edit: finally done. enjoy
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
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
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
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
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
), 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.