Duelyst Forums

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

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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@oranos and @zer0billion Including Summon Dervish and Rebirth would have effectively staggered the representation of other faction abilities (Magmar and Vetruvian = 2, other factions = 1). Ergo, they were excluded. Additionally, those two abilities would feel more out of place in other factions. Why should a Lyonar soldier turn into an egg…? Why should a Vespyr be summoning a dervish…?


Oranos

@oranos, I agree with @coldhands, the costing seems much too high for a statline that is so extremely punished by dispel. Not to mention set-up is required for any effect at all, whereas Starfire Scarab is a flatly better alternative (lower cost, higher consistency). As such, I see no issue with dropping the statline to 0/4 and dropping the cost to 4. That way it doesn’t compete with Scarab in cost or bulkiness.

Deathsadvocate

@deathsadvocate, (1) Backstab (6) is absurdly high in general, especially for a 1-drop. (2) All I can see is a power-creeped Katara. Yes, I know it’s Infiltration based, but the stat/cost values are identical. Why not put more effort into differentiating the design? That way we can see it as creatively distinct.

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thanks for the feedback @eudaimonia . i was actually debating whether i should give it spell shield, but this works too since it can be comboed with stars fury or gotten out earlier when all those 2/3 drops flood the board.

@gabriek that assassin is broken. not only does it get a buffed sarlac ability and nicer stats, it gets backstab! all for the low low price of 4 mana. honestly i would have expected this to cost 5 mana if not more. it is immortal like sarlac and gor(but better), has dying wish synergy with all the DW abyss cards AND it can deal up to 6 damage per turn(as opposed to sarlac and gor’s 1 damage).

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Yea Katra was the base, wanted it to be a counterpart to it. Much much harder to use, and no inner focus means always a chance to answer it. Since it is more then twice as hard to pull off it should give double the payout.

Yea the potential stat line is insane, but with how hard it is to pull off I think it may even be a little weak. It can be answered, you can gaurd your back, or get to the opponents side. It’s really more like three times as hard to use as katara.

I thought mirroring katara was one of its high points not issues, both from a flavor and mechanical standpoint. But it certainly could have a more unique stat line if people don’t like it.

Perhaps more glass cannon making it even easier to answer puting emphasis on risk/reward.

2 mana
3/1
Infiltrate: backstab: 6

Thoughts?

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Random ideas I had in my mind for this. Feedback appreciated.

Lifesurge obelysk
4 mana 0/5 Vetruvian structure
Summon dervish: Zeal: This obelysk summons 2 dervishes.

Apprentice of Sands
5 mana 2/6 Vetruvian minion
Zeal: Gains the effects of your general’s equipped artifacts.

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@cold52

I like it, although the text is currently a little messy. I think this is what your getting at:

Thistle
Grow: +1/+1
At the end of your turn this card gets -1/-1 and a sprout is spawned in a random nearby square.

Sprout
Grow: +1/+1.
If this minion has at least 2 attack, and 3 health it gains: At the end of your turn this card gets -1/-1 and a sprout is spawned in a random nearby square.

Pretty neat, although my suggestion is to make it a little more simple. Remove the grow and the -1/-1 from thistle and just make it spawn a sprout at the end of turn.

Make sprout just a simple transform into a thistle. Currently you have some very weird mechanics that may be hard to put in the game.

As a backline minion It seems a bit slow, I think the thistle should be a bit more beefy so it’s good on the frontline.

My suggestion:

Thistle
4 mana (3/5)
At the end of your turn summon a sprout on a random nearby square.

Sprout
0/1
Grow: +1/+1
If this card has at least 2 attack transform it into a thistle at the end of your turn.

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its for the december contest which has the keyword from another faction as this months theme and as such grow made sense with the whole idea of this thing

though you are right about it feeling bloated, though i wanted to to be potentially dangerous with things like deathfire crescendo (imagine thistle has +20/+20 and passes it to the sprout which passes +18/+18 to the next one next turn)

so i dont think i could get rid of grow, but ill try to work on making it less messy.

edit:didnt knowtice you added grow on the sprout, might try your suggestion.

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(Just cleaned up my own post a little bit)

Did not suggest getting rid of grow, it’s still on the sprout and core to the design. It just was not really doing anything other then adding a bunch of text on thistle. Transform effects don’t keep stats, that’s just how they work.

I did not understand you were hoping to have it be like mirror meld with buffs, and while neat it’s probably redundant, since if you have a 20/20 your probably going to win anyways. Trying to make a multiplying, transforming, cloning minion is just to bloated. Ought to pick two of those.

I currently left what I think would be a great version of it, but if you wanted to make it more about cloning it’s self you could totaly remake it more in that direction.

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