Tribes are subcategories of minions that reward the player of playing more cards of that tribe, through card card effects like Owlbeast Sage or Golem Metallurgist or the Bond keyword. Tribal status is permanent and cannot be dispelled.
Tribes in Duelyst[ | ]
Currently, the game has 7 supported tribes, each of which has their strengths and weaknesses.
Arcanysts[ | ]
Main article: Arcanyst
The Arcanyst tribe have a wizard theme. They revolve around spells being casted, triggering effects as they do. They also focus on Bond effects that add tools to your hand and various forms of hand manipulation.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
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Abjudicator | 3 | 3 | 1 | Opening Gambit: Lower the cost of all spells in your action bar by 1. | ||||
Aethermaster | 2 | 1 | 3 | You may replace an additional card each turn. | ||||
Alcuin Fugitive | 5 | 2 | 5 | At the end of any turn you cast a spell, put a copy of the most recently cast spell into your action bar. | ||||
Alcuin Loremaster | 3 | 3 | 1 | Opening Gambit: Put a copy of the most recently cast spell into your action bar. | ||||
Araras Prophet | 2 | 1 | 3 | Whenever you replace a card, shuffle a Brilliant Plume into your deck. | ||||
Archon Spellbinder | 6 | 7 | 7 | Your opponent's non-Bloodbound spells cost 1 more to cast. | ||||
Blue Conjurer | 5 | 4 | 6 | Whenever you cast a spell, put a random Arcanyst into your action bar. | ||||
Calligrapher | 7 | 3 | 7 | Rush Whenever this minion attacks, put three Songhai spells into your action bar. |
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Chakri Avatar |
Basic |
2 | 1 | 2 | Whenever you cast a spell, this minion gains +1/+1 | |||
Circulus | 2 | 1 | 1 | Whenever you cast a spell, add a 2/1 Illusion to your action bar. | ||||
Death Knell | 8 | 6 | 6 | Opening Gambit: Summon all friendly non-token Arcanysts destroyed this game nearby. | ||||
Eclipse | 6 | 3 | 7 | Whenever this minion takes damage, it deals that much damage to the enemy General. | ||||
Firestarter | 5 | 3 | 5 | Whenever you cast a spell, summon a 1/1 Spellspark with Rush on a random nearby space. | ||||
Four Winds Magi | 4 | 4 | 4 | Whenever you cast a spell, deal 1 damage to enemy General and restore 1 Health to your General | ||||
Ghost Seraphim | 7 | 8 | 9 | The first spell you cast each turn costs 5 less. | ||||
Kindling | 4 | 3 | 5 | Whenever you cast a spell, your Arcanyst minions gain +1 Attack. | ||||
Kindred Hunter | 3 | 3 | 3 | Bond: Summon a 3/3 Night Howler on a random nearby space. | ||||
Lightbender | 4 | 3 | 3 | Opening Gambit: Dispel ALL spaces around it. | ||||
Loreweaver | 4 | 2 | 5 | Whenever you draw a spell, put a copy of it into your action bar. | ||||
Magesworn | 6 | 3 | 8 | BOTH players cannot cast spells that cost 2 or less. | ||||
Manaforger | 2 | 1 | 3 | The first non-Bloodbound spell you cast each turn costs 1 less. | ||||
Mindwarper | 4 | 4 | 3 | Opening Gambit: Gain a copy of a random spell from your opponent's action bar. | ||||
Moebius | 4 | 3 | 5 | At the start of your turn, fully heal this minion and switch its Attack and Health. | ||||
Nightshroud | 4 | 5 | 1 | Bond: Your General steals 1 Health from the enemy General for each other friendly Arcanyst. | ||||
Nocturne | 2 | 2 | 2 | Whenever you make Shadow Creep or a Wraithling, instead make both. | ||||
Owlbeast Sage | 4 | 4 | 4 | Whenever you cast a spell, your Arcanyst minions gain +2 Health. | ||||
Prismatic Illusionist | 3 | 2 | 3 | Whenever you cast a spell, summon a 2/1 Illusion on a random nearby space. | ||||
Scroll Bandit | 2 | 1 | 3 | Backstab: (1). Whenever this backstabs, steal a spell from your opponent's deck. |
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Sparrowhawk | 3 | 3 | 3 | Bond: Put a Mist Dragon Seal into your action bar. | ||||
Sun Seer | 3 | 2 | 4 | Whenever this minion deals damage, restore 2 Health to your General. | ||||
The Scientist | 6 | 6 | 6 | Whenever you play a spell that targets a friendly minion, draw a card. | ||||
Trinity Wing | 5 | 4 | 4 | Flying Bond: Put the three Teachings of the Dragon into your action bar. |
Battle Pets[ | ]
Main article: Battle Pet
Battle Pets are cute unruly pets. They are a double-edged sword: They are heavily undercosted for their stats and effects, but are moved by an AI at the start of your turn.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
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Ace | 1 | 1 | 2 | Ranged | ||||
Amu | 2 | 3 | 3 | |||||
Bur | 2 | 3 | 3 | When this minion survives damage, transform it into a different Battle Pet. | ||||
Fiz | 2 | 3 | 3 | Opening Gambit: Restore 2 Health to anything. | ||||
Gor | 2 | 1 | 1 | Dying Wish: Re-summon this minion in a random corner. | ||||
Gro | 2 | 2 | 4 | Grow: +1/+1 | ||||
Icy | 2 | 2 | 3 | Opening Gambit: Stun a nearby enemy. | ||||
Ion | 3 | 2 | 3 | Ranged Deals double damage to Generals. |
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Koi | 1 | 3 | 1 | This minion takes no damage from Generals. | ||||
Ooz | 2 | 3 | 3 | Whenever this minion takes damage, turn a space occupied by an enemy into Shadow Creep. | ||||
Pax | 2 | 2 | 1 | Dying Wish: Summon two 2/2 Iron Dervishes nearby. | ||||
Rae | 0 | 1 | 1 | Dying Wish: Dispel the nearest enemy minion. | ||||
Rawr | 5 | 3 | 7 | Whenever this minion takes damage, summon a random Battle Pet nearby. | ||||
Rex | 1 | 3 | 1 | Rebirth | ||||
Slo | 1 | 1 | 4 | Provoke | ||||
Sol | 2 | 1 | 1 | Opening Gambit: Activate a friendly Battle Pet. | ||||
Xho | 2 | 2 | 3 | Dying Wish: Put a random Songhai spell into your action bar. It costs 1 less. | ||||
Yun | 3 | 5 | 4 | |||||
Z0r | 2 | 2 | 1 | Dying Wish: Put a random MECH minion into your action bar. |
Golems[ | ]
Main article: Golem
Golems are magic artificial constructs built to perform heavy physical tasks or war. They are generally the peak cost-efficiency minions of Duelyst, having powerful bodies that are aggressively costed. However, the drawback is that non-faction golems usually are just that, and have no special effects.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
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Bloodshard Golem |
Basic |
3 | 4 | 3 | ||||
Boulder Breacher | 5 | 5 | 5 | Bond: Enemies can't counterattack this turn. | ||||
Brightmoss Golem |
Basic |
5 | 4 | 9 | ||||
Celebrant | 2 | 1 | 4 | Opening Gambit: Create a mana spring tile nearby. | ||||
Diamond Golem | 6 | 5 | 11 | |||||
Dreamshaper | 2 | 2 | 2 | Bond: Draw two cards. | ||||
Drybone Golem |
Basic |
7 | 10 | 10 | ||||
EMP | 7 | 7 | 7 | Opening Gambit: Dispel ALL minions and Generals, and destroy ALL artifacts. | ||||
Golem Metallurgist | 2 | 2 | 3 | The first Golem you summon each turn costs 1 less. | ||||
Golem Vanquisher | 3 | 2 | 4 | Provoke Your other Golem minions have Provoke. |
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Hailstone Golem |
Basic |
4 | 4 | 6 | ||||
Juggernaut | 8 | 4 | 10 | Grow: +5/+5 Whenever this minion takes damage, summon that many random Golem Eggs nearby. |
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Lavaslasher | 5 | 4 | 7 | Opening Gambit: This minion fights a nearby enemy minion. | ||||
Peacekeeper | 7 | 6 | 6 | Airdrop, Forcefield, Frenzy, Provoke, Celerity | ||||
Ragebinder | 3 | 3 | 4 | Rebirth Bond: Restore 3 Health to your General. |
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Razorcrag Golem | 4 | 10 | 3 | |||||
Sirocco | 5 | 4 | 3 | Opening Gambit: Summon a Skyrock Golem on random spaces for each other Golem you've summoned this game. | ||||
Skyrock Golem |
Basic |
2 | 3 | 2 | ||||
Sol Pontiff | 3 | 1 | 4 | Zeal: Your Golems have +2 Attack. | ||||
Stormmetal Golem |
Basic |
6 | 8 | 8 | ||||
Warblade | 2 | 1 | 4 | Bond: Other friendly minions gain +1/+1. | ||||
Wind Striker | 4 | 1 | 4 | Flying Opening Gambit: Equip a Staff of Y'kir to your General. |
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Worldcore Golem | 9 | 25 | 25 |
Mechs[ | ]
Main article: Mech
Mechs are a neutral-heavy archetype revolving around summoning MECHAZ0R!, the giant Mech assembled from their individual parts. Most Mech cards are used to summon MECHAZ0R! and that's also their weakness: they are fairly limited besides that.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
---|---|---|---|---|---|---|---|---|
Alter Rexx | 5 | 5 | 5 | Whenever you summon MECHAZ0R, put a MECHAZ0R in your action bar. | ||||
Cannon of MECHAZ0R | 3 | 2 | 2 | Ranged Opening Gambit: Progresses MECHAZ0R build by +20%. |
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Chassis of MECHAZ0R | 4 | 2 | 4 | Forcefield Opening Gambit: Progresses MECHAZ0R build by +20%. |
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DECEPTIB0T | 5 | 5 | 5 | Whenever this minion destroys an enemy, summon a different Mech minion from your deck nearby. | ||||
Dusk Rigger | 3 | 3 | 3 | Backstab: (2). Whenever this backstabs, put a MECHAZ0R Progression into your action bar. |
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Echo Deliverant | 6 | 6 | 4 | Whenever you summon another Mech, summon a copy of it nearby. | ||||
Helm of MECHAZ0R | 1 | 2 | 2 | Opening Gambit: Progresses MECHAZ0R build by +20%. | ||||
Metaltooth | 2 | 2 | 2 | If you have another Mech minion, this minion has Rush. | ||||
Nightmare Operant | 2 | 3 | 2 | Dying Wish: Shuffle a MECHAZ0R into your deck. | ||||
Oakenheart | 5 | 4 | 5 | Opening Gambit: Progresses MECHAZ0R build by +20%. Your other Mech minions have +1/+1. |
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Project Ω | 6 | 1 | 1 | This minion gains +2/+2 for each other Mech minion you summoned this game. | ||||
Replicant | 2 | 2 | 2 | Opening Gambit: Draw another Replicant from your deck. | ||||
S.I.L.V.E.R. | 6 | 7 | 5 | Whenever you summon this or another Mech, friendly Mechs gain all keywords of other friendly Mechs. | ||||
Seismoid | 2 | 3 | 1 | Whenever you summon a Mech minion from your action bar, both players draw a card. | ||||
Silica Weaver | 5 | 4 | 4 | Opening Gambit: Progresses MECHAZ0R build by +40%. | ||||
Sword of MECHAZ0R | 3 | 3 | 3 | Frenzy Opening Gambit: Progresses MECHAZ0R build by +20%. |
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Wings of MECHAZ0R | 2 | 1 | 4 | Airdrop Opening Gambit: Progresses MECHAZ0R build by +20%. |
Dervishes[ | ]
Main article: Dervish
Dervishes are Vetruvian-exclusive minions, they are sand-based. They generally are small, cheap and expendable, making them very good for pushing through damage or as sacrifices for spells. They're also obtained through Obelysks with the Summon Dervish keyword.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
---|---|---|---|---|---|---|---|---|
Dunecaster | 2 | 2 | 1 | Opening Gambit: Give +2/+2 to a friendly Dervish. If it is a Wind Dervish, it no longer disappears. | ||||
Duskweaver | 2 | 2 | 1 | Dying Wish: Put a random Scion's Wish spell into your action bar. | ||||
Dustdrinker | 2 | 2 | 1 | Intensify: Deal 1 damage to the enemy General and this minion gains +1 Health. | ||||
Khanuum-ka | 5 | 3 | 3 | Flying, Rush Dying Wish: A random friendly Dervish disappears, summoning a Khanuum-ka in its place. |
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Orb Weaver | 3 | 2 | 2 | Opening Gambit: Summon a copy of this minion on a nearby space. | ||||
Sand Howler | 3 | 3 | 3 | Cannot be targeted by enemy spells. |
Vespyrs[ | ]
Main article: Vespyr
Vanar exclusive, Vespyrs are frost-based fey. They are cheap and synergic minions focused on effects that trigger when other Vespyrs enter play.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
---|---|---|---|---|---|---|---|---|
Ancient Grove | 7 | 7 | 7 | Provoke Opening Gambit: Your minions gain "Dying Wish: Summon a 1/1 Treant with Provoke". |
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Arctic Displacer |
Basic |
5 | 10 | 4 | Airdrop | |||
Borean Bear | 2 | 1 | 3 | Whenever you summon a Vespyr minion, this minion gains +1 Attack. | ||||
Crystal Arbiter | 2 | 1 | 4 | This minion has +3 Attack on your opponent's turn. | ||||
Crystal Cloaker |
Basic |
2 | 2 | 3 | Infiltrate: Gain +2 Attack. | |||
Draugar Lord | 6 | 4 | 8 | Dying Wish: Summon a 4/8 Ice Drake on this space. | ||||
Glacial Elemental | 3 | 2 | 3 | Whenever you summon a Vespyr minion, deal 2 damage to a random enemy minion. | ||||
Hydrogarm | 4 | 3 | 3 | Blood Surge: Deal 1 damage to enemy minions in this row and Stun them. | ||||
Iceblade Dryad | 3 | 3 | 3 | Opening Gambit: Give a friendly Vespyr minion +1/+1 and Flying. | ||||
Meltwater Moose | 4 | 6 | 7 | When this minion is summoned, Stun it. | ||||
Myriad | 3 | 3 | 3 | Blood Surge: Summon a random Wall nearby. | ||||
Shivers | 2 | 2 | 1 | Flying Infiltrate: When this minion attacks, permanently gain 1 mana crystal. |
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Snow Chaser | 1 | 2 | 1 | Infiltrate: When this minion dies, return it to your action bar. | ||||
Snow Rippler | 3 | 3 | 4 | Infiltrate: Whenever this minion damages a General, put a random Battle Pet into your action bar. |
Structures[ | ]
Main article: Structure
Structures are utility tools generally unable to move or attack, but continually offering effects like summoning units and enhancing those in field. Vetruvian focuses in special structures named Obelysks.
Card | Name | Rarity | Faction | Cost | Attack | Health | Ability | Set |
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Bastion | 3 | 0 | 5 | At the end of your turn, give all friendly minions +1 health. | ||||
Ethereal Obelysk |
Basic |
2 | 0 | 6 | Summon Dervish | |||
Fireblaze Obelysk | 3 | 0 | 6 | Summon Dervish Your dervishes have +1 Attack. |
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Gate to the Undervault | 4 | 0 | 0 | Build: (3). Invulnerable Deathwatch: Summon a random Demon nearby. |
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Ironcliffe Monument | 4 | 0 | 10 | Build: (2). Whenever you summon a minion nearby this, transform that minion into an Ironcliffe Guardian. |
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Lavastorm Obelysk | 2 | 0 | 4 | Summon Dervish At the start of your turn, deal 6 damage to all enemy minions in this row. |
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Simulacra Obelysk | 3 | 0 | 7 | Build: (2). Summon Dervish When this minion is built, start building another on a nearby space. |
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Trygon Obelysk | 4 | 0 | 9 | Summon Dervish Summon Dervish Summon Dervish |
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Windstorm Obelysk | 2 | 0 | 4 | Summon Dervish Your dervishes have +1 Health. |
Changes[ | ]
- v. 1.82 - Added the Bond mechanic.
- v. 1.92 - Warmaster as a tribe was removed.