I'm making a Dark Souls custom set in my spare time, so I thought I could share it.
It will contain classes cards only, 20 for each class. Each class gets a new or revisited mechanic, and also get two legendaries. One with the new ability and one without it.
So here's what I got so far:
Mage:
Crystallize is the new mage mechanic: When you do that, you transform a spell in your hand into a Crystal Sorcery. There are three Crystal Sorceries, and the one you get depends on the cost of the spell you Crystallized.
From 1 cost to 3 cost, you get a Homing Crystal Soulmass, from 4 to 6 you get a Soul Spear, and from 7 to 10 you get a White Dragon Breath.
Here are two more mage cards that relate to the Crystallize mechanic:
Next is Paladin, I can show its two legendaries:
The Paladin new mechanic is Jolly Cooperation Cooperate. It acts as a battlecry, and it must target another friendly minion. As long as both minions are on the field, they get the Cooperate bonus. So in Solaire case, they will both get the 2/+2 as long as they are on the battlefield. The Divine Shield part is receveid as it is cast, and once depleted it will not come back.
Velstadt's effect lasts as long as he's on the field, and it targets a friendly character, so your hero as well. His effect will activate only on the targeted character and on no one else.
Next is Rogue.
Rogue mechanic is a returning one, it's simply Undercity Huckster's effect reworded on a keyword. (Loot the Carcasses is probably undercosted).
Next, I got only the priest legendary, with his new mechanic.
Devour is a simple mechanic, a devoured minion is removed from play until the minion that devoured it stays on the field. The mechanic already exists in the game in the form of Moat Lurker.
Lastly, I have the second hunter legendary, which has no unique keywords:
Hey fellas.
I'm making a Dark Souls custom set in my spare time, so I thought I could share it.
It will contain classes cards only, 20 for each class. Each class gets a new or revisited mechanic, and also get two legendaries. One with the new ability and one without it.
So here's what I got so far:
Mage:
Crystallize is the new mage mechanic: When you do that, you transform a spell in your hand into a Crystal Sorcery. There are three Crystal Sorceries, and the one you get depends on the cost of the spell you Crystallized.
From 1 cost to 3 cost, you get a Homing Crystal Soulmass, from 4 to 6 you get a Soul Spear, and from 7 to 10 you get a White Dragon Breath.
Here are two more mage cards that relate to the Crystallize mechanic:
Next is Paladin, I can show its two legendaries:
The Paladin new mechanic is
Jolly CooperationCooperate. It acts as a battlecry, and it must target another friendly minion. As long as both minions are on the field, they get the Cooperate bonus. So in Solaire case, they will both get the 2/+2 as long as they are on the battlefield. The Divine Shield part is receveid as it is cast, and once depleted it will not come back.Velstadt's effect lasts as long as he's on the field, and it targets a friendly character, so your hero as well. His effect will activate only on the targeted character and on no one else.
Next is Rogue.
Rogue mechanic is a returning one, it's simply Undercity Huckster's effect reworded on a keyword. (Loot the Carcasses is probably undercosted).
Next, I got only the priest legendary, with his new mechanic.
Devour is a simple mechanic, a devoured minion is removed from play until the minion that devoured it stays on the field. The mechanic already exists in the game in the form of Moat Lurker.
Lastly, I have the second hunter legendary, which has no unique keywords:
Little update with a couple of cards I forgot to post earlier.