Duelyst Forums

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

Thanks, it was almost what I wanted, I used your tip to improve my idea.

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This is an interesting effect, but it was not what I wanted and with jon678910 helping me I got what I wanted.

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This is cool, but it was not what I wanted, I edited the post for a better explanation of what this effect is.

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Just as a heads up, the contest requires you to design a faction spell is based on or requires positioning/movement, not an artifact.

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Thanks for the feedback,
The sample card is an artifact, if artifacts aren’t allowed, I don’t understand why the sample card is an artifact?

Also, my card is dependent on positioning and/or movement, when it clearly says “move it to a random space nearby your General”.

It really doesn’t even matter if it’s a spell, or an artifact. It could easily be changed to a spell, although I personally believe it would work best as in artifact.

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Seeing that akurane is a judge i think you should listen to his advice

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It’s both now until a response.
Note: What really matters is the ability.

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Card idea:

Spell - Hostile Territory, 4 or 5 mana, Infiltrate takes effect on the entire field until the end of your turn. (Or perhaps until the start of your next turn?)

Provides a good amount of potential turn-around and lethality that you’d want from a 5 mana. If it goes down to 4 mana, its strength with Spirit of the Wild would have to be taken into consideration. (Would be a neat combo that requires at least 1 minion already on board, so would probably cause an effect deserve of a 9 mana combo.)

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Feedback on my submission?

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That’s an interesting concept, specially because not that many infiltrate minions are viable.

Is worth noticing that Spirit of the wild says minions on your oponent’s starting side of the battlefield, which does not mean infiltrated minions, although the result is the same. The wording makes me think that effects like crystal cloaker’s would activate, but spirit’s wouldn’t

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I’m taking an extended break from the CDC’s, so I have no “official” input on the submissions. However, there seem to be an awful lot of designs that do not necessarily follow the prompt.

As I understand it, if you can cast your spell regardless of how something/anything is positioned on the board, then it doesn’t follow the prompt.

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Alright, time to look at the submissions so far (please reply if I miss your submission or if you would like my feedback). Please keep in mind that you are not required to follow my suggestions (although if your off prompt I highly suggest giving your card another look. As another note, many of the submissions that I’ve seen are lacking a description of the card and/or the concept behind it, how it’s suppose to function, etc.

Keep in mind that you are required to have a description of your card to show its purpose and how its suppose to function. This makes us as judges have an easier time judging the card and helps those like me give better feedback to support what you want the card to do. If you have not done so already and have submitted your design, please add a description at your earliest convenience.

stretchmarx

@stretchmarx A movement spell using your minions as a sacrifice seems fitting, and could go well with Soul Grimwar. Name could be improved though (Dark Gambit does not seem to match the card design much, especially when the keyword Opening Gambit exists.

nwardezir

@nwardezir While I like the idea behind the card, it seems awkward as a spell due to the effect appearing to be permanent (so why run multiple copies?). Also, the name Mana Magnet doesn’t seem to fit the card well, maybe something like Taunt or Distraction (since your general is preventing the enemy general from attacking or moving anywhere due to your general provoking the other, effectively protecting all non-provoke minions in range)? I’d highly consider making your card last until the start of your next turn as well to make it so playing 1 doesn’t make the other copies a dead card. Also, their should be “the” between “nearby” and “opponent” in the effect text.

efataisio

@eftaisio This card’s effect is… interesting. The concept seems unique in the Vanar faction, and the 1/1 body makes it easy to nullify the effect. However, I fear that it may be too unique for the faction (again, personal opinion. Other judges may disagree with me).

tryple

@tryple The card name works very well with how the card functions. However, I feel that you are grossly underestimating the power of movement spells, especially one that reverts your position (way to many combos to abuse this; this + Spirit of the Wild for 7 mana, this + Lightning Surge for 4 mana, and a combination of the two combos for 9 mana, not including extra infiltrate affects). I would HIGHLY consider either increasing the mana cost, restricting its reverting abilities (to a level similar to Heart Sister) or a combonation of the two. I may be overreacting, but I think that this will be overly abused in decks.

pfmickey

@pfcmickey Dislocation is a major weakness of Vetruvian, so I am welcomed to ideas that help deal with this weakness. That being said, @jon678910 had submitted a similar design to deal with this weakness earlier, which may deduct you creativity points.

bickel

@bickel Again, I feel this card is a heavily under costed Vanar card, especially when compared to Grandmaster Zendo, which is currently the only card to make enemies interact like a battle pet. That being said, I feel that this is out of theme in the Vanar faction, and while battle pets cannot control their actions, I don’t think that this plays very well into this month’s design theme.

dickbutt

@dickbutt This concept seems interesting as a Cassyva card, and also seems to parallel @stretchmarx 's card in terms of a Cassyva vs Lillithe movement spell (although I don’t think creativity will be deducted in this case due to the mechanics and purpose of the two cards). Personally, I would up to cost to at least 3 due to how this card can be abused (ex: Spectral Revannent or Abyssal Juggernaut) in conjunction with Sphere of Darkness, which would allow you to put your minions anywhere. Would advice that you reconsider the mana cost and maybe an extra limitation to the card.

paralykeet

@paralykeet A great welcoming to a faction that needs better means to manage HP. Great combo tool with Zephyr and artifacts, and fits into the 'near your general; theme that CPG is intent on focusing on.

skulldragon42

@skulldragon42 With all of the interesting draw mechanics released to factions, I feel that this is a good way to help Vanar refill up on cards while focusing on the infiltrate theme (especially since this will be a dead card if your on your side of the field). Maybe make it so it draws 1 card if on your side of the field? (so that it isn’t completely dead when your stuck on your side of the field).

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Not sure of the rules - am I allowed to go back an edit my submission?

But - the mana cost I got because Grandmaster Zendo’s 4/6 body is worth 4 (Hailstone Golem), so the effect is more or less worth 2, I thought. Whenever I’ve used Zendo or had him used against me, the point is that it forces the enemy general to attack as a battle pet, which forces them (usually) to take a massive hit from the monster standing next to them. This spell is only about position and doesn’t force the attack and is a one off and not an ongoing effect, which makes it less valuable, so I thought having it affect other minions balanced it. Do you think 3 mana would be better? Or even more?

As for being out of theme with Vanar; I picked that faction because they already have Mesmerize. In terms of who it would be most useful for, I’d say Magmar. They’re the faction most likely to be chasing you around the board as your general runs away. But their lack of position affecting abilities is probably deliberate… The faction it would most fit in with is Songhai, but they don’t need it because they already have Zendo and all the positioning tools. The faction I’d want to use it against is Swarm Abyssian, when there’s a Bloodmoon Priestess hiding behind an un killable fence of Wraithlings. Perhaps it would work best for Vetruvian? They have Dominate Will, which gives us a mindcontrol / hypnosis theme, and I imagine they’d like to be able to force enemies to move back into range of their Obelysks…

I’m not really thinking of it as a “Battlepet” themed card; it’s a movement spell, and would be just the same for me as: “Teleport all enemies two moves towards the nearest enemy”. I was just using “Move as Battlepet” as a shorthand for that. I wanted it to be two moves so that the Bloodmoon Priestess would be forced out of hiding; 1 move wouldn’t help you get at a general or valuable minion hiding behind a wall of others.

Would it be ok if I went and updated my submission?

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Oh yeah, your allowed to edit your submission as many times before the deadline (which isn’t until early february (to my knowledge). Also, thanks for the bigger description on what you want your card to do as well, and to how you came up with the mana cost and why you believe it would work in Vanar (which I had not initially caught on to due to the ‘battle pet’ description), which clears up the design purpose to me (if you do end up keeping it as a Vanar card, the written out version would work better than the battle pet description, although it may just be me being nitpicky :stuck_out_tongue_winking_eye:

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Huh, I did not see his submission (i didn’t see any tbh). However, it’s worth noting that the purpose of those 2 cards are totally different. Mine is a development card and his is a finisher.

Do you still think it’s going to be a problem?

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^Would appreciate feedback; haven’t sumbitted.

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I’d appreciate some feedback on my entry

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I’ve added a description and basic strategy that you would normally use this card with.

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Pros:

-Sortof like a fixed Crysalis Burst- since it requires setup and a large mana investment
-Always a fan of non CB egg-spam, really want Dreadnought to have it’s day in the sun.

Cons:

-A severe memory game, those tend to be on the “bad design” end of CCGs, because they aren’t just tricksy- they often feel cheap, and are easy to miscalculate
-Flying isn’t a very Magmar keyword

On the whole, I think the design is sortof underwhelming and could be tweaked more- but there’s plenty of time for that :slight_smile: Goodluck!

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The random card addition is to prevent infinite turn repeat loops. Since this card resets every aspect of the game, you can get this card back in your hand. If you continue to cast it, then you can have an unwinable situation for your opponent. The fact that it resets everything except changing itself, is used to prevent this situation.

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