I love this thread and all the great, thoughtful ideas in it. Some of my favorites are the all-dragon faction, the dive/tunneling mechanics, and the themes centered around time manipulation. I almost feel like some of these faction ideas could have their own specific threads for discussion.
Anyway, after throwing around my creative juices for awhile I came up with the following faction. Enjoy!
Name: The Veiled Host
Colors: Black...and more black.
Theme: An army of darkness, with strong ‘battlemages’, and units that get buffed for every unique character in play.
Description: Based on the reigning faction in a fantasy novel I wrote titled ‘Veiled Empire’. They are ruled by the Mierothi, a race of scaled humanoids with unparalleled command over the powers of darkness. Mierothi, and their half-breed Daeloth, lead a force of common soldiers and beasts of pure nightmare.
Playstyle: Flood the combat zone with cheap bodies that can protect your uniques and serve as sacrifice fodder. Many unique characters with multiple abilities, but they can only be activated while in a combat zone. High risk = high reward.
Lore: (ie. how it fits into the infinity wars universe) The Mierothi are ever driven to conquest by their dark god, Ruul. Searching for every advantage, they ceaselessly plumb the depths of the dark energy which binds the universe together. In one of these explorations, they accidently open a rift to Talich. Their grand host immediately begins marching to war…
Slogan: “Others may dabble in darkness, but WE are its true masters.”
Why I think it would be a fun addition to Infinity Wars: I like all the characters with activated abilities, but think Its kind of lame that they mostly just sit in command/support and cast their spells and hardly ever get put in danger. With the characters in The Veiled Host, this faction will introduce a playstyle that rewards players for getting their valuable characters down in the trenches, and provides a few tools for keeping them alive.
Characters:
Veiled Marauder
Type: Unlimited - Human
Rarity: Common
Cost: 1
Morale: 1
Purity: 1
Stats: 3/3
Passive Ability: For every unique character in the combat zone, Veiled Marauder gains +1/+0 while in the assault zone, or +0/+1 while in the defense zone.
Text: “We march to war, and victory!”
Art: Darkly clad soldiers marching in a line with swords and shields.
Explanation: Starts below curve, but can become quite strong once your uniques enter the fray.
Veteran of the Conquest
Type: Human
Rarity: Common
Cost: 2
Morale: 3
Purity: 1
Stats: 5/6
Passive Ability: the first character card played the turn after Veteran of the Conquest is played has its cost reduced by 1 and gains haste.
Text: “Follow me!”
Art: Grizzled veteran soldier charging a hill and waving others to come with him.
Explanation: Helps get more cheap bodies out onto the field.
Shadow with Claws
Type: Beast
Rarity: Common
Cost: 2
Morale:1
Purity: 1
Stats: 6/6
Passive: Charge
Text: “It stalks the night…”
Art: Panther-ish beast with glowing eyes zipping from shadow to shadow
Explanation: Beast character that will play into a sacrifice mechanic explained later.
Daeloth
Type: Human
Rarity: Common
Cost: 3
Morale: 5
Purity: 1
Stats: 7/8
Passive Ability: Characters killed by Daeloth are removed from the game.
Activated Ability: Pay 1. Deal two damage to up to three random characters in the opposing zone (the same character can be struck multiple times). May only be activated once per turn and only from the combat zone.
Text: “Kneel before the darkness, or I shall cut you down.”
Art: Warrior in black and red armor with sword in one hand and shooting blasts of dark energy from the other.
Explanation: What? No exhaust? 6 damage for 1 cost? OP much? Not really. This is where the risk/reward factor starts to come into play. The ability can only be cast while in a combat zone making the character vulnerable. And it can only hit the opposing zone and isn’t targetable, limiting the usefulness. This is the bread ‘n butter battlemage of the Veiled Host.
Darkwatch Guard
Type: Human
Rarity: Common
Cost: 3
Morale: 4
Purity: 1
Stats: 6/9
(Sort-of)Passive Ability: If a unique character you control would die, you may choose to sacrifice a Darkwatch Guard instead. This effect may only occur if both characters are in the combat zone.
Text: “My life, for the glory of the empire.”
Art: Shield and spear warrior, taking a hit for an important looking dude.
Explanation: Good blocker and helps keep your uniques alive. ‘Nuff said.
Adjudicator
Type: Human
Rarity: Common
Cost: 2
Morale: 7
Purity: 2
Stats: 5/5
Passive Ability: When Adjudicator comes into play, deal 4 damage to two random characters in your opponent’s support or command zone.
Text: “Battle lines mean nothing. No one is safe from my blade.”
Art: Assassin-type character sneaking up and stabbing someone in the back.
Explanation: Makes your enemy think twice about leaving things in support. Combos with Controlled Temporal Anomaly/Intervention.
Ranger
Type: Human
Rarity: Uncommon
Cost: 3
Morale: 3
Purity: 1
Stats: 6/8
Passive Ability: Reach
Passive Ability: If Ranger is in the support zone during the combat phase, it deals ‘X’ damage to one random character in the opponent’s assault zone, where ‘X’ is equal to the number of Unique characters you control in the combat zone.
Text: “That’s not the wind.”
Art: Bowman firing a volley shot.
Explanation: Both passives give defense against flyers, with the second rewarding you for keeping your uniques in harm’s way.
Elite
Type: Human
Rarity: Uncommon
Cost: 4
Morale:8
Purity: 2
Stats: 10/10
Passive Ability: Elite takes ‘X’ less damage from all sources, where ‘X’ is the number of Elite in the combat zone.
Text: “Stand with me, brothers!”
Art: Soldier with full plate armor, giant shield and sword, standing in a shield wall.
Explanation: Makes a strong shield wall when multiple Elite are on the field. Also buffs himself when alone.
Yourself as a character:
Vengeful Mierothi
Type: Unique - none (or *NEW TYPE* Reptilian)
Rarity: Uncommon
Cost: 4
Morale: 9
Purity: 3
Stats: 4/10
Passive Ability: At the end of the turn, Vengeful Mierothi deals ‘X’ damage to your opponent’s fortress, where ‘X’ is the highest morale cost of any character you control that died this turn. This effect can only occur if Vengeful Mierothi is in the combat zone.
Text: “You shall pay for this!”
Art: A Mierothi (dark humanoid with scales and claws) surrounded by bodies, lashes out against a fortress with an explosion of dark energy.
Explanation: Direct fortress damage but limited to once per turn and only if something dies. Potent but, unlike Sacullus, the opponent can plan for and work around this effect.
Aleta, the Immortal Conjuror
Type: Unique - Human
Rarity: Rare
Cost:4
Morale:5
Purity: 1
Stats: 6/16
Passive Ability: If Aleta is in the graveyard for 4 consecutive turns, she returns to play.
Active Ability: Pay 2. Create a random spell card from Infinity Wars and place it in your hand. This may only be activated once per turn and only from the combat zone.
Text: “Aleta knows the secrets of all her others selves. And now...the secret is out.”
Art: Aleta darkly dreaming. And, you know, conjuring stuff with her mind.
Explanation: The Veiled Host faction has few innate ability cards. This Aleta can mitigate that somewhat. Like Uncontrolled rift, this can create ANYTHING, regardless of faction or purity. You still have to pay the cost to play the cards, though.
Truln, the Chronicler
Type: Unique - none (or Reptilian)
Rarity: Uncommon
Cost: 2
Morale: 8
Purity: 1
Stats: 2/8
Passive Ability: At the end of the turn, if Truln is in the combat zone, your opponent’s morale is lowered by ‘X’ where ‘X’ is the number of turns Truln has ended in the combat zone.
Active Ability: Pay 3 Truln gains Shield 1 for this turn, but cannot attack. This can only be activated from the combat zone.
Text: “History is written by the victors.”
Art: A Mierothi male watching a battlefield and writing in a book.
Explanation: For morale kill builds. Starts weak but can steamroll if protected long enough.
Kitavijj, the Mother Phyzari
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 3
Morale:7
Purity: 1
Stats: 4/8
Active Ability: Pay 1. All characters you control in the combat zone are healed of 2 damage.
Active Ability: Pay 2. Target character you control in the combat zone is healed of all damage.
Only one ability may be activated per turn and only from the combat zone.
Text: “You’re not allowed to die until I say so.”
Art: Mierothi female, with her bloody hands stuck inside a ‘patient’.
Explanation: Healer to keep your peeps alive. Only heals damage, so it doesn’t actually increase health like Daode or Aleta caretaker.
Jezrid, the Marshall Adjudicator
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 4
Morale:8
Purity: 2
Stats: 12/8
Active Ability: Pay 3. Jezrid is removed from the game until the end of the turn. When he returns, kill one random character in your opponent’s support zone or command zone. Can only be activated from the combat zone.
Text: “I am the blade in the darkness.”
Art: Dark Mierothi assassin, appearing out of nowhere to strike down his target.
Explanation: Better version of the basic Adjudicator, with built in reactivation. This can force your opponent to move important characters into the combat zone when they see him coming.
Grezkul, the Supreme Arcanod
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 5
Morale: 10
Purity: 3
Stats:10/12
Passive Ability: When Grezkul deals damage to a character, deal an additional 3 damage to all other characters in the same zone.
Active Ability: Pay 2. Grezkul ignores the first source of damage against him this turn. Can only be activated from the combat zone.
Text: “When my armies march, you’ll find me at their head.”
Art: Mierothi with thick, spiky armor surrounded by a wreath of dark fire.
Explanation: Beat stick that pairs well with Fight, Unstoppable, Swift Stikes, etc. to wipe out entire lines of defenders.
Lekrigar, the High Regnosist
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 6
Morale: 9
Purity: 2
Stats: 4/12
Active Ability: Pay 4. Sacrifice target human and target beast on the battlefield. Create a Twisted Monstrosity in the same zone as Lekrigar. Can only be activated once per turn and only from the combat zone.
Text: “In our experiments with dark energy, we have made some delicious discoveries.”
Art: Mierothi male, shooting dark energy from both arms out to altars on either side of him.
Explanation: A different way to use all the cheap humans in the game. Also allows a good case for a Warpath splash with breeders.
Twisted Monstrosity (summoned only)
Type: Human Beast
Rarity: Uncommon
Cost: 4
Morale: 2
Purity: 2
Stats: 16/16
Passive Ability: Unstoppable. Characters killed by Twisted Monstrosity are removed from the game.
Rekaj, the Emperor
Type: Unique - none (or Reptilian)
Rarity: Epic
Cost: 18 (Cost is reduced by 2 for every Unique character you control that died this game)
Morale: 15
Purity: 3
Stats: 20/20
Passive Ability: When Rekaj is in the combat zone all characters you control in the combat zone can only be killed by combat damage. (Sidenote: can we just call this effect “Resolve” and save text space on the cards already?)
Active Ability: Pay 6: Choose a target with Untouchable. It loses Untouchable and has its power reduced to 0. May only be activated once per turn and only from the combat zone.
Text: “It seems my underlings have failed. No matter. I shall deal with you myself.”
Art: Royally dressed Mierothi casually strolling through a field of death and destruction.
Explanation: This is the titan of The Veiled Host. Only comes out if opponents kill too many of your uniques, meaning it can ACTUALLY save a losing game, rather that just help you win more.
Voren, the Prisoner without Chains
Type: Unique - Angel
Rarity: Epic
Cost: 7
Morale:0
Purity: 1 (The Veiled Host) or 1 (Observers of Solace)
Stats: 0/9
Passive Ability: Shield 1.
Active Ability: Pay 3, exhaust, deal 3 damage to Voren. Can only be activated from the battlefield. Target character you control on the battlefield gains +6/+6 permanently and heals 6 damage at the end of every turn. If Voren dies to this ability he ascends.
While Ascended, Voren becomes 20/20, gains flying, and becomes locked to the assault zone. At the end of every turn, all characters in the same zone and opposing zone take five damage, and he deals double damage to your opponent’s fortress.
Text: “I will pay for my sins, but so too shall you.”
Art: Sad looking angel with long dark hair, siphoning blood.
Explanation: Hard to kill and gives a powerful effect on the active, and becomes this faction’s “dragon” if he manages to kill himself with it.
Draevenus, the Remorseful Assassin
Type: Unique - none (or Reptilian)
Rarity: Epic
Cost: 8
Morale: 15
Purity: 2
Stats: 5/10
Passive Ability: If Draevenus would enter combat with a character, he first deals damage to it equal to half (rounded up) of its current power.
Active Ability: Pay 6. Draevenus shadow-dashes, dealing damage equal to his attack power to all characters in the opposing zone. Can only be activated once per turn and only from the combat zone.
Text: “They once knew fear, and they called it by my name.”
Art: Mierothi male in black chainmail, throwing daggers that explode with dark energy when they hit their targets.
Explanation: Late game powerhouse that can obliterate whole lines of attackers with his active + passive, especially potent with attack buffs.
Blade Cabal
Type: Unique - Human
Rarity: Rare
Cost: 8
Morale: 15
Stats: 4/12
Passive Ability: Untouchable, Bloodthirst 4, Multistrike 2
Active Ability: Preemptive: Pay 5. Characters adjacent to Blade Cabal gain Untouchable for this turn, and half the damage they receive is redirected to him. He loses multistrike for this turn.
Text: “I was born to punish those who abuse their power.”
Art: Warrior with a double-bladed staff. Spells are aimed at him but fizzle without doing damage, then he cuts down his attackers.
Explanation: A potent combination of passives more than makes up for his high cost and low stats, and his active allows you to protect other important characters.
Vashodia, Mistress of Darkness
Type: Unique - none (or Reptilian)
Rarity: Legendary
Cost: 5
Morale: 9
Purity: 2
Stats: 2/12
Passive Ability: Vashodia receives half damage (rounded down) from all sources. If Vashodia ends the turn on the battlefield, spawn a 0/2 Darkwisp in the support zone.
Active Ability: Pay 2, sacrifice a Darkwisp. Deal 10 damage to target character your opponent controls on the battlefield.
Active Ability: Pay 4, sacrifice 2 Darkwisps. All characters you control in the combat zone gain Bloodthirst 4 until the end of the turn.
Active Ability: Pay 6, sacrifice 3 Darkwisps. At the beginning of the next turn, kill three random characters your opponent controls in the combat zone.
Active Ability: Pay 8, sacrifice 4 Darkwisps. Vashodia permanently gains +12/+2 and Shield 1.
Only one ability may be activated per turn and only from the combat zone.
Art: Small female Mierothi in a dark, hooded robe. Spell effects swirl around her.
Explanation: A ton of potent abilities with the double drawback of SPECIFIC sacrifice, and that she must be in the combat zone. (sidenote: her third ability is exactly what Wholesale Slaughter SHOULD be). Well worthy of the Legendary slot for the Veiled Host.
Darkwisp (summoned only)
Type: Spirit
Rarity: Common
Cost: 0
Morale: 0
Purity: 2
Stats: 0/2
Passive Ability: Flying
Art: Swirling ball of darkness, with purple lightning crackling throughout.
Explanation: Plays into Vashodia’s sacrifice mechanic, also used to block flyers.
Abilities: There will intentionally be few faction specific abilities (one, to start with) that they play from hand, as so many characters have activated ones.
Whisper to the Dark
Type: Ability
Rarity: Common
Cost: 2
Summon 3 Darkwisps in your support zone.
Art: 3 Darkwisps flying through the night.
Artifacts:
Eye of Ruul
Type: Unique - Artifact
Rarity: Rare
Purity: 3
Cost: 3. As an additional cost to play Eye of Ruul, sacrifice target character you control on the battlefield.
Active Ability: Pay 2, exhaust. Choose a character. If they activate an ability this turn, they are killed.
Art: Dark obelisk-type structure with a glowing crystal on top.
Text: “He sees all…”
Explanation: Punishes enemies with abilities.
Remnant of the Shroud
Type: Artifact
Rarity: Uncommon
Cost: 5
Purity: 2
Passive Ability: Whenever a player uses an ability card, their morale is reduced by 5.
Art: A splinter of darkness cutting across the sky.
Text: “The Shroud was shattered when the rift was opened. These pieces are all we have left.”
Explanation: Morale-kill version of Ancient Aether. Pairs well with Truln, the Chronicler and all the character-killing this faction can dish out.
Locations:
The Chasm
Type: Location
Rarity: Rare
Cost: 7
Purity: 2
Passive Ability: All characters your opponent controls in the combat zone receive -1/-1 at the start of each turn. Every time a character you control dies, a 0/2 Darkwisp is created in the support zone.
Art: A huge canyon brimming with darkness.
Text: “We have already broken our own world. What makes you think we won’t do the same to yours?”
Explanation: Expensive but powerful. The anti-Ritual Master. Also, perfectly paired with Vashodia.
Ok. That’s about it. I think this has all the tools a new faction would need, with a unique playstyle that works on its own but also can be mixed with other factions for some interesting combos. I had a lot of fun writing this up, so let me know what you think!