  • Comments: Due to its effect being hinged on draw, I imagine this would see most play with Starseeker (Magmar) and his draw BBS. I imagine, given its effect, the stats on this card aren’t quite as relevant as the stats of what it spawns.
  • Inspiration: A mixture of Dreamgazer and Kodo Rider/Imp Master from Hearthstone.
  • Art Description: Having no art myself, I imagined this minion to look like a rust/yellow coloured standing figure, with 4 arms moving about in a strange, hypnotic dance (some inspiration came from Zenyatta from Overwatch). I imagine the split images would look vaguely similar, but like a hologram with some great imperfection that would display regularly, like a disturbance in the hologram.[/details]

Whoops, accidentally undid the fix.

1 Like

Alright, here’s this week’s cards, with a strong focus on Magmar cards.

Vetruvian Cards
Desert Waypoint / Vetruvian / Epic Minion / 4 Mana / Structure / (0/6)

At the end of your turn, deal 2 damage to all enemies in the same row and column.

  • Purpose: A “blast” structure. Expensive because it can almost certainly get value on the turn you drop it.

Abyssian Cards
Thorax / Abssian / Rare Minion / 4 Mana / (3/4)

Deathwatch: Deal 1 damage to all enemies on friendly Shadow Creep.

  • Purpose: Turn your individual creep into stupid strong nukes, just like old days.

Magmar Cards
Snapjaw / Magmar / Common Minion / 3 Mana / (1/6)

Deals 2 additional damage when counterattacking.

  • Purpose: A heavy early body that is difficult to use aggressively.
Jungle Toxin / Magmar / Rare Spell / 3 Mana

Give an enemy minion “Grow: -3/-3”.

  • Purpose: The antigrow for your opponent and a poisoning effect.
Detritus / Magmar / Rare Minion / 5 Mana / (8/8)

Rebirth, Grow -2/-2

  • Purpose: A Rebirth minion that benefits massively from being reborn at just the right time. Grows backwards to balance out the 5 for 8/8.
Venturebound / Magmar / Epic Minion / 4 Mana / (2/4)

Grow: +1/+1, Whenever this minion Grows, gain a random keyword ability.

  • Purpose: Grow minions beyond pure stats. Would be interesting if there were more ways to trigger Growth.
Mammoth Sentry / Magmar / Epic Minion / 6 Mana / (2/10)

Whenever a friendly unit takes damage, gain +1 Attack.

  • Purpose: Self damaging synergy on a heavy body.

Neutral Cards
Torched Adventurer / Neutral / Rare Minion / 3 Mana / (3/1)

Opening Gambit: Grant all friendly nontoken minions "Dying Wish: Deal 2 damage to the enemy General.

  • Purpose: Accelerate General damage for out of hand swarm decks.
Injector / Neutral / Epic Minion / 5 Mana / (4/5)

Opening Gambit: Place a copy of your Bloodborn spell in your action bar.

  • Purpose: Pseudo draw for doubling down on your BBS’ utility.
Hazehound / Neutral / Legendary Minion / 5 Mana / (6/3)

Opening Gambit: Fill both players’ action bars with 1/1 Hazy minions.

Hazy / Neutral / Token Minion / 2 Mana / (1/1)

When you replace this card, deal 2 damage to your General.

  • Purpose: Make your opponent’s hand SUPER clunky and force them to seppuku for psuedo draw :smiley:
Ridikulus / Neutral / Legendary Minion / 7 Mana / (6/9)

Opening Gambit: Give 3 random enemy units “Cannot damage Generals”.

  • Purpose: If you’re lucky, the enemy General will be incapable of damaging you. It’s a pretty ridiculous idea :wink: (though worthless against swarms).
Allfather / Neutral / Legendary Minion / 8 Mana / (6/10)

Whenever this minion takes damage, summon a random 7 mana minion for each player in a random nearby space.

  • Purpose: Just a silly idea. LET THE BATTLE OF TITANS BEGIN!
3 Likes

Another week, another round of submissions! This week’s theme: “Sunstone Bracers: What is it good for?” and others.

Lyonar Cards
Golden Smythi / Lyonar / Epic Minion / 4 Mana / (3/3)

At the end of your turn, draw an additional card for every Artifact attached to your General.

  • Purpose: Sunstone Bracers: Seriously, wtf? Equip one and drop this bad boy to keep from losing card advantage over 1 General attack. Can be insane if it sticks to the field for multiple turns, but Lyonar Artifacts are all for melee value so it’s unlikely.
Shackle Soldier / Lyonar / Epic Minion / 5 Mana / (4/8)

Whenever this minion takes damage, equip a Suntone Bracer to your General.

  • Purpose: Make your General a threat and force your opponent to think hard about your General as a threat. Generates ridiculous value in Healyonar.
Paramount Mantle / Lyonar / Epic Artifact / 1 Mana

Your General gains Provoke.

  • Purpose: Protect your low health/value minions and lock down the enemy. Can screw you over against face decks, but works very well with Sunforge Lancer and Sunstone Bracers.
Armorwarp / Lyonar / Epic Spell / 3 Mana

Give a minion -3 Health and grant your General +3 Health. Draw a card.

  • Purpose: Give your General a Health buff that can persist into late game. Could make Healyonar massively annoying.

Abyssian Cards
Understalker / Abssian / Common Minion / 4 Mana / (6/4)

If this minion is standing on Shadow Creep, gain Flying.

  • Purpose: Thorn Needler + Flying = Profit??? Give Creepbyssian some interesting aggro opportunities. Very conditional for a pretty ‘eh’ body, but it has some neat interactions with Abyssal Crawler.
Bramblelock / Abyssian / Rare Spell / 2 Mana

Enemy units on friendly Shadow Creep cannot move until the start of your next turn.

  • Purpose: Force the enemy to stand on your Lego field. A strong control option.
Portal Ripper / Abyssian / Rare Minion / 3 Mana / (3/2)

Opening Gambit: Teleport a nearby minion to any friendly Shadow Creep.

  • Purpose: Another control option which can also be used to move friendly minions into kill range. Another tool for enabling aggro creep similar to Hearthsister in Vanar.
Darkseed Wisp / Abyssian / Common Minion / 2 Mana / (2/2)

Opening Gambit: Give all friendly Wraithlings +1/+1.

  • Purpose: Synergies with Blood Baronette and Bastion, a sort of mini Soulshatter Pact.
Barbed Heart / Abyssian / Rare Minion / 4 Mana / (3/3)

Whenever an enemy minion deals damage, deal 1 damage to that minion.

  • Purpose: Damage procs for days. Can screw over minions like Heartseekers and White Widow.
Antikor / Abyssian / Epic Minion / 5 Mana / (4/4)

Deathwatch: Deal 2 damage to the nearest minion in front of this minion.

  • Purpose: Shadowdancer without the healing and with the potential to control minions.

Neutral Cards
Wave Jaggen / Neutral / Epic Minion / 6 Mana / (5/5)

Whenever this minion deals damage, deal the same damage to the enemy General.

  • Purpose: A minion that you REALLY don’t want to remove with your face. Spell damage and such is still A-OK though!
2 Likes

[details=Speed Runner / Neutral / Rare Minion / 2 Mana / (1/3)]
Open Gambit: This minion could move two times in this turn; if attacks this minion will be stunned until the end of your next turn

  • Purpose: give more options on the first turn to the players

  • Preferred Deck: Shongai

  • Synergy: Onyx Jaguar[/details]

[details=Mana Springer / Neutral / Rare Minion / 3 Mana / Arcanyst / (1/4)]
Open Gambit: Choose two nearby free space, summon a mana spring on these

  • Purpose: give more options for arcanyst and spell based deck

  • Synergy: Arcanyst deck and spell based deck[/details]

Minion's Lover / Neutral / Epic Minion / 3 Mana / (3/2)

Open Gambit: Draw a card, if this card is a minion draw a second card. Deal one damage to your general for every non minion card in your hand

  • Purpose: give more options to draw cards
Battle Pet Devourer/ Neutral / Epic Minion / 4 Mana / (4/3)

Open Gambit: Destroy a enemy battle pet, this card gain the same effect of that

  • Purpose: create a card to counteract the battle pets
Winter Wyvern / Vespyr / Leggendary Minion / 5 Mana / (5/3)

Flying + Open Gambit: give to all not vespyr minion “this minion cannot move”

  • Preferred Deck: Vanar
  • Purpose: give new mecanics to vanar
  • Sinergy: vespyr decks
1 Like

The idea behind these designs is dual faction minions that draw upon similarities between those factions. These minions could have a color palette that incorporates both factions main colors, or the minions could have two color variants depending on which faction deck they are in.

[details=Lyonar/Vetruvian: White Mantle Construct]WHITE MANTLE CONSTRUCT
Minion
7 mana 4/7
Opening Gambit: Lower the cost of all artifacts in your action bar and deck by 1.
Whenever you equip an artifact, restore 2 health to your general.

Similarities: Artifacts and Sustain
Lyonar synergy: An artifact build linchpin and a Healyonar addition.
Vetruvian synergy: Slap on a bunch of reduced cost artifacts for a deadly aurora’s tears/time maelstrom turn.
The card text is a little long, so that may be problematic. [/details]

[details=Songhai/Vanar: Cascade Strayer]CASCADE STRAYER
Minion
4 mana 3/4
Opening Gambit: Swap starting sides of the battlefield.

When this minion is summoned all units swap facing directions and zone specific affects such as infiltrate are also swapped.

Similarities: Board position matters
Songhai synergy: backstab minions can gain access to the back of a blocked off enemy. This can also allow for two backstab units to use their effect in the same turn.
Vanar synergy: The opponent moved to your side of the battlefield to avoid infiltrate and you surpise them with a side swap for instant infiltrate activation for your pursuing minons.[/details]

[details=Abyssian/Magmar: Blood Oath Harbinger]BLOOD OATH HARBINGER
Minion
9 mana 5/5
Rush
If this minion is summoned with a reduced cost, reactivate all friendly minions.

Similarities: Ramp and Rush
Abyssian synergy: Darkfire Sacrifice and Arcane Devourer enable an archetype defining ramp bomb.
Magmar synergy: Flash Reincarnation and Kujata make Magmar’s sticky minions a burst threat.[/details]

1 Like

It’s been a few weeks, but here comes the next round of submissions! This week: Mechs and strong Vanar cards (because new Kara is AMAZING!)

SongHai Cards
Rainchild / SongHai / Common Minion / Arcanyst / 2 Mana / (2/1)

Opening Gambit: Place a Kage Lightning in your Action Bar.

  • Purpose: More removal for SongHai and thematic ties to Storm Kage.
Electrotonfa / SongHai / Legendary Artifact / 4 Mana

Whenever you cast a spell, your General gains +1 Attack.

  • Purpose: Twin Fang for SongHai, but it costs a bit more because Cyclone Mask is a pain.

Magmar Cards
Karmic Stimulant / Magmar / Rare Spell / 1 Mana

Give a friendly minion Rebirth.

  • Purpose: Make Egg combo cards more fun by allowing for a little more flexibility in Rebirth. Note that when the minion respawns it will no longer have Rebirth (Elkowl also works like this).

Vanar Cards
Winterfall Reckoning / Vanar / Common Spell / 4 Mana

This turn your General gains +1 Attack for every friendly minion on the field.

  • Purpose: Turn token spam into token SLAM! A similar wincon to Ghost Azalea.
Hound Harrier / Vanar / Common Minion / 3 Mana / (4/2)

Airdrop, Opening Gambit: The next minion you summon gains +1/+1.

  • Purpose: For a little more Token spam (I just love new Kara too much).
Thawmaturge / Vanar / Rare Minion / Vespyr / 5 Mana / (4/4)

Whenever you summon a Vespyr minion, deal 1 damage to the enemy General and restore 1 health to your General.

  • Purpose: Shadowdancer/Four Winds Magi for Vanar. Vespyr synergies baby :smiley: Bonechill, Voice of the Wind and Snowchaser can make this card pretty insane.
Ursa Cavalry / Vanar / Rare Minion / 4 Mana / (2/5)

Celerity, Opening Gambit: Stun all nearby enemy minions.

  • Purpose: More stun and more Celerity! The infamous bear cavalry leaves enemies in awe!
Crystal Reflection / Vanar / Epic Spell / 3 Mana

Summon a copy of a friendly Vespyr in a random space on the opposite side of the field.

  • Purpose: Manipulate the battlefield and copy over buffs from minion to minion. OP? Yes, probably.
Polar Summitar / Vanar / Epic Minion / 5 Mana / (4/6)

Provoke, Infiltrate: Friendly minions may move 1 additional space.

  • Purpose: More Infiltrate minions and more mobility! I won’t lie, I designed this minion with the image of Putin riding a bear in my mind.
Frost Architect / Vanar / Epic Minion / 5 Mana / (2/3)

Opening Gambit: Transform a friendly Wall into a Golem with the same abilities and grant it +3/+3.

  • Purpose: Everybody loves Winter’s Wake, so let’s have more fun with it earlier in the game. Also, surprise Golem synergy!

Neutral Cards
Ball and Chain / Neutral / Epic Minion / 4 Mana / (3/5)

Opening Gambit: Select a minion. That minion cannot move as long as this minion is alive.

  • Purpose: Ki Beholder for a couple of turns. Hold back that Nimbus, Kolossus or Ironcliffe Guardian and stall to outvalue your opponent.
Rampaging Convict / Neutral / Epic Minion / 5 Mana / (3/6)

Rush, Opening Gambit: This minion has 0 Attack until the end of this turn.

  • Purpose: A Rush minion that can’t act as out of hand damage. I’m… not sure what it’s good for :stuck_out_tongue:

MECHS
Grasp of Mechaz0r / Neutral / Rare Minion / Mech / 3 Mana / (2/4)

Provoke, Opening Gambit: Build Mechaz0r progress by 20%.

  • Purpose: No Provoke Mech yet? For shame!
MechaCORE / Neutral / Epic Minion / Mech / 3 Mana / (1/1)

Opening Gambit: Give a friendly Mech Forcefield.

  • Purpose: Mechs have bad stats, but Sword and Chassis can both benefit a lot from buffs. Give a little more synergy to the tribe.
Engine of Mechaz0r / Neutral / Rare Minion / Mech / 3 Mana / (2/1)

Opening Gambit: Build Mechaz0r progress by 20% and draw a card.

  • Purpose: Get it? It’s a draw engine! Basically a neutral Sun Wisp.
O.N.E. / Neutral / Epic Minion / Mech / 5 Mana / (3/4)

Opening Gambit: Place a copy of each friendly Mech on the field in your Action Bar.

  • Purpose: Refill hand for Mechs. Can copy Mechaz0r as well.
2 Likes

Heres my idle thought for the week.

Lifebound Phylactery / Abyssian / Epic Artifact / 4 mana

Your general gains +1 Attack. Whenever your general would take fatal damage, prevent it and this artifact loses one durability.

Purpose: Gives Abyssian generals a way to survive without requiring healing but can also be played around by the enemy. Also means opponents can’t just build up for an OTK so easily.

1 Like

Are you ready for this week’s submissions?! This week has multiple themes: Heavy duty bodies, Silverguard minions galore, Abyssian Battlepets, 6/6/6 minions and a whole bunch of Flying minions!

Vetruvian Cards
Basaltan Aishi / Vetruvian / Epic Minion / 5 Mana / (5/3)

Flying, Opening Gambit: Friendly Structures may move as if they have Flying this turn.

  • Purpose: We must relocate! To the skies! Use this weird Flying minion to box your opponent into a corner.

Lyonar Cards
Miracular / Lyonar / Common Minion / 4 Mana / (4/4)

Opening Gambit: Spend all remaining mana and restore 1 Health to your General for each mana spent.

  • Purpose: A card that gains utility in a lategame topdeck war. Can’t be comboed with any buff spells. Not a great minion, but strong in the right scenarios and has some utility for inexperienced players.
Rallying Cry / Lyonar / Common Spell / 3 Mana

For every other minion you summon this turn, summon a 1/2 Silverguard Recruit nearby your General. Draw a card.

  • Purpose: Yes, it includes token minions. Play in Zoo Lyonar to double your swarming and keep your hand healthy.
Silverguard Shocktrooper / Lyonar / Epic Minion / 3 Mana / (2/5)

Zeal: Whenever this minion takes damage, place a Beam Shock in your Action Bar.

  • Purpose: Beam Shock is a great card, and this card gives you more of it! Like a Lantern Fox, but even more evil. Fits an Arcanyst Lyonar deck incredibly well.
Silverguard Cannon / Lyonar / Rare Spell / 1 Mana

Grant a friendly Silverguard minion Forcefield and +2 Attack this turn. Draw a card.

  • Purpose: Combo with minions named Silverguard :smiley: Basically Zoo Lyonar support, since no other deck would ever play Silverguards.
Mobile Suit ARC / Lyonar / Epic Minion / 5 Mana / (0/10)

Gain +2 Attack for each Durability on all of your Artifacts.

  • Purpose: Kind of like Second Sun, it’s a massive body that has very conditionally high damage. Even without a combo from an Artifact its still a phenomenal Divine Bond target. A followup to my “Sunstone Bracers: WTF?” set of cards from a few weeks ago. Draws inspiration from Neon Genesis Evangelion and Joan of Arc (an epic combination that somehow isn’t a thing yet).
Sunseared Earth / Lyonar / Epic Spell / 2 Mana

All enemy minions summoned next turn take 2 damage. Draw a card.

  • Purpose: Zoo Lyonar support: it knocks most minions down into kill range for your weaker minions, draws a card and prevents the enemy’s swarm from building up. Named after scorched-earth military tactics.
Zweihand Crusader / Lyonar / Legendary Minion / 5 Mana / (2/7)

Frenzy, Non token enemy minions cannot be summoned in nearby spaces.

  • Purpose: Hoooooo boy this card is stupid broke. Combo with a Provoke minion and trap your opponent in a corner indefinitely. Tokens can still be summoned because I’m not an ENTIRELY horrible person. The one 2 Attack minion that will NEVER be stolen by Zen’Rui :smiley: Named after a Zweihander, or massive two handed sword.

SongHai Cards
Lightning Wisp / SongHai / Common Minion / 2 Mana / (1/1)

Dying Wish: Lower the cost of a random card in your Action Bar by 2.

  • Purpose: Supports control type lategame combos and worsens if your hand is full of 1 and 0 mana spells.
Fakira / SongHai / Epic Minion / Arcanyst / 4 Mana / (2/4)

Whenever you cast a spell, deal 2 damage to all nearby enemy minions.

  • Purpose: Spellhai Sunriser. The name is based on Akira and Fakir, another weird but awesome combination.
Eternal Blazewood / SongHai / Legendary Minion / 7 Mana / (7/7)

At the end of your turn, draw until you have 5 cards. Deal 1 damage to your General whenever you draw a card.

  • Purpose: 420Blaze through your deck and hope for lethal. An interesting addition to ComboHai, SeppukuHai and ZendoHai decks. Thematic ties to Hamon Bladeseeker and Flameblood Warlock, and an anti Ancient Grove.

Magmar Cards
Ichoreye / Vanar / Common Minion / 3 Mana / (0/8)

This minion’s Attack is equal to its missing Health.

  • Purpose: A self damaging, buff hungry minion with a theoretically above average statline. Can be a nice facemonkey or a heavy bruiser in the early game.
Pangola Troll / Magmar / Rare Minion / 5 Mana / (4/5)

Takes 2 less damage from all sources.

  • Purpose: A body that is pretty much immune to your damage procs, enemy pings, Wraithling swarms, etc. Based on a pangolin.

Vanar Cards
Spirit Guard / Vanar / Epic Minion / 1 Mana / (5/5)

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

  • Purpose: A delayed cantrip-esque minion that bodyblocks… and thats it. It may be undercosted and I wasn’t sure whether it should belong to Magmar or Vanar.
Frost Ogre / Vanar / Epic Minion / 5 Mana / (5/4)

Opening Gambit: Transform a nearby minion into a copy of this minion.

  • Purpose: A crazy synergy card with Wall Vanar that can also be used to soft remove Aymara or Ironcliffe if necessary. Notice it has just enough health to be taken out by Lightning Asp and Cryogenesis. Double’s Kara’s bonus and turns inert walls into 5 damage burst. Seriously, I’m afraid of this minion’s brokenness.

Abyssian Cards
Touch of Madness / Abyssian / Common Spell / 1 Mana

Target minion becomes a Battlepet.

  • Purpose: Specifically, they move and attack like one, but I wanted this card to combo hilariously with Sol. Overall, some interesting soft removal for tricky minions.
Maddened Cultist / Abyssian / Common Minion / 3 Mana / (3/4)

Opening Gambit: Give a nearby minion +1/+1 and turn it into a Battlepet.

  • Purpose: Functions the same as Touch of Madness. Would be awesome in SongHai (Crimson Coil value) but oh well. A beefy buff buddy who can’t be controlled.
Zanedi / Abyssian / Legendary Minion / 4 Mana / (4/5)

All nearby minions move and attack like Battlepets.

  • Purpose: Drop it in the middle of a slugfest and laugh as your opponent’s minions kill themselves on your meatshields. Needless to say, this minion best suits a deck full of minions that are already Battlepets. The name is a pun on “sanity”.
Hamelin Enchantress / Abyssian / Legendary Minion / 6 Mana / (6/6)

Forcefield, Nearby friendly Wraithlings have Forcefield.

  • Purpose: Turn a tiny force of Wraithlings into a Zerg strike force. Has heavy synergy with Wraithling Fury and sometimes Blood Baronette, but somewhat cancels out Deathwatch effects. Follows the 6/6/6 pattern for Legendary Abyssian minions and is inspired by the Pied Piper of Hamelin.
Nightwing Dracolich / Abyssian / Legendary Minion / 7 Mana / (6/6)

Flying, Opening Gambit: Turn 3 tiles in front of this minion into Shadow Creep. Shadow Creep deals triple damage this turn.

  • Purpose: Turn individual Shadow Creep tiles into hard damage. Combo with 3 Darkspine Elementals to deal 24 damage and OTK with Shadow Creep damage + General attack (do it for the memes).

Neutral Cards
Anarcane Beacon / Neutral / Rare Minion / Structure / 3 Mana / (0/4)

At the end of each turn, dispel a random nearby minion.

  • Purpose: Oh dear, there goes the neighborhood. With clever positioning this can dispel anywhere from 1 enemy minion to the rest of their minions for the whole game. It’s a threat they can’t really ignore, even if it IS a structure.
Bloodbound Mimic / Neutral / Rare Minion / 4 Mana / (4/0)

Opening Gambit: Gain Health equal to the Health of a target minion.

  • Purpose: Match high Health with high Health or bolster your ranks. Any minion (yours or your opponent’s) with 6 or more Health combos neatly with this minion. Can be played together with Ironcliffe, Hamon, and most other hefty 5 drops, but fails miserably in a low curve deck. Has some synergies with Healyonar.
Babeline / Neutral / Epic Minion / 3 Mana / (1/3)

At the start of your turn, summon two mana orbs in random spaces nearby your General.

  • Purpose: Named after the tower of Babel, this card is meant to support an accelerated ramping control deck. Mana orbs are a cool board mechanic that should be explored more!
Winged Swine / Neutral / Epic Minion / 6 Mana / (3/8)

Flying, Whenever this minion is healed, draw a card.

  • Purpose: A Healyonar synergy card and weird neutral draw option. Based on the expression “When pigs fly”.
Black Queen / Neutral / Legendary Minion / 6 Mana / (6/6)

Flying, Whenever this minion deals damage destroy a random Artifact attached to either player.

  • Purpose: Kinda weird idea, I just like Flying minions. Can hurt you as well as your opponent, so that sort of justifies its above average statline (if Storm Aratha was average). Based on the chess piece because it moves everywhere and renders the “king” useless :wink:
Rayd Queen / Neutral / Legendary Minion / 6 Mana / (6/6)

Frenzy, Whenever this minion deals damage summon a 3/1 Flameling nearby.

  • Purpose: Rayqee inspired minion for the memes: she gets one good hit in and starts a flame war. Jokes aside, I just want to see viable Frenzy minions besides Mankantor Jesus because it’s such a great mechanic.
1 Like

Now, this is my time to shine, like a shooting starrr! And I will shine, high in the burning night!


Excess: Dynamic Mana Costs and Effects

This collection of cards is based on my Decadence idea on the “suggest new keywords” thread.

A card with Excess spends all your remaining mana crystals, and has an effect proportional to the amount of crystals spent in excess of its cost.

*Purpose: The purpose of this keyword is to create cards that allow more decision making on how they are played, by giving the player a choice between different levels of flexibility and value. It also opens deckbuilding space by making a deck’s mana curve mutable.

*Comments: Could be tricky to balance, since by the nature of the ability a cheaper card with the keyword would be both an early game and a late-game play, but on the plus side cards with Excess are very, very hard to combo. The mechanic itself is based on a more rigid version of the X cost cards in MTG.

Shining Warlady / Neutral / Epic Minion / 4 Mana / 5/3

Excess: Give this minion +1 Health and give your general +1 Attack

*Purpose: I feel that decks that beat things with their generals could use a little more neutral support. Plus, the fact its bonus are spread among different targets makes dispelling it less binary

*Comments: I don’t think it would be very fun to be killed by a topdecked Warlady + general. On the other hand, Grincher is worse when it comes to stupid victories.

Arrogant Scholar / Neutral / Rare Minion / 4 Mana / 3/3

Excess: Draw a card.

*Purpose: a neutral card draw option that is instant, asymmetrical, less random than L’Kain and still not overpowered because it loses you a turn if you want maximum value.

[details=Purity of Metal / Vetruvian / Epic Spell / 2 Mana]Excess: prevent an amount of damage equal to the amount of mana spent by Excess

*Purpose: right now, all of Vetruvian removal is centered on the general, and the faction also has a strong artifact theme. However, they have few ways of healing damage and preserving their artifacts. This seeks to change that.

Commentary: I am unsure about the cost, and the wording is very awkward.[/details]


[details=Faction Hybridization]
This will mostly focus on factions using keywords from one another for flavor reasons and to enhance the regular playstyle of the faction.

[details=Ostracon Curator / Vetruvian / Legendary Minion / 5 Mana / 3/5]
Zeal: Your artifacts can’t fall below 1 Durability.

*Purpose: more Sajj love, while also encouraging the Lyonar-like “in your face” playstyle Counterplay seems to want for Vet.[/details]

Mountain Carver / Magmar / Legendary Minion /Arcanyst / 7 Mana / 5/5

Grow +2/+2
Blast

Every time you cast a spell, this Grows.

*Purpose: This card’s only purpose is to be as slow and crazy as Slithar Elder. It could be interesting in Grow Magmar.

*Comments: very unsure about the balance of this one. I don’t know if ramping could make it OP, but I am more than a little afraid.

*Artwork: probably a somewhat humanoid giant made of moss-covered stone, that attacks by tearing its chest open to release a blast of magma.[/details]


Last but not least, a cheap gimmick minion:

Fractal / Neutral / Legendary Minion / 7 Mana / 2/1

Forcefield
Celerity

At the end of your turn, summon a copy of this minion on each adjacent corner

*Purpose: I wanted to make something funny, snowbally and annoying for lulz.
*Comment: I’d hate to see this played against me if I lacked a counter, and would always tech against it. It would be annoying when it worked, and underwhelming when it didn’t. But it would be very funny to see in action.
*Artwork: Some sort of bi-dimensional geometric pattern please. Preferably one that creates an optical illusion when repeated over a large area.

2 Likes

Magmar:

The Last Shedding / Magmar / Rare Spell / 2 Mana

Give a friendly minion +1/+1 and transform it into a token minion with the same stats and no abilities

  • Propose: Prevent a unit with grow from getting dispelled. Lock in the stats previously gained at the cost of losing “grow” ability.

  • Comments: "The last shedding, the end of growth."
    Can also be used to recycle/dispel a friendly minion with undesirable effects like Bonfire totem, dispelled egg etc. or get a better unit out of Battle pet.

Aleka Guardian / Magmar / Rare Minion / 3 Mana / (3/3)

Rebirth, The first egg you summon each turn gains “Cannot be attacked”

  • Propose: An early game supporter for rebirth units. Making them even harder to get rid of.

  • Comment: "Chrysalis Protector"
    Magmar really needs more egg supporter. This minion provides a safety net for rebirth units so that some may survive until dreadnought comes.

*The egg can still be destroyed by spell or other damages.

The End of Era / Magmar / Legendary Spell / 8 Mana

Destroy ALL minions. Summon an egg of each non-token friendly minion destroyed by this spell on its space

  • Propose: Reset the board in the late game with a draw back that it triggers dying wish.

  • Comments: “It’s the end of an era. Everything dies, Magmar survive.”

  • Concerns: It’s an unconditional board wipe that gives your minions back if the eggs survive. I did set the cost very high but may still be too strong since it essentially double the number of your Rebirth minions. But it triggers dying wish which makes it inferior to Metamorphosis + Skorn so I think it’s fine.

  • Alternative: 9 Mana?

2 Likes

I have a bunch of ideas for this months contest and i decided to post all of them here before submitting.
note: bloodbond keyword activates whenever a friendly BBS is cast.

[details=Bloodtear Sorceror / neutral arcanyst / 2 mana / 2/2]Opening Gambit: add a copy of your opponents bloodborn spell to your action bar

Im honestly suprised this card isn’t already in the game. its a good play any turn that allows you to turn your opponents abilities against them. i felt it would be a little too powerful for a 2/3 statline since the ability can potentially swing games. at worst, its a 3 mana bloodtear alchemist or a 2/2 blaze hound. at best, its can win games with a blinking makantor or a stacked kinetic wraithling swarm, or simply give songhai a target for all their spells.[/details]

[details=Sharic Vampire / abyssian / 3 mana / 3/4]Whenever this minion damages a general, add a copy of their bloodborn spell to your action bar.

I admit its similar to the previous card and snow rippler, but stealing bloodborn spells is a rather vampyric thing to do. and it makes sense that the ability would only proc when they actually draw blood from the general. on a side note, Shar is a city/location in the abyssians home continent.[/details]

[details=Mind Jolter / vetruvian artifact / 2 mana]gain +1 attack. whenever the general deals damage increment your bloodborn timer.

this artifact makes it so you can forcibly advance the bloodborn spell timer to get your BBS out quicker. its not even useless late game since you can BBS, hit with your general, then BBS again the same turn. not sure if i should make this 3 mana or change it to “recieves damage” so a double sajj BBS can be triggered by skorn instead of time maelstrom. I imagine this as sajj’s other sword and companion to spinecleaver.[/details]

[details=Imp / neutral battlepet / 2 mana / 2/3]bloodbond: gain +3/3

a neutral variant of gro with more late game potential at the cost of being slower to gain stats before turn 9. not sure if 2 mana is too cheap or 3/3 is too strong since it can be buffed on the turn its played. but due to the infrequence of buffs and the fact you have to spend mana to buff it, i think its justified.[/details]

[details=War Chronicler / neutral / 5 mana / 5/5]Opening Gambit: reset your opponents bloodborn timer to 0.

the effect of this card would return their bloodborn spell to the state it is on turn 1. as in you have to wait 2 turns for it to activate and it will be a while before it is active every turn. if their BBS is active, it will not de-activate, but if it is inactive, it will reset their progress so they have to wait 2 more turns to use it. this is a great way to prevent late game BBS spam from running rampant. it gives you breathing room against revas heartseekers and faies warbirds.[/details]

3 Likes

Circle of Death / Abyssian spell / 1 mana

Transform all unoccupied Shadow Creep tiles into 1/1 Wraithlings and simultaneously transform all Wraithlings into Shadow Creep tiles.

Since the name Dark Transformation was already taken - which would have been perfect - I went with a spoof on the Lyonar Circle of Life spell.

Purpose: Abyssian has two main themes, Creep and Wraithlings (with Deathwatch as a support). Both generals are specialized towards one of those themes and also most class cards. One either goes Cassy with Creep or Lilith with Wraithlings meaning in either case half of the class cards are not that useful. With this new spell one could use cards with the Wraithling theme in a Cassy deck and then turn them into Creep for use with Obliberate or Ghost Azelea and the same with Lilith and Creep cards. This would make the Abyssian faction seem more as a whole.

Notes: Not sure about the mana cost. Maybe it should be 0 mana. Not sure if even that would make it playable. Maybe 1 mana and also draw a card at the end of the turn. Comments welcome (in companion thread). Also not sure whether the Wraithlings actually should get destroyed instead of transformed so it triggers Deathwatch.

1 Like

there isn’t enough interaction between factions.

[details=highwind loyalist]2 mana 2/3
lyonar minion
Zeal:+2 health

Their will to protect their noble master does not falter even after highwind castle was burned to the ground.[/details]

[details=highwind traitor]2 mana 3/2
Songhai minion
Backstab(2)

Their hatred for their tyrannical oppressor does not wither despite burning his castle to the ground.[/details]

[details=jungle scavenger]2 mana 2/2
Magmar minion
Grow:+1/+1

Adapted to the lush jungles of magaari, they must be ever watchful for predators. After all, food may be important, but life is priceless[/details]

[details=blighted scavenger]2 mana 1/1
Abyssian minion
Deathwatch:+1/1

Adapted to the barren blighted lands of styxus, they must fight for every scrap of food. After all, life is important, but without food it is worthless.[/details]

[details=crystal guardian]3 mana 4/4
Vanar minion
Infiltrate: -2 attack
Whenever this minion deals damage to an enemy minion, stun it

These defenders of the winter blade have learned some of it’s secrets. [/details]

[details=silverguard ranger]3 mana 2/5
Lyonar minion
Zeal: -1/-1
This minion may move an additional space.

Though loyal and skilled scouts, they do their best work unsupervised.[/details]

[details=bloodmoon totem]2 mana 0/4
Abyssian structure
At the start of each players turn, turn a random occupied tile into shadow creep.

An alter of worship for blood moon priestesses. It is said the vetruvians burn these totems and gift them to their enemies.
[/details]

[details=deathfire cannon]4 mana 2/2
vetruvian minion
blast
whenever this minion destroys a minion, gain +1/1

with every defeat comes knowledge. with the crescendo of our enemies war songs, comes progress[/details]

[details=flame dervish]2 mana 2/2
songhai dervish
Dying wish: dispel all nearby spaces

not all dervishes were welcome in vetruvia, especially those that made water scarcer.[/details]

[details=frost dervish]3 mana 2/2
vanar dervish
Opening gambit: stun all nearby enemy minions

despite the warm welcome, or rather because of it, the frost dervishes fled to a more suitable climate.[/details]

[details=sin eater]5 mana 3/5
lyonar minion
whenever a minion is dispelled, this minion gains its abilities.

when the lyonar learned of the abyssian host, they reviled their culture. all except the concept of eating others sins to save them from eternal damnation.
[/details]

[details=moloki exile]2 mana 1/2
abyssian minion
deathwatch: give a random friendly minion +1/1

exiled for practicing dark magic that interfered with the dance of dreams.[/details]

[details=mistblade dryad]3 mana 3/3
songhai minion
Opening gambit: add a mist dragon seal to your action bar

prisoners of war that learned to weild the chains that bound them. generations later, they joined the enemy that brought them to Xenkai in the first place.[/details]

2 Likes

Here’s a new week’s worth! This week: the remnants of the November Contest (BBS Synergies), more Rebirth minions, and more!

Vetruvian Cards
Arcana Circuit / Vetruvian / Epic Spell / 3 Mana

Destroy a minion directly between two friendly minions.

  • Purpose: Use clever positioning to remove threats. Pretty basic, but just a cool idea I wanted to see.

Lyonar Cards
Cornicall / Lyonar / Rare Minion / 3 Mana / (1/4)

Zeal: Your Zeal minions cost 1 less mana.

  • Purpose: Rush the board with your broken as hell Zeal minions! I love cost reduction cards. Name inspired by the cornucopia, or horn of plenty.
Astral Projection / Lyonar / Epic Spell / 4 Mana

Deal 3 damage to a friendly minion and summon a copy in front of it.”

  • Purpose: It’s so hard to find a target for Afterglow. With this card, you can make value happen while satisfying your Healyonar synergies. Double up on Ironcliffe, Elyx, even Z’ir, and then heal up afterwards.
Battle Puritan / Lyonar / Epic Minion / 4 Mana / (3/5)

Zeal: Your Bloodborn Spell is “Dispel 1 friendly minion and 1 enemy minion."

  • Purpose: Slugfest! Turn all those high value Abyssian and Songhai minions into vanilla bodies. This is my entry for the November card contest, FYI :wink:

SongHai Cards
Kuraika / SongHai / Rare Minion / 5 Mana / (6/4)

Airdrop, Opening Gambit: Deal 3 damage to the unit behind this minion.

  • Purpose: Airdrop Thorn Needler with a reverse Dancing Blades effect. Play it in a big Songhai deck: Hamon, Zendo and this bad boy all need some more support.
Chaotika / SongHai / Rare Minion / 5 Mana / (4/4)

Whenever a friendly minion moves or is moved, gain +2/+2.

  • Purpose: Like Onyx Jaguar, but a single massive body. Play it in a big Songhai deck: Hamon, Zendo and this bad boy all need some more support.

Magmar Cards
Ova / Magmar / Rare Minion / 3 Mana / 2/3

Rebirth, This minion’s Egg has +2/+2.

  • Purpose: Remember Fenrir? Yeah, that guy. This is his new reincarnation, but if you don’t kill the egg it’ll just generate more value. More Rebirth minions is always good.
Silithar Broodmother / Magmar / Epic Minion / 5 Mana / (5/4)

Rebirth, Your Bloodborn spell is “Summon a Young Silithar Egg nearby your General.”

  • Purpose: What do we want? More Rebirth minions! When do we want them? Now! Hit the board with some sticky bodies and force your opponent to race to ping all of your eggs.
Tarrask / Magmar / Legendary Minion / 7 Mana / (5/10)

Friendly Rebirth minions cost 1 less for each friendly Egg on the field.

  • Purpose: Rebirth synergy cards are expensive, not to mention how costly Rebirth cards themselves are. Drop the Tarrask to spam cheap sticky minions, or follow it up next turn with a Chrysalis Burst and a flood of Veteran Silithars. MAKE EGG DECKS GREAT AGAIN
Kawaki / Magmar / Legendary Minion / 5 Mana / (2/8)

Rebirth, Whenever this minion takes damage, hatch all friendly eggs.”

  • Purpose: Moar Rebirth synergy! Think of this as Magmar’s Nimbus, but potentially scarier combos. The name is meant to be a play on the word “awaken”.

Vanar Cards
Ice Block / Vanar / Common Minion / 2 Mana / (0/6)

Wall, Airdrop, Dying Wish: Draw a card.

  • Purpose: Blocked! Wall Vanar is fun, and clever positioning and airdrop minions are even more fun! Also, card draw for funsies.
Frostfate Fortification / Vanar / Epic Spell / 4 Mana

Summon 5 1/1 Walls with Rush in a horizontal line.

  • Purpose: Blocked (again)! With this you can snipe minions, go face or block the board. Double it up with Kara BBS and combo with Razorbacks or other buff minions. A potential wincon.

Abyssian Cards
Mary Ann / Abyssian / Legendary Minion / 6 Mana / (3/5)

Dying Wish: Take control of the closest enemy minion.

  • Purpose: Combo with EVERYTHING and steal away your opponent’s big minions. Combos like CRAZY with Consuming Rebirth. Name comes from Marionette.

Neutral Cards
Crimson Drakalops / Neutral / Common Minion / 3 Mana / (3/2)

Opening Gambit: Place a random Bloodborn Spell in your Action Bar.

  • Purpose: Remember Golden Mantella? Pretty good, basic card, and if it ain’t broke don’t fix it! Should synergize with the new cards in the next expansion.
Wildling Child / Neutral / Common Minion / 2 Mana / (2/4)

Opening Gambit: Deal 2 damage to a friendly minion or this minion.

  • Purpose: On-damage effects are lots of fun, and Healyonar loves cheap, damaged bodies.
Hemomancer / Neutral / Epic Minion / 4 Mana / (3/6)

You and your opponent swap Bloodborn spells.

  • Purpose: You want your spell back? You’ll have to take it! This is the REAL Starhorn synergy card :wink: Use just for funsies, but there’s really not much to this card. Name comes from hemomancy, or blood magic.
Bloody Mary / Neutral / Legendary Minion / 6 Mana / (3/6)

Bloodbond: Summon a 2/2 Bloodfury with Rush in front of your General.

  • Purpose: A pretty basic and strong idea of what BBS synergy would look like. Name obviously inspired by the urban legend of Bloody Mary.
Tedium / Neutral / Legendary Minion / 7 Mana / (4/8)

Your Bloodborn Spell is “Deal 1 damage to the enemy General and restore 1 health to your General.”

  • Purpose: 4WM, Shadowdancer, what are they? TEDIOUS. So yeah, here is the minion reincarnation of that.
Uami / Neutral / Legendary Minion / 7 Mana / (7/7)

At the end of each turn, set a random enemy minion’s Attack to 0.

  • Purpose: Turn big threats into toothless walls, and potentially make an even more meme-y sabotage deck?
2 Likes

Waiting anxiously for the new expansion, another round of cards! Heck yeah! Today the magic number is 3: 3 drops for almost every faction, a 3rd set of Generals, and a certain 3/3 Celerity minion’s triumphant return :wink:

Vetruvian Cards
Kii / Vetruvian / Rare Minion / Battlepet / 2 Mana / (1/4)

Whenever this minion takes damage, place a Scion’s First Wish in your action bar.

  • Purpose: Scion’s First Wish is a silly card, so let this Battlepet unlock some more hand space for you. Get it, because its a key :smiley:
Baracus / Vetruvian / Rare Minion / 3 Mana / (3/2)

Opening Gambit: Dispel the closest unit in front of this minion.

  • Purpose: Think of this as a sort of Ki Beholder for Vet and a pseudo replacement for Siphon Energy (may it rest in pepperoni). Positioning is key with this guy. Name is “Scarab” backwards, because I’m clever.
Salamon Ain / Vetruvian / Epic Minion / Dervish / 5 Mana / (4/4)

Opening Gambit: All friendly Dervishes do not disappear at the end of your turn.

  • Purpose: So you have a lot of Obelysks. Some of them are not always going to get perfect spawns, and the Dervish is wasted. The solution? Give them a second chance, because you’re a generous man.

Lyonar Cards
Zenith Vult / Lyonar / Rare Minion / 10 Mana / (7/7)

Costs 1 less for every time either General has been healed.

  • Purpose: DEUS VULT! Mandrake for Healyonar, but maybe even scarier. Might as well be a 0 Mana 7/7 against Cassyva (and she deserves it).
Pristine Overseer / Lyonar / Epic Minion / 3 Mana / (2/4)

Friendly minions that cost 1 or less mana have Forcefield.

  • Purpose: I’ll admit, I’ve been playing a little Hearthstone recently, but its way less fun because of the 7 minion limit on the board. This is a sort of copy, but it definitely has different applications in Duelyst: with Lyonar’s swarm tactics you can dominate the board with cheap minions: Slo and Squire both become massive value machines, and even Swamp Entangler can make a difference with Forcefield and Shiro stacks.
Heliopriest Umil / Lyonar / Legendary Minion / 5 Mana / (4/5)

Whenever an enemy minion is healed, it can no longer attack.

  • Purpose: Those impudent fools will learn humility! Leave your opponent scrambling for value as you turn all their big bodies into toothless meatsacks. Generosity is the name of the game, and Healyonar has all the heals in the world to offer.
Brewzin / Lyonar / Legendary Minion / 6 Mana / (3/7)

At the end of each turn restore 2 Health to your General.

  • Purpose: Anyone whose been defeated by a Spinecleaver build knows this minion can generate a lot of value. Sort of a win more card but it can pull someone from behind if necessary.

SongHai Cards
Reignition / SongHai / Epic Spell / 4 Mana

Summon 2 3/3 Battlepets with Celerity in random spaces.

  • Purpose: Old Lantern Fox is back baby :wink: Don’t you just LOVE that card? Don’t you remember how FUN it was? Lets reignite that old flame with our new toy, Crimson Coil.

Magmar Cards
Right Claw of the Aspect / Magmar / Common Minion / 3 Mana / (3/3)

Opening Gambit: Your General has Provoke until the end of your turn.

  • Purpose: Viable 3 drop for Mag? I’m not sure :confused:
Spirit Journey / Magmar / Common Spell / 1 Mana

Destroy a friendly egg minion and move a friendly minion to that space.

  • Purpose: Magmar really shouldn’t have mobility spells. With that in mind, here’s a mobility spell for Magmar.
Return to Wonder / Magmar / Rare Spell / 2 Mana

Place an egg copy of any minion in your Action bar.

  • Purpose: Finally cheap egg synergy! Copy a minion and summon it as a 3 mana rush minion (if you have the proper synergy card).
Kabu Kabu / Magmar / Epic Minion / 5 Mana / (8/8)

Whenever you summon a minion from your Action Bar, your opponent draws a card.

  • Purpose: Starhorn support that maybe doesn’t suck? Its multifaceted: you draw cards to spam minions to make your opponent draw even more cards and die to Decimus. What fun! Named after the Kabuto, or Japanese Rhinoceros Beetle, for no particular reason at all.
Gigaiazard / Magmar / Legendary Minion / 8 Mana / (10/10)

Rush, Opening Gambit: Cannot attack Generals this turn.

  • Purpose: I often hear that Rush minions should not be able to go face the turn they are summoned, so here you go. Isn’t it just wonderful? Name is a combination of Giga, Gaia and Lizard, so you know its good.

Vanar Cards
Peak Smithyr / Vanar / Rare Minion / 3 Mana / (1/4)

Your Artifacts cost 2 less.

  • Purpose: Vanar has some of the coolest artifacts in the game, so lets see more of them! Artifact Vanar ftw! Bonus if you Grincher and manage to equip 3 1 cost Regalias.
Congelator / Vanar / Legendary Minion / 6 Mana / (6/5)

At the start of your turn, stun the enemy General.

  • Purpose: Sort of like Zendo, but without as much hilarity. If this minion survives a turn it starts generating stupid value, so I’m not sure how I should stat it.

Abyssian Cards
Vassinia / Abyssian / Common Minion / 3 Mana / (3/2)

Opening Gambit: Your opponent’s minions cost 1 more next turn.

  • Purpose: Competitive 3 drop for Abyssian? Its sort of a Fanblade for minions and “spells with legs”.

Neutral Cards
Light Speckled Gira / Neutral / Common Minion / 3 Mana / (3/3)

Opening Gambit: Restore 1 Health to all units.

  • Purpose: The reverse Skorn. What a twist!
Runescale Keeper / Neutral / Rare Minion / Arcanyst / 3 Mana / (0/4)

Whenever you cast a spell, gain +2 attack until the start of your next turn.

  • Purpose: I’m only worried about this being broken in SongHai. The idea is if you cast a few spells this minion becomes a super efficient body, but if you don’t he’s just worthless.
Clu / Neutral / Epic Minion / Battlepet / 2 Mana / (2/1)

Dying Wish: Draw a spell card.

  • Purpose: Some decks hinge on very specific cards, and this minion is here to dig up the path to victory :smiley:
High Huntress / Neutral / Epic Minion / 5 Mana / (3/5)

Ranged, The unit most recently damaged by this minion is prioritized by ALL Battlepets.

  • Purpose: Your Battlepets will act smarter if they have some direction. Can push massive face damage in Pet decks, but its effect is pretty delayed.
Harvester / Neutral / Epic Minion / 6 Mana / (5/7)

Whenever this minion destroys another, summon a 0/3 Scarecrow with Provoke in that space.

  • Purpose: The Reaper is upon us! This would’ve been great for October as a Halloween monthly, but I really don’t get the monthly themes anymore :confused: Anyway, this minion’s just for flooding the board and being annoying with an army of Scarecrows.
Zenos / Neutral / Legendary Minion / 4 Mana / 4/3

If this minion destroys another, transform this minion into a copy of the destroyed minion.

  • Purpose: Loosely inspired by the Xenomorphs, this minion trades up poorly most of the time but can sometimes net massive value. Imagine Bur, but not with any of that “survive” crap: this minion wants to trade into the highest value minion possible with reckless abandon.
Hercule / Neutral / Legendary Minion / 6 Mana / (6/5)

Minions with 3 or less Attack have no abilities.

  • Purpose: Kelaino? Naaaaah. Lantern Fox? Naaaaah. Ranged minions of any kind? Definitely naaaaah. Note that this does not apply to buffs which raise the original attack above 3. Based off of Hercules and the Hercules Beetle.
Leviatonne / Neutral / Legendary Minion / 7 Mana / (5/15)

Flying, Spell Immunity, Cannot Attack.

  • Purpose: That’s a body and a half right there. Spell Immunity means this is one massive body that has to trade up with other minions.

Tertiary Generals
Restorator Ryzelda / Vetruvian / General / 0 Mana / (2/5)

Bloodborn Spell: Restore 1 minion.

  • Purpose: Restore a minion to an undispelled, unbuffed and fully healed state, as if you drew it and summoned it again from your hand.
Rohan Pridecrown / Lyonar / General / 0 Mana / (2/5)

Bloodborn Spell: Dispel a minion nearby a friendly unit.

  • Purpose: Smack your enemy with your massive bodies while crippling their pitiful “control” deck.
Kukri Shadeson / SongHai / General / 0 Mana / (2/5)

Bloodborn Spell: Deal 3 damage to an enemy behind your General.

  • Purpose: Backstab removal, trading fantastic value for precarious positioning.
Tantar, the Catastrophic / Magmar / General / 0 Mana / (2/5)

Bloodborn Spell: Deal 1 damage to all nearby units.

  • Purpose: Self damage synergy and cheap board clear. Who knows how useful it actually is, I just want to see some effect like this centered on your General.
Thorick Bolthammer / Vanar / General / 0 Mana / (2/5)

Bloodborn Spell: Your General deals damage to an enemy minion equal to your Attack.

  • Purpose: This ability synergizes with everything: Snowpiercer’s massive value, Lightning Asp’s free minion value and even Winterblade’s stun. Artifact Vanar ftw!
Korrine Cruelseer / Abyssian / General / 0 Mana / (2/5)

Bloodborn Spell: Destroy a friendly minion and gain temporary mana equal to the cost of the destroyed minion.

  • Purpose: Rampbyssian babyyyyyy Keep in mind that BBS costs 1 Mana on its own, so destroying Wraithlings doesn’t do much HOWEVER you can combo a few heavy minions really well.
2 Likes

We’re almost to the new expansion, which means CP is probably thinking about their next big idea. Well, I see you Counterplay Games, and I raise you a brand new set of concepts with the same keywords :smiley: Theme for this set is witches, deathwatch, big goddamn lizards and a couple big mythological names because CREATIVITY.

Vetruvian Cards
Athoth / Vetruvian / Legendary Minion / Arcanyst / 7 Mana / (5/5)

Opening Gambit: Place all 3 Wishes in your action bar.

  • Purpose: Arcanyst Vet support and a little nudge for Pantheran. Named after the Egyptian Librarian God Thoth.

Lyonar Cards
Masterpoint Lance / Lyonar / Common Artifact / 1 Mana

Your General gains 1 Attack. Whenever ANY unit is healed, restore 1 durability to all your artifacts.

  • Purpose: Lyonar seems to have a theme of maintaining their artifacts in pristine condition, so here’s one for Healyonar. Gotta keep looking FRESH :wink:
Gilded Guardian / Lyonar / Rare Minion / 5 Mana / (4/6)

Airdrop, Opening Gambit: Grant all nearby friendly minions +3 Health.

  • Purpose: The Mandrop, Part II. Maintain the health of the troops like a good commander should. Flood the board and drop this sucker to get some great heal/divine bond targets, particularly on your Celerity minions.

SongHai Cards
Jadebodied Wraith / SongHai / Rare Minion / 4 Mana / (4/5)

At the start of each turn, move this minion behind the enemy General.

  • Purpose: A little extra reach in case you didn’t have enough mobility for your Backstab minions. What a body!

Magmar Cards
Gristlegab / Magmar / Common Minion / 3 Mana / (3/3)

Dying Wish: Equip a 2 Attack Gristlefang to your General.

  • Purpose: Strong 3 drop for Magmar, lets go! Sort of a lesser Falcius extended over a few turns.
Fankyuu / Magmar / Common Minion / 3 Mana / (1/5)

Restore health to your General equal to the damage this minion deals.

  • Purpose: Strong 3 drop for Magmar, lets go (again)! Maintain your health while you smash things with your face! The name sounds a little weird because its supposed to be a minion with such massive fangs it can’t speak properly, so it’s saying “thank you” with a lisp. :stuck_out_tongue:
Nidhoggr / Magmar / Epic Minion / 6 Mana / (4/4)

Grow: +2/+2, Whenever a friendly minion is destroyed, Grow.

  • Purpose: Combo with some Starhorn flooding/Dance of Memes/Kujata and grow by as much as possible. Named after the Norse mythological dragon of the same name that chews at the roots of Yggdrasil.
Yggdrakkr / Magmar / Epic Minion / 6 Mana / (4/4)

Grow: +3/+3, Whenever your General attacks, Grow.

  • Purpose: Basically a 7/7 +6/+6, but with a little additional interactivity and an emphasis on aggression. Grow as fast as you can by hitting things with your face. Named after Yggdrasil, the mythical tree that connects the 9 worlds of Norse mythology.
Panzer Payne / Magmar / Legendary Minion / 6 Mana / (8/4)

Opening Gambit: Your General gains Attack equal to the damage you have taken this turn.

  • Purpose: Welcome to Pimp My Phalanxar! High attack minions and Generals are sort of Magmar’s thing, so here’s a minion that boosts both at once. Combo with self damaging effects or remove a minion with your face for maximum value.
Jabbawock / Magmar / Legendary Minion / 7 Mana / (9/9)

Whenever your opponent summons a minion from their action bar, move it to a random space.

  • Purpose: Magmar has a surprising affinity for random effects, so lets throw this sucker in there :smiley: Named after Jabberwocky from the nonsense poem of the same name.

Vanar Cards
Cold Front / Vanar / Common Minion / Structure / 1 Mana / (0/5)

Whenever an enemy moves into or through this minion’s column, deal 2 damage to it.

  • Purpose: Drop this cheap, family friendly Structure on the central column to keep your opponent on their side and capitalize on your Infiltrate bonus.

Abyssian Cards

This faction got the most ideation because I wanted to make the most of a new idea I had: Deathwatch(X). X is the number of minions that have to die for the effect to activate, so regular Deathwatch is considered Deathwatch(1) and Deathwatch(3) activates on every third minion death. Enjoy!

Jagged Needle / Abyssian / Common Artifact / 1 Mana

Your General gains 1 Attack and friendly Shadow Creep deals +1 damage.

  • Purpose: Combine with targeted Shadow Creep generation and Darkspine Elemental for a taste of what used to be Creepbyssian. Drop a Shadow Nova on those suckers and see if you can’t replicate Holy Immo with a few overlapping effects.
Corpse Guzzler / Abyssian / Common Minion / 5 Mana / (4/6)

Provoke, Deathwatch(3): Heal this minion to full health.

  • Purpose: Pretty standard, but a strong minion for keeping your opponent locked down for an extended period of time. Surround it with Wraithlings and you can continually heal it back to life/undeath.
Untoten / Abyssian / Rare Minion / 4 Mana / (2/2)

Opening Gambit: Gain the abilities of the last minion(s) that died.

  • Purpose: Combo combo combo breaker! If you can destroy 2 high value minions at once you have a wonderful combination for your backline support :smiley: Name comes from the German word for “undead”.
Walpurga / Abyssian / Rare Minion / 4 Mana / (4/4)

Deathwatch(4): Draw a card.

  • Purpose: Deathwatch draw engine! This is the card who inspired the whole Deathwatch(X) idea, since “Deathwatch: Draw” is just plain stupid. Named after Walpurgisnacht, the eve of the feast day of Saint Walpurga and the night when witches are said to gather.
Stillborn Giant / Abyssian / Rare Minion / 5 Mana / (4/4)

Provoke, Deathwatch(5): Transform into an 8/8 Necrogiant.

  • Purpose: The 5 mana 8/8 for Abyssian. Combo a little on the turn you drop him and you’ll have a nice hefty body. The payoff is worth it however, thanks to Provoke, so don’t be afraid to trade up a little and push your advantage!
Xayida / Abyssian / Epic Minion / 3 Mana / (4/2)

Deathwatch(2): Gain Ranged.

  • Purpose: This is a strong, cheap ranged minion if you can get the Deathwatch off consistently. Named after Xayide, the witch from the 2nd Neverending Story movie.
Yaggis / Abyssian / Epic Minion / 4 Mana / (3/5)

Deathwatch(3): Dispel all nearby spaces.

  • Purpose: Be afraid. Be very afraid. This minion charges up a dispelling pulse that will destroy you AND your opponent’s value minions if you aren’t careful. Obviously this is a gamble in a Cassyva deck, but when it works it can push a Wraithling advantage into an unwinnable game state. Picture a screaming vortex of flesh and evil, tearing through magical defenses, and you’ll see why I named this baby after Giygas.

Neutral Cards
Warlock Totem / Neutral / Common Minion / Structure / 1 Mana / (0/4)

Provoke, Dying Wish: Draw a card.

  • Purpose: Control the board by dropping a cheap Provoke for no card disadvantage. If you’re looking for an early play to keep the aggro off… well, you’ll probably want a different card.
2 Likes

Rise of the Bloodborn is ALMOST HERE, and with that in mind I’ve been having some strange ideas lately… a few new ways to play the game in this week’s set, with Iron Dervishes, Shadow Creep tangles, a Gambler’s favorite new SongHai deck and a monthly set of Fairies! :heart_eyes:

Vetruvian Cards
Ironside Obelysk / Vetruvian / Common Minion / Structure / 2 Mana / (0/8)

Summon Dervish, Both players summon Iron Dervishes instead of Wind Dervishes.

  • Purpose: A cheap, heavier Obelysk that actually slows down the game and emphasizes control instead of facerolling your opponent with dirt (cough cough Fireblaze + Whisper of the Sands). A potentially unique archetype of Dervish Vetruvian that would actually appreciate Windstorm Obelysk (and as a result, Orb Weaver + Sand Howler). Note: this probably makes Allomancer RNG much worse :stuck_out_tongue:
Anvilhead Imperator / Vetruvian / Legendary Minion / 7 Mana / (5/8)

Provoke, Opening Gambit: Summon 2 Ironside Obelysks in nearby spaces.

  • Purpose: Like the above Obelysk, this minion is strong when you’re trying to force a control deck but will screw over a fast Dervish deck. Named after a specific type of cumulonimbus cloud with a head like an anvil (because Vet has a cloud and air theme going on).

SongHai Cards

So here’s how Gamble(X) works. When you cast/summon a card with Gamble(X), you enter an Opening Gambit sequence that tells you to select cards from your Action Bar until you either select all your cards or X cards. Those cards are then discarded, and the effect takes place. The basic idea is trading mana value for card advantage (while typically running lots of card draw).

Scrollbound Golem / SongHai / Common Minion / Golem / 2 Mana / (4/4)

Gamble(1)

  • Purpose: Simple example of how Gamble works: trade great stats for card advantage.
Spiritual Seeking / SongHai / Common Spell / 4 Mana

Gamble(1), Draw 3 cards.

  • Purpose: Dig for a combo on your off turn and recover some hand health.
Entropic Point / SongHai / Rare Spell / 0 Mana

Move a minion to a random space.

  • Purpose: A 0 mana Ghost Lynx, because why not?
Ki Annihilation / SongHai / Rare Spell / 1 Mana

Gamble(1), Destroy an enemy minion.

  • Purpose: Oh dear, it seems SongHai has the cheapest, best removal in the game. What a shaaaaame. Trade 2 cards and 1 mana for instant murder.
Relickeeper / SongHai / Rare Minion / 4 Mana / (3/3)

Whenever you Gamble a card, summon a copy of this minion nearby.

  • Purpose: Turn lost cards into regained board control :smiley:
Demonseal Release / SongHai / Rare Spell / 4 Mana

Place a copy of every card you discarded this turn in your action bar.

  • Purpose: Late game you can play a bunch of Gamble cards and then regain that card advantage cleanly with this spell. Gives a heavy early game strategy a slightly less feeble late game.
Straticus / SongHai / Rare Minion / 3 Mana / (3/2)

Gamble(2), Opening Gambit: Draw a card for each card you Gambled.

  • Purpose: Dig, dig, dig! Gamble it all away to dig for that combo :smiley: This minion is pretty much the epitomy of what I wanted Gamble(X) to be: making smart decisions about discarding cards to get what you want.
Livewire Magi / SongHai / Rare Minion / 4 Mana / (4/4)

Gamble(1), Opening Gambit: Deal 5 damage to an enemy minion.

  • Purpose: A Gamble card that guarantees a pretty substantial trade. Can trade up like a beast.
Howl / SongHai / Epic Minion / 6 Mana / (2/6)

Gamble(2), Celerity, Rush.

  • Purpose: What a wincon :stuck_out_tongue: Who cares about losing card advantage if you can win the game in one turn? Admittedly, the Gamble mechanic is just an excuse to print OP minions for fun.
Ash Maiden / SongHai / Epic Minion / 4 Mana / (4/2)

Whenever you discard a card, draw a card.

  • Purpose: Get rid of this body, NOW. If SongHai puts two of these on the board, you might as well surrender, because it pairs high Gamble value with massive card draw.

Magmar Cards
Core Communication / Magmar / Common Spell / 2 Mana

Grow all friendly minions.

  • Purpose: Pretty basic. I’m not sure why this doesn’t already exist.

Abyssian Cards
Murderous Flight / Abyssian / Rare Spell / 3 Mana

Give all friendly minions Flying this turn and +0/+2.

  • Purpose: Fly my pretties! Your Wraithlings won’t instantly die on the enemy General (which could cause minor problems), but they can also generate tons of value and wing their way towards enemy value minions.
Pox / Abyssian / Rare Minion / 3 Mana / (3/3)

Deathwatch(3): Deal 1 damage to a random enemy minion 3 times.

  • Purpose: Plague your opponent’s minions with free pings.
Drider Sentry / Abyssian / Rare Minion / 4 Mana / (2/3)

Ranged, Enemy minons that move into or through friendly Shadow Creep are Stunned.

  • Purpose: Sadly, Shadow Creep still isn’t as positioning oriented as we wish it was. Here’s a spider thing that webs up enemies who ignore Creep defenses :smiley:
Arachne / Neutral / Legendary Minion / 5 Mana / (6/5)

Frenzy, Nearby enemy minions on Shadow Creep cannot move or attack.

  • Purpose: Drop the Arachne and a Shadow Nova on the same turn. All of a sudden you’ve locked down the entire enemy fleet and set them up for a massive Frenzy attack.

Neutral Cards
Gol / Neutral / Rare Minion / Battlepet / 3 Mana / (4/3)

Ignores enemy minions if the enemy General is in range.

  • Purpose: Go for the goooooooooal! This Battlepet will dive straight for the enemy General all the time, which can put crazy pressure on the enemy to maneuver away. At the same time, its stats are notably inferior to Yuu (waifupet numero uno)
Python Priestess / Neutral / Rare Minion / 6 Mana / (5/3)

Frenzy, Opening Gambit: The enemy General cannot move next turn.

  • Purpose: You better have removal for this honey :wink: It’s such a weak body but it’ll certainly put Ophidiophobia in your opponent if they aren’t ready.
Giftgiver Thanatos / Neutral / Legendary Minion / 5 Mana / (5/5)

At the start of each turn summon a 1/1 Gif Battlepet nearby each General.

  • Purpose: Named after the Redditor who runs the Duelyst Reddit and loves linking to Imgur .gifs. We love you Thanny :smiley: The effect is sort of symmetrical but massively benefits decks that like a lot of cheap bodies on the board. Play in Deathwatch Abyssian or with Kelaino to make your opponent tear their hair out.

Fairy Cards

Fairies! Fairy cards are cards that generate and interact with Glimmer, a new board effect that temporarily dispels all minions standing on it. Minions can regain all their abilities (including stackable buffs) just by walking out of the Glimmer, and it can be used against your own minions. Still, decks of minions with naturally strong bodies and Opening Gambits can out value opponents fantastically thanks to this ability.

Pixie Dasher / Neutral / Common Minion / Fairy / 2 Mana / (2/2)

Opening Gambit and Dying Wish: Turn this space into Glimmer.

  • Purpose: Isn’t it adorable? Send the little bastard into the fray and start setting up dispel zones.
Fairy Fogspinner / Neutral / Rare Minion / Fairy / 3 Mana / (2/2)

Opening Gambit: Turn a 2x2 area into Glimmer.

  • Purpose: Another board effect, Glimmer :smiley: Use it to clear Shadow Creep, decimate Wall formations, block buff heavy decks and snuff Ranged minions for a turn. 2x2 is a small enough area for enemy minions to just walk out of, but the immediate effect is a strong comeback mechanism.
Oberon Agent / Neutral / Epic Minion / Fairy / 3 Mana / (3/1)

Opening Gambit: Move a nearby minion to a random Glimmer space. Dying Wish: Turn this space into Glimmer.

  • Purpose: A situationally random Repulsor Beast. I’m just really going ham on these fairy minions :smiley: Named after Oberon, the fairy king of Medieval Europe.
Fae Regent / Neutral / Legendary Minion / Fairy / 6 Mana / (5/6)

Opening Gambit: Turn all spaces nearby your General into Glimmer.

  • Purpose: Similar to the above Fogspinner, this is a strong comeback card for breaking up enemy formations and shaking off Provoke minions.
2 Likes

[details=Common Pond Duck / Neutral / Legendary Minion / 2 mana / (2/3)]
If there are no other 2 mana minions in your deck, put this in your opening hand

Building a control deck and want a consistent opener? Have no fear! This minion provides you with an average body every turn if you fully devote yourself to not playing other 2 drops. This is quite a big trade off seeing how playing multiple 2 drops is usually the best tempo plays in the early game. However, if you want a control game and don’t want to dilute your deck with cheap minions, this could be quite valuable[/details]

3 Likes

edit: finally done. enjoy :slight_smile:

Here’s another round of card concepts! This week (or two week)'s themes are Structures and Infiltrate minions, with some new thematic exploration in Lyonar and Magmar as sky architects and swamp things respectively.

Vetruvian Cards
Ra Shakra / Vetruvain / Rare Minion / 2 Mana / (3/2)

Flying, Dying Wish: Move your General to this space.

  • Purpose: The stats are really good because there’s a lot of potential for the opponent to abuse this card. I’m really unsure about it but at the same time really want to see it used. Move him into range of high priority targets or across the board to the enemy backline so you can nuke them with a high velocity Sajj Frenzy attack :smiley:

Lyonar Cards

Most of this week’s Lyonar cards follow a new Structure archetype: the basic idea is to build a city that pays itself back with proper investment. Structures that spawn minions, structures that buff minions and structures that become minions, all for the low low cost of 3 mana or less, plus synergy minions and spells!

Bombardment / Lyonar / Common Spell / 2 Mana

Deal damage to anything equal to the number of friendly Structures on the field.

  • Purpose: Sort of like Obliterate but single target and cheap (perhaps a little too cheap). Build up your army and you’ll have enough cannons to knock anything out of the sky. A big payoff for playing to your archetype, kind of like Lucent Beam.
Skyline Architect / Lyonar / Common Minion / 2 Mana / (2/1)

Opening Gambit: Give a nearby Structure +4 Health and Provoke.

  • Purpose: A pure synergy minion that really ties all these concepts together. Overlook Throne and Aerial Golemforge both have abilities based on their health, and Bombardment becomes a massive threat when your Structures can stay alive for long enough. It also turns dispelled Structures into massive annoyances for cheap and can stop an army right in its tracks.
Goldcowl Kingsman / Lyonar / Common Minion / 3 Mana / (2/4)

Zeal: This minion deals double damage to Generals.

  • Purpose: A simple idea, coming from my days of playing tons of Argeon and balancing Zeal puzzles in my head for hours. Honestly, serves pretty much the same purpose as an Azurite.
Overlook Throne / Lyonar / Rare Minion / Structure / 2 Mana / (0/2)

Whenever you summon a minion, it gains Health equal to this minion’s Health.

  • Purpose: If you can summon three minions after dropping this, its basically two Auryn Nexuses. Any Health buff on this Structure just multiplies value like crazy, but its incredibly vulnerable to ping. Combo with any low curve minion deck + draw and just pump out health buffs like crazy, not to mention the combination with Skyline Barracks and Token minions.
Skyline Barracks / Lyonar / Rare Minion / Structure / 2 Mana / (0/4)

Airdrop, At the start of your turn, summon a Silverguard Squire in a random space.

  • Purpose: Squires are pretty OP… when you get them for free :wink: Place it all the way back and start mini-mandropping little guys onto the battlefield.
Aerial Golemforge / Lyonar / Rare Minion / Structure / 2 Mana / (0/7)

At the start of each turn, gain +1 Health. If this minion has 12 or more Health transform into a 6/6 Skyline Golem.

  • Purpose: Time ticks down to the moment when this airborne factory transforms into a massive body. Drop a health buff on it to get a huge Golem for cheap, but you really do need to combo effectively for the immediate value.
Skyline Captain / Lyonar / Rare Minion / 3 Mana / (3/1)

Opening Gambit: Grant all friendly Structures +2 Health. Gain +2 Health for each friendly Structure.

  • Purpose: If you have 2 Structures, this is a 3 Mana 3/5, and it only gets better from there. Punish your opponent for leaving loose Structures untied and beef up your army.
Goldcowl Sweeper / Lyonar / Rare Minion / 3 Mana / (1/5)

Bloodsurge: Dispel all spaces nearby your General.

  • Purpose: Turn your General into a Lightbender. This is pretty much the only minion that works better in Ziran than in Argeon, since Argeon can’t BBS without a nearby minion.
Pristine Halo / Lyonar / Rare Minion / 3 Mana / (4/3)

Opening Gambit: Your General gains a Forcefield.

  • Purpose: Falcius, but a stronger body and weaker effect. Forcefield theme to fit Lyonar’s new cards from the expansion.
Heavensent Prince / Lyonar / Rare Minion / 4 Mana / (4/5)

Airdrop, Your opponent’s Bloodborn Spell costs 2 more.

  • Purpose: The anti BBS card that we were all expecting from the expansion but never got. A strong predictive play to make your opponent’s next turn more awkward, but it isn’t the best pick for the 4 drop slot over everything else Lyonar has.
Skyline Keep / Lyonar / Epic Minion / Structure / 4 Mana / (0/10)

At the start of your turn, move to a random space. Zeal: At the end of your turn, restore 4 Health to your General.

  • Purpose: Chase down that keep! If you’re lucky, you can rack up a crazy amount of healing from one card, and the body is heavy enough to stick for a while and help your Structure synergies.
Queensguard / Lyonar / Epic Minion / 5 Mana / (3/4)

Zeal: Gain +3/+3 and Provoke.

  • Purpose: Like Second Sun, but defensive. A Zeal minion almost entirely dependent on Zeal.
Romulon / Lyonar / Epic Minion / Battlepet / 3 Mana / (4/5)

Zeal: This minion is not a Battlepet.

  • Purpose: The way this minion works is it won’t act as a Battlepet if you keep a tight leash on it, netting you a huge body for the mana cost. However, walking away for a second will make it go wild and attack randomly. Fun fact: Romulus and Remus were the founders of Rome and allegedly raised by wolves.
Arclyte Huntsman / Lyonar / Epic Minion / 5 Mana / (2/5)

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

  • Purpose: If you’re dropping a heavy frontline, you’re gonna want an archer division backing them up! Once you have Huntsmen on the job, every Provoke minion from Ironcliffe to Pulverizer becomes an aoe nuke. It can also act as a Night Fiend if you’ve got a big board already.
Carta Kaiser / Lyonar / Legendary Minion / 6 Mana / (3/6)

Celerity, Opening Gambit: Move any minion anywhere and exhaust it.

  • Purpose: Tactical maneuvers! Moving your minions anywhere is strong, but there’s no out of nowhere burst afterwards. Good for soft removal and countering soft removal. For extra scariness, this guy comes with Celerity, and we all know how much Argeon loves that :smiley:

SongHai Cards
Icarus / Songhai / Rare Minion / 3 Mana / (2/2)

Flying, Dying Wish: Summon a 2/2 Firechild with Rush.

  • Purpose: get it it’s a mythological reference im so clever. If your opponent snipes the body on the previous turn its just a worse Fenrir, but if you can keep it safe (or just Inner Focus it) you can get a little more burst than a tiger would give you. It’s a bit awkward, and I’m not all that sure about the design.
Kanzo / Songhai / Rare Minion / Arcanyst / 6 Mana / (6/6)

Costs 1 less for each spell you cast this turn.

  • Purpose: Combo spells and drop heavy bodies. This is the SongHai Mandrake (or Pantheran, or Horror Burster if you’re into patterns like that). The better you combo the more value you’ll get from the body, but just like Mandrake it isn’t great for hand health. Another strong melee body to go with Zendo and Hamon.

Magmar Cards
Shag Lurk / Magmar / Common Minion / 3 Mana / (2/5)

Opening Gambit: Gain Provoke until the start of your next turn.

  • Purpose: A one turn stall, slightly less effective than Silverguard Knight but with no Zeal. Also a strong body that synergizes well with self damaging stuffs.
Troggre / Magmar / Rare Minion / 4 Mana / (4/4)

Opening Gambit: Minions you summon this turn cost 1 less.

  • Purpose: It’s a troll-ogre, and it’s a bit snowbally. The Troggre barfs your entire hand onto the field in an instant (especially when played with other Troggres) and is more or less annoying. Playing it with one other minion makes up for the weak body, playing it with two gives extra value, and the more you dump your hand the better the value for your mana cost is. Sort of a one turn Kujata without damage.
Bogheart / Magmar / Rare Minion / 5 Mana / (4/6)

Restore health to your General equal to the damage this minion deals.

  • Purpose: Weakish body, strong effect. This minion can heal even more than Earth Sphere if you buff it properly, and it combos extremely well with Diretide Frenzy.
Deathcap Warlock / Magmar / Epic Minion / 3 Mana / (1/6)

After this minion damages an enemy minion, turn that minion into an egg.

  • Purpose: Ancestral Spirit for Magmar. Provides easy targets for Frenzy minions (or Generals) and removes big minions for cheap. Combos really well with Diretide Frenzy.
Greenbeard Titan / Magmar / Epic Minion / 5 Mana / (4/4)

Provoke, Opening Gambit: Gain +1 Health for every other minion on the field.

  • Purpose: A pretty heavy minion for following a board flood, either yours or your opponent’s. If you have 5 minions down, you’ll break even on the Vanilla golem test, and the body has Provoke to lock down a field of enemy minions.
Insatiable Overgrove / Magmar / Legendary Minion / 5 Mana / (0/6)

Whenever you summon a minion nearby, destroy it and gain Attack and Health equal to its Health.

  • Purpose: This minion loves to eat up anything you summon, making it a burst enabling minion for high health decks. It also likes to gobble down Rebirth minions, since it will eat the Eggs as well as the Silithar. The potential for growth is enormous, which is why its stats are really bad. Insanely weak to single target removal.

Vanar Cards

This week has a lot of exploration into Infiltrate effects, and for lack of creativity I ended up theming them all the same way: welcome to the Blackrook Ashlands, a desolate expanse of ash, soot and black ice. Their greatest strength lies in the ability to truly control one side of the board, and later in the game they pack the tools to bring the fight back to the other side.

Hawkeye Tactics / Vanar / Common Spell / 1 Mana

Return a friendly minion to your hand and draw a card.

  • Purpose: Tactical decisions abound! Pull back that Saberspine and toss it out again for extra burst, or pull back a Hearthsister and use it for extra mobility. I love Hailstone Prison, but its almost always used for removal because its too costly to make up for the extra mana cost of resummoning a minion. Anyway, I just enjoy the idea.
Black Castle / Vanar / Common Spell / 3 Mana

Restore 4 Health to your General. If your General is on the enemy’s starting side, restore double.

  • Purpose: Earth Sphere for Vanar, but with a condition. Rewards the Vanar player for making their territory on the Infiltrate side. Build your castle on the dark side :wink:
Blackrook Talon / Vanar / Common Minion / 3 Mana / (2/5)

Infiltrate: At the end of each turn, restore this minion to full health.

  • Purpose: As well as keeping yourself healthy, your minions stay very healthy when they can hold the Black Castle. A very sticky minion for Vanar, basically replacing Fenrir.
Black Ice / Vanar / Rare Spell / 3 Mana

Destroy a minion on your starting side of the board.

  • Purpose: A high power removal to help the Vanar General breach the line and make their way to Infiltrate territory.
Ashland Turret / Vanar / Rare Minion / Structure / 3 Mana / (0/6)

At the end of your turn, deal 2 damage to the nearest enemy. Infiltrate: Activate this effect twice.

  • Purpose: A strong control minion. Placing it behind yourself is okay, but if you can Hearthsister it over to the opposite side it becomes a pretty hefty Ranged minion.
Ashland Embassy / Vanar / Rare Minion / 4 Mana / (3/5)

Airdrop, Infiltrate: Gain Provoke.

  • Purpose: Force your opponent to stick a little longer to their starting side so you can make your way over.
Greyfang / Vanar / Rare Minion / 4 Mana / (4/4)

Infiltrate: Gain Rush.

  • Purpose: A marginally more ferocious Saberspine with Infiltrate synergies.
Ashland Portal / Vanar / Epic Spell / 3 Mana

Move your General to the opposite side of the board.

  • Purpose: Basically, just run away. Bait the enemy to your side an Avalanche combo them, or jump right over to catch those Infiltrate synergies.
Ashland Quarterstaff / Vanar / Epic Artifact / 3 Mana

At the end of your turn, if no enemies are on this side of the board, deal 2 damage to the enemy General and restore 2 health to your General.

  • Purpose: If your opponent keeps running away from your Infiltrate turf (or if you keep shoving them out :wink: ), set one of these bad boys down and watch the value pour in. Careful positioning will allow you to extend your life massively.
Blackrook Watcher / Vanar / Legendary Minion / 8 Mana / (6/6)

Ranged, Infiltrate: Deal 6 damage to enemy minions before they attack.

  • Purpose: A strong ranged minion who snipes enemy minions preemptively before they can touch you. 8 mana and weak to removal, but a serious answer-or-die kind of threat. Very few minions can take a hit from its passive.
Artyko, Prince of Soot / Vanar / Legendary Minion / 6 Mana / (5/10)

Nearby Infiltrate minions gain their Infiltrate effects AGAIN.

  • Purpose: This stacks with Infiltrate already being active and other Artykos, allowing you to quadruple your Infiltrate effects for big value. That means up to 10/3 Cloakers, duplicating Snowchasers and disgustingly strong Wolfravens. Still, it’s a costly play that requires clever positioning, but its silly just how rewarding this guy can be.

Abyssian Cards
Everlark Alchemist / Abyssian / Rare Minion / 3 Mana / (3/1)

Opening Gambit: Destroy a friendly minion. Your General gains Attack equal to its Attack.

  • Purpose: It’s pretty much an OTK card, but the persistent value it offers isn’t something to sneeze at. Your General can go from 0 to 100 real quick with a little buff from the Alchemist.
Garou / Abyssian / Rare Minion / 4 Mana / (2/2)

At the end of your turn, transform into a 6/6. At the start of your turn, transform into a 2/2.

  • Purpose: Named such because its a werewolf, or loup garou, and therefore cycles between human and wolf form. It’s a very defensive minion, and your opponent doesn’t have very many clean ways of dealing with it on their turn. Keep in mind if you Woodwen this card it will keep the Provoke during your opponent’s turn, and it basically heals to full each turn.
Leatherbound Bestiary / Abyssian / Epic Artifact / 3 Mana

At the end of your turn, summon a random Battlepet that costs 2 or less nearby your General.

  • Purpose: Why not? Put it in Abyssian because they’re the closest faction to this sort of summoning theme, but it might work better in Magmar or even Lyonar.
Everlark Brewery / Abyssian / Epic Minion / Structure / 3 Mana / (0/4)

Whenever you summon a Wraithling, restore 1 Health to your General.

  • Purpose: Searching for a structure for Abyssian, this seemed like the best idea. More healing! Works well with Wraithling Swarm, Bloodmoon Priestess and Shadowspawn.
Haunt of the Crown / Abyssian / Epic Minion / 4 Mana / (4/5)

Frenzy, Deals and takes no damage from Generals.

  • Purpose: A little weird, its a Frenzy minion that can’t go face and purely trades with minions (and also spells). Suits a Deathwatch faction, since it can only trade.
Shadowspawn Portal / Abyssian / Epic Minion / Structure / 4 Mana / (0/8)

At the start of each turn, summon a Demon with +1/+1 more than the last.

  • Purpose: 1/1, 2/2, 3/3, this is a stacking Obelysk that scales to infinity. It’s costly and vulnerable to dispel, but the trick is that summoning a new Shadowspawn Portal will continue where the last one left off.
Limnic Hydra / Abyssian / Epic Minion / 5 Mana / (8/8)

At the end of your turn, destroy all nearby friendly minions.

  • Purpose: Named after the deadly Limnic Eruption, which can wipe an area of life and has only ever been documented twice. Look it up, its awesome.

Neutral Cards
Pof / Neutral / Rare Minion / Battlepet / 3 Mana / (3/3)

Takes no damage from minions.

  • Purpose: Pof is a fluffy little doggy who refuses to associate with commoners. Take her to your leader!
Untamed Archon / Neutral / Epic Minion / Arcanyst / 3 Mana / (4/4)

Whenever you cast a spell, teleport to a random space.

  • Purpose: Chaos Elemental, but a little different.
Discombobulator / Neutral / Epic Minion / 4 Mana / (2/5)

The enemy General has 1 Attack.

  • Purpose: Ruin Artifact decks and such cards as Regalia and Spinecleaver by discombobulating your opponent!
Pendragon / Neutral / Epic Minion / 6 Mana / (6/5)

Frenzy, Bloodsurge: Gain Flying this turn.

  • Purpose: Flying Frenzy is a cool combination and the world needs more dragons. Bloodsurge is a cool ability, isn’t it?
Meteor Wyvern / Neutral / Epic Minion / 6 Mana / (3/6)

Flying, After this minion moves, deal 3 damage to all nearby enemies.

  • Purpose: Boom! More neutral aoe removal, but its also amazing in Songhai.
Algernon / Neutral / Epic Minion / Arcanyst / 6 Mana / (3/3)

Opening Gambit: Duplicate a random spell in your Action Bar twice.

  • Purpose: Oh god that’s a morbid reference. Duplicating spells can be useful when you’re dealing with a key player like Trinity Oath or Inner Focus.
Robber Baron / Neutral / Legendary Minion / 6 Mana / (5/5)

Whenever your opponent draws a card, draw a card.

  • Purpose: It is what it is. Really sucks in a Decimus Starhorn matchup.
Margl Bargl / Neutral / Legendary Minion / 4 Mana / (5/6)

Opening Gambit: Transform 3 random friendly minions into 2/1s.

  • Purpose: Slightly better stats for a very annoying effect (unless you’re a Wraithling deck).
King of the Keep / Neutral / Legendary Minion / 7 Mana / (6/3)

Opening Gambit: Summon 2 Bastions in random corners.

  • Purpose: It’s basically a 6/5, and boy howdy does this minion pump out value. I love Bastion, but its a little too slow and I never have enough of them. This minion is double the fun but super weak to Plasma Storm.
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