Duelyst Forums

New tribe + Some minions suggestions

The tribe is called Elementals. The cards should consist of element themed minions, of course. Here’s some of my thoughts.

Sand Sprite
2 mana 1/3 Common Vetruvian Elemental
When attacked or counter attacked by a minion, give the attacker -2 attack.

The -attack effect works on counter attacks too, so wood-wen should do great with this.

Rock Elemental
5 mana 2/6 Rare Neutral Elemental
Stun minions attacked by this minion.

Might sound a bit OP, but 5 mana is pretty expensive so i think it’s ok.

Fire Bird
4 mana 2/3 Rare Neutral Elemental
Each end of your turn, deal 1 damage to self and nearby enemies.

Might want to be dispelled ASAP, since it synergies well with healing mystic and other healing effects. Not to mention its strength in Healyonar.

Spark Wraith
5 mana 2/2 Rare Neutral Elemental
Flying
Opening Gambit: Summon 3 copies of this minion on random spaces. One of them gains Rush.

For swarm decks. Of course it feeds Crimson Oculus real fast, but so far i’ve never seen it played much.

Wisp
2 mana 1/1 Common Neutral Elemental
Dying wish: Give all elemental minion on the board +1/+2. Draw a card.

I don’t know, but i think there should be buff synergies to those elemental minions, as there are in arcanyst.

Karel The Elementalist
6 mana 3/7 Legendary Neutral Elemental
Opening gambit: Summon 2 random elemental minions on nearby space. Those minions gain +2/+2

Now here’s the legendary. Too OP?

Now, if you guys have some ideas about more elemental cards, feel free to show it :grinning:
And also if those cards above need any tweaks, pls let me know :grin:


Aside from those Elemental tribe, i also have some minion cards coming into my mind.

Argo the Mentalist
5 mana 2/5 Legendary Neutral Arcanyst
Opening Gambit: All enemy minions become battle pet until your next turn.

Now, to deal with those pesky swarms. Lemme know if this needs some tweak.

Steel Skin
4 mana Epic Lyonar Spell
Give a minion Heavy Armor

Heavy Armor
Everytime this unit takes damage, prevent 2 of it.

To make those ironcliffes unbeatable. OP and i know it, just sharing my idea.

Steelforged Golem
6 mana 4/7 Common Neutral Golem
Heavy Armor
Stun minions attacked by this minion.

The Foreseer
5 mana 2/5 Legendary Neutral Arcanyst
Reveal your opponent’s action bar.

Nuff said.

So, feel free to reply your suggestions, critics, anything!
Thanks!

2 Likes

Those are some interesting designs, but i feel the elemental tribe would just be absorbed into the other tribes for several reasons

1- dervishes, vespyrs and golems are already very similar to elementals
2-theres already cards with elemental in the name (sun, chaos, darkspine)
3- it doesnt bring anything new or thematic with it. For example, structures cant move or attack and battle pets arent controlled by the player.

Other than that i like the designs. Some are a little underpowered, and the heavy armor is OP. If you made it like regalia, just shielding the first hit, it would just be a Worse forcefield. But if you leave it at procing every hit that makes the generals attack useless. Drop it down to 1 or better yet, make it heal the unit instead.

well, yeah i thought so too. I wrote it there just to get it out of my mind.

You mean, you get healed when you’re attacked? Isn’t that… OP?

How about hybrid minion?
A minion that can be used in both faction, not neutral but hybrid. They have both faction abilities, in example a grow+1/+1 with backstab, a deathwatch if your dervish died, a zeal with infiltrate, etc.
Also the design will looks cool, red blue = songhai vanar, purple yellow = abyss lyonar, etc.

Idk, just random thoughts poped up in my mind.

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about that, we already have this sick guy

this would be an instant dispel target

but yea, nice idea

Most of the Elemental minions seem to have bad stats even if they have an op ability and would probably never see play. However, after seeing the legendary Elemental I certainly understand your reasoning and if I may add it makes sense for them to be weak. ( btw the legendary needs a bit more balancing. I will discuss that further down) The only card that really bothers me is the rock elemental because at 5 mana you can play a minion that will most likely kill your opponent’s units instead of stunning them. Furthermore, the minion has to attack not counterattack to stun minions correct? That by itself makes it slow. Now as for my favourite card that you created … drumroll … Agro the Mentalist! Very strong card. You can force your opponent to make some awkward trades and works well against a lot of decks that depend on positioning. 5 mana is great for such an ability but not for his attack and health values. Because the minion has opening gambit the effect is not permenant. That means that you don’t have to worry abou the stats too much. Something like a 5 mana 5/4 sounds good to me. Now if you don’t mind I would like to ask you some more questions concerning the card.

  1. Does the effect aply only to minions that were present during your turn or all minions you opponent plays during his turn after you play Agro the Mentalist? For example what happens with wind dervishes or rush minions?

  2. Why is it an arcanyst? Arcanyst usually have synergy with spells or are spell related. Is it necessary for this minion to belong in a tribe?

Lastly, about Karel the Elementalist. I’m going to be honest with you the card is Op to the point were playing any other 6 drop is stupid. For 6 mana you get 3/7 + 4/4 + 2 minions with good abilities. *Cough *cough what were you smoking man? The only card that I can think comes close to this is Zurael a 7 mana 4/7 summon all non token minions that died last turn. Op? No because he is inconsistent and hard to combo. Your card obliterates this one by :

  1. works 100% of the time
  2. insane stats
  3. 6 mana
  4. you get 2 more abilities (sometimes)

2 Ways we can fix it.

  1. increase the cost to 7 or 8 AND
  2. change the effect to this : “summon nearby 2 friendly elementals that died this game and give them +2/+2” This makes it so you have to play elementals.

I could add more details but I figured you should do that by yourself. Good job man cool ideas hope you make more. :grinning:

Whoa didn’t expect such a reply, thanks!

Well to be honest i had the very same thought right after i post this thread. Thanks for reminding me. How about this

Rock Elemental
6 mana 6/5 Rare Neutral Elemental
Can only move 1 space

With a slower movespeed, it would be used only for blocking purposes, since it has high attack.

As for Fire Bird, 2/3 and 1 self harm per turn would mean it won’t stay long on board. How about making it 2/5?

Spark Wraith, i think it’s just a bit too expensive. 4 mana would do it.

For Wisp, i got inspired from WoW’s wisp, and now gonna tweak it

Wisp
3 mana 2/1 Common Neutral Elemental
Opening gambit: Give all elemental minion on the board +1/+2.
Dying Wish: Dispel all spaces around it.

Might sounds like Lightbender, i know.

And here’s Karel The Elementalist.

I know, and after some shower i’ve came to this.

Karel The Elementalist
8 mana 4/6 Legendary Neutral Elemental
Opening gambit: Summon 2 Elemental minions that died this game and give them +1/+1

This enlightened me.

I think it would do well against Lyonar to get rid of their zeal.

Yep it only affects all minions present when you summon Argo.

Ah I’m sorry i’m not an arcanyst player and i barely understand the characeristics of each tribe (might learn it soon).

Argo the Mentalist Also i want to change the name more down below
6 mana 4/5 Legendary Neutral Arcanyst
Opening Gambit: All enemy minions become battle pet until your next turn.

Because 5 mana is not that expensive, and could get even cheaper using Magmar’s flash reincarnation and/or Kujata. Though, it needs a good timing to summon for its effect.

And i want to change the name. Argo the Mentalist sounds hilarious. Something like John Cena Virax the Mentalist sounds cool to me.

The Foreseer, as in Argo/Virax’s case shouldn’t be an arcanyst.

Heavy Armor ability, as @oranos said, is definitely OP. Bad idea.

Steelforged Golem. Definitely OP and why didn’t i realized it sooner. 6 mana 4/8 should do it.

With those tweaks, i hope these cards would do better in game (if the devs somehow accept the ideas of course).

Thanks for the replies!

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Just sharing for the hell of it. This post has some dual faction minions at the bottom.

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I meant you could make it heal itself at the start or end of your turn by a fixed amount

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