Duelyst Forums

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

[details=brood bearer] brood bearer is terrible even for a 1 drop. The idea is good, but the execution is horrendous. Maybe change the end of turn into a dying wish or a when this takes damage effect since the other way is just a 2 turn delay of wraithling swarm that’s easily killed by basically anything for free. It might be playable as a 0 mana minion though
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mist panther

it’s not a bad card, but when songhai already has juxtaposition and mist dragon seal, do they really need more? Especially in the form of a battle pet with no guarantee that it will ever get back into infiltrate range.

mist dragon initiate

I see little to no use of this minions effect outside onyx jaguar synergy and when you draw Phoenix fires instead of any move spells it can be easily killed by your opponent suiciding a minion near a bigger threat. And what happens when multiple minions die at once as happens so frequently with aoe effects and trading minions? Does it go to every space? It just seems like more of a nuisance than something useful.

abyssal bodyguard

this thing is broken. And potentially can give you over 25 damage instantly with nothing more than a well placed blood moon priestess. Maybe try provoke instead of rush

xaanite informant

while a nice idea, with songhai many movement spells from mds to blink to inner focus it is really easy to abuse this pseudo mogwai. Also, try to use an actual keyword.

undead avenger

:expressionless:

spell thief

it’s an interesting card. A bit too powerful for such a cheap minion since the only cards with “steal” effects are 4+mana

mirror image

it’s an interesting card, but it feels like power creep on mist walking.(2 mana songhai spell:teleport general 2 spaces) it even feels like a songhai card

strategos

this card would single-handedly break gauntlet. I don’t know why, but when I read this cards effect, I just imagine it as a Magmar card and this guy just handed everyone a bunch of rocks to throw

[details=desolate coffin] where to even start with this one…
1- it doesn’t use any faction keywords.
2- it’s stats are terrible. There is literally no reason to use this over Primus shield master or dioltas
Maybe if it also summoned dervishes it would be worth it, but that doesn’t solve #1 since this contest is for mixing different factions keywords.[/details]

2 Likes

I don’t want to see this topic and the other die so I passed by.

The second reason was a question, does 9 Mana cards count as “Meme” ? Or maybe they could be added but only if carefully balanced ? I will probably take the exemple of Deathwing from hearthstone, where it destroys ALL minions and discard YOUR hand.

Last thing to say : I was thinking about a 9 mana spell/creature that turn every tile into shadow creep but with an unconvenient second effect. The main problem is to prevent the use of “Obliterate” next turn, like +2/3 mana on your spell, and the “Ghost Azalea” artefact. Juggernaut is less of a problem, he can be dispelled or OS by spell, even provoked (but can kill if he was already on board).

1 Like

Non-Believer:
4 cost 3/3
This card ignores the effects of all other cards.

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the general trend ive noticed is that each shadow creep tile costs about 1 mana from hand, so a 9 mana creep generator would probably be something boring and bad like shadow nova in a 3x3 area. what i wanna see from a 9 mana card is something that would be game breaking like time mealstrom used to be.

i dont think 9 mana all tiles are your shadow creep is all that great unless you are setting up/preventing obliterate/azalea lethal or fending off legions of wraithlings. a 9 mana spell should be awesome and feared the way obilterate is and flame stampede isnt. maybe something like 9 mana “all friendly shadow creep tiles gain : +3 damage and friendly minions on this space cannot be attacked”

as a side note, i wish flaming stampede read “destroy every minion on the field then hatch every egg” so you could basically board wipe everything without rebirth and effectively give them celerity this turn

@isgopet how the heck would that interact with ranged or frenzy effects

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Ignores them, like it ignores everything else.

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So here is my submission for the Jan 2017 contest. Would really appreciate discussion to see how the community evaluates it.

Essence of Pyrae
Vetruvian Spell
4 mana
Deal damage equal to the target’s attack to everything else in the same row.

For the original post

Card Design Contest: Jan/Feb

1 Like

Idea for the card design contest:

Vanguard’s Honor
3 Mana Lyonar Spell
Give a Minion +1/+3
Whenever this minion deals damage, move the damaged enemy back 1 space, if they cannot move back one space, deal two damage.

Basically a defensive buff to a minion that can disrupt the opponents positioning or allow you to break through their lines. Its secondary effect can also force your opponent to split their minions apart lest they take extra damage from attacks. It costs the same as Afterblaze, but it doesn’t buff as much in exchange for the added affect.

Edit: Didn’t realize it was only spells that counted.

Please feel free too tell me how my idea is stupid, childish, and will not work :slight_smile:

3 Likes

I think the contest requires the card to be a spell. Maybe a spell that grants a minion some stats and this ability?

1 Like

what do you think of this card for my submission?

Soul Resonance
3 mana
abyssian spell
double the health and attack for each identical minion nearby each other for this turn

this is obviously used for swarm and wraithling synergy, but can be used when there are multiple healing mystics or in mirror matches (for example, both sides play a healing mystic and you walk yours over, cast this, and both are now 4/6’s). best used if there is something like the enemies face in range for smacking, or clearing as the health buff drops at the end of the turn and the damage stays the same.

still undecided on mana cost, duration, and if health should be increased.
i think it would work better as an artifact, but this contest only allows spell cards.

also @readerusmc, the contest rules state that you cant create any new keywords

2 Likes

First: Does this apply to all the other buffs on a card ie. A 7/7 Wraith is next to a 1/1 wraith do the two wraiths become 14/14 and 2/2 respectively?

Second: Is this exponential? Where if you have one wraith surrounded by 3 wraiths, does it’s attack and health go up by 8* or by 2*. If it’s the former, then it’s easily abused for exceedingly early kills, and if it’s the latter, then it is essentially a more impractical Blood Baronette.

Also, while the card is fun, it is outclassed by most of the other 3 mana buff spells, for example: Void Steal keeps pace, and decreases the enemy attack as well. Not to mention, that you need to A) Have two Wraiths next to each other and B) Have Played a buff spell on at least one of the Wraiths for this to be more useful than just playing two buff spells

Anyways, that’s my thoughts. I personally like the idea, but just don’t think it’ll be viable.

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Just curious to see your oppinions and suggestions on my submission

Could I rephrase some part of the text to make it easier to understand?

1 Like

Posting this here so I have a copy of it on the forums.
I would like opinions on the design premise.
I’ve already withdrawn it from the contest.

Spell: Divergence
Vetruvian
4 Mana

Summon two images of your general nearby. Keyword: Mirage

Keyword: Mirage Shuffle your general, and any images, to random tiles at the end of your turn. Images deal no damage, move normally, have visible stats equal to the general at summoning, and die in one instance of being targeted. Images are immune to AOE damage.

I designed this card to attempt some indirect protection for Vetruvian. Solving the general is the name of the game. This gives Vetruvian a small way to attempt a shell game, as it were. I compared to Lyonar’s general replacement with the cost/effect. I went with AOE immunity simply due to Vetruvian having really good value minions. Opponents will need to decide which threats they wish to deal with. Vetruvian doesn’t currently have a way to deal with minions at range(out of hand damage, dispel, removal). This could even the odds while adding a bit more strategy to the game.

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Unfortunately, we can’t make keywords :disappointed:

The wording seems a bit confusing… Maybe just have it so that it summons two mirages that must be hit before they can hit your general

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I don’t want the images being simply “hit”. That’s far too easy. They need to be targeted. This forces the opponent to actively decide which of the 3 to target. You have a 67% chance to “waste” any targeted ability or spell. It would remove the image and fizzle. Then you’re only left with a 50% chance.

@johnbob78 I’d be happy to clarify the wording for you. Which part has you confused?

1 Like

Alright, time to give my initial thought towards some of the designs so far. I really liked a lot of ideas that were given this early in the competition :grin:.

owilington

@owlington I like the concept of the card, plays into the theme of the keyword blast in Vetruvian and acts as a decent form of ranged removal that punishes offensive minions. Also has great punish synergy with Star’s Fury, and at 4 mana it will be difficult for the player to develop anything with the spell.

johnbob78

@johnbob78 I like the idea of being able to push back an enemy when attacking, although the mana cost and stats given could be reworked

oranos

@oranos This may seem a bit nitpicky, but I really like the parallelism with your design in conjunction with other Abyssian cards, as the most noticable single target minion buffs (Deathfire Crescendo, Shadow Reflection, Void Steal, Blood Baronette) are all in the 3 mana slot like Soul Resonance, so props for that! This is yet another indirect win condition for swarm decks by rewarding massive number of wraithlings, and can be used on non wraithling minions as well. The wording of the effect could be reworded, but I overall love the stronger united theme in the card through the positioning requirement. Also love the Soul Eater reference :wink:

genkei

@genkei While I can somewhat understand the card’s effect (with it’s maximum cost being 1???) and rewarding infiltrate/being on your opponent’s side of the field, the wording seems a bit off, and I’m afraid that the effect could be too much of a snowball. Maybe consider limiting the effect to minions on your starting side of the field, and having the cost of the spell be halved on your opponent’s side of the field?

readerusmc

@readerusmc While I like the concept, you cannot create new keywords in this expansion (Mirage in this case). Maybe try to incorporate the concept without establishing a new keyword?

narasimha

@narasimha This is a really great idea that I like to see; a win condition for (specifically Argeon) outside of Tiger/Zoo and Divine Bond. It’s effect plays both on the zeal theme and the extension of movement via celerity, and the double damage taken aspect prevents minions like Windblade Adept from abusing the buff, focusing on the idea of increasing your minions health or increase their attack through cards like Sunset Dragoon (I think that’s the name?) Auryan Nexus, War Surge, and Skywind Glaives (due to zeal requirements) while also focusing on establishing a strong board. Also important to note it’s synergy with Afterblaze (although it loses zeal at the end of the turn, how will that interaction work?), but overall great card design.

Envest

@Envest Your design is very similar to @owlington 's, which may lose you points in creativity (since he was the first in the submission thread to submit a blast-like removal effect). May be something to consider with your design.

thebravetoaster

@thebravetoaster I like this card design, because it gives dispelled obelysk a use (such as Stone to Spears), but in a way that addresses removal. It does not exactly deal with ranged threats, but being able to give obelysks a use before they’re about to die or when dispelled is great in my opinion

2 Likes

the card applies to other buffs, though the word “identical” could be used as a limiting factor requiring the same damage and buffs and all around make the card useless but i dont want it to come to that

the card is exponential so a wraithling surrounded by a lot of wraithlings would get super buff, but remember that it lasts for only one turn and after that it returns to a 1/1, likely dying due to the damage from counterattacks. (also you got former and latter mixed up). i did keep blood baronette in mind for this purpose. it would actually make the “wraithling” decks a meta deck instead of a meme deck.

also, although it is easiest to trigger with wraithlings, especially for multiple triggers, unless your wraithling is buffed or you have a lot of them right next to each other the card is not gonna do a whole lot of damage. i worded it so that the card can work (albiet unreliably) without wraithlings. healing mystic is the easy example since its everywhere. even prismatic illusionist and black locust would be really good for this card. extra care is required when using the card cause it could actually buff your opponents minions and backfire on you.

i am still debating whether to make it a 4 or even 5 mana card due to its strong burst potential, but i feel the restrictions and set up required make up for it.

@akurane you have to add an extra line between your regular text and the start of the hide details tab or it doesnt work. i had to learn this the hard way

1 Like

Thanks for the tip!

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What’s the least or worst played archetype? I’m assuming whatever it is comes from Vetruvian.

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well, if i put this card in vet, it would be blatently OP with stars fury and obelysks.

also, i changed it to be less blatently OP in general
Soul Resonance
3 mana
Abyssian spell
all minions gain the attack and health of nearby minions with the same name until the end of your turn

2 Likes

another month another contest and would like feedback on my submission. :>

Forboading Steps
Abyssian Spell
3 mana
Give a friendly minion or your General Deathwatch: +1 movement, resets each turn

1 Like