Seems pointless, at that mana the game is already decided. Why not play Meltdown instead?
Powercreep over Rogue Warden
What are it’s stats?
Seems pointless, at that mana the game is already decided. Why not play Meltdown instead?
Powercreep over Rogue Warden
What are it’s stats?
Revenge of the Necrotized
Neutral Spell
10 mana
No spell or effect can reduce the cost of this card. Whenever your general is dealt damage that exceeds lethal by 15, if this card is in your action bar, it is automatically played and the game ends in a Draw.
Isbee you devil
What will happen when I Flash amplification thumpidator, someone with one health? or my rancour?
Or my deathfire crescendo + Blood baronette?
thats evil man
eternal blade
3 mana artifact
+2 attack
deathwatch: restore all your artifacts durability by 1
I suppose it is true…I AM EVIL!
…just don’t get greedy, then…
FYI:
“Opening Gambit: Summon all friendly non-token minions destroyed on your opponent’s last turn on random spaces.”
“Whenever this minion deals damage, either deal 3 damage to the enemy General OR restore 3 Health to your General.”
These are the longest texts in the game.
Try not to exceed them too much.
My card already breaks several of the OP’s guidelines. But I really am only half kidding.
Edit: alright, now I have time to add all the flavor text and stuff, so here goes.
Hey guys, its ya boi goku, back at it again with the OG card designs. This weak we’ve got Heal support for Lyonar, Sabotage support for Vetruvian, Minion-based combo support for Songhai (read: Baconator/Backstab), and a few new Bond minions for Battlepets, Mechs and Vespyrs. In addition, we’ve got TONS of Abyssian and Magmar cards, so be sure to set aside some extra time for those Anybody else like lizard wizards?
Restore 1 Health to your General and any minion. Draw a card.
Airdrop, Opening Gambit: Deal 3 damage to your General and draw a card.
Opening Gambit: Deal 4 damage to this minion.
May attack enemies up to 2 spaces away.
Ephemeral, Zeal: This minion does not disappear at the end of the turn.
Airdrop, Friendly minions affected by your Bloodborn spell gain +2 Health.
Whenever a friendly minion heals another unit, give that minion +1/+1.
Your spells that cost 1 Mana cost 0 Mana instead.
Place a copy of the last minion your opponent summoned from their action bar in your action bar.
Return any minion to your Action Bar.
At the end of your turn, summon an Iron Dervish in front of this minion with the same stats and abilities.
Destroy any minion that costs 3 or less damaged by this minion.
Opening Gambit: Return a friendly minion to your Action Bar and give it +2/+2.
Whenever this minion moves or is moved, deal 1 damage to the enemy General.
Cannot be targeted by attacks.
After this minion attacks, double its Attack and Health.
Backstab: 2, May move again after attacking.
The next minion you summon costs 3 less and returns to your action bar at the end of your turn.
Return a friendly minion to your Action Bar and summon a 3/3 Shadow with Rush in its place.
Opening Gambit: Gain +2 Attack for each friendly Wraithling in play.
At the end of your turn, grant +1 Attack to nearby friendly Shadow Creep.
Opening Gambit and Dying Wish: Draw a card.
Deathwatch: Give a random friendly Wraithling +1 Attack.
Whenever your General destroys a minion, summon a Wraithling nearby.
Bloodsurge: Friendly Shadowcreep deals triple damage this turn.
Can only be summoned nearby at least two friendly nontoken minions.
Bond: Grant a random friendly Arcanyst Flying.
Target minion deals damage to all nearby enemy minions equal to its Attack.
All Friendly Shadow Creep deals +1 damage.
Give all minions in your Action Bar “Dying Wish: Draw a card.”
Dying Wish: Give all nearby friendly minions Flying.
Dying Wish: Place a random minion whose mana cost is equal to this minion’s Attack in your action bar.
Dying Wish: Reduce the cost of all cards in your Action Bar by 1
Has Rush if at least 5 minions have died since the end of your last turn.
I toy with a new archetype in this set, so I should explain the abundance of 1 drops. Hatchling Caretaker and Ringfrog Leader are two minions that buff all your 1 cost minions, and Flood of Scales is a spell that synergizes with all 2 or less cost minions. Decks built around these cards flood the board turn 1, then buff the army of minions with powerful effects. With that in mind, the first four cards in this set are designed specifically to synergize with them.
Forcefield, Grow: +1/+1
Opening Gambit: The enemy in front of this attacks this at the start of your opponent’s turn.
Opening Gambit: Draw a card.
Summon 3 random minions that cost 1 mana.
Destroy all friendly minions that cost 2 or less and summon a Gro nearby each.
Draw 2 cards. Each card you draw this turn costs 1 less.
Rebirth, Bloodsurge: Summon an egg copy of this minion in a random nearby space.
Whenever you summon a minion that costs 1 or less, give it +1/+1.
Frenzy, Friendly Frenzy minions have this minion’s Attack.
Frenzy, Opening Gambit: Give a friendly unit Frenzy.
Opening Gambit: Grow all friendly minions.
Whenever you summon an Egg, reduce the cost of a random spell in your Action Bar by 1.
Friendly minions that cost 1 or less have Grow: +2/+2.
Whenever this minion is damaged or destroyed, deal 1 damage to both Generals.
Rebirth, Opening Gambit: Summon an egg copy of this minion nearby.
Transform a minion into a friendly Egg.
Grow: Double the buffs of all friendly minions.
Grow: +1/+1. Minions in your Action Bar have Grow: +1/+1. Whenever this minion Grows, so do the minions in your Action Bar.
Opening Gambit: Stun all minions in this column, including this minion.
Bond: Gain “Dying Wish: Summon this minion in a random space at the end of this turn.”
Whenever you summon a minion from your action bar, deal 1 damage to all nearby enemies.
Infiltrate: At the end of your turn all friendly minions on your opponent’s starting side gain +1/+1.
Opening Gambit: Draw a minion from your deck with at least 1 ability in common with a target minion.
Whenever a friendly Battlepet activates, give it +2/+2.
Whenever your General takes damage, refresh your Bloodborn spell.
Bond: Double the Health of all friendly Mechs.
Opening Gambit: At the start of your next turn, deal 3 damage to all enemies nearby this minion.
At the start of each turn deal 3 damage to the unit in front of this minion and move forward 1 space.
At the end of each turn, deal 2 damage to all minions up to 2 spaces away.
Celerity, Friendly Celerity minions may move and attack an additional time each turn.
Opening Gambit: All friendly minions deal 1 damage to each nearby enemy.
Bond: Give a minion directly in front of this minion Rush.
Opening Gambit: Whenever your General destroys a minion this turn, reactivate your General.
Bond: Activate all friendly Battlepets.
Friendly minions activate their Dying Wish after they are summoned.
Opening Gambit: Both players start with 5 less mana on their next turn.
Airdrop, Opening Gambit: Place 3 random cards from your opponent’s faction in your action bar.
DAIIMN SON! U ben bis-say.
He alwaiz bizeh, an now we no wut he duz wen he aint meme-ing
Alright guys, you know what time it is. That’s right, time for another gajillion Duelyst concepts, and boy do we have some weird ones this time around! Some really weird Legendaries are available, so I recommend you check out Magmar’s Grandmaster, the Neutral replace finisher, and the trio of Artifacts I’ve cooked up for Vetruvian: they’re a doozy!
note: the “Purpose” category isn’t done right now, but that might change in the future. For now, just have fun with these concepts
You guys know me, I always like to do themes, and this month I’ve got a few different ones for Lyonar. As usual, there are some scattered Artifact and healing synergies, but a certain idea prompted me to make a bunch of different Bloodsurge minions! Imagine that, Bloodsurge Lyonar! You ready? Let’s GO!
Dispel all minions. Draw a card.
Opening Gambit: Gain +1/+1 for each Artifact you have and reduce the durability of your Artifacts by 1
Whenever this Artifact loses Durability, draw a card.
Opening Gambit: Stun a minion. If it costs 3 or less, dispel and destroy it.
Transform all friendly minions into random Lyonar minions of the same cost. Draw a card.
Transform all friendly minions costing 2 mana or less into Silverguard Knights.
Healyonar Cards
Opening Gambit: Restore 2 Health to all nearby allies.
Whenever you restore Health to a minion, restore the same amount of Health to your General.
Whenever a friendly minion deals damage, restore 2 health to it.
Deal 4 damage to each enemy. Costs 1 less mana for each point of damage you healed this turn.
Bloodsurge Cards
Bloodsurge: Deal 3 damage to the enemy directly in front of this minion.
Bloodsurge: Equip Sunstone Bracers to your General.
Bloodsurge: Gain +1/+2
Bloodsurge: Give all friendly minions nearby your General +2 Attack.
Your General has +1 Attack and “Bloodsurge: Summon a Silverguard Squire in a random nearby space.”
Bloodsurge: Deal this minion’s Attack as damage to a random enemy minion.
Fill your Action Bar with copies of your Bloodborn Spell. All your spells are Bloodborn.
Give a minion “Whenever this deals damage to the enemy General, gain +1/+1.”
Backstab(0), Enemies damaged by this minion from behind are Stunned.
Backstab (1), Whenever this minion deals damage, restore health to your General equal to the damage dealt.
Whenever you deal 5 or more damage to the enemy General at once, put a Phoenix Fire in your Action Bar at the end of your turn.
This month in Vetruvian we have a number of new Obelysk cards as well as a trio of Legendary Artifacts for all your sandy needs!
Move all friendly minions forward 1 space.
Summon Dervish, Opening Gambit: Draw a Structure.
Bond: Place a Sand Trap in your Action Bar and reduce its cost by 1.
Dying Wish: Summon a Wind Dervish in this space.
Transform all friendly Dervishes into Soulburn Obelysks. Draw a card.
Summon Dervish, May Attack and Move.
Your Structures cost 1 less. Opening Gambit: Place 3 random Obelysks in your Action Bar.
When this Artifact is destroyed, deal 6 damage to your opponent.
Your General has +3 Attack. When this Artifact is destroyed, your General gains Flying.
Your General cannot die. When this Artifact is destroyed, restore 8 health to your General.
Has +2/+2. Opening Gambit: Dispel this minion.
Dying Wish: Reduce the cost of the next minion you summon this turn by 2.
When you summon a unit on friendly Shadow Creep, give it +1/+1.
Flying, Dying Wish: Deal damage to the enemy General equal to this minion’s Attack.
At the end of your turn, transform a random friendly minion into a 6/6 Horror.
If this minion survives damage, transform it into a 6/6 Horror.
You may replace two additional times each turn.
Opening Gambit: Place a copy of the last card you drew in your action bar.
Rush, Opening Gambit: Gain your General’s abilities and equip 3 random Artifacts to this minion.
At the start of your turn, Stun the closest enemy minion in front of this minion.
Opening Gambit: Gain +1 Attack and +1 Health for each spell that you cast this turn.
Return all friendly minions to your Action Bar. They get +1/+1 and cost 1 less.
Opening Gambit: Give this minion and a friendly minion “Dying Wish: Summon a 3/2 Ghost Wolf on this space.”
Opening Gambit: Destroy an enemy minion.
Opening Gambit: Gain the Attack and Health of all nearby friendly minions.
Opening Gambit: Transform all cards in your Action Bar into random faction Legendaries.
Minions cannot be dispelled, destroyed, or transformed by noncombat effects.
Rush, If this card is in your hand at the end of your turn Replace it.
Man I haven’t finished reading Lyonar and there are already some Op Op cards.
Edit: That Magmar Grandmaster is… and those two last Neutral cards are… *sigh. In a more serious note all these cards seem interesting and fun to play (with not against) whether they are balanced or not. I would really like for you to explain some of the purposes behind certain cards especially the Abyssian ones. The rest are pretty much self explanatory but an insight would be welcome.
Ok, here we go! I have few ideas for a mechanic called “Delay” which I thought might be interesting, so I guess I’ll post them here.
Delay (X): In X amount of turns, do Y.
For example: Delay(2): Draw a card.
Two turns after this is played or summoned, draw a card. On minions it works similar to Bond in that it activates every time it is summoned, not just played.
Temporal Magi
1-Mana, 2/1
Delay (3): If this minion is dead, resummon it.
Wyrmhole
3-Mana, 0/8, Structure
Delay (3): If this is your only minion, summon two 3/4 Wyrms.
Temporal Healer
3-Mana, 3/3
Delay (5): If your General has 10 or less Health, restore 7 Health to it.
Nice idea, but its kind of unreliable, because in order to activate the delayed effect, a minion must
The minion can still die or be dispelled, the effect is like a Opening Gambit in that it activates when they are summoned, but instead of using the effect it waits a few turns.
That’s why the first minion would be usable, because you want it to die in 2 turns or less, otherwise it won’t get resummoned.
excuse me, can you explain it again please? maybe give us some example?
Temporal Magi
1-Mana, 2/1
Delay (3): If this minion is dead, resummon it.
Three turns after this minion is summoned, it executes the effect listed. It will try to execute this effect regardless of whether or not the minion is still in play.
For this minion specifically, it will resummon itself IF it died.
ah i see… now that you explained it looks like much more interesting.
3 turns delay for a 1 mana minions looks ideal, since if the minion is dead there’s a chance that your opponent forgot that there was an effect on delay and boom. great work
Edit: Added all the “Purpose” flavortext.
Hey what up guys, its ya boi @thefirstgokun here, bringing you another tasty set of card concepts. I was feeling a little burnt out on everything, so to shake things up around here I decided to design a full expansion and see how hard it is to fill space in a symmetrical release.
This expansion introduces 2 new mechanics, distributed amongst the factions like the past two expacs did. For size, this expac boasts 39 new cards, matching the Bloodborn style expansion model.
Now, I introduce you to…
The Gates of Vermillion
Fortify: You may play Artifacts on this minion. If you do, this minion gains the effects of the Artifact (instead of your General) and activates an effect.
Fortify: Deal damage to all nearby enemies equal to the original cost of the Artifact.
Rush, Fortify: The next minion this minion attacks is destroyed instantly.
Fortify: Your General gains “Grow: +1/+1.”
Your General gains +2 Attack. Your General cannot be counterattacked by enemies with less Attack.
Draw 2 Artifacts from your deck and reduce their cost by 2 each.
Rebirth, Friendly Rebirth minions cannot be targeted by spells.
Opening Gambit: Grant all friendly minions “Fortify: Place a copy of the Artifact in your Action Bar.”
Fortify: Restore Health to your General equal to the original cost of the Artifact.
Provoke, Fortify: Equip a Staff of Y’kir to your General.
Your General has +1 Attack. At the start of your turn, place a Sword of Creation in your Action Bar.
Equip a Staff of Y’kir to each General and friendly minion with Fortify.
Flying, Opening Gambit: Reduce the cost of each Artifact in your Action Bar by 1.
Celerity, Fortify: Equip the Artifact to this minion again.
Airdrop, Fortify: Draw an Artifact.
Fortify: Gain +1/+1.
Your Artifacts are immune to non-combat effects.
Steal 1 health from each of your minions. Draw a card.
At the end of your turn, steal 2 health from this minion.
Elude: You may summon a friendly minion from your action bar on this minion’s space. If you do, return this minion to your action bar and activate an effect.
Backstab(2), Elude: If the next minion has Backstab, give it Rush.
Ranged, Elude: Deal 3 damage to the closest enemy in front of this minion.
Elude: Move the next minion behind the enemy General.
Your General gains +1 Attack this turn each time the enemy General takes damage.
Equip a Befuddling Scroll to your opponent.
(Befuddling Scroll: Your General acts like a Battlepet.")
Opening Gambit: Give all minions in your Action Bar “Backstab(1)”.
Elude: Summon 1/1 Wraithlings in all nearby spaces.
Elude: Steal 2 Health from the enemy General.
Elude: Give the next minion “Deathwatch: Gain +1/+1.”
Your General gains the effects of all friendly Artifacts destroyed this game.
Steal 1 Health from each enemy.
Opening Gambit and Dying Wish: Give all minions in your opponent’s Action Bar -1/-1. Cannot reduce minions below 1 Health.
Elude: Stun all nearby enemy minions.
Elude: Summon two 2/1 Snowchasers in random nearby spaces.
Elude: Place a random Vanar spell in your Action Bar.
Whenever a minion returns to its owner’s Action Bar, deal 2 damage to a random enemy.
Transform all minions in your Action Bar into random spells of the same cost, and vice versa.
Opening Gambit: Return a friendly minion to your Action Bar to give it and Owlbeast Caretaker both +1/+1.
Provoke, Whenever this minion takes damage place a random Artifact in your Action Bar.
Your General takes 1 less damage from all sources.
Opening Gambit: Return a friendly minion to your Action Bar to restore 3 Health to your General.
Triple Agent
3 mana
neutral 2/4
Sentinel: minion summoned
This minion, the minion that transformed this, and a random friendly minion gain +2/+2.