Duelyst Forums

Fan Card Design Hub: Discussion (+Card Design Contest Discussion)

Can blood siphon itself be cast while it is in your hand? If so, the 9 mana combo wouldn’t lock them down, as they’d just cast blood siphon. Other than that, however, I very much like the design of this card, it gives a nice tech against spell-heavy decks and has a similar Loatheb-feel to it, which I loved in HS. I’d probably give it a little buff in stats though, changing it to a 6/6 statline, because it hurts you as well. That seems balanced to me.

1 Like

No the no casting ability applies to Siphon as well.

1 Like

Oh, I see. Is the 3 mana just an arbitrary choice, then?

1 Like

Pretty well must be 15 characters this system

1 Like

I thought of making it 4 mana at first. Because 5 is a bit much iMO, 6 directly conflicts with Makantor. But unlike the Anyssian horn thing, it does not give a Wraithling but an actually usable unit. It’s quite hard to balnce.
I’ll prolly stick with 4 tho, with good enough mana tile usage you could equip it and yse your BBS in the same turn.

1 Like

Just want some feedback on my submission~ The idea seems a bit bland, but I think it could still be a good card

1 Like

Throwing my hat in the discussion ring for my card:

1 Like

First batch of card reviews incoming. I’ll try to keep this updated, but I’ve got a busy week ahead of me. First impressions are that this first wave of submissions is setting the bar high. Keep it going! :slight_smile:


Oranos

@oranos

  • Sharic Vampire is brilliant, and I think it outpaces the other designs by a long-shot (perfect execution on flavor and cost/stats). However, I do have some minor gripes: (1) I think the flavor would fit even better as an Inxikrah (given their Krah’zul ritual that allows them to absorb the powers of their prey) and (2) I don’t quite see this being used in Abyssian. I’d argue that a fascinating ability like this should be opened up to all factions as a Neutral.
  • Imp is waaaay too polar, and would be an absolute nightmare in Gauntlet.
  • Bloodtear Sorcerer is good, but pales in comparison to the Vampire.
  • The time-based BBS interaction is interesting, but I think it may be too out there in terms of complexity (and the wordings of ‘Bloodborn timer’ and ‘increment’ feel off to me).

[details=Qeltar]
@qeltar

  • Keywords are always separated by a line-break, which would push your wording past the 125-character limit.[/details]
Akurane

@akurane

  • I like the overall effect and simplicity, but (and I know this will be frustrating) I think it may be too simple/safe.
  • Also, in regards to the flavor, “Blood Doctor” makes much less sense to me in comparison to a time-oriented theme (e.g. Time Maelstrom reactivates your General).
  • I don’t think there’d be anything wrong with spicing-up the stat distribution.
SmashTheHamster

@Smash_the_Hamster

  • While I do appreciate the “epic” nature of the design, for me it’s simply too overdone/extreme. Additionally, cards that require entirely new mechanics/UI elements enter overly-complex territory.
  • I don’t quite see why Bloodbond should be tied to the removal of the board, which results in a “tacked-on” sort of feeling.
  • I’d recommend revisiting the name (e.g. tie it to lore, or something more concrete/thematic).
Archer4

@archer4

  • I would heavily recommend revisiting the balance considerations with this design. 7 Mana for 27 stats-worth (with next turn potential of 16 more stats) is enormous.
  • The “Surround” wording is not used.
  • Perhaps consider a better statline with a less extreme Bloodbond effect.
PainfulElegy

@painfulelegy

  • The ORIGINAL specificity is, for me, confusing/superfluous, and is not used by any other card.
  • I’m struggling to see the playability in this design. Would it really be necessary to steal an opponent’s BBS and then revert back to your own in the mid- or late-game?
  • An Opening Gambit “copy BBS” effect is a fairly weak, unengaging interaction (especially considering the statline).

Cold52

@cold52

  • The overall ability combination is convoluted, and I don’t really understand the reasoning behind either ability (or why they should go together).
  • The first ability invites too much confusion, and is probably impossible to implement.
  • What happens with Reaper of the Nine Moons, Fenrir Warmaster, Draugr Lord, Unseven, or Sarlac?
DeathsAdvocate and WhaleWhiskers

@deathsadvocate & @whalewhiskers

  • Currently, your submissions are ineligible as they do not interact explicitly with a BBS.
  • In other words, the abilities could be triggered without ever casting a BBS (e.g. Wraithling Swarm; Juxtaposition) which goes against the prompt.
  • I would recommend considering effects that are not localized to only one General, as those will be much harder to accurately balance and word.
Polinchi

@polinchi

  • As the ability is currently worded, it is not clear how Kaleo’s, Reva’s, or Cassyva’s BBS would work by “triggering twice” (e.g. do they get to cast on new targets?). Why not try a different wording/interaction that would allow an equivalent result?
  • This design seems very difficult to balance, as Generals like Vaath, Faie, Argeon, and Lilithe would benefit extremely as compared to other Generals.
3 Likes

-Original is there to specify that if your opponent copies your BBS, you’ll get their original BBS and not your own BBS (to prevent it from just being a dead card later, as well as allowing for a reversion and not making the card just a vanilla body after one person has changed BBS)
-Being able to swap back can be useful in a situation wherein, say, your own ‘Teleport a minion/Deal Double damage to minion’ BBS may actually provide more value at that point than the duplicated ‘increase your attack’. Though it’s mostly there to be able to make the card not simply be uncastable if you don’t want to steal their BBS early on.
-Purpose of it being an unengaging minion is mostly to ensure that in situations where it’s not useful, it still provides value, as well as allowing it to be used by all factions, rather than being forced into a spell.

My original thought for this minion was for it to probably be something closer to:
4-5 mana / Stats undetermined as of yet
Opening Gambit: Swap both general’s Bloodborn spells.

But that seemed a bit too disruptive to the opponent. It might work as both an Opening Gambit and Dying wish in conjunction (so it reverts back on death); but interaction in the form of disruption feels a bit too technical and complex compared to a relatively simple design. But I think that may just be the responses to my old MtG designs pushing me to scale back too much.

1 Like

@oranos
The blades that Sajj wields are Spinecleaver and Thunderclap (just FYI)

As for the name, Mind Shocker seems good. If I had to suggest another one, it’d be Chronopsionist. If that’s too complex (which it probably is) maybe Chronobender or Timelost Psionist. Choose as you please.

1 Like

@eudaimonia - Thanks. Ugh, I spent 20 minutes rewriting that to even get it to fit in that amount without it being broken English. :confused: I’ll try to edit it again, though I doubt it’s going to be a finalist anyway.

1 Like

Would anyone mind giving their opinion on my submission? :slight_smile:

Sunforge Squire
Lyonar Minion
1 Mana, 2/1
Bloodbond: Give this minion +2 health
Zeal: At the end of your turn restore 1 health to your General.

Purpose: Healyonar decks need cards they can play for tempo in the early game, this card also benefits zoo and aggro Argeon lists. It can also be played in the mid-late game with a BBS to get a 2/3 that restores 1 health to your general. I think of this card as Lyonar’s Katara, or Abyssal Crawler.

1 Like

just thought id ask for oppinions on my card design this month.

Ghastly Shroud
Neutral Minion
2 Mana 1/1
Bloodbound: activate a friendly dying wish minions dying wish, dispell that minion
Dying Wish: general gains +1 attack

while im worried its effect might be alittle strong for its cost i feel if it costed any more it wouldnt give the value it needs to give and without a dying wish effect it would limit itself to dying wish decks only.

1 Like

It’s good iMO, but I wonder if its Dying Wish wouldn’r make it a 3 mana if so, I’d give it 3 attack.

1 Like

the reason for the ability is for the ability to get more use out of dying wish minions without actually needing to kill off a minion.
if your asking why does its dying wish give +1 to general its so it can have more value then just in dying wish decks only.
the reason for this combo of abilities, for 2 mana its a dying wish minion, for one extra mana (assuming your bbs is up) it can gain immidiate value from itself or another dying wish minion without the need to kill it off.

what happens with a select few minions i might need change the discription to make them all work similarly to sarlac or the tomb in which they spawn on anoter space, only problem is thinking how id fit in the description to include that, or just accept that it wouldnt be useful on said dying wish minions. :frowning:

1 Like

That’s dissapointing, I specifically went out of the way to make it interact with BBs without being to narrow.

But I can rework it a little to do so, I like the new flavor a little more.

Blood Bond: Your general gains attack equal to the combined attack of all friendly wraithlings.

It now has more combo potential but has the usual swarm issue of being tough to set up if aoe shows up. The flavor is better, the mechanic is flashier, but sadly it no longer helps fill a niche swarm weakness as much as the old effect, still it does give the option of using newly summoned ones without waiting for them to die. Ideally the effect would proc after Lillith summons her wraithlings.

Do I edit my op or post this seperatly?


That rule also rules out some of my back up ideas like:

The Collective helm:
1 Cost Magmar Artifact
When your general gains attack all friendly minions gain +1/+1

Clearly designed to interact with Vaths BBs, but could also interact with artifacts. Clear synergy with vath, and starhorn might be able to use it as well.

The idea plays on the factions identity of growing minions. The name is tied into the story. The Magmar have a collective conscious, as well as how vath United their people, and under his direction they could all grow collectively.

But again I went out of the way to design something that interacts with BBs without being to narrow. I can’t say I am to fond of narrow effects like that, I prefer things that have open ended synergy. I really like the thought of if vath grows so does everyone he leads.

But it could just as easily be
Bloodbond: all friendly minions gain +1/+1

1 Like

Just edit your post. This keeps the thread clean and is easier to judge.

1 Like

Seems like it might to too much for just 1 mana. Play it with a BBS and it’s a 1-mana 2/3 that restores health to your hero. I do like the low cost, so maybe make it have 1 less attack, or cost 1 more mana, or only gain +1 health?

1 Like

Also, what do you think of this?

My main problem is the stats, I don’t know if they’re too high or too low.

1 Like

@eudaimonia Thanks for the feedback! :smiley:

I dont usually do that, but i would like some feedback. I have some minor ideas for this contest.


Echoing companion
Neutral, Minion
6 mana, 3/5
Bloodbond: Activate your Bloodborn spell one more time.


Treasure Keeper
Neutral, Minion
3 mana, 3/4
Bloodbond: Put an Arcane crystal in your deck

Arcane crystal
Spell
0 mana
Deal 2 damage. Draw a card.


Bonded Fiend
Abyssian, minion
6 mana, 6/6
Everytime you use your bloodborn spell, recude its cost by 1


:smiley:

1 Like