Duelyst Forums

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

I liked your idea, but it seems to be expensive right now… Do you think it would be too strong at 5 or 4?

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remember that starfire scarab, a 4/6 blast, is a 5 mana card. and deathfire cannon has the potential to rise far above and beyond 4 attack rather quickly.

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It costs more than veteran, but I get what you mean, and will make its body smaller. What if I made it a 4/2 with rebirth, to compensate the Kage-like effect? After all, rebirth makes the Selections kinda useless when it is in Egg-mode

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Yes, but he requires some setup or time to escalate and is also very weak to dispell. I think at 5 (same cost as scarab) it would be less risky to play…

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maybe a 3/2 since you are using it for the effect instead of the body, but yeah a bit weaker and cheaper would be better for that card. the more i think about it the more lava lance sounds awesome on that card.

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Here is my submission for this month’s contest: Card Design Contest: December

I am open to suggestions on how this could be equilibrated to become an interesting card for duelyst.

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Well, Lava Lance does make some sense design-wise, but in my mind NS fits an excavenger better. Plus, rebirth is its least important aspect IMO, as I see it as an Arcanyst first, and I only added it because there are too few rebirth minions.

Bit yeah, 3/2 feels good. I will EDIT it in.

And I think I will also post my second idea:

Sunmirror Obelysk/ Vetruvian Minion (structure) / 4 Mana / (0/4)
At the beggining of your turn, summon a Mirror Dervish behind the furthest enemy.

[details=Mirror Dervish] Vetruvian Minion (Token) (Dervish) / (0/1)
Rush
Backstab 3
[/details]

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well, now that its a 3/2 you can reduce the mana cost a little

on to the sunmirror obelysk, you may want to bring its health up to 6 since its so expensive for an obelysk. and what if the furthest enemy has his back to the edge of the map? does it not spawn? and what if you have 2 of these? will they only spawn 1 dervish? i think nearby a random enemy would be better than behind the furthest enemy

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I really liked your idea and the indirect synergy it has with walls, specially Gravity Wells, but stun is a very strong effect and this looks like it can trigger really easily, which can be very annoying for the opponent, specially considering the randomness… Maybe it would be more balanced if it was played later in the game with adjusted stats, like a 5 mana 2/6 or 3/5 idk…

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I thought about it too, but I was comparing it to bloodmoon priestess, and it does not feel that much stronger. The main question is would it be enough to make an interesting take on the wall deck feasable? If you do not control the target, or have to position the unit neat your opponent is that enough of a disadvantage to include it as is? Also note that it could stun a unit that is already exhausted, which is kind of a waste…

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@fok12 the red oni card doesnt really need the backstab since it can get backstab out of deathwatch.

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Regarding the December card design contest, you guys forgot to put rebirth as a faction unique ability.

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Feedback is appreciated.

Currently working on a very short story to go along with the card.

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they also forgot to include summon dervish

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@mmf
I think you missed the prompt. Sabotage stuff is cool, but I don’t think it quite qualifies by itself.

@devildriven
I agree, but discussion should be here.

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I had submitted this idea for the December season card design. I know that’s not the thread to get feedback, so let me know your thoughts on this.

Silithar Guardian
Magmar Aspects
Minion (Rare)
4 mana 3/2

Zeal: "Give friendly eggs “Forcefield”

I also had this idea, but I could only submit 1 idea on the other thread.

Iron Cloth
Vetruvian Imperium
Artifact (Epic)
4 mana

“Friendly minions and generals only take damage from adjacent enemies”

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Giving it two health so it does not work with flash seems sort of counterproductive, that’s sort of their thing. Also eggs need some good cards, not eh ones to become a real Archtype. 4 mana slot is also really bloated for them. I think a 3/3 for 3 would be better. Zeal is already a bit of a handicap since it is a backline minion that needs to be up next the mele oriented general.

Does the second one include effects like fourwinds, and is adjacient the same as nearby?

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@deathsadvocate

For my Magmar card, I originally had it as a 4 mana 3/3. The reason I gave it 2 health is because of Chrysallis Burst, quite simply. Flashing out that minion along with Chrysallis Burst seemed a little too powerful imo because dealing with the minion along with the eggs would be really challenging, especially since an AoE card doesn’t answer everything due to the eggs having Forcefield. I know the 4 mana slot is packed, but I didn’t feel comfortable having it sit at 3 mana. Seemed like an answer or die threat when going first as Player 2. Maybe a higher cost with higher stats could work though. (Also, since the card design for this month had us use out-of-faction abilities, I couldn’t think of a better one than Zeal to use.)

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Alright, I’d like some feedback. Here is my idea (haven’t thought of a name for it) :

Magmar Minion
5 mana 3/4
Zeal: at the end of your turn, give your general +2 attack. Your opponent draws a card.

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@deathsadvocate
My Vetruvian artifact idea does include effects such as Four Winds Magi, Decimus, and Shadow Dancer. Their effects can still damage the general, but only when they are next to the general. I think this would help patch up Vetruvian’s weakness to reach. Sure, it doesn’t answer the threats, but it does force enemies to be close which plays into Vetruvian’s playstyle. I considered a +1 attack buff to deal with 2-drops better as well, but I’m not sure.

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