The point of this ‘expansion’ is to support some of the weaker generals and promote more positioning and playing to the board. It consists of 36 cards, 5 cards for each faction (1 common, 2 rares, 1 epic, and 1 legendary) and 6 neutrals (2 commons, 2 rares, 1 epic, 1 legendary).
Most expansions introduce 2 new mechanics but I am only going to add one.
LINK: An effect that activates when there are four or more minions nearby. This counts any minions, both friendly ones and enemies, but not Generals. The effect turns off if the condition of four or more minions no longer apply.
I also didn’t include names for the cards since that takes a lot of time and doesn’t contribute much imo.
Now without further ado.
Lyonar
The idea behind Lyonar is to boost stuff like swarm and midrange without giving Ziran, Strategos, and Titan more tools.
Common
1 mana
1/3 Golem
Basic boring card swarm card thats probably kind of broken.
Rare
4 mana
3/6
Link: ALL nearby minions have +3 attack.
Simple LINK minion. Has good stats and when activated gives a very large buff. Beware enemy minions abusing the attack to kill your stuff.
5 mana
Spell
Destroy a friendly minion, reduce the cost of all minions in your Action Bar by that minion’s mana cost.
A filler/experimental spell that opens unexplored territory. Might be broken.
Epic
2 mana
Spell
Destroy target minion with more attack than health.
Some targetted removal. This doesn’t work if attack and health are equal so there aren’t that many targets. The Link minion can help boost the attack of desired targets.
Legendary
6 mana
4/7
Opening Gambit: Dispel EVERYTHING in the row in front of this minion.
Beefy ‘answer’ minion. Hits tiles, generals, and ofc minions.
Magmar
The goal behind Magmar is to add some interesting/weird cards that support some of the weaker areas without adding more broken stuff.
Common
2 mana
1/3
Grow: 0/+2.
2 drop grow minion. Unlike the others it gets fatter but doesn’t gain attack, useful to keep it alive for other buffs.
Rare
4 mana
2/6
Your General has double attack but doesn’t counterattack.
Bizarro drogon. Boosts vaath with a downside that also help you not die to Kha.
5 mana
Spell
Give all friendly minions Frenzy.
Filler spell that’s not intended to be playable.
Epic
0 mana
Spell
Target friendly minion attacks itself.
Meme card since Magmar has a lot of stuff already. Maybe you can use it to trigger frenzy?
Legendary
7 mana 9/10
Link: Flying, Frenzy, Celerity, Forcefield
Every faction needs a link minion. Magmar gets a fancy one that’s not intended to be playable.
Songhai
Songhai will get cards that reward having a board. No burn shenanigans this time.
Common
2 mana
1/3
Backstab (1)
Opening Gambit: Give a nearby friendly minion or general Backstab (2) this turn.
Backstab Primus Fist. It has the body of a katara which is quite useless but hopefully the opening gambit makes up for costing twice as much.
Rare
3 mana
4/5
Link: Destroy this minion
A negative link effect. This is a beefy boi that will die if too many minions are nearby.
1 mana
Spell
Pull ANY minion to the space directly behind your General.
Reverse Magnetize. Can be used to backstab stuff or just to move things around.
Epic
5 mana
Spell
Give all friendly minions Dying Wish: Deal 3 damage to nearby enemies.
Inspired from discord. Giving Songhai a Grasp of Agony variant. Transforms all your minions into suicide bombers. A lot of potential damage but needs a board.
Legendary
4 mana
5/3
Opening Gambit: Target minion moves and attacks automatically at the end of this turn.
More zendo effects. Makes ANY minion move like a battle pet once after this is summoned. Can make a friendly minion attack again or force an enemy to suicide itself/move out of position.
Vetruvian
Some cards to address the weakness to range/lack of healing as well as Sajj/Ciph support.
Common
3 mana
2/4
Opening Gambit: Give target minion -3/+3.
Plagiarized from reddit but its a cool idea. Has no range restriction or turn limitation and negates the damage of minions, enabling good trades. You can use it on obelysks or value minions to beef them up as well.
Rare
4 mana 1/5
Link: ALL minions nearby have Flying.
Powerful link minions lets your dervishes/golems/whatever fly to reach their targets. Beware as enemy minions can make use of this as well.
0 mana
Spell
The next Artifact you play this turn costs 0 but has 1 durability.
Flash for artifacts. Might be op since you can immediately equip expensive artifacts like spinecleaver/hexblade/thunderclap for mana efficient combos then get great value from metalmeld.
Epic
5 mana
Spell
Restore all damage taken by your General during the last turn and deal that much damage to target minion.
Based on the idea mirages, this heals your general from all damage taken during your opponents turn. Pseudo heal since it relies on your opponent but has counterplay since they can whittle you down and it requires a valid minion to target. The wording could use work.
Legendary
3 mana
0/6
Equipped Artifacts also apply to this minion.
Filler flashy legendary. Only has the effects of currently equipped artifacts.
Abyssian
Abyssian feels like three different factions already. I added some creep and swarm support. Meanwhile Maehv gets a boost from the neutrals.
Common
2 mana
1/4
Deathwatch: +3/-1.
More deathwatch cards. Like the abyss tradition its kind of weak.
Rare
1 mana
0/3
Opening Gambit: Gain +1 attack for each minion destroyed since the end of your last turn.
Another plagiarized card, this time from Navy. A neat concept that punishes card wipes and is another way to use your swarm.
1 mana
Spell
Destroy a friendly minion. Spawn shadow creep nearby equal to that minion’s attack.
At 1 mana this might be op due to Juggernaut, but it can only make 8 creep at once . Makes use of friendly minions to generate creep and also serves as a xor fodder. I guess nocturne can make a bunch of wraithlings with this as well.
Epic
6 mana
Spell
Summon a 4/4 Fiend on all unoccupied friendly shadow creep tile.
Another payoff card for creep. Cass’s Awesome BBS in a one shot more expensive package. Has the potential to make ALOT of tokens.
Legendary
4 mana
2/5
Link: Transform this minion into a random Demon.
Abyss’s obligatory link card. Demons can be pretty strong and this card might be op as well.
Vanar
Finally Vanar gets a whole bunch of tools. Vespyr support, infiltrate, card draw, healing, ilena support… but no spot removal.
2 mana
2/3 Vespyr
Opening Gambit: Summon a Bonechill Barrier nearby.
Swarmy generic vespyrs.
Rare
3 mana 3/4
Link: ALL nearby minions gain Provoke.
Solid 3 mana 3/4 stats this link minion stall the game by making your walls and other minions into provokes while also protecting itself.
3 mana
Spell
Summon 3 joined 0/1 walls that restore 2 health to your General when destroyed.
A new kind of wall with dying wish: heal 2. Helps progress nemeton, swarm, and potentially stave off burn/aggro.
Epic
2 mana
Spell
ALL stunned minions deal 3 damage to nearby enemies.
The promised Ilena support. Powerful aoe/burn spell that can do a lot of work. This only damages nearby enemies for now and the damage stacks.
Legendary
3 mana
2/4 Vespyr
Infiltrate: Draw an additional card at the end of your turn.
Vespyr infiltrate old spell jammer. It only draws for you as well. Might be op.
Neutrals
The neutral minions are intended to give more tools to tackle weaknesses as well as some fancy weapons to experiment with.
Common
2 mana
3/1
Dying Wish: Restore 4 health to your General.
Another 2 drop that heals. Since its not opening gambit it heals for a whopping 4 points and as its dying wish reviving it gives another shot at triggering.
4 mana
2/4
Opening Gambit: Steal a nearby non-structure minion with 0 attack.
Some more ciph support and a way to deal with those pesky eggs.
Rare
5 mana
4/5
Link: Rush
Another link minion. Remember that it loses rush if it moves to a spot without 4 nearby minions.
7 mana
7/7
Opening Gambit: Draw 3 cards.
A big fat guy that provides neutral card draw. Helps those ramp decks out a bit.
Epic
5 mana
2/5 Golem
Opening Gambit: Transform all tiles into Manaspring tiles.
A weird card that messes with tiles and gives both sides a chance to ramp. This transform all tiles(including empty mana springs) into full tiles, but occupied tiles will become empty mana spring without giving mana.
Legendary
7 mana 5/5
Link: ALL nearby minions share keywords.
The legendary of course has to have the keyword. Works similar to S.I.L.V.E.R. but the minions don’t keep the keywords. Due to the interactions with Rush its priced at 7.