Duelyst Wiki

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


Abjudicator




Rare



Neutral

3 3 1 Opening Gambit: Lower the cost of all spells in your action bar by 1.



Core


Aethermaster




Epic



Neutral

2 1 3 You may replace an additional card each turn.



Core


Alcuin Fugitive




Legendary



Neutral

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.



Trials of Mythron


Alcuin Loremaster




Epic



Neutral

3 3 1 Opening Gambit: Put a copy of the most recently cast spell into your action bar.



Core


Araras Prophet




Rare



Neutral

2 1 3 Whenever you replace a card, shuffle a Brilliant Plume into your deck.



Trials of Mythron


Archon Spellbinder




Legendary



Neutral

6 7 7 Your opponent's non-Bloodbound spells cost 1 more to cast.



Core


Blue Conjurer




Rare



Neutral

5 4 6 Whenever you cast a spell, put a random Arcanyst into your action bar.



Ancient Bonds


Calligrapher




Legendary



Songhai Empire

7 3 7 Rush
Whenever this minion attacks, put three Songhai spells into your action bar.



Ancient Bonds


Chakri Avatar



Basic



Songhai Empire

2 1 2 Whenever you cast a spell, this minion gains +1/+1



Core


Circulus




Epic



Vanar Kindred

2 1 1 Whenever you cast a spell, add a 2/1 Illusion to your action bar.



Ancient Bonds


Death Knell




Legendary



Abyssian Host

8 6 6 Opening Gambit: Summon all friendly non-token Arcanysts destroyed this game nearby.



Ancient Bonds


Eclipse




Legendary



Neutral

6 3 7 Whenever this minion takes damage, it deals that much damage to the enemy General.



Core


Firestarter




Rare



Neutral

5 3 5 Whenever you cast a spell, summon a 1/1 Spellspark with Rush on a random nearby space.



Core


Four Winds Magi




Rare



Songhai Empire

4 4 4 Whenever you cast a spell, deal 1 damage to enemy General and restore 1 Health to your General



Core


Ghost Seraphim




Legendary



Vanar Kindred

7 8 9 The first spell you cast each turn costs 5 less.



Ancient Bonds


Kindling




Epic



Songhai Empire

4 3 5 Whenever you cast a spell, your Arcanyst minions gain +1 Attack.



Ancient Bonds


Kindred Hunter




Common



Vanar Kindred

3 3 3 Bond: Summon a 3/3 Night Howler on a random nearby space.



Ancient Bonds


Lightbender




Rare



Neutral

4 3 3 Opening Gambit: Dispel ALL spaces around it.



Core


Loreweaver




Rare



Neutral

4 2 5 Whenever you draw a spell, put a copy of it into your action bar.



Ancient Bonds


Magesworn




Legendary



Neutral

6 3 8 BOTH players cannot cast spells that cost 2 or less.



Unearthed Prophecy


Manaforger




Rare



Neutral

2 1 3 The first non-Bloodbound spell you cast each turn costs 1 less.



Core


Mindwarper




Rare



Neutral

4 4 3 Opening Gambit: Gain a copy of a random spell from your opponent's action bar.



Core


Moebius




Epic



Neutral

4 3 5 At the start of your turn, fully heal this minion and switch its Attack and Health.



Core


Nightshroud




Common



Abyssian Host

4 5 1 Bond: Your General steals 1 Health from the enemy General for each other friendly Arcanyst.



Ancient Bonds


Nocturne




Epic



Abyssian Host

2 2 2 Whenever you make Shadow Creep or a Wraithling, instead make both.



Ancient Bonds


Owlbeast Sage




Rare



Neutral

4 4 4 Whenever you cast a spell, your Arcanyst minions gain +2 Health.



Core


Prismatic Illusionist




Rare



Neutral

3 2 3 Whenever you cast a spell, summon a 2/1 Illusion on a random nearby space.



Core


Scroll Bandit




Epic



Songhai Empire

2 1 3 Backstab: (1).
Whenever this backstabs, steal a spell from your opponent's deck.



Unearthed Prophecy


Sparrowhawk




Common



Songhai Empire

3 3 3 Bond: Put a Mist Dragon Seal into your action bar.



Ancient Bonds


Sun Seer




Common



Neutral

3 2 4 Whenever this minion deals damage, restore 2 Health to your General.



Core


The Scientist




Epic



Neutral

6 6 6 Whenever you play a spell that targets a friendly minion, draw a card.



Core


Trinity Wing




Legendary



Neutral

5 4 4 Flying
Bond: Put the three Teachings of the Dragon into your action bar.



Ancient Bonds


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


Ace




Common



Songhai Empire

1 1 2 Ranged



Denizens of Shim'Zar


Amu




Common



Neutral

2 3 3



Denizens of Shim'Zar


Bur




Rare



Vanar Kindred

2 3 3 When this minion survives damage, transform it into a different Battle Pet.



Denizens of Shim'Zar


Fiz




Rare



Lyonar Kingdoms

2 3 3 Opening Gambit: Restore 2 Health to anything.



Denizens of Shim'Zar


Gor




Common



Abyssian Host

2 1 1 Dying Wish: Re-summon this minion in a random corner.



Denizens of Shim'Zar


Gro




Rare



Magmar Aspects

2 2 4 Grow: +1/+1



Denizens of Shim'Zar


Icy




Common



Vanar Kindred

2 2 3 Opening Gambit: Stun a nearby enemy.



Denizens of Shim'Zar


Ion




Rare



Neutral

3 2 3 Ranged
Deals double damage to Generals.



Denizens of Shim'Zar


Koi




Common



Neutral

1 3 1 This minion takes no damage from Generals.



Denizens of Shim'Zar


Ooz




Rare



Abyssian Host

2 3 3 Whenever this minion takes damage, turn a space occupied by an enemy into Shadow Creep.



Denizens of Shim'Zar


Pax




Rare



Vetruvian Imperium

2 2 1 Dying Wish: Summon two 2/2 Iron Dervishes nearby.



Denizens of Shim'Zar


Rae




Common



Vetruvian Imperium

0 1 1 Dying Wish: Dispel the nearest enemy minion.



Denizens of Shim'Zar


Rawr




Legendary



Neutral

5 3 7 Whenever this minion takes damage, summon a random Battle Pet nearby.



Denizens of Shim'Zar


Rex




Common



Magmar Aspects

1 3 1 Rebirth



Denizens of Shim'Zar


Slo




Common



Lyonar Kingdoms

1 1 4 Provoke



Denizens of Shim'Zar


Sol




Rare



Neutral

2 1 1 Opening Gambit: Activate a friendly Battle Pet.



Denizens of Shim'Zar


Xho




Rare



Songhai Empire

2 2 3 Dying Wish: Put a random Songhai spell into your action bar. It costs 1 less.



Denizens of Shim'Zar


Yun




Common



Neutral

3 5 4



Denizens of Shim'Zar


Z0r




Epic



Neutral

2 2 1 Dying Wish: Put a random MECH minion into your action bar.



Denizens of Shim'Zar


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


Bloodshard Golem



Basic



Neutral

3 4 3



Core


Boulder Breacher




Rare



Neutral

5 5 5 Bond: Enemies can't counterattack this turn.



Ancient Bonds


Brightmoss Golem



Basic



Neutral

5 4 9



Core


Celebrant




Rare



Neutral

2 1 4 Opening Gambit: Create a mana spring tile nearby.



Ancient Bonds


Diamond Golem




Common



Neutral

6 5 11



Core


Dreamshaper




Common



Vetruvian Imperium

2 2 2 Bond: Draw two cards.



Ancient Bonds


Drybone Golem



Basic



Neutral

7 10 10



Core


EMP




Rare



Neutral

7 7 7 Opening Gambit: Dispel ALL minions and Generals, and destroy ALL artifacts.



Ancient Bonds


Golem Metallurgist




Rare



Neutral

2 2 3 The first Golem you summon each turn costs 1 less.



Core


Golem Vanquisher




Legendary



Neutral

3 2 4 Provoke
Your other Golem minions have Provoke.



Core


Hailstone Golem



Basic



Neutral

4 4 6



Core


Juggernaut




Legendary



Magmar Aspects

8 4 10 Grow: +5/+5
Whenever this minion takes damage, summon that many random Golem Eggs nearby.



Ancient Bonds


Lavaslasher




Epic



Magmar Aspects

5 4 7 Opening Gambit: This minion fights a nearby enemy minion.



Ancient Bonds


Peacekeeper




Legendary



Lyonar Kingdoms

7 6 6 Airdrop, Forcefield, Frenzy, Provoke, Celerity



Ancient Bonds


Ragebinder




Common



Magmar Aspects

3 3 4 Rebirth
Bond: Restore 3 Health to your General.



Ancient Bonds


Razorcrag Golem




Common



Neutral

4 10 3



Unearthed Prophecy


Sirocco




Legendary



Vetruvian Imperium

5 4 3 Opening Gambit: Summon a Skyrock Golem on random spaces for each other Golem you've summoned this game.



Ancient Bonds


Skyrock Golem



Basic



Neutral

2 3 2



Core


Sol Pontiff




Epic



Lyonar Kingdoms

3 1 4 Zeal: Your Golems have +2 Attack.



Ancient Bonds


Stormmetal Golem



Basic



Neutral

6 8 8



Core


Warblade




Common



Lyonar Kingdoms

2 1 4 Bond: Other friendly minions gain +1/+1.



Ancient Bonds


Wind Striker




Epic



Vetruvian Imperium

4 1 4 Flying
Opening Gambit: Equip a Staff of Y'kir to your General.



Ancient Bonds


Worldcore Golem




Common



Neutral

9 25 25



Trials of Mythron



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




Legendary



Neutral

5 5 5 Whenever you summon MECHAZ0R, put a MECHAZ0R in your action bar.



Core


Cannon of MECHAZ0R




Rare



Neutral

3 2 2 Ranged
Opening Gambit: Progresses MECHAZ0R build by +20%.



Core


Chassis of MECHAZ0R




Epic



Neutral

4 2 4 Forcefield
Opening Gambit: Progresses MECHAZ0R build by +20%.



Core


DECEPTIB0T




Epic



Neutral

5 5 5 Whenever this minion destroys an enemy, summon a different Mech minion from your deck nearby.



Immortal Vanguard


Dusk Rigger




Rare



Songhai Empire

3 3 3 Backstab: (2).
Whenever this backstabs, put a MECHAZ0R Progression into your action bar.



Immortal Vanguard


Echo Deliverant




Rare



Vanar Kindred

6 6 4 Whenever you summon another Mech, summon a copy of it nearby.



Immortal Vanguard


Helm of MECHAZ0R




Common



Neutral

1 2 2 Opening Gambit: Progresses MECHAZ0R build by +20%.



Core


Metaltooth




Common



Neutral

2 2 2 If you have another Mech minion, this minion has Rush.



Immortal Vanguard


Nightmare Operant




Rare



Abyssian Host

2 3 2 Dying Wish: Shuffle a MECHAZ0R into your deck.



Immortal Vanguard


Oakenheart




Rare



Lyonar Kingdoms

5 4 5 Opening Gambit: Progresses MECHAZ0R build by +20%.
Your other Mech minions have +1/+1.



Immortal Vanguard


Project Ω




Legendary



Neutral

6 1 1 This minion gains +2/+2 for each other Mech minion you summoned this game.



Immortal Vanguard


Replicant




Common



Neutral

2 2 2 Opening Gambit: Draw another Replicant from your deck.



Immortal Vanguard


S.I.L.V.E.R.




Legendary



Neutral

6 7 5 Whenever you summon this or another Mech, friendly Mechs gain all keywords of other friendly Mechs.



Immortal Vanguard


Seismoid




Rare



Magmar Aspects

2 3 1 Whenever you summon a Mech minion from your action bar, both players draw a card.



Immortal Vanguard


Silica Weaver




Rare



Vetruvian Imperium

5 4 4 Opening Gambit: Progresses MECHAZ0R build by +40%.



Immortal Vanguard


Sword of MECHAZ0R




Rare



Neutral

3 3 3 Frenzy
Opening Gambit: Progresses MECHAZ0R build by +20%.



Core


Wings of MECHAZ0R




Common



Neutral

2 1 4 Airdrop
Opening Gambit: Progresses MECHAZ0R build by +20%.



Core


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




Common



Vetruvian Imperium

2 2 1 Opening Gambit: Give +2/+2 to a friendly Dervish. If it is a Wind Dervish, it no longer disappears.



Core


Duskweaver




Common



Vetruvian Imperium

2 2 1 Dying Wish: Put a random Scion's Wish spell into your action bar.



Unearthed Prophecy


Dustdrinker




Common



Vetruvian Imperium

2 2 1 Intensify: Deal 1 damage to the enemy General and this minion gains +1 Health.



Trials of Mythron


Khanuum-ka




Legendary



Vetruvian Imperium

5 3 3 Flying, Rush
Dying Wish: A random friendly Dervish disappears, summoning a Khanuum-ka in its place.



Trials of Mythron


Orb Weaver




Common



Vetruvian Imperium

3 2 2 Opening Gambit: Summon a copy of this minion on a nearby space.



Core


Sand Howler




Rare



Vetruvian Imperium

3 3 3 Cannot be targeted by enemy spells.



Core



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




Legendary



Vanar Kindred

7 7 7 Provoke
Opening Gambit: Your minions gain "Dying Wish: Summon a 1/1 Treant with Provoke".



Core


Arctic Displacer



Basic



Vanar Kindred

5 10 4 Airdrop



Core


Borean Bear




Common



Vanar Kindred

2 1 3 Whenever you summon a Vespyr minion, this minion gains +1 Attack.



Core


Crystal Arbiter




Common



Vanar Kindred

2 1 4 This minion has +3 Attack on your opponent's turn.



Unearthed Prophecy


Crystal Cloaker



Basic



Vanar Kindred

2 2 3 Infiltrate: Gain +2 Attack.



Core


Draugar Lord




Epic



Vanar Kindred

6 4 8 Dying Wish: Summon a 4/8 Ice Drake on this space.



Core


Glacial Elemental




Rare



Vanar Kindred

3 2 3 Whenever you summon a Vespyr minion, deal 2 damage to a random enemy minion.



Core


Hydrogarm




Epic



Vanar Kindred

4 3 3 Blood Surge: Deal 1 damage to enemy minions in this row and Stun them.



Immortal Vanguard


Iceblade Dryad




Epic



Vanar Kindred

3 3 3 Opening Gambit: Give a friendly Vespyr minion +1/+1 and Flying.



Denizens of Shim'Zar


Meltwater Moose




Common



Vanar Kindred

4 6 7 When this minion is summoned, Stun it.



Trials of Mythron


Myriad




Common



Vanar Kindred

3 3 3 Blood Surge: Summon a random Wall nearby.



Ancient Bonds


Shivers




Epic



Vanar Kindred

2 2 1 Flying
Infiltrate: When this minion attacks, permanently gain 1 mana crystal.



Unearthed Prophecy


Snow Chaser




Rare



Vanar Kindred

1 2 1 Infiltrate: When this minion dies, return it to your action bar.



Core


Snow Rippler




Common



Vanar Kindred

3 3 4 Infiltrate: Whenever this minion damages a General, put a random Battle Pet into your action bar.



Denizens of Shim'Zar


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


Bastion




Epic



Neutral

3 0 5 At the end of your turn, give all friendly minions +1 health.



Core


Ethereal Obelysk



Basic



Vetruvian Imperium

2 0 6 Summon Dervish



Core


Fireblaze Obelysk




Rare



Vetruvian Imperium

3 0 6 Summon Dervish
Your dervishes have +1 Attack.



Core


Gate to the Undervault




Legendary



Abyssian Host

4 0 0 Build: (3).
Invulnerable
Deathwatch: Summon a random Demon nearby.



Immortal Vanguard


Ironcliffe Monument




Legendary



Lyonar Kingdoms

4 0 10 Build: (2).
Whenever you summon a minion nearby this, transform that minion into an Ironcliffe Guardian.



Immortal Vanguard


Lavastorm Obelysk




Rare



Vetruvian Imperium

2 0 4 Summon Dervish
At the start of your turn, deal 6 damage to all enemy minions in this row.



Unearthed Prophecy


Simulacra Obelysk




Legendary



Vetruvian Imperium

3 0 7 Build: (2).
Summon Dervish
When this minion is built, start building another on a nearby space.



Immortal Vanguard


Trygon Obelysk




Legendary



Vetruvian Imperium

4 0 9 Summon Dervish
Summon Dervish
Summon Dervish



Unearthed Prophecy


Windstorm Obelysk




Common



Vetruvian Imperium

2 0 4 Summon Dervish
Your dervishes have +1 Health.



Core


Changes[]

  • v. 1.82 - Added the Bond mechanic.
  • v. 1.92 - Warmaster as a tribe was removed.