recursal/Fanatic-Fandom huggingface dataset:
Arclyte Regalia

Core

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## Description

Your General gains +2 Attack. The first time your General takes damage each turn, prevent 2 of it.

## Interactions

* Grove Lion does not nullify damage counters. That is to say that damage inflicted on the enemy General will interact with Grove Lion's Forcefield and Arcyle Regalia simultaneously.

## Strategies

Arclyte Regalia is considered one the strongest artifacts in the game. While costly (often having to pass a turn to equip it), Regalia's effect is substantial. Its mitigation of damage prevents the enemy General from inflicting damage through a basic attack. This allows the player equipped with Regalia to attack the enemy General at no cost to his own life or the artifact's. Further, its moderate attack bonus allows the clean removal of most 2-drops in the game. Since these 2-drops typically have 2 attack, one can remove these minions while maintaining artifact charges. Arclyte Regalia's remarkable durability, removal capability, and offensive potential makes it a solid card in nearly every Lyonar deck.

## Balance Changes

v. 0.0.9 - Added: Arclyte Regalia 3 mana "Your General gains +2 Attack. The first time your General takes damage each turn, prevent 2 of it."

v. 0.0.16 - Cost changed to 4.

## Animations

Active

Actionbar
Bound Tormentor

Unearthed Prophecy

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## Description

**Sentinel**: Minion summoned.
Put a copy of the minion that transformed this into your action bar. It costs 2 less.

## Strategy

It is always difficult to recognize which sentinels you are up against. But the way your opponent positions the sentinel is often telling you what kind it is. Bound Tormentor only procs once so he is usually more aggressively positioned than Xerroloth which can be actived repeatedly.

## Interactions

* If a Mirage Master is summoned Bound Tormentor will give you a copy of Mirage Master and not the minion it copied.
* Tormentor can steal other faction's trials. Therefore Abyssian could play and fulfill Grand Strategos.
* If a Khanuum-Ka dies and is resummoned on another dervish's spot, it will only proc Tormentor if it is the Vetruvian player's turn.

## Notes

* Bound Tormentor gives you a card with skin used on it. If your opponent triggered the sentinel with prismatic Elyx having unique skin, you will get the same one.

## Balance Changes

v. 1.87 - added with the Unearthed Prophecy expansion.

## Animations

Idle

Breathing

Running

Attack

Death
Artifact Defiler

Core

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## Description

Destroy all artifacts on the enemy General.

## Strategies

While a powerful effect, Artifact Defiler is never played for several reasons. First, it is niche; if the enemy General does not have an artifact equipped, it cannot be played. This often makes it a "dead card" a card that does nothing but sit in your hand. Second, the card does little to advance a gameplan. Lastly and most importantly, Songhai has several more flexible means of destroying artifacts: Four Winds Magi, Bloodrage Mask, Phoenix Fire, Battle Panddo among other cards effectively damage artifacts as well inflict as damage to the enemy.

## Trivia

In a key tournament match, Zayne acquired an Artifact Defiler from Sworn Sister L'Kian's Opening Gambit. Using Artifact Defiler, Zayne removed the opponent's artifact, allowing him to safely push for lethal. Following this match, Zayne proceeded to win the tournament to become a Duelyst Grandmaster.

## Animations

Active

Actionbar
File:Artifact Defiler effect.gif

Effect
Black Solus

Core

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## Description

When you summon a Wraithling, this minion gains +2 Attack.

## Strategy

Black Solus is an infrequent sight despite its strong synergy with Swarm Lilithe. This is due to its rather high mana cost. At 5 mana specifically, most Lilithe players would prefer Shadowdancer for its immediate effect. Further, Lilithe players typically use Deathfire Crescendo to finish off opponents, robbing Black Solus of one use. While Black Solus has potential to become a strong threat, it is outclassed by cards that achieve the same effect (or produce a more preferable effect off similar circumstances). Thus, the card is rarely played.

## Gauntlet Strategy

Black Solus is a powerhouse in Gauntlet, if playing Lilithe. Its large body and rapid capability to grow its attack make it an immediate threat which will, if it does not draw removal, deal with quite a few enemy minions or end the game.

## Balance Changes

PreAlpha - Added: Black Solus 6 mana 6/9 "When you summon a Wraithling, this minion gains +2/+2.

v. 0.0.1 - Lowered cost to 5. Stats changed to 4/7.

v. 1.66 - No longer gains health when a Wraithling is summoned.

## Animations

Idle

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Running

Attack

Death
Calculator

Denizens of Shim'Zar

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## Description

**Opening Gambit**: Gain the combined Attack and Health of all Battle Pets in your action bar.

## Interactions

* Calculator gains buffs immediately, which makes it safe to play it with Flash Renicarnation or Kujata, because the damage applies after the stat buff.

## Strategy

* Since Calculator's mana cost changed to 4 mana, the card's power level increased a lot. It can provide a very strong turn 2 threat which many decks have problems to answer. Nevertheless the card has some disadvantages. It is slow, not doing anything on the turn it is summoned and it not only requires you to play battle pets (which is really bad in itself), but to have a good amount of them in hand. Also Dispel is an easy answer to it.

## Balance Changes

* v. 1.71 - added with the Denizens of Shim'Zar expansion.
* v.1.96 - Cost changed from 5 to 4

## Animations

Idle

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Death
Bonereaper

Core

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## Interactions

* Bonereaper's effect can proc effects that trigger from a minion inflicting damage (Lionheart Blessing, Deathstrike Seal, etc)
* Bonereaper's and Coldbiter's effects happen at the exact same time at the end of the turn. That means a Rebirth minion with 1 hp won't get killed but turn into an Egg which spawns into the original minion at the beginning of your opponent's turn.

## Strategy

Bonereaper is a powerful control minion. Its effect in conjunction with chip damage can remove most minions. However, its incredibly low attack value makes it nonthreatening for its cost. At two attack, Bonereaper is vulnerable to Zen'Rui, the Blightspawned. This reason alone discourages players from playing the card.

## Balance Changes

v. 0.59.0 - Added: Bonereaper 6 mana 2/9 Provoke "At the end of your turn, deal 2 damage to all nearby enemy minions."

## Animations

Idle

Breathing

Running

Attack

Death
Blood Surge

**Blood Surge** is a keyword ability that activates any time you use your BBS (Bloodbound Spell).

## Strategy

* Try to play your Blood Surge minions the turn you use your BBS to prevent them being dispelled or killed before you can use the effect.
* The neutral minion Cryptographer refreshes your BBS, so you can potentially gain the effect multiple times per turn.

## Interactions

* Blood Surge effects happen after the BBS' effect is resolved (contrary to Owlbeast Sage). That means if you control a Thraex, a Prismatic Illusionist, and an Owlbeast Sage and use the BBS, the spawned Illusion will be a 3/1.
Aethermaster

Core

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## Description

You may replace an additional card each turn.

## Notes

This effect stacks; having two Aethermasters on the board, for instance, will allow you to replace three times a turn.

## Strategies

The uniqueness of Aethermaster has encouraged players to build Replace-themed decks. It is there where Aethermaster sees play. Placed in the backlines, Aethermaster can trigger Replace effects multiple times. For example, an Inquisitor Kron in play with an Aethermaster will summon two Prisoners instead of the usual one. Along with Replace decks, Aethermaster is played in Arcanyst decks as a tribal 2-drop with some utility. Outside of these decks Aethermaster is not played except in desperate combo decks. Stronger statted 2-drops with more useful effects are played in its place.

## Gauntlet Strategies

Aethermaster is little used in Gauntlet because it is incredibly difficult to draft adequate synergy for a replace deck.

## Balance Changes

v. 0.0.24 - Added: Aethermaster 2 mana 1/3 Arcanist "You may replace an additional card each turn."

## Animations

Idle

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Death
Chapter 35: Draug’s Last Hope

23,203 - 23,205 AE

With the Inxikrah advancing, severely limiting the supply of crystals from Ixus, Draug found himself on the defensive. His power was diminished, his enemies were emboldened, and the Monolith, now a symbol of his reign, remained maddeningly incomplete. For the first time, Draug felt the hot breath of defeat, like a cloud of Inxikrah venom on the back of his neck. In despair, with defeat looming ever closer, he went alone to commune with the Weeping Tree. And there he found an answer to all his problems. The Weeping Tree was covered in luminous, crystalline buds.

In Draug’s mind, this changed everything. Scholars of the natural record said The Great Tree of Eyos bloomed every ten thousand years. It had been barely four thousand since the last blooming, but no one knew how that would be affected by the removal of the tree’s Heartwood, centuries earlier. Although weakened by age and injury, the Weeping Tree was still unimaginably powerful. A blooming would release petals containing immense magical energy, perhaps equaling a third or even a half of all the crystals that had ever existed on Mithron. Draug was determined that his enemies, especially the Inxikrah, would be denied this power. And he was equally determined that he would possess it — all of it.

Facing a deadline that could represent his ultimate downfall or his supreme triumph, Draug redoubled his efforts to complete the Monolith, to fully enclose the Weeping Tree and the crystal power it would soon release. He told no one of the mana-imbued buds he had seen, and protected his secret by declaring the interior of the Monolith off-limits to anyone but himself. As construction accelerated, so did the imbalance of magical energy, causing increasingly erratic weather, wildly turbulent seas, and tectonic instability. Sensing Draug’s weakness, the Inxikrah pressed their advantage, accelerating their attacks on Aestaria. But Draug knew that he only needed to hold them off until the Monolith was complete and the Great Blooming took place. Then Aestari primacy, and his own, would be secured for millennia.
Beam Shock

Core

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## Strategy

Beam Shock is a somewhat impactful card, especially in the early game struggle for Mana Springs. However, it fails to impact the board in a significant manner--it does not develop or remove minions. Further, players will their hand size small when incorporating Beam Shock in thier decks. With the release of Slo, Beam Shock has been obsoleted for the most part. Both cards cost 0 mana and restrict movement, but Slo offers ramp potential and develops a board state. In conclusion, despite Beam Shock being useful in certain cases, its low board impact and printing of Slo have made it an incredibly rare sight in Duelyst.

## Balance Changes

v. 0.0.1 - Added: 2 mana "Stun an enemy minion. Retribution: Destroy it instead."

v. 0.0.9 - Cost lowered to 0.

v. 0.0.24 - Text changed to "Stun an enemy minion or General."

## Card Lore

There were snarls of pain and surprise from men and lions alike. One arrow hit Darian in the left side; he struggled to master the shock as he drew his sword.

‘Hold together!’ Lord Caldein shouted. His palms pulsed with prismatic light, then electrifying beams erupted from his arms, piercing through the hearts of two assassins. Then his arms dropped as a sword ran through his chest. He gazed down at the bloody blade as it pulled back out of him. Then he pitched off of his lion.

Tobias kneed his lion forward to join Darian. Together the brothers crashed into the bushes where the arrows had come from. Screams erupted from the assassins as they found themselves in battle. One of them tried to use his bow to block Tobias's swing; the Highmayne son cut through both bow and wielder. Then Tobias slid out of his saddle and sprawled on the ground, a dagger lodged in his throat.

From the corner of his eye Darian saw Tobias fall, but battle discipline held as he kept his focus on the enemies before him. There were three of them, and they were trying to pin him with two on the right and one on the left. He guided his mount to the right, letting the lion deal with one man while he dealt with the other. His opponent was a skilled fighter, but not enough to overcome Darian's ferocious attack. The Highmayne split the man's skull with one overhand strike, and he spared a moment to note that his lion had disemboweled its target. As he turned toward the man on the left a blinding pain filled his head and he forgot all else. The assassin took the opening and stabbed Darian through the abdomen.

‘By Eyos, this was a bloodbath!’ the assassin said, glaring at Argeon. ‘I've lost everyone! You said the Cabal--’ The words were cut off with a scream as Argeon's sword slashed deep into his chest.

The Highmayne Cub looked down on the dying man. ‘Honor demands that I avenge the deaths of my kin,’ he said calmly, and he slid his blade down to finish the matter.

[Next Chapter: Sunstone Bracers]

## Animations

Active

Actionbar
File:Beam Shock effect.gif

Effect
Chapter 31: The Age of Decay

23,105 - 23,205 AE

The Aestari people enjoyed a brief moment of peace and plenty before Draug revealed his true colors. Enriched by the nations he had conquered, fortified by the crystals from Ixus, and secure in his dominion over almost the entire known world, Draug’s reign became increasingly brutal and autocratic. Over it all, representing the failures of two rulers, loomed a mockery of Aestari greatness — the unfinished Monolith. Draug knew the rest of the world saw it as symbolic of the limitations of Aestari power. For his singular greatness to be undeniable, and for Aestaria’s primacy to be unquestioned and secure, he would have to complete what his predecessors could not.

Construction of the Monolith resumed, and between it and Draug’s vast appetite for power, the once plentiful supply of crystals was again exhausted. Draug issued mandates of his own, reserving the dwindling supply of crystals for him and his inner circle — and for the construction of the Monolith. Magic became outlawed for commoners, and over time, ignorance and superstition spread, corrupting the truth and distorting centuries of arcane knowledge. The earthquakes and storms grew worse with each year, and the people intuitively knew it was a result of Draug’s wanton consumption of the once plentiful crystals. In their minds, magic became dark and mysterious, reviled as if it was the source of trouble, instead of its misuse.
Cassyva Soulreaper

Core

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**Cassyva Soulreaper** is the second general of the Abyssian faction. She is unlocked when you reach level 11 with the Abyssian Host.

Cassyva's Bloodbound Spell is called Abyssal Scar and deals 1 Dmg to any Minion on the board; if it dies this turn, it spawns Shadow Creep on that square. At the end of the owner's turn, Shadow Creep deals 1 damage to any enemy minion or general in its square. It does not damage friendly Minions or Generals.

## Strategy

* Cassyva's BBS allows her to control the board easier because the 1 damage ping is very useful to kill minions with 1 hitpoint (like Heartseeker, Chrysalis Egg) or to clear enemy minions because often the 1 damage is decisive in that regard.
* The BBS also creates Shadow Creep which can be utilized by cards like Abyssal Juggernaut or Obliterate.
* Shadow Creep tiles can be dispelled though.

## Card Lore

Over four hundred years old. Originally the leader of the Five Fanblades of Akram.

## Animations

Idling

Breathing

Running

Attacking

Casting

Dying

Idling

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Attacking

Casting

Dying
Chapter 32: The Vanishing Window

23,105 AE

“To save many lives, sometimes one must be taken.” - Cassyva Starstrider

In Aestaria, Consular Draug remained sequestered in a heavily guarded palace. While overseeing the crystal mining operations in Ixus, however, he was much more vulnerable. Cassyva and her sisters decided that was their only hope of getting to him. They stowed away on a supply ship to Shar, and under cover of the bloodmoon night slipped into the unfamiliar shadowy ruins. Setting camp on a ridge overlooking Draug’s fortified compound, they planned to spend weeks studying the surrounding geography and Draug’s daily routines. Early the first morning, however, Cassyva watched another nearby dock and realized their window was vanishing — Draug was leaving. She woke her sisters, and as they watched Draug prepare to depart on a massive warship, soon realized that this might be their best chance to remove Draug from power — even their last chance. Now was the time to act.

With deathstrike-imbued blades and mana-rich crystals hidden beneath elegant gowns, they hurried to the dock. They were among the most skilled fighters in Akram, but here they were vastly outnumbered. The sisters knew surprise was their greatest weapon, and their incongruous appearance would make their attack even more unexpected. From the moment they entered the camp, each man they passed turned to stare at them. They reached the dock just in time to see Draug and his cadre of Sworn Defenders at the top of the walkway. Hundreds of Draug’s soldiers were watching the sisters. Scores stood between them and their target.

“Consular Draug!” Cassyva called out as he was about to disappear into the ship. He paused at the sight of five distant beauties in resplendent gowns approaching the blocked walkway. There was no time for Cassyva to use the Star Crystals, to consult with her sisters, or even to think things through. There was only time to act. In a single motion she pulled five blades hidden in her sleeves and cast them with as much magical force as she could summon. They spiraled and sliced through the air with deadly accuracy toward Draug...but at the last moment ricocheted harmlessly off an invisible magical barrier surrounding him. As it was, he watched impassively as the magically siphoned blades instead skewered his elite Defenders as they crumpled into the water with unceremonious splashes. Draug smiled and said, “Kill them.” Then he was gone.
Chapter 33: Birth of the Abyssians

23,105 AE

The Five Sisters valiantly fought their way against the back of the Bonemaw Mountains. Surrounded by Draug’s soldiers and with nowhere else to turn, they fled into a cave and were chased deeper and deeper, into a vast network of underground caverns. By the time they lost their pursuers in the darkness, the sisters were lost as well. Cassyva’s skin prickled at the insistent feeling that something else was now following them. Each possible exit took them farther underground, until finally, they saw a shimmering light. But instead of leading them to the surface, they found themselves in a large domed cavern bathed in the soft glow of crystals. And they were not alone.

The creatures were Inxykree, the female counterparts to the merciless male Inxikrah. Six adults tended a dozen infants, all pure white and reptilian with large faintly glowing cloudy eyes, intelligent but inscrutable. The adults turned and hissed, displaying needle-like fangs and razor-sharp claws. Cassyva paused. They had sworn only to use the Star Crystals to stop Draug, but they couldn’t do that dead. Cassyva shouted “Now!” raising the crystals and infusing the five sisters with magical energy. But it was already too late. The Inxykree struck without hesitation, their keen claws tearing the sisters into bloody shreds before they could expend the magic they had absorbed.

Then the Inxykree and their young consumed them.

The Inxykree absorbed the powers, abilities, and knowledge of their prey. But they had never consumed creatures such as these: benevolent, intelligent, born of magical blood and infused with Star Crystal power. Outwardly, the Inxykree were drastically altered, manifesting the sisters’ beauty in a way that made them look almost human. Inwardly, the transformation was even more profound. “What happened? What have we done?” they asked, looking at their changed bodies, at the carnage on the floor. “What are we?” An Inxikrah male entered, glaring at them. “You are not Inxykree,” he said, baring his cruel fangs. “This is not your Abyss,” he shouted and attacked. The Inxykree had lost their talons and fangs, but had kept their speed and strength — and had gained the skills of the five sisters. They seized the bloody weapons from the floor and slayed the Inxikrah. “He’s right,” they said in one voice. “We are Inxykree no more. We must find an Abyss of our own.”
Blazing Spines (Vanar Spell)

Core

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## Notes

Like all walls, Blazing Spines are immediately removed when dispelled. For more information go to walls article.

## Strategy

Opponents will find Blazing Spines to be quite a nuisance. Despite being immobile, well-placed Spines can control a portion of the board quite effectively. Their statline allows for favorable trading against 2-drops. Further, they are durable enough to withstand a basic General attack, making opponents reluctant to remove the Spines with their basic attack. Further, Blazing Spines can be played in conjuction with Icy to encase the enemy in a box. This allows the Vanar player to seriously damage the enemy General. Kara Winterblade players will enjoy Blazing Spines as well: walls buffed by Kinetic Surge pose a moderate threat. Because of its surprising versatility, Blazing Spines sees regular play in Midrange Vanar lists.

## Animations

Active

Actionbar
File:Blazing Spines effect.gif

Effect
Ancient Grove

Core

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**Ancient Grove** is a legendary Vanar vespyr minion.

## Abilities

**Provoke**, **Opening Gambit**: Your minions gain "**Dying Wish**: Summon a 1/1 Treant with **Provoke**".

## Interactions

If a friendly minion with a conflicting Dying Wish is already on the field (such as the Fenrir Warmaster's 3/2 Ghost Wolf conflicting with the Ancient Grove's 1/1 Provoke Treant), then the original minion's Dying Wish will take priority before the Ancient Grove's. Once the second minion dies, then the 1/1 Provoke Treant will be summoned as normal.

## Strategy

* Can almost guarantee a good Razorback turn if played on board with several other minions.
* Since effect is placed on your walls too it can make your opponent think twice before casting AoE spell.
* Ancient Grove has a fairly strong body for its cost. Moreover, its ability has some syergy with Wall/Zoo-style Vanar lists. However, 7 mana is quite expensive. Most minions that cost 7 mana create massive threats on play. This card does not, and as such does not see regular play. Ancient Grove's high mana cost restricts it from seeing play in decks that would otherwise welcome its Dying Wish.

## Balance Changes

v. 0.0.22 - Added: Ancient Grove 7 mana 7/7 Opening Gambit: Your other minions gain "Dying Wish: Summon a 2/3 Treant".

v. 0.44.0 - Text changed to: Provoke, Opening Gambit: Your minions gain "Dying Wish: Summon a 1/1 Treant with Provoke".

## Animations

Idle

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Death
Chapter 37: The Weeping Tree Blooms

AE 23,205

The Great Disjunction almost dashed the Inxikrah offensive before it began. Though they had absorbed the skills of their vanquished foes, the Inxikrah were a subterranean race and, therefore, inexpert ocean navigators at best. The churning seas claimed a quarter of them. But those that landed fought ferociously, viciously, sweeping across Aestaria, consuming their victims and growing smarter each day. The Vermillion Legion, all but leaderless, was easily conquered. Though victorious, the Inxikrah were weakened by the battle as well. But when Aq'Toth unceremoniously dismembered and consumed Draug, he mind melded and learned of the impending blooming of the Weeping Tree of Eyos, and the great power soon to be released within the Monolith.

Having communed with the Weeping Tree, Valknu was aware of the blooming as well, and with Draug beaten and the Inxikrah weakened, he knew the moment to strike had arrived. He had no reason to suspect the Inxikrah knew the Weeping Tree was about to bloom, or the tremendous power its blooming would unleash. But he knew they must never be allowed to access it. If the Bloodbound could engage the Inxikrah, they would be triumphant. If they allowed the Inxikrah to access the power of the Weeping Tree, the Bloodbound would fail. The Second Empire might never happen. Instead, the Inxikrah would plunge the world into another age of chaos, a thousand times darker than anything Draug had inflicted.

It was sunset by the time the Bloodbound arrived at God's Heel to head off the Inxikrah. The rest of the Magmar were already there. As they prepared for war, The Monolith hanging in the sky above them began to pulsate with color. The Star Lenses built to focus the light inwards onto the Weeping Tree now refracted it outwards instead in a brilliant display of iridescence that shone across the sky, illuminating all of God's Heel in a fantastic display of coruscating lights. The Bloodbound felt buoyant, not just from the joyous nature of the spectacle, but as if gravity itself was undulating as well.

The Great Blooming had begun.
Chapter 11: The Protectors of Mythron's Secret

The dangers faced by the Senerai on their quest were not all external. Songweaver Eurielle saw that some of her comrades were internally tempted by the Heartwood’s endless power, especially Arcanyst Graye. As they journeyed back to Aestaria, she convinced the Senerai that for The Great Tree Aperion to remain truly safe, its location must remain forever secret.

That night, they joined in casting a Globe of Disrememberance, erasing all memories of the tree’s location. When the Senerai parted ways, though, instead of returning home, Eurielle shadowed Arcanyst Graye. She saw him head back toward Deladriss Peake and discovered that he had drawn a secret map before the Disrememberance, so he could return to steal Aperion.

Eurielle confiscated the map and banished Arcanyst Graye from the Senerai. She realized Aperion must be protected, but decided Aestaria’s men were too covetous of its power to be trusted. She established the female-only Seidir — the Hearth-Sisters — who swore an undying oath to protect Aperion and the secret of its location.

Starhorn disagreed, and he wove the location of Deladriss Peake into the Magmar’s sacred song, the Dance of Dreams, so that anyone deemed worthy by The Thirteen Aspects could learn of Aperion’s whereabouts. Kaon Deladriss had also disagreed with Songweaver Eurielle’s decision and imbued the secret within Swordmaster Zwei’s dual-wielding blades, Solstice and Winterblade. Before mysteriously vanishing, she had secretly dispatched the female Vanar to help guard Aperion’s clandestine location.

At Deladriss Peake, young Aperion dropped its first potent petals, transforming the morning mist into the first of the mana-rich Crystal Wisps, which allowed the Seidir to access to the Voices of Winds, including the ability to morph into various animal aspects. Thus they protected the Great Tree of Aperion, fulfilling the Prophecy of Ages in solitude until the unexpected arrival of the Vanar reinforcements.
Chapter 3: The Rise of the Magmar Aspects

After the Touch of Eyos, the Magmar lived for hundreds of years. They also gained the ability to return to the chrysalis and be reborn anew, making them virtually immortal. Without their Queen Mother, they could not reproduce, but they were not leaderless — over time, a Magmar named Valknu became their alpha.
Valknu, as their Prime Focii, discovered a way to save the Magmars’ deepest memories as a gift to their future selves. Each cycle required them to re-experience and reinterpret their memories in a process known as the The Dance of Dreams. In order to preserve their memories through time, the Magmar developed a magical song-like script that contained their collective experiences in a group consciousness known as The Thirteen Aspects.

Over the millennia, the Magmar developed a balanced philosophy of the world, a reflection of their own harmonious path to constant rebirth. They were solitary yet spontaneous, focused on simplicity and the wonders of nature, and detached from personal desires. They mostly kept to themselves, but sometimes travelled great distances to interact with other sentient beings.

Unlike other races, the Magmar learned to be still and commune with the Great Tree of Eyos, sometimes spending several kalpas — hundreds of years — to achieve dialogue with it. Thus they learned about the Great Blooming and began to worship and celebrate Eyos as the ultimate bringer of birth, growth, and rebirth.

When meditating together and bonding with the Great Tree, the Thirteen Aspects could see out in the world and even glimpse the ephemeral tapestry of time, but doing so cost them their individual identity, their sense of self. Ultimately, they were unable to achieve complete ascension or see more than a hint of the future. Thus, they were cursed to forever repeat their lives, never fully controlling their own destinies.
Bounded Lifeforce

Core

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## Description

Your General becomes 10/10.

This card sets your base stats to 10/10, but it keeps any buffs from external sources (such as Overload). However, when played, it will effectively turn your new stats (including Overload) into a new base statline, causing any future Bounded Lifeforces to reset to 10 plus any uses of Overload since then.
The easiest way to think about this card is that it gives you +8 attack and sets your health to 10 out of 10 (subsequent casts will not increase your attack).
If necessary it can be also used as a heal.

## Strategy

This card basically fits only slower Magmar decks and it is typically used only as a finisher, since the hard cap of 10 health set on your general leave him very vulnerable to burst damage. It is mostly used in Vaath decks, given its synergy with Vaath's BBS, whose effects carry over after the transformation effect of Bounded Lifeforce. The main issue with the card, besides its high cost, is that your general must be next to the opponent's general to land the killing blow. This means that a smart opponent may guess you have the card in your hand and play defensively to keep the distance between the two generals, thus gaining time and increasing her possibility of finding good answers against your deck.

## Balance Changes

v. 0.0.1 - Added: Bounded Lifeforce - 7 mana "Change each General's Health to 10."

v. Unknown - Changed to "Your General becomes 10/10".

## Card Lore

There is life in the stones of Magaari, not from moss or mold, but from memory. The earth moves in slow steps, grinding edge against edge. Though the surface may erupt, though the lava may cool into new shapes, Magaari remembers what came before.

Each Magmar, with the thought to consider, has a choice. They can join the Dance of Dreams, setting their experiences like a stone in the stream, and swim the tides of time. Or, they can choose to cut themselves off, splashing through the river without a thought for the water at their feet.

Those who choose to live alone live loudly in a silent world. They are without kin, without history, without a path. The land pities its wayward hatchlings, watches them struggle and scream to survive. When they fall, they fall alone, but their lives do not disappear.

Every second they left unlived is a second sacrificed. A shorter life, a stronger life, a savage life. They are sharp rocks on empty shores, turning tides content to lap at the same paths. Magaari will not forget them.

## Animations

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Araki Headhunter

Core

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## Strategies

Araki Headhunter has found a niche in Aggro decks. Specifically, it thrives in Faie Aggro lists because of its fantastic synergy with Hearth-Sister. Its ability to gain attack in a turn makes Headhunter a powerful threat in the early game, allowing it to either to inflict heavy damage to the enemy General or trade up into high-costed minions. Outside of the early game, however, this card suffers. It has minimal impact on the board and cheap minions with Opening Gambits (Healing Mystic, Primus Fist) have probably already been played. Still, its early game dominance has made this card frequently considered for Aggro lists.

## Patch Notes

* v. 1.90 - Fixed an interaction with Araki Headhunter – No longer gains bonus attack from any keyword

## Animations

Idle

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Death
Chapter 18: Construction of the Monolith

22,745 - 22,870 AE

The Monolith conceived of by Sargos would be much more than just a symbol. It would enclose the Weeping Tree with vast Star Lenses designed to capture starlight, amplifying and focusing the cosmic light on the Weeping Tree, making it stronger and healthier while simultaneously hastening the next Great Blooming.

At the same time, the colossal enclosure would ensure that the petals released in the next blooming — and all the power they contained — would forever remain inside Aestaria.

In the short term, construction of the Monolith would consume more crystals than ever before, aggravating existing shortages and provoking even greater unrest from the over-taxed continents. In the long run, however, Sargos knew the Monolith would provide Aestaria with virtually unlimited magical energy, while denying its rivals the same.

Emperor Sargos enlisted the best and brightest minds of the Aestari Empire — mechanysts, loremasters, manaforgers, spellbinders — and directed their combined energies on designing and building the Monolith. The Thirteen Aspects counseled Sargos that building the Monolith was a mistake.

Its construction would violate the Trinity Mandates, which were established to maintain and preserve Mythron’s harmony for future millennia. Some elder Aestari agreed, warning Sargos of the potentially dire consequences that would result from building the Monolith. Sargos ignored them all, confident in his decision and suspicious of their motives.

Rallying the common people behind him under the banner of progress and Aestari pride, Sargos publicly denounced The Thirteen Aspects for trying to maintain the status quo at the expense of the Aestari people. He allocated a large percentage of harvested crystals to building the Monolith, but at the same time rescinded the First and Second and Third Mandates, giving the people once more unfettered access to the crystals.

The popularity of Emperor Sargos and his Monolith soared as the Aestari people envisioned a limitless supply of magical power, and a glorious new world order.
Achievement Card

**ATTENTION! The wiki is currently being worked on so we may experience issues or errors, we apologize for the inconvenience while the wiki is brought up to date. !**

## This page is to be dedicated to cards that are unlocked via achievement and not found in orbs like normal

Cards that will be explained here include:

Sworn Sister L'Kian

Sun Sister Sterope

Storm Sister Alkyone

Sand Sister Saon

Shadow Sister Kelaino

Earth Sister Taygete

Wind Sister Maia
Bonechill Barrier (Vanar Spell)

Core

.

## Description

Summon three joined 0/2 Vespyr Walls. Minions that attack these walls are **Stunned**.

## Strategy

Bonechill Barrier is the backbone of Vespyr Vanar lists. Used in conjunction with Glacial Elemental, this card has the potential to subdue the board and create a defensive obstacle. Further they see play in some Vanar Wall decks, where they can be activated by Aspect of the Ravager/Mountains/Wyrm, highly incentivizing enemies to destroy them. This often plays into the Vanar player's hands, giving him time to whittle down the opponent with Faie's Bloodbound Spell, create more bulky minions with Kara's BBS, or to set up a finisher with Winter's Wake or other late-game card.

## Balance Changes

v. 0.0.22 - Added: "Summon three joined 0/2 Frost Walls. Minions that attack these walls are Stunned."

## Animations

Active

Actionbar
File:Bonechill Barrier effect.gif

Effect
Battle Maps

Battle Maps are alternative maps on which you play a match. You can choose which one you want in the deck selection screen before joining the queue.

You can obtain battle maps by buying with Diamonds, crafting with Spirit in the Shop or by getting from a Crate.

There is an **alternative** Vanar battle map you can unlock:
Cade the Desolator

Core

.

## Description

The Battlefield is surrounded by Shadow Creep tiles. Cade is flanked with a Darkspine Elemental and a Chaos Elemental.

Cade the Desolator is a reskin of Ironclad.

## Boss Ability

**Frenzy**
Whenever an enemy damages or takes damage from this, teleport that enemy to a random location.

## Tips

* Jun 2017 Reddit, Forum
* Sep 2018 Reddit, Forum, Budget
* Oct 2018 Reddit
* Mar 2019 Forum

## Animations

Idle

Breathing

Running

Attack

Death
Chapter 28: A Landing on Styxus

23,090 - 23,092 AE

Having extensively studied High Emperor Rasha’s failed invasion of Vetruvia, Consular Draug decided that rather than scissor attack from the North, as Rasha had, he would skirt Kaero and Petra Fortress entirely and sail around to the southwest side of El-Gamesh. He knew this meant navigating his ships through the unpredictable Sea of Judgment. It was a calculated risk, and one that would have many unforeseen consequences for Consular Draug.

Soon after setting sail, Draug's ships were swept up in a sudden maelstrom of unprecedented violence. Miraculously, none of the vessels sank, but the fleet was swept wildly off course. When the maelstrom subsided, Draug found his ships off the coast of a primitive and unfamiliar land. At first, he thought they had arrived on the Magmar continent of Magaari, but his men found it populated by strange lizard-like creatures, sentient but underdeveloped, frightened and frail. Pressing farther inland, they found vast desolate plains littered with unharvested crystals. Draug had never seen anything like it. Gleefully, he praised his own good fortune, marveling at the abundance of untapped crystals. They would be his source of power and the perfect secret weapon against the upstart nations.

Draug tried to question the serpentine creatures with his Mindwarpers, but sensing his true nature, they refused to speak to him. Under torture, they eventually revealed that Draug was in the peninsula of Ixus, on the continent of Styxus, and that they were the surface-dwellers, the Serpenti. When Draug asked what lay below the surface, the Serpenti grew even more afraid and more reticent. Only after the most painful interrogation did the terrified creatures tell him of the darkness that lay underground. Slipping in and out of consciousness, the Serpenti described scenes almost beyond Draug’s imagination, with giant subterranean cities made entirely of crystals.
Chapter 39: Dawn of the Second Empire

AE 23,205 - 23,380

The Second Empire dawned over a world ravaged by war, fraught with climatic and tectonic instability, hobbled by chaos and evil. But there was also great optimism at the prospect of a New Age of peace and prosperity. After their victory in the Battle of God's Heel, the Abyssians returned to Ixus and an uneasy coexistence with the Inxikrah. Many Bloodbound returned to returned to Deladriss Peake or the Chakri Monastery, but many more chose to live among the people of their ancestors, and to rebuild. As individuals, they possessed the skills, talents, and characteristics of great leaders, and in each nation, they quickly rose to high positions, becoming the pillars of a new, enlightened civilization.

They kept their identities as Bloodbound hidden, however. Being known to hold the secret of Aperion's location could make them and their loved ones vulnerable to coercion from those desperate to possess such knowledge. Plus, the people had grown suspicious of magic and its practitioners, even the Bloodbound. The scarcity of crystals had removed magic from their lives. They associated magic with the evil of Draug and the Inxikrah and blamed it for the Great Disjunction. So the Bloodbound quietly went on with their lives. Many remained friends, united by their secret bond and by the positions they held in society. Their children did not share the Bloodbound's special powers, but as their grandchildren reached adolescence, it turned out that many of them did – a fact that was also kept secret.

Over time, however, people began to reconsider their superstitions and fears regarding magic. Some remained cynical, but many leaders privately acknowledged magic's essential role in rebuilding society. As people overcame their aversion to magic and sought to reincorporate it into their lives, the scarcity of crystals became a growing concern, perhaps even a threat to the planet's hard-won peace and stability. Although many considered the Monolith a symbol of hubris and madness of rulers like Draug and Rasha, and even Sargos, it was the only remaining viable source of crystals. Floating in the sky, it rivaled Mythron's moon in brightness and beauty, and was just as inaccessible.

Except to the Bloodbound.
Blazing Spines

Core

.

## Notes

Like all walls, Blazing Spines are immediately removed when dispelled. For more information go to walls article.

This token can be created by the following cards:

* **Blazing Spines**
* Grandmaster Embla
* Ice Age
* Myriad
* White Asp

## Strategy

Opponents will find Blazing Spines to be quite a nuisance. Despite being immobile, well-placed Spines can control a portion of the board quite effectively. Their statline allows for favorable trading against 2-drops. Further, they are durable enough to withstand a basic General attack, making opponents reluctant to remove the Spines with their basic attack. Further, Blazing Spines can be played in conjuction with Icy to encase the enemy in a box. This allows the Vanar player to seriously damage the enemy General. Kara Winterblade players will enjoy Blazing Spines as well: walls buffed by Kinetic Surge pose a moderate threat. Because of its surprising versatility, Blazing Spines sees regular play in Midrange Vanar lists.

## Animations

Idle

Breathing
File:Blazing Spines Wall run.gif

Running

Attack

Death
Brightmoss Golem

Core

.

## Description

Brightmoss Golem is a Neutral Basic Minion given to all players when they start the game. It is a five core minion with four attack and nine health. It has no effects or abilities other than the Golem subtype, and instead prioritizes absurdly high stats rather than powerful abilities. Newer players can use this as a midgame beater that can get lots of value by killing enemy minions. Older players find a use for this card as either a good five drop in pauper midrange decks or a midgame Golem for Golem decks.

Compared with the four core Hailstone Golem, Brightmoss has plus three health. Compared with the six core Stormmetal Golem, Brightmoss has four less attack and one more health. Brightmoss is statted very defensively and can survive many attacks without dying.

## Strategy

Brightmoss Golem like all basic Golems is the king of its cost in stat efficiency. It has a total of 13 stat points for just five cores. It is best played on curve or ramped out with cards like Darkfire Sacrifice in order to create a big threat that your opponent will probably use removal on. It's relatively low attack makes it hard to contest other five core minions, but it's high health makes it a huge sponge for damage and an excellent target for a Divine Bond on the following turn.

It's huge stats let it trade evenly or favorably with other five drops, even if it may take multiple hits.

## Balance Changes

v. 0.0.1 - Added: Brightmoss Golem 5 mana 4/9

## Card Lore

The forest is a tree. The snowmelt trickles down into streams, and the streams gather close into winding rivers flowing sustenance down through the valley. The branches reach outwards, sowing seeds to grow anew.

In spring and summer, the forest flowers and blooms, each bud unfurling, stretching to intertwine with others, to grow together. Even in the layer of lifeless leaf and un-sprouted seed at the forest’s floor, even in the canyons and crevices of the tree’s bark, animals forage and sprawl in their shelter and shade.

Come winter, outside life is extinguished. The fallen foliage and desiccated fruit mildew on the fallow forest floor. Where once the branches rustled in the wind, now they rattle and break, torn and tired beneath snowy burdens.

Bones are food in the roots, quiet quiescence is fury unfettered by mercy. They are born from the dead. They grow from the dead. They sow the dead.

## Animations

Idle

Breathing

Running

Attack

Death
Black Locust

Core

.

## Description

**Flying**
After this minion moves, summon a Black Locust nearby.

## Notes

Black Locust's effect cannot be triggered by move effects (Mist Dragon Seal, Blink, Juxtaposition, etc.).

## Strategy

Players have long attempted to make Black Locust viable. It is only seen in experimental Kaleos Xaan "Move" lists. There, players utilize Inner Focus to build a swarm of Locusts. These minions are buffed by cards like Onyx Jaguar to create several global threats. Even in its description, one may realize how high risk/low reward this combo is. As such, it has never seen success, and Black Locust remains a rare sight in Duelyst.

## Balance Changes

v. 0.49.0 - Added: Black Locust 4 mana 2/2 Flying "After this minion moves, summon a Black Locust on a random nearby space.

## Animations

Idle

Breathing

Running

Attack

Death
Catalyst Quillbeast

Unearthed Prophecy

.

## Description

Whenever you cast a spell, deal 1 damage to ALL minions.

## Interactions

* There is always the question if Quillbeast's effect will hit minions created by the spell (e.g. Ragnora's BBS) or not. That depends on if it is a single-target (Ragnora's BBS, Egg Morph) or multitarget spell (Fractal Replication). Quillbeast's effects procs before single-target spells but after multitarget ones.

The following interactions follow this logic:

* If you use Egg Morph on a minion Quillbeast will proc first and deal damage to all minions before Eggmorph transforms the minion. Used on an egg it will hatch and the minion will have full health.
* Ragnora's Bloodbound Spell Propagate Rage will activate the Quillbeast first, then summon the egg.
* If an Abyssian player controls a Quillbeast (stolen by Bound Tormentor or Demonic Conversion) and they summon Wraithlings by Lilithe's BBS both Wraithlings will survive, if they use Wraithling Swarm all 3 will die. But in both cases it won't progress the Abyssian trial.
* It works different with Deep Impact though: Quillbeast kills a minion that you cast Deep Impact on immediately.
* Fractal Replication on Quillbeast causes every new Quillbeast to trigger and deal 3 damage all in all to every minion on board.
* Despite Quillbeast usually procs before the spell resolves, it can still trigger some mechanics that should be available after the spell acted. In example, having Quillbeast and Oropsisaur on table and casting a spell that gives Grow (Gargantuan Growth, Endure the Beastlands, Verdant Fulmination) will cause affected minions to grow instantly, although all minions with 1 hp will still die. (All direct buffs prevent 1 hp minions from dying - Greater Fortitude, Blood Rage, etc. The Grow interaction is not a direct buff, and as pings happen before the spell, minions die.)

## Balance Changes

v. 1.87 - added with the Unearthed Prophecy expansion.

## Animations

Idle

Breathing

Running

Attack

Death
Boreal Juggernaut

Core

.

## Description

Boreal Juggernaut starts with two Fenrir Warmasters.

Boreal Juggernaut is a reskin of Dreadnought.

## Boss Ability

**Frenzy**
Whenever this damages an enemy minion, it is stunned.

## Tips

* Play Abyssian and restart the battle till you get a Daemonic Lure in your starting hand and use that to lure a wall from the corner in front of the Boss. Because they can only move 1 tile they are caught and the boss battle is really easy afterwards.
* Feb 2017 Reddit
* Apr 2018 Reddit
* Oct 2018 Reddit
* Aug 2019 Forum

## Animations

Idle

Breathing

Running

Attack

Death
Automaton 8

Core

.

## Description

* The battle starts with a Golem Vanquisher protecting Automaton 8.

Automaton 8 is a reskin of EMP.

## Boss Ability

**Ranged**.
Attacks hit the target and all enemies around that target. Take damage equal to the total damage dealt

## Tips

* Dec 2017 Forum, Reddit
* Jul 2018 Forum, Reddit, Budget
* Dec 2018 Forum
* Jan 2020 Budget guide by Boronian

## Animations

Idle

Breathing

Running

Attack

Death