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A lump of card ideas, Vetruvian-style

Hi, I exist. This is my quite possibly terrible list of card ideas that specifically highlight the Vetruvian faction, because that’s the one I’ve been playing for about 65 hours. Either way, I hope you enjoy. Maybe this will suffice as a good ‘first post’.

1. Obelysk Embodiment:
A Dervish minion of the Epic rarity.
2 health and 2 attack.
Costs 5 mana.
This minion gains +2/+2 for every friendly Obelysk summoned this game.
A somewhat overpowered card, especially taking in the fact things like Fireblaze Obelysk and Dunecasters exist, though I think the mana cost and the general unviability in non-dervish decks balances it out? I’m not sure, but most Vetruvian decks heavily revolve around low-cost cards, and the unit can be dispelled.
This minion would be used as an endgame card to secure kills, like coupling this with Scion’s Third Wish to create an immediate threat. Still falls to dispel, though.

2.Sand Armor:
A spell of the rare rarity.
Costs 4 mana.
Give a friendly Dervish minion +1/+1 and an immunity to spell damage.
Possibly quite broken-especially against lots of Songhai spells-but it notably does not protect the user against other spell effects, such as destroy and teleports. The effects can also still be dispelled and it’s a rather high-cost card, however the small, yet noteworthy stat boosts and immunity makes it fair enough.

3. Exhuming Curse:
A Dervish minion of the legendary rarity.
5 health and 4 attack.
Costs 4 mana.
Opening Gambit and Dying Wish: Turn 2 spaces around this minion and your general into Exhuming Sand. If there is a unit on this space, deal 3 damage to it.
Hoo, I think this one is semi-broken. It definitely does pose a large threat to minions with it’s solid stats and powerful opening gambit, although these spaces can be dispelled. The main draw would be the notable three damage dealt to units, which can easily be the difference between winning or losing. It also makes approaching the enemy general a very difficult task should they be fleeing, although this card offers nothing in the vein of taking out ranged units.

Yep, that’s it for now. Feel free to comment on it-that’s why I posted it here! Duh.

1 Like
  1. Too strong for its mana cost. would either need to be increased to 7 mana, or have the effect reduced to +1/+1. Could also have it based on the number of obelisks currently in play, but that would need further tweaking to make it good.

  2. Immunity to spell damage is literally only good against Songhai. No other factions feature a large number of spells that actually damage minions. But it seems like an alright card balance-wise.

  3. Also too strong. Exhuming sand is suppose to be a costly tile to create, and this makes it too easily. Changing the ability to create a tile under the unit as its effect would be far closer to balanced.

Howdy! Thanks for responding.

  1. Noted.
  2. Okay.
  3. Maybe the damage dealt to minions is negated? There is currently a Vetruvian Imperium spell that turns the entire middle column into exhuming sand tiles for 6 mana, so I assumed summoning 4 over time would be balanced out? Or maybe the number of tiles should be reduced.

I would argue its too OP with its +2/2, considering you can reposition Obelysks with Reassemble and can summon Obelysks through other minions like Nimbus or Allomancer. So its rather easy to gain that buff multiple times.

Maybe, I’m being harsh here but I think it costs too much considering 1st wish is 1 mana for +1/1 and draws a card. I prefer drawing a card to spell damage immunity.

Basically what @buddybluebomber said.

So the thing about the 6 mana middle-tile creation is that the spell offers no immediate momentum. You pay for it not only with mana, but by letting your opponent build their board.

With a creature attached to the effect, you get a solid body and a huge investment in your later plays, all wrapped in one. Your opponent has to deal with the creature (which gives you momentum) as well as all future dervishes that come from the tiles.

Howdy! A second response.

  1. So I should either replace it to the number of Obelysks present Or reduce the buff. I shall point towards the former.
  2. Maybe increasing the buff? I see it as a somewhat weaker/gimmicky Scion’s wish spell. I assume I could take away the buffs and just grant spell immunity all around? Which would make it semi-redundant when Wind Howlers exist.
  3. As I said before.

Description changed to: This minion gains +2/+2 for every friendly Obelysk present this turn.

Not solid on one decision yet, though currently the buff has been revoked and instead it’s grants a minion immunity to the effects of spells.

Damage effect incurred by tiles reduced to nothing, cost is now 5 mana.

Noted. I suppose that the creature’s stats would be decreased as well so as to not make the card as viable.

  1. I think a +1/1 buff would be better. You can’t rely on Obelysks sticking in some matchups like against Magmar.

  2. You could reduce it down in mana cost instead. But then it depends how much mana you think the immunity to spell damage is worth. Since that wouldn’t stop hard removals, transformational spells or dispel from affecting that minion that receives the buff.

  1. Noted.

  2. An immunity to spell damage, while useful, still has a lot of threats to worry about. Arguably you may want an immunity to spell damage over drawing cards about 40% of a the time-a semi-random percentage-but I prefer the immunity to the effects of spells better, however broken that may be. Having an immunity to spell damage would make it an arguably worse Scion’s first wish.

1 - way too strong. its omega with a laughably easier time getting swarms and its cheaper. (but maybe wind slicer would see play)

2 - its like gauj + prophet - bodies into something like aegis barrier. it could be really strong, but its cost more than pays for it. though that would give vetruvian the ability to create nigh indestructible minions. the dervish restriction is what makes it balanced and ultimately also makes it nearly useless. drop to 3 mana. maybe 2.

3 - eyyyy grimes love. on a serious noteits way too strong. any minion needs to be at least 5 mana for opening gambit AND dying wish no matter what it contains. especially with those stats. young flamewing is a 4 mana 5/4 flying. you are saying that flying is worth so many tiles AND conditional damage. 5 tiles is 6 mana for vet. 1 tiles is worth 1 mana AND a minion. its ability alone would be a 3 mana spell for the ability to activate ONCE. and somehow a 5/4 body and activating TWICE is worth 4 mana.
needs to be at least 6. at bare minimum. preferably 7 or 8.

This probably isn’t in reference to the edited version above, which changes it to get +2/+2 for ever Obelysk present that turn.

This probably isn’t in reference to the updated one either? Just for a reference: said updated one grants a minion immunity to the effects of spells. Let’s assume it still costs 4 mana.

In the updated version, the damage is negated and it only spawns one tile as of now,so I’m assuming it would be a 5 or 6 mana card as of now. I’d also probably nerf it to a 4/4 body.

Heya, @Glitchwood, glad to know you exist. Hope things are treating you well.

Obelysk embodiment: Too weak. It’s a giant statstick that’s going to get dispelled or blown up. I’d say make it a 4/4 for four, and give it +1/+1 for every obelysk summoned all game, including ones summoned after it comes out. This makes it roughly similar to the abyssal juggernaut, and it’s not total trash post-dispel. On a related note, I’d buff abyssal juggernauts to 4/4 as their base.

Sand armor: Extremely weak. I’d say make it a two-mana +0/+3 for a non-dervish, or +2/+3 for a dervish, and either way it grants immunity to all non-combat damage. Dancing blades, phoenix fire, homeostatic rebuke, doesn’t matter. Lavaslashers still work on it. Please note that celestial phantoms, deathstrike seal and kill spells still murder it just fine.

Exhuming curse: Hilariously broken. Also is a minion with the name of a spell. Let’s call it the cursed exhumer. Make it a 4/3 (maybe a 3/4 or 4/4, not sure) for four with opening gambit and dying wish: Deal two damage to the Vetruvian general. Turn the space under them and the space under the exhumer into exhuming sand.

Bad stats for cost, and burns your general for four, but assuming you summon him, then move your general, then they kill him before he gets to move, he still ate some damage and maybe fought something, and made three total sands. Or they can dispel him and also get rid of the sand he’s on, but then you took less damage, still got one sand out of him, and you still have a 4/3 (3/4, 4/4).

…It occurs to me that an obelysk embodiment with sand armor would be a nightmare for Magmar decks without dispel. This isn’t necessarily a problem, since plasma storm makes obelysk players cry.

Maybe an exhuming sand obelysk dervish deck? Would be a good excuse to run all these cards.

So what does everyone think?

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