Reworded some things on my card so that it is more clear that you can move artifacts to the new zone the turn the location is played in order to get untouchable for that turn.
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In my humble opinion, there is no need for new zone: if the point of it is just protection of artifacts - make all artifacts untouchable while this location is in play (just example, but that way you avoid long text which is consequence of adding new zone and explaining effects connected).
Another thing: I feel there is no need to decrease potential morale gain - it would be already small and with little impact even without dividing by 2.
I had a similar idea for a faction, just with main focus on ships that would need water to leave the support zone. I also had a crew system in mind for the ships, but ultimatly didn't get it balanced enough and never further persued the idea. But I am still a fan of the general idea.
As for your question whether or not you should post the whole faction....that is really up to you. Do you want to go through the trouble to work out many cards and a possibly really cool faction idea despite the fact that - considering the state of game and forum - it probably won't get a lot of attention is up to you. I would say, if the fun you have yourself posting and developing a faction like that is reward for you enough, go for it. If you would prefer the post getting a lot (or even any) views or even replies/feedback, then maybe not.
I feel like this was a bit of a crazy undertaking to create something that honestly seems like if you wanted to add it, shouldve been part of the game originally. The weird focus on artificial characters seem really odd. It would make more sense to affect all all nonflying characters (drowning). Lastly, although your card design hints at atlantis, there doesnt seem to be much treasure or searching involved. Only aleta fits so Im using her to judge. The having to mill 2 cards seems interesting, and it would be cool if there were more cards that focused on grave filling. Interesting concept there, but idk about the water stuff.
2p DoD - legendary
When a Unique Character dies in your Defense Zone, all deployed characters gain +2/0 and magic immunity for the duration of the next turn.
The magic immunity is useful in a matchup with CoV or you could use it to negate the damage you would take from your own Yuanshi's Wrath. The +2/0 is useful in general and can be used for attacking if you think the opponent won't attack you while you have the buff.
Why would you play yuanshi's wrath with this effect in place? It protects your opponents stuff too? Unless you really wanted to kill something in their command zone.