Duelyst Forums

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

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.
3 Likes

A lulz idea I had on discord, that is surprisingly workable and indeed more than a pure meme:

Aymara Necromancer / Vetruvian / Legendary Minion / 7 Mana (5/5)

Flying
Dying Wish: summon all friendly obelysks destroyed this game on random spaces

  • Purpose: bringing back all those obelysks wiped out by plasma storm, giving more stuff to unseven and adding more resurrection effects to the game. I don’t expect it to see much serious play, but its very concept is fun and unlike other stuff we generally have in game. It is meant to be vulverable to dispel, as well as expensive and slow, because mass ressurection is something not to be done lightly.
2 Likes

Big boys big boys, whatcha gonna do? This week’s submissions gonna come for you! We’ve got Dervishes, Golems, Familiars and many more ways to cheat out massive stat sticks! Enjoy! :smiley:

Vetruvian Cards
Emperor's Veil / Vetruvian / Common Spell / 2 Mana

Restore 1 Health to your General for each nearby unit.

  • Purpose: Cheap healing that goes from 0 to Earth Sphere pretty quickly. It’s anti aggro to some extent, since it works better if you’re surrounded.
Unto Dust / Vetruvian / Common Spell / 3 Mana

Transform a minion into a 2/2 Wind Dervish.

  • Purpose: Removal for Vetruvian, self explanatory. It’s thematic CP, isn’t that good enough?
Dragon's Teeth / Vetruvian / Rare Spell / 4 Mana

Summon 3 Iron Dervishes in a vertical line. Give all friendly Dervishes Provoke until the start of your next turn.

  • Purpose: A defensive spell with solid Dervish synergy. Based on the dragon’s teeth from Greek mythology, which grew into a loyal army.
Saldun / Vetruvian / Rare Minion / 4 Mana / (3/4)

Flying, Whenever this minion takes damage, grant +2/+2 to a random friendly Dervish.

  • Purpose: It’s a bit random, but I like the idea of it: it’s a flying sailboat captained by Dervish generals.
Windborne Captain / Vetruvian / Epic Minion / Dervish / 3 Mana / (2/2)

Whenever you summon a Dervish, grant it +1/+1.

  • Purpose: Stack up those Dervish synergies! Makes Zirix’s BBS a bit more threatening and stacks with itself.
Colossus of Dust / Vetruvian / Epic Minion / Dervish / 4 Mana / (4/10)

Whenever either player summons a minion, take 1 damage.

  • Purpose: It’s a REALLY beefy Dervish, but decays into nothingness pretty quick. Fun combo with all the buffing Obelysks, but it’s also strong with (drumroll please) SIPHON ENERGY :smiley:
Shivarka / Vetruvian / Legendary Minion / 6 Mana / (3/6)

Whenever your minion deals damage, deal the same damage to all nearby enemies.

  • Purpose: Sajj loves company! Pop this minion down and activate your Bloodborn Spell to double up your face damage and decimate enemy formations!

Lyonar Cards
Wizened Goldenoak / Lyonar / Legendary Minion / 7 Mana / (6/8)

Whenever anything is healed grant all allies, including your General, +1/+1.

  • Purpose: I like Ancient Grove’s design a lot, so I’ve already made two other Legendary treant minions for Songhai and Magmar. Here’s the Lyonar version, who makes all your minions AND your General awesome! I kind of like answer-or-die cards that work slowly a la Variax.

SongHai Cards
Tiger Stance Initiate / SongHai / Common Minion / 2 Mana / (2/3)

Whenever your General damages the enemy General, gain attack equal to the damage dealt.

  • Purpose: Kaleos’ trainee of choice. If you manage to use Mask of Shadows properly, this minion can scale really well, but otherwise its just a 4/3 for 2.
Shadow Double / SongHai / Epic Minion / Structure / 3 Mana / (0/3)

Provoke, Opening Gambit: Switch positions with your General.

  • Purpose: Shadow double no jutsu! Swap out and lock down your opponent while you pelt them from long range and keep your General on the free and easy.

Kaeri, the Undercurrent / SongHai / Legendary Minion / 5 Mana / (3/6)

At the end of your turn, reduce the cost of the next minion you summon by your unused mana crystals.

  • Purpose: If your curve isn’t perfect, this bad boy MAKES it perfect. Can also be used to push out late game minions quickly, so I gave it to SongHai (instead of making it Neutral) as potential support for BigMinionHai.
Xaanlong / SongHai / Rare Minion / 6 Mana / (4/4)

Whenever you General moves or is moved, gain +3/+3.

  • Purpose: Don’t be lazy, and your minions get crazy! This is an awesome goddamn dragon, and if you have the right synergies you can ramp this bad boy up like crazy. The turn after he’s summoned, he’s typically a 10/10.
Dai'Phoon / SongHai / Legendary Minion / 7 Mana / (8/10)

Enemies damaged by this minion deal the same damage to nearby enemies.

  • Purpose: Name is a corruption of typhoon, and the sprite would look like a living mass of water, wind and lightning! Whenever this minion damages a minion, it deals the same damage to every enemy nearby it, Basically spreading the damage via chain lightning.

Magmar Cards
Gharial / Magmar / Rare Minion / 3 Mana / (3/4)

Whenever this minion takes damage from a General, draw a card.

  • Purpose: Keeping in mind that Flash Reincarnation (and I believe Kujata) deals damage from your General, this card has some very clever applications for a 3 mana 3/4.
Twinsoul Eggsac / Magmar / Rare Minion / 1 Mana / (0/1)

Hatches into 2 Silithar Young.

  • Purpose: If you’re clever, you’ll get double the Silithars for cheap! However, this minion is insanely weak to pings and positioning, justifying the low cost. Eggmar will rise again!
Savage Leap / Magmar / Rare Spell / 4 Mana

Move your General 2 spaces, then deal 2 damage to all nearby enemies.

  • Purpose: Vaath is a big slow lizard, but even the slowest T Rex has powerful bursts of speed! This spell is to Mist Walking as Earth Sphere is to Sundrop Elixir.
Rivalrous Lizard Tyrant / Magmar / Legendary Minion / 8 Mana / (8/8)

Rush, Friendly minions, including this minion, have Grow +2/+2 and cannot attack Generals.

  • Purpose: A massive stat stick that CANNOT go face. I only included it as a counterpart to the Rivalrous Beast King in the Vanar section, but I like it enough as a standalone 8 drop.

Vanar Cards
Solidify / Vanar / Common Spell / 0 Mana

Transform all friendly Walls into 0/5 Structures with the same abilities.

  • Purpose: Make your walls undispellable and healthier, but they can no longer attack. Purely defensive.
Chilltooth Druid / Vanar / Rare Minion / 3 Mana / (1/2)

Opening Gambit: Summon a 4/4 Familiar nearby your General. If this minion dies, destroy the Familiar.

  • Purpose: The caster-familiar card! Weak to removal but a powerful set of bodies. Pretty simple, but it has a lot of applications on a board :smiley:
Soothsayer / Vanar / Rare Minion / 5 Mana / (2/4)

Opening Gambit: Summon 2 4/4 Familiars in random nearby spaces and give all friendly Familiars Provoke. When this minion dies, destroy both Familiars.

  • Purpose: The Soothsayer is the Druid times 2. It also combos with other Familiar cards.
Carved Tusk / Vanar / Epic Artifact / 2 Mana

Summon a 4/4 Familiar. When this Artifact is destroyed, destroy the Familiar.

  • Purpose: The Artifact version of Druid.
Rivalrous Beast King / Vanar / Legendary Minion / 8 Mana / (8/8)

Celerity, All friendly minions, including this minion, have +3/+3 and cannot attack Generals.

  • Purpose: This is an 8 drop that blows every other stat stick out of the water but CAN’T be used for face damage. I love this design to death.

Abyssian Cards
Fester / Abyssian / Rare Minion / 3 Mana / (2/2)

Dying Wish: Summon 2 Wraithlings nearby.

  • Purpose: Essentially a slightly delayed Wraithling Swarm, which has its advantages. 4/4 for 3 but not all at once + Deathwatch synergy, making it a perfect 3 drop for Abyssian!

Neutral Cards
Obsidian Golem / Neutral / Common Minion / Golem / 5 Mana / (7/6)
  • Purpose: A more aggressively statted 5 mana Golem.
Ohm Rogue / Neutral / Rare Minion / 3 Mana / (2/2)

Opening Gambit: Draw a random card from your opponent’s deck.

  • Purpose: This is a rage inducing little bugger. Steal a card for funsies!
Golem Geocyte / Neutral / Epic Minion / Golem / 4 Mana / (4/4)

Whenever you summon a Golem, restore 3 Health to your General.

  • Purpose: Golems are controlems. Your constructs are meant to defend you, and this minion does it better.
Golem Skysmith / Neutral / Epic Minion / Golem / 5 Mana / (4/5)

Whenever you summon a Golem from your Action Bar, summon a Skyrock Golem in a nearby space.

  • Purpose: More Golems! I don’t think this minion really hits the heart of what makes Golems fun, but its interesting at least :slight_smile:
Rattlebones / Neutral / Epic Minion / 4 Mana / (2/2)

Dying Wish: Summon the last token minion that died on this space.

  • Purpose: Khymera? I haven’t heard that name in years… (yes, it will bring Mechaz0r back from the dead).
Babbling Tower / Neutral / Epic Minion / Structure / 4 Mana / (0/8)

Redirect all targeted spells and effects to random enemies.

  • Purpose: Based on the tower of Babel, this Structure is all about pure confusion!
Arebela / Neutral / Legendary Minion / 5 Mana / (5/5)

Whenever this minion deals damage to the enemy General, draw a card from your opponent’s deck.

  • Purpose: Has the potential to be really annoying if you maneuver properly. Songhai can make good use of this with mobility spells.
2 Likes
Shadow Warp / Abyssian / Rare Spell / 1 mana

Place ANY Minion onto a friendly Shadowcreep

Purpose: To give Abyssian a highly-synergystic tool in the spirit of Daemonic Lure and Mist Dragon Seal.
It is a powerful placement/movement tool but is by no means a “Gimme” due to requiring a well placed creep. As it stands, if you use it on a friendly minion, it’s effectively a worse M.D.S. and if you use it on an enemy it’s a worse Daemonic Lure. This weakness is offset by the versatility of being able to target both friendlies and enemies. It is for this reason that I think it should stay 1 mana. It also requires some long term planning with creeps, and your opponent has a chance to play around it, now taking more care with their minions feeding into Cassy’s BBS.

3 Likes

This week’s submissions are LEGENDARY. More Dervishes, SpellHai, Golems, Artifacts, Blast, Flying, and Aspect cards aplenty! Basically, we’re pushing the boundaries of what’s really necessary for a card game to be balanced :slight_smile:

Vetruvian Cards
Begone! / Vetruvian / Common Spell / 2 Mana

Give a minion Ephemeral.

  • Purpose: Cheap but delayed removal, very fitting for Vetruvian.
Arid Plague / Vetruvian / Common Spell / 3 Mana

Give all enemy minions -1/-1.

  • Purpose: Pseudo aoe that favors your minions’ trading.
Monolith Counsel / Vetruvian / Rare Spell / 1 Mana

Move all friendly Structures to randomly surround ANY unit.

  • Purpose: This is a really weird spell for repositioning your Obelysks/locking down the enemy General/body blocking for your own General. Who knows whether it’s useful.
Soulscorch / Vetruvian / Rare Spell / 2 Mana

Grant a friendly minion “Destroy any minion that damages this minion.”

  • Purpose: Soulburn Obelysk on EVERYTHING. Fun times.
Truthroost Obelysk / Vetruvian / Rare Minion / Structure / 3 Mana / (0/6)

Summon Dervish, Nearby Dervishes have Flying.

  • Purpose: Fly your Wind Dervishes into battle for optimal positioning (also works on Iron Dervishes, Sand Howlers, etc)
Elite Earthscorcher / Vetruvian / Rare Minion / 4 Mana / (3/2)

Blast, Cannot be damaged by minions.

  • Purpose: We need more Blast minions. Here’s an idea meant to somewhat mirror SongHai’s Ki Beholder.
Galeryze Golem / Vetruvian / Rare Minion / Golem / 4 Mana / (5/5)

Minions cannot have Ranged or Flying.

  • Purpose: Heartseekers? More like 1 mana 1/1s. This is a statstick that forces melee trades with other statsticks, but it doesnt prevent Blast :wink:
Emperor's Aviary / Vetruvian / Epic Minion / Structure / 1 Mana / (0/3)

At the start of your turn, reduce the cost of the lowest cost Flying minion in your Action Bar by 1.

  • Purpose: A cheap structure that invests mana forwards into Flying minions such as NoshRak and Oserix.
Illusionist Circlet / Vetruvian / Epic Artifact / 3 Mana

Whenever you draw a card that costs 3 or less, place a copy of that minion in your Action Bar.

  • Purpose: Yet another full utility Artifact: selectively doubles your draw in an unconventional way.
Glassblower / Vetruvian / Epic Minion / 3 Mana / (1/3)

Flying, Whenever an ally with Blast attacks, the line in front of this minion is also affected.

  • Purpose: It looks cool in theory: double the rows of effectiveness! Note: does not double damage dealt by Blast minions/Generals.
Carat / Vetruvian / Epic Minion / 4 Mana / (2/2)

Flying, Opening Gambit: Place a Carat in your Action Bar.

  • Purpose: Skywing combo and infinite late game Flying minions (to go with your infinite late game Iron Dervishes).
Orblight Overseer / Vetruvian / Epic Minion / 6 Mana / (6/3)

Flying, Opening Gambit: Gain 2 empty mana crystals.

  • Purpose: Accelerate immediately to 9 mana on your next turn. The key part of this minion is the interactions with Skywing and Emperor’s Aviary. The stats are bad, but the effect is great for control decks and out-tempoing your opponent on the next few turns.
Lingerline Scythe / Vetruvian / Legendary Artifact / 3 Mana

Your General gains 2 Attack. Dying Wish: Deal 5 damage to the current turn player’s General.

  • Purpose: Who will pop the Dying Wish first? Can just be 5 face damage for 3 mana, but if both you and your opponent are careful this effect can change the flow of the game significantly.
Gate of the Ancients / Vetruvian / Legendary Minion / Structure / 3 Mana / (0/6)

Summon Dervish, Whenever an Ephemeral minion disappears, summon a 3/3 Ancient Dervish on that space.

  • Purpose: If your Wind Dervish doesn’t suicide into the enemy General like a good little boy, it toughens up and becomes a permanent addition to the team. More dervishes is better, right? Synergizes well with “Begone!”
Sargos Stinger / Vetruvian / Legendary Minion / 5 Mana / (5/8)

Cannot attack. At the end of your turn attack all adjacent enemies at once.

  • Purpose: This minion is strong boardclear and pseudo-face damage, but it tends to kill itself in the hail of counterattacks. Be very careful with this monster scorpion!

Lyonar Cards
Everheart Trust / Lyonar / Common Spell / 1 Mana

You and your opponent both gain an empty mana crystal. If you have 9 mana, restore 3 health to your General. Draw a card.

  • Purpose: Kick the game into high gear. Slightly disadvantageous for yourself, but its a fun idea for messing around (probably with a friend or something).
Scabbard Runner / Lyonar / Common Minion / 2 Mana / (1/4)

Zeal: Your Artifacts have full durability.

  • Purpose: Basic idea. It sort of fits the unnamed Lyonar minion from the pixel spotlights.
Haggard Squadron / Lyonar / Common Minion / 4 Mana / (4/5)

After attacking, restore 2 Health to this minion.

  • Purpose: An inferior Sunmaiden. The idea behind this minion is a bunch of different soldiers acting as one entity on a ruthless campaign in enemy territory. Cool in theory, but not in ability.
Infantry Golem / Lyonar / Rare Minion / Golem / 8 Mana / (6/6)

Costs 1 less for each friendly minion in play.

  • Purpose: It’s just a golem bruh
Ultimate Augmenthelm / Lyonar / Legendary Artifact / 6 Mana

Your General is a 5/25 Golem. Whenever you cast a spell on a friendly Golem, cast the same spell on your General.

  • Purpose: This Artifact will delay any changes to your General’s health for 3 instances of damage, at which point the Artifact breaks and you return to whatever state you were in before the Artifact was equipped. To clarify the second ability, if you cast the Forcefield spell on a friendly Golem while you are a Golem, your General will PERMANENTLY gain Forcefield. Same thing with Auryn Nexus and Sundrop Elixir and Aegis Barrier: they’ll even heal and increase the health of your General AFTER the Augmenthelm comes off.

TL;DR: This card makes a Lyonar Golem deck awesome.

Bellbearer / Lyonar / Legendary Minion / 6 Mana / (5/10)

At the end of your turn, restore 1 health to both Generals. Friendly healing effects activate twice.

  • Purpose: Doubles all your healing (10 health Sundrop anybody?), stalls the game and is a massive body for Divine Bond. Stacks multiplicatively with other Bellbearers for cheeky Sunriser lethals.
Construct of the Cathedral / Lyonar / Legendary Minion / Golem / 8 Mana / (25/25)

Reduce this minion’s attack and health by your General’s current health.

  • Purpose: DO. NOT. DISPEL. THIS. MINION.

SongHai Cards
Umizi / SongHai / Legendary Minion / 2 Mana / (2/2)

Bloodsurge: Reduce the cost of the lowest cost spell in your Action Bar by 1.

  • Purpose: Punishes you for packing Inner Focus, but when the stars align you can get 6 additional mana value out of one Bloodsurge proc. That’s fingerlicking good value :smiley:
Twin Scrolls / SongHai / Legendary Artifact / 5 Mana

After you cast a spell, cast it again for free.

  • Purpose: Is this week’s set a little too overpowered, or is it just me? If your opponent can’t ping this bad boy off, they might as well concede.
Eternal Phoenix / SongHai / Legendary Minion / 6 Mana / (3/2)

Dying Wish: Summon this minion in a random space and place a Phoenix Fire in your Action Bar.

  • Purpose: y cant i hold al these phoenix fires

Magmar Cards

Sorry bro, no Magmar cards this time!


Vanar Cards
Thunderclap / Vanar / Common Spell / 1 Mana

Deal 2 damage to and dispel the enemy General.

  • Purpose: BANG! Simple.
Aspen Vanguard / Vanar / Rare Minion / 4 Mana / (2/5)

Provoke, Infiltrate: Gain Forcefield.

  • Purpose: Extra stats, less cards. A weird tradeoff.
Aspect of the Whisper / Vanar / Epic Spell / 2 Mana

Transform a minion into a Crystal Wisp. Place a random Aspect spell in your Action Bar.

  • Purpose: It looks cool in theory: double the rows of effectiveness! Note: does not double damage dealt by Blast minions/Generals.
Aspect of the Storm / Vanar / Epic Spell / 4 Mana

Transform a minion into a 5/2 Storm Elemental and deal 1 damage to all enemies.

  • Purpose: Krakow! Honestly, its just for filling out the list of Aspect minions, but still a cool little addition.
Aspect of the Hawk / Vanar / Epic Spell / 4 Mana

Transform your General into a 3/3 Bolthawk with Flying until the end of this turn.

  • Purpose: Superior mobility plus 1 additional attack, but you can’t attack anything bigger than a Healing Mystic. This is another annoying stall card and a fun way to turn your General into ranged removal (especially considering the cool Artifacts Vanar has).
Cragg, Spiritcaller / Vanar / Legendary Minion / 3 Mana / (3/3)

Whenever you would draw a card, place an Aspect minion in your hand instead.

  • Purpose: Replaces your draw with pretty heavy bodies and extends your deck life in a slightly weird way. If you have multiple on the field, you’ll gain additional copies of Aspects. Trades potential utility for raw stats.
Aspect of the Beast Queen / Vanar / Legendary Spell / 6 Mana

Transform a minion into a 5/5 Ursa Majora with Frenzy and reactivate all nearby allies.

  • Purpose: Burst on burst on burst. This is the first spell I designed for this week’s set and my submission to the monthly contest! This card pretty much blows Aspect of the Wild out of the water ever since the nerf to 5 mana, but its still loads of fun to turn your Walls into massive bear traps (get it).
Aspect of the Winter King / Vanar / Legendary Spell / 6 Mana

Transform a minion into a 6/4 immobile Aspen Master and stun all nearby enemies.

  • Purpose: This is a pretty epic stall card, and the polar (heh) opposite to Aspect of the Beast Queen. Less crazy, but equally impactful.
Spirit Transmogrification / Vanar / Legendary Spell / 8 Mana

Transform all friendly minions into random Aspects. Draw a card.

  • Purpose: This is the icing on the Aspect cake of the entire set. Lots of wall value, in case Winter’s Wake wasn’t doing it for you, plus it cycles for no reason.

Abyssian Cards
Tenebra / Abyssian / Rare Minion / 4 Mana / (1/4)

Whenever a nearby friendly Wraithling dies, draw a card.

  • Purpose: Interesting card draw. That’s it.
Voracious Demonmaul / Abyssian / Epic Artifact / 3 Mana

Your General gains +3 Attack. At the start of your turn take 3 damage. Whenever your General deals damage, restore your artifact durability.

  • Purpose: Your ability to trade becomes amazing at the expense of your life. With enough healing (aka 1 kelaino) you can turn this into huge artifact value. However, it only needs 2 pings to destroy (since it pings itself).

Neutral Cards
Arcane Hive / Neutral / Common Minion / 2 Mana / (1/3)

Reduce all damage done to this minion to 1.

  • Purpose: The super tank and buff target of the century. Possibly undercosted.
Grimace Brother / Neutral / Rare Minion / 3 Mana / (5/1)

When you summon a minion with 5 or more attack, summon this minion from your Action Bar.

  • Purpose: Extra stats, less cards. A weird tradeoff.
Grinning Brother / Neutral / Rare Minion / 3 Mana / (1/5)

When you summon a minion with 5 or more health, summon this minion from your Action Bar.

  • Purpose: Same concept as Grimace Brother, but for health.
Cyclopean Ally / Neutral / Epic Minion / 5 Mana / (2/5)

Opening Gambit: Summon a Cyclopean Ally in a random corner. Has +2 Attack for each nearby minion of the same name.

  • Purpose: When the allies manage to group up, you start getting plenty of value. The interaction that really tickled me was the Fractal Replication combo, so this dopey guy has a special place in my heart.
Gomorron / Neutral / Legendary Minion / 6 Mana / (5/5)

Whenever your General deals damage, restore that much Health to your Genearl.

  • Purpose: Pretty much the best Artifact minion. Sajj’s BBS, Coldbiter, Bloodrage Mask, this minion breaks everything in terms of healing.
3 Likes

Hot dog, hot dog, hot diggety dog! Despite becoming the fsjal master of the meme threads, I still make time to craft clever cards for the concept connoisseur! This week, since the heads up on the upcoming continuous draft mode (and a lot of hours spent playing Eternal), I’ve been thinking about dual faction minions: minions that can be used by two different factions that support both equally. Let’s dive right in!

Vetruvian Cards
Ascension / Vetruvian / Epic Spell / 4 Mana

Give all friendly minions +2/+2 and the Dervish subtype.

  • Purpose: Double Warsurge with Dervish synergies. Flying is more fun when everybody can do it :smiley:
Truth Architect / Vetruvian / Legendary Minion / 3 Mana / (2/4)

Whenever you summon a Dervish, advance Colossus progression by 10%. At 100% Progress, place a Colossus in your Action Bar.

Truth Colossus / Vetruvian / Token Minion / Dervish / 9 Mana / (10/10)

Blast, Cannot be targeted by enemy spells, Opening Gambit: Summon a copy of this minion nearby.

  • Purpose: An alternate win condition that I like the idea of. Sort of a pseudo-Mechaz0r, but more interesting :smiley: Totally unviable, but I love it anyway. If you have multiple Architects on the field when you reach 100%, you can put extra Colossi in your hand. Even if the first gets removed, you can summon another and continue from where you left off.

Lyonar Cards
Chariot / Lyonar / Rare Minion / 4 Mana / (4/4)

Whenever anything is healed, gain Flying and +1 Attack this turn.

  • Purpose: High mobility, consistent damage minion for Healyonar. Might just be too mobile.
Unilancer / Lyonar / Epic Minion / 4 Mana / (2/4)

Zeal: Your General gains Attack equal to this minion’s Attack.

  • Purpose: A better Sand Sister which doubles as a Divine Bond lethal. Duelyst needs more unicorns.
Thytan / Lyonar / Epic Minion / 6 Mana / (5/5)

Provoke, Zeal: Gain “Dying Wish: Summon a Silverguard Knight on this space.”

  • Purpose: Double Silverguard for 6 Mana! A new and interesting Zeal minion that promises to keep you safe, even in death.
Zealous Architect / Lyonar / Legendary Minion / 3 Mana / (3/4)

If you have 8 friendly minions nearby your General, transform this minion into a Colossus.

Holy Colossus / Lyonar / Token Minion / 9 Mana / (10/10)

Provoke, Cannot be targeted by enemy spells, At the start of each turn, deal 5 damage to all nearby enemies and heal this minion to full.

  • Purpose: Holy Immoly! An alternate wincon for Lyonar that pushes Zeal tactics to the limit.
Holy Bombadeer / Lyonar / Legendary Minion / 5 Mana / (4/4)

At the start of your turn, cast Holy Immolation on a random friendly minion.

  • Purpose: Boom! A fun little mindgame to play with your opponent: which of your Slos is carrying the bomb? Bombadeer can’t target itself, so if you have only one other minion it is guaranteed to get that consistent healing and damage off each turn.
Silverroot Titan / Lyonar / Legendary Minion / 5 Mana / (5/5)

Nearby allies cannot be targeted by spells.

  • Purpose: The spell immunity card that keeps your formation in tip top shape!
Diplomatic Immunity / Lyonar / Legendary Spell / 6 Mana

Cast Aegis Barrier on each friendly minion.

  • Purpose: Sounds pretty bad until your remember Aegis Barrier draws a card. Hand refill and spell immunity.
Imbue / Lyonar / Legendary Spell / 7 Mana

Cast Holy Immolation, Aegis Barrier and Divine Bond on a friendly minion.

  • Purpose: All your “favorite” Lyonar spells, rolled into one :^) Actually a really good value.
Godsblood Overflow / Lyonar / Legendary Spell / 9 Mana

Reduce the cost of all cards in your Action Bar to 2.

  • Purpose: This card was meant to be a Neutral spell, but since we don’t have those in Duelyst I decided it best fit Lyonar, thematically speaking. Stall one turn and then try to pull off that epic combo you were hoping for. 2 Mana Trinity Oath, Sunriser, Dawn’s Eye, Khymera, you name it: this is the dream card for the guy who likes unviable decks and silly interactions.

SongHai Cards
Gibbering Assassin / SongHai / Legendary Minion / 5 Mana / (3/6)

Backstab(3), Nearby minions move and attack like Battlepets.

  • Purpose: Remember Battlepets? Me neither (jk they’re still pretty relevant and a lot of fun to play)

Magmar Cards
Explosive Awakening / Magmar / Rare Spell / 3 Mana

Hatch a friendly Egg and deal 3 damage to all nearby enemies.

  • Purpose: Holy Eggolation. Magmar needs an Egg synergy card that doesn’t cost 2 arms and Vaath’s left testicle (4 Mana).
Krakatoan Communion / Magmar / Legendary Spell / 8 Mana

Transform all minions into Eggs, then hatch all nearby friendly Eggs.

  • Purpose: This is the card Flaming Stampede should’ve been (and the card I should’ve submitted to the January contest). 'Nuff said.

Vanar Cards
Saboteuse / Vanar / Epic Minion / 4 Mana / (2/5)

The first time this minion Infiltrates, stun the enemy General. Infiltrate: Gain +2/-2.

  • Purpose: More General stunning, because that’s what Vanar needs :blush:
Relic Hatchery / Vanar / Legendary Spell / 2 Mana

Summon 2 0/2 Dragon Urns on your starting side with “Infiltrate: Transform into a Whyte Drake.”

  • Purpose: The Whyte Drakes are the 4/4 Flying tokens you get from Aspect of the Drake, but no one plays that card anyway. If you Lightning Blitz after this card, you have 2 Flying 5/5s for 4 mana and 2 cards (depending on whether the Infiltrate or the spell resolves first). Otherwise, you need to be pretty careful trying to get value out of the fragile Urns. Thematically, I love this card: a baby dragon in a clay pot trying to become an adult in the harsh world of Duelyst.
Crystallark Bow / Vanar / Legendary Artifact / 4 Mana

Your General gains +2 Attack and Ranged but cannot attack Generals.

  • Purpose: Make your General a removal machine, but not a Ranged face threat. In fact, if you can’t get rid of your own artifact, you might just end up missing that extra 2 damage for lethal. A Ranged Artifact is much more powerful in Vanar than in Songhai since Vanar has Snowpiercer and Lightning Asp, but the awkward mana cost makes this card hard to fit in a deck that can’t exploit it.
Warhawk Chieftain / Vanar / Legendary Minion / 6 Mana / (4/8)

Frenzy, At the start of your turn deal 2 damage to all enemies in the same column and row as this minion.

  • Purpose: Frenzy is fun in a faction with high mobility. It’s kind of like a mini-Blast, and pretty much what I want to see from a future boss battle (telegraphed attacks).

Abyssian Cards
Beckon / Abyssian / Rare Minion / 3 Mana / (3/3)

Whenever a Dying Wish activates, deal 2 damage to the enemy General.

  • Purpose: A weird little minion for a Gor/Sarlaac deck. I like it :slight_smile:
Ribb / Abyssian / Rare Minion / 4 Mana / (4/2)

Dying Wish: Resummon this minion on a random nearby space and stun it.

  • Purpose: Slower, higher damage Sarlaac. Still an annoying guy to deal with for the whole game.
From Beyond / Abyssian / Epic Spell / 0 Mana

Place a random non-token minion that died this game in your Action Bar.

  • Purpose: This is a cycle card. It gives you a minion somebody used to have. Very basic, but interesting if you’re looking for another way to dig up a relevant card (or potentially snatch an out-of-faction minion). You might be better off having 3 more minions in your deck, but if you want to gamble or just can’t think of a good addition, this card will do the trick.
Lashing Abomination / Abyssian / Epic Minion / 4 Mana / (4/4)

Dying Wish: Activate the Dying Wish effects of all friendly minions.

  • Purpose: Fun with a Gor or Sarlaac on the board (or multiple of each). Such a fantastic synergy minion and a great combo with Consuming Rebirth.

The Primal Communion, e.g. Magnar
Primal Ancestor / Vanar&Magmar / Rare Minion / 4 Mana / (4/4)

Grow: +1/+1, Infiltrate: This minion Grows at the end of both players’ turns.

  • Purpose: More Growth with the help of Infiltrate synergies :slight_smile:
Missing Link / Vanar&Magmar / Common Minion / 2 Mana / (2/1)

Rebirth, Dying Wish: Place a random Vanar or Magmar spell in your action bar.

  • Purpose: Vanar & Magmar have the best removal in the game, and this minion gets you more of it.
Mammoth Teramorph / Vanar&Magmar / Legendary Minion / 6 Mana / (4/8)

Frenzy, Enemies damaged by this minion are moved to your starting column.

  • Purpose: Avalanche and Warhawk synergy on a Frenzy minion.
The Empire of Decay, e.g. Abyssuvian
Warden of Decay / Vetruvian&Abyssian / Rare Minion / 5 Mana / (3/6)

Summon Dervish, Deathwatch: Summon an Iron Dervish in a random corner.

  • Purpose: Up to 4 per turn is much more fair than the 8 for Bloodmoon Priestess. This minion might just be super overstatted.
Shadowsteward / Vetruvian&Abyssian / Common Minion / 2 Mana / (1/4)

Opening Gambit: All friendly minions gain Provoke until the end of your next turn.

  • Purpose: Wraithlings, Dervishes and immobility.
Ivory Deathworm / Vetruvian&Abyssian / Legendary Minion / 7 Mana / (6/6)

Whenever a nearby minion dies, gain +2/+2 and the effects of all friendly Artifacts.

  • Purpose: Artifact, dying wish and deathwatch synergies.
The Twin Kingdoms, e.g. Songonar
Wanderlust Mystic / Lyonar&Songhai / Common Minion / 2 Mana / (2/3)

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

  • Purpose: The Onyx Jaguar effect for Healyonar.
Twin Armsdealer / Lyonar&Songhai / Rare Minion / 3 Mana / (2/4)

Zeal: This minion and your General gain “Backstab(2)”.

  • Purpose: Zeal synergies and Backstab synergies, looking very much like the new Songhai spells from RotB.
Roscar, Gilded Mercenary / Lyonar&Songhai / Legendary Minion / 12 Mana / (5/5)

Provoke, Backstab(3), Costs 1 less for every 1 damage dealt to the enemy General this turn.

  • Purpose: Big beefy minion built to follow big beefy burst, perfect for both factions.
The Golden Armory, e.g. Lyontruvian
Lionlight Ambassador / Lyonar&Vetruvian / Legendary Minion / 5 Mana / (5/6)

Your General cannot take damage from other Generals.

  • Purpose: Screw Magmar, screw Bloodrage Mask, Artifacts will rise again.
Turfsear Machina / Lyonar&Vetruvian / Rare Minion / 5 Mana / (5/5)

Flying, Zeal: Gain Blast.

  • Purpose: Zeal+Flying+Blast
Truthchild / Lyonar&Vetruvian / Common Minion / 2 Mana / (2/2)

All spaces are considered nearby your General.

  • Purpose: Zeal and Vet spells are global. Make Siphon Energy great again. My favorite cross-faction design by far.
The Frostfire Rangers, e.g. Vanhai
Windchill Pyro / Vanar&Songhai / Rare Minion / Arcanyst / 4 Mana / (2/4)

Whenever you cast a spell, stun a random nearby enemy minion.

  • Purpose: Stun and Arcanyst, closerange blizzard tactics.
Lonely Ranger / Vanar&Songhai / Legendary Minion / 6 Mana / (3/6)

Ranged, Bloodsurge: Deal 3 damage to all enemies nearby the enemy General.

  • Purpose: Break up formations with the Bloodsurge and snipe stragglers with the Ranged.
Managate Apprentice / Vanar&Songhai / Common Minion / 2 Mana / (2/2)

Minions summoned or transformed by your spells gain +1/+1.

  • Purpose: Walls, Heartseekers, Aspects, etc.
The Monster Mash, e.g. Magbyssian
Sludgeform / Magmar&Abyssian / Common Minion / 3 Mana / (3/3)

Whenever your General destroys a minion, gain +2/+2.

  • Purpose: General specific Deathwatch. Works well with Vaath.
Thousand Claw Viceroy / Magmar&Abyssian / Rare Minion / 5 Mana / (4/4)

Rebirth, Dying Wish: Summon 2 Viceroy Eggs in random nearby spaces.

  • Purpose: More Deathwatch procs, more eggs.
Roko Basilisk / Magmar&Abyssian / Legendary Minion / 8 Mana / (10/10)

Opening Gambit: Deal 5 damage to your General. Your General cannot die while Roko Basilisk is in play.

  • Purpose: Smash synergy, undying General.
2 Likes

This topic will never die, and if Ryvirath locks it I’ll slit my wrists. Anyway, here’s some submissions. And by some, I mean a lot: its been a month and a half. We have some Bond minions, some new mechanics, and a lot of silly stuff.

Vetruvian Cards
Silica Assaultrice / Vetruvian / Common Minion / 2 Mana / (0/5)

Airdrop, Provoke.

  • Purpose: This minion is really greedy for buffs, but it rocks them so hard. Strong early game minion to the point that I’m not sure if it fits in Vetruvian. Maybe a 0/4?
Peaceful Golem / Vetruvian / Common Minion / Golem / 2 Mana / (0/8)

Cannot attack.

  • Purpose: Quite the weird Golem, may be too strong with Vanquisher and Cosmic Flesh.
Titanic Obelysk / Vetruvian / Rare Minion / 3 Mana / (0/6)

Summon Dervish, Bond: Give all friendly minions +0/+3.

  • Purpose: Some more Bond effects for fun.
Gale / Vetruvian / Rare Minion / Dervish / 3 Mana / (2/1)

Rush, Ephemeral, Bond: Give all friendly Dervishes +1/+0.

  • Purpose: Another Wind Dervish for your out of hand lethal.
Propheseer / Vetruvian / Rare Minion / 4 Mana / (4/2)

All Dervishes you summon for the rest of the game gain +0/+1.

  • Purpose: A permanent buff, sort of like Grandmaster Variax. It’s meant to support a less Rush-oriented, more buff- and body-oriented Dervish archetype.
Carthenon Golem / Vetruvian / Rare Minion / Golem / 5 Mana / (6/6)

Whenever you summon a Golem, gain +1/+1.

  • Purpose: Never expected Sirrocco to exist when I came up with this card, but honestly that just makes it better. More swarmy Golem support.
Carthenon Caller / Vetruvian / Epic Minion / 4 Mana / (2/5)

Whenever you cast a spell, place a Skyrock Golem in your Action Bar. Your Golems cost 1 less.

  • Purpose: Vet Golems are weirdly swarmy, and I like it.
Ascendant Armory / Vetruvian / Epic Spell / 4 Mana

Summon a number of Iron Dervishes equal to the combined cost of all equipped Artifacts in random nearby spaces.

  • Purpose: Bodies bodies bodies. Not really viable, just a fun spell to theorycraft a Dervish/Artifact deck with.
Towering Defense / Vetruvian / Epic Artifact / 4 Mana

Your General cannot be damaged while there are at least 2 friendly minions nearby.

  • Purpose: May be too strong, an Artifact that encourages more board manipulation. Might raise the number of minions to 3 or the cost to 5.

Lyonar Cards
Alchemical Detonation / Lyonar / Common Spell / 1 Mana

Destroy a friendly Golem and deal 3 damage to all nearby minions.

  • Purpose: Swarmy Golem support. Keep in mind it deals damage to all minions but neither General.
Arms Race / Lyonar / Common Spell / 1 Mana

Transform a friendly minion into a random Lyonar minion that costs 1 more.

  • Purpose: I promise I came up with this before Ancient Bonds’ Cascading Rebirth, its been sitting in the vault for a month and a half. Pretty crazy in Lyonar, since its a transform and Lyonar has so many strongly statted minions.
Rally Sergeant / Lyonar / Common Minion / 3 Mana / (2/3)

If you have at least 2 mana at the end of your turn, give each friendly minion +1/+1.

  • Purpose: The first of a set of minions that activate additional effects based on how much mana you DON’T spend. This one casts Warsurge.
Sunbeam Channeler / Lyonar / Rare Minion / 4 Mana / (3/5)

At the end of your turn, restore health to your General equal to your remaining mana.

  • Purpose: A lategame sustain minion with swing potential.
Codex of Faith / Lyonar / Epic Minion / 2 Mana

Nearby minions cannot be targeted by spells.

  • Purpose: I don’t have to write this bit out every time, do I?
Immortal Pauldron / Lyonar / Epic Artifact / 3 Mana

At the end of each turn, restore 1 Health to your General and 1 Durability to this Artifact.

  • Purpose: A sustain-based Artifact that helps you proc Healyonar effects.
Shieldbearer / Lyonar / Epic Minion / 4 Mana / (3/3)

Whenever you equip an Artifact, summon a Shieldbearer nearby your General.

  • Purpose: A little followup to my “Sunstone Bracers: What are they good for?” set.
Royal Alchemancer / Lyonar / Epic Minion / 5 Mana / (4/2)

Opening Gambit: Reduce the cost of all Golems in your Action Bar by 2.

  • Purpose: A swarmy Golem support for Lyonar with some fun applications that just dump your entire hand onto the board.
Transmutationist / Lyonar / Epic Minion / 5 Mana / (3/7)

Whenever you summon a Golem, transform it into a random Golem that costs 1 more.

  • Purpose: Play low curve Golems to get higher curve Golems! Play Dragonbone to get Juggernaut!
Vaultlock / Lyonar / Epic Minion / 5 Mana / (3/5)

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

  • Purpose: A reverse Fanblade.
Deva Annihilator / Lyonar / Epic Minion / 6 Mana / (6/6)

Whenever anything is healed, gain a random ability.

  • Purpose: Grailmaster for Healyonar. I just like the name.
Half-pint Hero / Lyonar / Legendary Minion / 1 Mana / (1/1)

Celerity, Forcefield, Frenzy.

  • Purpose: A buff-hungry monster of a minion.
Penultima / Lyonar / Legendary Artifact / 7 Mana

Your General gains +8 Attack. This Artifact has a maximum Durability of 9.

  • Purpose: A card I basically stole from Eternal, this is a game ending artifact.
Army of One / Lyonar / Legendary Spell / 8 Mana

Target a minion and fill its column with copies of that minion.

  • Purpose: Like Fractal, but weirder and for Lyonar.

SongHai Cards
Ape Ritualist / Songhai / Rare Minion / Arcanyst / 5 Mana / (3/6)

Whenever you cast a spell, restore 1 health to your General for each friendly Arcanyst.

  • Purpose: A swing healing card for Songhai.
Fezant / Songhai / Epic Minion / 4 Mana / (2/5)

Flying, Whenever this minion takes damage draw a random spell card from your deck.

  • Purpose: A digger for spell decks, sort of an alternative to Lantern Fox.

Magmar Cards
Warpath / Magmar / Common Spell / 2 Mana

Replace your Bloodborn Spell with “Grant a friendly unit +2 movement range and Frenzy this turn”.

  • Purpose: A one-off setup card that makes your opponent think a lot harder about positioning.
Stone Python / Magmar / Rare Minion / Golem / 3 Mana / (3/4)

Friendly Golems have “Grow: +1/+1”.

  • Purpose: More Golems! More Grow!
Whelm / Magmar / Epic Minion / 6 Mana / (4/10)

Grow: +2/0, Dying Wish: Destroy all enemy minions with less Attack than this minion.

  • Purpose: A weird little mix of Brightmoss, Plasma Storm and a Grow minion.
Zygote Fissure / Magmar / Legendary Spell / 5 Mana

Destroy 5 of the lowest cost cards in your deck and replace them with copies of target minion (including buffs).

  • Purpose: A weird idea I got from a new faction thread on the forums. Pop this on your crazy buffed Rush minions or grab yourself another 5 copies of Gro with a few turns of Grow on them. Really really lategame card.

Vanar Cards
Shrapnel / Vanar / Common Spell / 2 Mana

Destroy a friendly Wall and deal 3 damage to all enemies nearby it.

  • Purpose: Wall bomb!
Aurora Trickery / Vanar / Rare Spell / 3 Mana

Summon a 2/1 Illusion and swap the positions of your General and a friendly Illusion.

  • Purpose: General mobility is something I wish we had more of, but the aggro potential is too high. This defensive usage should be fine.
True Ice Mirror / Vanar / Epic Artifact / 0 Mana

Whenever your General moves or is moved, summon a 0/2 Bonechill Barrier in a random nearby space.

  • Purpose: I don’t really know. It’s a weird artifact that encourages forward movement and combos well with Kara’s BBS, but can put in some work while you are kiting backwards.
Drakkenbound / Vanar / Epic Minion / 5 Mana / (4/4)

Opening Gambit: Summon a Bonechill Barrier in up to 4 spaces in front of this unit.

  • Purpose: A frost dragon that spits ice walls everywhere. Can divide the board in two quite nicely, and smart positioning of your minions in front of it will guarantee four precise spawns. Good with Kara’s BBS.
Krystallvitch / Vanar / Epic Minion / Vespyr / 6 Mana / (7/4)

Bond: Stun all enemies.

  • Purpose: Not sure about the power of this minion. After all, Boulder Breacher exists, but this might just be too much.
Echobeast / Vanar / Legendary Minion / Arcanyst / 6 Mana / (4/4)

Opening Gambit: Summon a copy of this minion for each spell you cast this turn.

  • Purpose: Drop after a few Flash Freeze, Mesmerize, Fox Aspects + a Kara BBS and watch the value pour in. The copies can be placed, which I’m not too sure about but it sounds cool as heck doesn’t it?

Abyssian Cards
Fleshbound Golem / Abyssian / Common Minion / Golem / 3 Mana / (2/2)

Bond: All friendly Fleshbound Golems ANYWHERE gain +1/+1 permanently.

  • Purpose: Yes, anywhere includes dead minions and minions in your deck and minions on the board and minions in your head. Yes, permanently means the buff can’t be dispelled or removed upon death. Basically, this is a Golem that accumulates value infinitely with 3 other Golems in your deck. Clever sacrificing can give you a number of big bodies for cheap.
Trachea / Abyssian / Common Minion / 3 Mana / (3/3)

Opening Gambit: Deal 1 damage to up to 4 random units.

  • Purpose: Can harm allies. A weird little semi-aoe card and questionable 3 drop, but I liked the idea.
Shadowspike Channeler / Abyssian / Rare Minion / 3 Mana / (4/3)

If you have at least 3 mana left at the end of your turn, deal 2 damage to the enemy General.

  • Purpose: Another weird 3 drop for Abyssian, kind of like Whiplash. Scales sort of well into the lategame.
Argos / Abyssian / Rare Minion / 5 Mana / (5/5)

Opening Gambit: Summon a Wraithling in a random nearby space for each friendly minion on the board.

  • Purpose: Can pretty much double your Wraithling count. Can be pretty scary in a Variax deck, or in any deck that can spam Wraithlings. Good followup for Bloodmoon Priestess.
Azer Axe / Abyssian / Epic Artifact / 2 Mana

Minions damaged by your General have their health reduced to 1.

  • Purpose: A 2 Mana Artifact that eliminates any minion in conjuction with Dark Sphere or Cass BBS.
Demoniac Identity / Abyssian / Epic Spell / 5 Mana

Destroy a friendly non-token minion and summon a 7/7 Balor in its place with the same abilities.

  • Purpose: Balor is a cool word. Makes your value minions a little harder hitting and activates Dying Wishes multiple times.

Neutral Cards
Raggara / Neutral / Common Minion / 2 Mana / (3/5)

Opening Gambit: Deal 3 damage to a random friendly minion (including itself).

  • Purpose: Heavy body that can balance itself out in a bad situation. If you sac a Wraithling or maybe a Forcefield with it, the body is pretty big for 2 Mana.
Citizen of Hope / Neutral / Rare Minion / 2 Mana / (2/2)

If you have less than 2 cards in your action bar at the end of your turn, draw a card.

  • Purpose: A late game card draw option for swarmy, low curve decks.
Argent Battlecaster / Neutral / Rare Minion / 4 Mana / (3/4)

Whenever you replace a card, your General gains +2 Attack this turn.

  • Purpose: The first in a batch of nice replace synergy minions. An alternative to White Widow. May enable a Sajj Replace/Artifact deck.
Manalock Golem / Neutral / Rare Minion / 5 Mana / (6/6)

Friendly Golems cannot be dispelled.

  • Purpose: This is pretty rude, I can’t lie. Great for all Golem decks, especially Lyonar, who can also Aegis Barrier friendly Golems.
Beholder Orb / Neutral / Rare Minion / 6 Mana / (3/3)

Forcefield, Whenever this minion loses its Forcefield gain +2/+2.

  • Purpose: Flash it out in Magmar for some real good cancer.
Remote Oculon / Neutral / Epic Minion / 1 Mana / (0/1)

Airdrop, Whenever you replace a card restore 1 health to your General.

  • Purpose: A weird little early drop for a Replace deck. May alternatively find use in Healyonar as a cheap proc-bot.
Mimi / Neutral / Epic Minion / 4 Mana / (3/3)

Opening Gambit: Gain the abilities of all nearby minions.

  • Purpose: A weird little mimic which might allow for interesting combos, like a targeted Owlbeast almost.
Roadblock / Neutral / Epic Minion / 4 Mana / (4/1)

Provoke, Opening Gambit: This minion is immune to damage until the start of your next turn.

  • Purpose: A minion I drafted up for a new faction idea, but the project fell short when I realized there are no more color schemes left (all the primary and secondary colors are taken). Can delay a whole army by one turn if the opponent has no answers.
Hoopoe / Neutral / Epic Minion / 5 Mana / (3/3)

Flying, Opening Gambit: Return a friendly minion to your Action Bar and reduce its cost by 2.

  • Purpose: Another card I stole from Eternal, this one has a lot of synergy with cards like Ephemeral Shroud, Primus Fist, and other strong Opening Gambit minions.
Avenidra / Neutral / Legendary Minion / 4 Mana / (4/4)

Airdrop, Whenever you replace this card, deal 2 damage to your General and draw a card.

  • Purpose: A draw engine for a replace deck and half decent Airdrop minion.
Dimension Leaper / Neutral / Legendary Minion / 5 Mana / (5/3)

Opening Gambit: You may replace 4 additional times this turn.

  • Purpose: Paradise Wings lethal. White Widow board clear. Inquisitor Kron swarm. This is a potential wincon for replace decks that can keep even one synergy minion alive. Alternatively, can be used in combo decks to dig for the god hand.
Pawn Strategerist / Neutral / Legendary Minion / 6 Mana / (4/5)

Enemies can only attack diagonally.

  • Purpose: Inspired by the Boreal Juggernaut glitch, if you guys remember that. A really board focused card that makes for more chess-like gameplay.
Dragon Ambassador / Neutral / Legendary Minion / 7 Mana / (5/6)

Flying, At the end of each turn summon a 2/1 Wyrm Hatchling in a random corner.

  • Purpose: Fly my pretties! A powerful Flying body which makes more Flying bodies. Also, dragons!

Here’s a few submissions based on new mechanic I just wanted to play around with: Heavy. Post-expansion, a lot of people have been complaining about how Duelyst was getting less board oriented, so here’s an idea for a stronger board-oriented ability.

Heavy minions can only move one space at a time, and cannot move diagonally.

Below is a common and rare for Magmar, Lyonar, and Vetruvian (the Golem factions) as well as some Neutral cards.

Ferrohide Golem / Neutral / Common Minion / Golem / 3 Mana / (5/5)

Heavy.

  • Purpose: Basic implementation: trade mobility for stats.
Shackler / Neutral / Rare Minion / 4 Mana / (2/5)

The enemy General has Heavy.

  • Purpose: Insert fat joke here. Perfect for stopping fleeing Revas.
Trawl / Neutral / Epic Minion / 5 Mana / (4/8)

Heavy, Whenever this minion deals damage stun all nearby enemy minions.

  • Purpose: A steamroller of epic proportions.
Atlas Centurion / Lyonar / Common Minion / 5 Mana / (6/6)

Heavy, Celerity.

  • Purpose: A Celerity minion you can outrun.
Crush of Atlas / Lyonar / Rare Spell / 1 Mana

Give a minion Heavy. Draw a card.

  • Purpose: A Heavy cantrip.
Lumber / Magmar / Common Minion / 4 Mana / (4/6)

Heavy, Frenzy, Opening Gambit: Give all nearby minions Heavy.

  • Purpose: A minion-wiper with potential downsides. May slow down your Warpath of overstatted minions considerably.
Titan Fetters / Magmar / Rare Artifact / 1 Mana

Your General has +3 Attack and Heavy.

  • Purpose: Self induced Heavy for extra damage. Your opponent can outrun you if you commit too hard to this Artifact, so its a gamble.
Gradius / Vetruvian / Common Minion / 4 Mana / (3/6)

Heavy, Blast.

  • Purpose: Another Blast minion that makes the opponent think harder about positioning, trading earlier value for mobility.
Shifting Sands / Vetruvian / Rare Spell / 3 Mana

Give all enemy minions Heavy.

  • Purpose: A high impact spell that slows down swarms considerably.
3 Likes

There is no real reason to lock it from what I can tell. Maybe merged in the future…

[details=Spatial Shift / Vanar / Rare Spell / 4 Mana]

Rotates a 3x3 section of the board 90 degrees clockwise.

  • Purpose: Since Vanar has a lot of positioning cards, I thought it would be appropriate for a card to have a widespread positioning effect. 4 mana may be too cheap though.[/details]

Edit 1:

Fortune Teller / Neutral / Rare Minion / 2 Mana / (1/4)

ANY randomly summoned minions (from khymera or something) will now summon 2/2 Mini-Ghoulies instead.

  • The RNG effect is really strong, so I felt that maybe a small impediment was in order :stuck_out_tongue:
3 Likes

[details= Vanilla Icecream / Vanar / Legendary Vespyr / 4
Mana / (4/6)]

Whenever any character moves, they continue to move in that direction if able.

  • this essentially takes away all friction from the board, resulting in minions skidding around until they hit either a wall or another minion. It can be used to quickly escape from enemies or even as a counter to rush minions. Extra points if you are at the center of the board and your opponent slides around you, unable to stop.

[/details]

5 Likes

Horned Oracle / Magmar/ Rare Minion / 4 Mana

You can’t draw cards as long as your action bar is full.

  • Purpose: Allow Magmar Mill to work by stopping yourself from milling out.

  • Comments: probably wouldn’t help much on its own.

How would this interact with diagonal movement?

1 Like

even better
Overload Oracle / magmar / rare / 4 mana
when your opponents hand is full, they draw twice as many cards

it would make mill decks a thing since you are seriously removing a lot of resources when they mill

2 Likes

Make Songhai great again!

Really, Hai is crappy nowadays. Backstab Kaleos is chronic in his impotency, while Spell Reva becomes less and less popular (and powerful) also. The only archetypes which are getting more decent are Control Reva and Arcanyst Hai to some extent. Thus, the cards.

[details=Fire missiles / spell / 4 mana] Deal 1 damage to 3 enemies. You may choose the same target multiple times.

Obviously, intended to be used with 8gates, storm sister, crescent spear, which are all underplayed, except the former. Without them it’s just an overcosted Phoenix Fire, with +1 buff it’s already fairly costed but incredibly flexible, with +2 it’s just too damn good, with +3 it’s an unfair game ender, but not so easy to setup.

TBH, I’m in love with this idea. It’s so combo…
[/details]

SpellThief / arcanyst / 2 mana / (1/2)

Backstab(1). Whenever this damages an enemy general, gain a copy of a random spell from the opponents deck.

Kaleos is run with Arcanysts now. This one allows for some Arcanyst/backstab synergy, also offering some card advantage. Additional target for mirror meld. Mostly shitty by itself.

Should wear a red hooded cloak with dagger in one hand and wand in another one.

[details=LoreKeeper / minion / 3 mana / (2/4)] If you didn’t cast a spell from your action bar this turn, draw a card at the end of the turn.

Everyone seems to be getting draw engines. Even Vanar! Hai has only overpriced and crappy ancestral with very specialized HE (and also overpriced).

This idea seems interesting to me. I’m not quite sure will it be under or overpowered, but it’s synergy is counterintuitive, since songhai generally wants to cast lots of spells. Basically a straightforward buff to zoo Kaleos, which was a thing one day but dissapeared, in other Songhai archetypes the usefullness of this draw engine varies from OK (backstab Kaleos) to questionable (Spell Reva, Control Reva). Seems to be better in Kaleos anyway, who needs some love.

[/details]

[details=Sensei Shu / arcanyst / 8 mana / (2/5)] Ranged. Bond: All the friendly arcanysts on board and in your deck gain ranged.

Calligrapher seems underwhelming to my taste. Three random spellcards by 7 mana… Why in the world are they random in the first place? OK, I guess it fits “calligraphic” theme.

This one presents kinda ultimate wincon for arcanysthai decks. “Kinda” is here cause you need at least one arcanyst to stick by 8 mana in order to utilise his effect and there are no 1 mana arcanysts to combo him with at 9. If however you do have the board when he enters - it’s a definite victory.

Should look like a very old bow-backed man with the huge book in hands.
[/details]

The Mist / minion / 4 mana / (3/2)

Backstab(1). Whenever ANYTHING is teleported summon The Mist on the random square.

Some board presence. Will probably proc twice with juxtaposition. Will also imply awkward enemy positioning.

Funny, but will proc from repulsor, lure, hearthsis and such.

Still, I’m not sure if there’s a way to check for “teleportation” effects. If there are just considered general movement, that’s sad.

Should look like…mist, I guess.

[details=Bladerunner/ minion / 1 mana / (0/2)] Backstab(3), Rush.
The vessel for saberspine, ethereal blades, KE, MDS, mirror meld. Will not attack if not buffed, so combo oriented.

Will not be the same problem as baconator, since backstab.

Should look like a simple young girl. When attacks should do some crazy acrobatics.

[/details]

[details=Sharpen / Spell / 1 mana] Give a minion or general +1 attack. Draw a card (at the end of turn?).

Everyone has unconditional cantrips. Lyonar and Vet were always the winners in this department. Vanar have 1 true cantrip (corona) and 2 “kinda” cantrips (Cryo and vespyr call). Abyssians - only one true cantrip (Sphere of Darkness), but it’s cheap and highly useful and also 1 “kinda” cantrip (inkhorn gaze), which, while underused, seems rather useful in arcanyst builds. Magmar are another story.

Hai has only one unconditional cantrip - twin strike - which isn’t so great. It’s OK, but it’s rather expensive and random.

With arcanyst synergy going on cantrips are must have. Yeah, I understand that songhai has lots of in-faction spel procs, but why not give them just one?

Spell is just nice. Useful with arcanysts, useful with ArtiHai, useful with backstab Kaleos. And I don’t think it’s OP.
[/details]

7 Likes

Wow, widowmaker’s such an original name. For real though, there’s already a widowmaker.

Also, sharpen seems too strong, especially in conjunction with their artifacts.

2 Likes

It’s been a time since I used it. so I have forgotten about it’s existance. And also, yeah, I’m not good at naming at all, I admit. I’m open to any suggestions in naming)

I can agree on 2 mana cantrip.

Too good that’s the only card you consider OP)

1 Like

Others have significant drawbacks imo, be it in stats or effects.

1 Like

If you have some time, please elaborate. I’m all ears.

1 Like

Love fire missiles. Everything cobra strike should have been lol. Not op with BRM, but helps eight gates+ alkyone. PS-hai is still pretty good. Just gotta dig a bit deeper for that cheese

2 Likes