Duelyst Forums

Let's Discuss 'Playing Around Removal'

Impetus for this Thread

Discussions about playing around certain cards are as old as card games themselves, and for good reason. Most card games have strong cards that players can interact with in meaningful ways, typically by boosting their effectiveness when using them, and mitigating their effectiveness when targeted by them. This is a good thing, this is an enjoyable and skillful aspect to card games that most people seem to appreciate.

Recently I’ve been reading a few threads (1, 2, 3, 4) and made at least one myself discussing the prevalence and power of ‘removal’ in particular and how one can’t ‘play around’ a good number of them, so I thought it’d be nice to really examine this concept of ‘playing around’ removal in Duelyst to perhaps focus our discussions and develop a shared understanding of what we think this phrase should mean in the context of this game we love.

‘Removal’ in this thread means any card effect that removes a specific element from the battlefield, either by destroying, transforming or dispelling it. It applies to ‘removing’ an entire entity on the board or just a particular aspect of that entity that was deemed worthy of removing. This includes cards that deal damage although the discussion is centered less around these cards for reasons that will become obvious later on. A lot of cards that we wouldn’t classify as ‘removal cards’ still have removal elements, but I’ll be trying to stick to the more clear-cut examples to emphasize the point

I’ll be going over definitions, the value of ‘playing around’ removal when done well, principles defining good removal and capping off with a number of examples of removal ordered from good to bad (design-wise).

What is ‘playing around’ Removal?

Strictly speaking, ‘playing around’ anything refers to playing in such a way to mitigate, make ineffective or negate one or more actions that another player can take that would be damaging to your goals. You make assumptions about what another player is able or even likely to do and play in such a way that they can’t do those things (effectively). In Duelyst terms an example of ‘playing around’ Makantor Warbeast or Holy Immolation would be to not position your minions and General around a single space when you’re facing a Magmar or Lyonar opponent with certain decks that will have access to sufficient mana to use those cards.

‘Playing around’ removal then–logically–refers to playing in such a way to mitigate, make ineffective or negate one or more removal options that another player can take that would be damaging to your goals. It’s simply a specification of the concept of ‘playing around’ anything.

The reason I write all this out is because I want to make clear that there is an inherent limitation to this–what I believe to be a–very solid, foundational definition that is not likely to be apparent to a lot of players. If I did my job well you’re probably thinking “that seems right to me”, but let’s examine the problem here.

Using this definition, you can play around pretty much any card (aside from the one at the very bottom of this piece) that could reasonably be created. The threads I referenced earlier are filled with complaints about how you can’t play around a lot of the removal out there, but is that right? Let’s take the hot-button card of the moment as an example: Enfeeble.

You can totally play around Enfeeble: don’t play minions. Or play less than the opponent. Or play Illusion or Wraithling decks. Or play Dying Wish decks. And there are probably other suggestions I could make.

The problem with the original definition is that it’s too rigid, too absolute. Instead we should make use of a qualifier to change ‘playing around removal’ into ‘playing around removal, but within reason’. The issue isn’t that you can’t play around Enfeeble, the issue is that you can’t play around it enough. Suddenly we’re not discussing an absolute, but rather a spectrum, a degree to which any one card can be played around. And that changes the discussion completely. Now we can get a grasp on what makes removal good or bad: it needs to be somewhere close to the sweet spot on that spectrum. But how do we construct that spectrum?

Defining Good Removal

Good removal cards allow players to deal with threats they otherwise wouldn’t be able to in an immediate way. It keeps excitement high because the game can always turn around and provides an entire level of strategic and tactical thinking needed to anticipate and deal with enemy removal.

Counter Play

Good removal is designed in such a way to allow the other player to play in such a way that they can play around them to a reasonable degree. This can include placing minions in certain ways, playing them at specific points in time and even not playing them at all in certain match-ups. This leads us to:

Meta Play

“Know your enemy” is one of the basic tenets of warfare and applies to Duelyst as well. Good removal is not ubiquitous, it is used in some decks but not all decks of a single faction (at a serious level of play). Players should be making informed guesses based on the state of the meta and their opponent’s play style: making removal that is so good they’re always included is not ideal. This aspect is meta-dependent and also touches upon power level (which is not what I’m discussing) but I mention it here because we’re discussing an ideal. Moving on.

Conditionality

Good removal cannot be applied to almost any game state. Removal always comes at a discount because of the conditionality inherent to (almost) all removal: it needs a good target in order to be useful. But beyond that, good removal should be especially powerful against players that ‘played into’ (the opposite of played around) them, rather than being useful in almost all situations that typically arise during a match. Except when:

The 5 Mana 'Rule’

This entire piece is opinionated to an insane degree but I need to stress here that this is my particular opinion: It is my personal belief that dedicated removal cards stop needing extra conditionality once they reach a cost of at least 5 Mana. I call this the 5 Mana Rule, and I believe that at this point the intersection of cost and removal-inherent-conditionality is at such a point that a hypothetical 5 Mana ‘Destroy any minion’ base-line spell is completely fair. The player can still get an advantage by removing a more expensive minion, but they’ve paid a sufficient price in opportunity and Mana cost to do so.

Having said all this (and there’s likely far more besides, please comment everything I’ve neglected), let’s get to some examples, ordered from good to bad examples of removal in Duelyst’s current state. I’ll be judging cards based on their design following the principles I’ve laid out, not by their power level.

Ranking some Removal

Entropic Decay is pretty much the perfect removal card in my opinion. It’s not strong enough, but the simple positioning limitation is significant and punishes the opponent for playing in certain ways. It hits all the key criteria for a well-designed removal card, it’s just too weak compared to its competitors.

Decimate and Sky Burial don’t get a lot of praise, but Decimate is an excellent removal card that–once again–punishes the opponent for playing in a certain way, and requires the player to play a certain way as well. Sky Burial gets praise for the same reason, but is too weak compared to its big sibling.

Egg Morph is a great card that really punishes bad positioning. We can see a pattern emerge where 4-Mana removal cards that punish bad positioning score well in my book.

Iceshatter Gauntlet is great conditional removal. It’s cheap because its application is limited an requires other cards to work so that’s fine, but it loses some points because its effectiveness relies solely on your own cards rather than any specific action by the opponent.

Natural Selection is another great Magmar removal card that doesn’t punish positioning, but punishes enemy minion composition. Smart players know to pair their big threat with a back-line weenie to absorb NS, and that’s the kind of counter- and meta play I really like to see. This one could probably be interchanged with Iceshatter Gauntlet and Egg Morph if I were pressed.

Obliterate scores with me because of its extreme setup requirements. Like Decimate it requires a certain deck to work and its high cost negates any positioning requirements. It’s really more of a finisher card, but as removal it always feels fair and players can always see it coming. It doesn’t rank as highly because there’s only very limited interaction with Creep, but it’s a nice card regardless.

Dancing Blades is kind of a corner case but the design is just too good to not mention. Unlike Maw and Arclyte Sentinel Dancing Blades has very specific conditions for it to work and you can really punish careless players that don’t play around it. You get your counter play, meta play, but its conditionality is way low because you can just play it as a decent body and get good value from it.

Martyrdom plays with a unique condition: enemy Health. It’s probably the only existing removal card that gets worse the longer a match goes on! The drawback is big enough to warrant unrestricted range and lower cost, and it punishes the Lyonar player for being aggressive too early and rewards the other player for playing minions with high Health.

Circle of Life & Phoenix Fire don’t have range limitations, but Circle is fine because of the cost and both are fine because of the inherent conditionality of doing damage rather than destroying or transforming an enemy: their Health total matters. You can always play around a card like Phoenix Fire or Circle of Life. Phoenix Fire is probably way too flexible but its smaller impact seems to make the card work out okay.

Blood of Air & Dark Transformation sit right at the sweet spot for Faction removal cards: 5 mana removal with unlimited range, no condition and a Faction-specific benefit. In terms of design I think these cards follow the guidelines to form more or less the mid-point between good and bad removal cards.

Ephemeral Shroud is too good, too much of the time. The ability to get rid of any effects for two mana, and on a body makes the humble Ephemeral Shroud a game-defining minion, limiting a lot that can be done with the game. It’s not ubiquitous, it has a range limitation, but as a two mana Neutral its impact is way over the top when considering there’s barely anything player can do to stop it other than nót playing certain cards entirely.

Enfeeble doesn’t score rock-bottom because it does require a certain board state and a certain deck to be effective. It’s good enough as a three-mana neuter for one enemy minion, but that minion is still useful if it has an effect. Only when paired with a card like Blistering Skorn or Mana Deathgrip does this card really become a problem. Still, this big of an impact on so cheap a card with so little limitation against any common deck type that relies on minions is really pushing the limits.

Holy Immolation has a range limitation, but not by much. Unlike Frostbone Naga its effect is very impactful and can be applied in many different ways and decks. It’s very difficult to play around in a meaningful way and its combination with cheap or Celerity minions makes it too easy to get value off of. It’s pretty much a ubiquitous card for Lyonar players, and that pulls it down this low.

Bloodtear Alchemist is almost always good, but its limited impact keeps it from getting bottom billing. It has no range limitation, no other condition and any player can play it. It’s probably too key to the game to change at this point, but this card just seems to break most of the rules.

Aspect of the Fox finally gets us to the true removal criminals: and this one’s a doozy. A 1 Mana card that can target any minion at any range: wow. It can be used both offensively and defensively and due to the rise of Arcanysts rarely loses the player card advantage anymore. It’s not the worst removal out there because the Ravager can still do something meaningful on occasion, but it’s down there.

Mana Deathgrip. Speaking of down there: Mana Deathgrip is shooting for the crown. Not only does it have close to the Bloodtear Alchemist effect, it has the same cost and a permanent, game-changing effect if its (easy) condition is met. Circulus pushes this card to the extreme because it negates the card advantage problem and it still relies on a good enemy minion to target, but its ubiquity place it as one of the worst.

Thumping Wave is way too flexible for a removal card, and that’s the bottom line. It has no range limitation, it’s cheap and has no other condition. There are very few circumstances where a Magmar player can’t make use of Thumping Wave, be it offensively or defensively. It’s a ubiquitous card with low conditionality, especially within a faction that specializes in Rush cards.

Chromatic Cold is my personal worst removal card out there. It does everything wrong. I swear I like Vanar a lot and I’m not just holding a grudge against you Vanar mains, but let’s be real about this. 2 Mana. No range limitation. No condition. Can target anything, including Generals (even those under Concealing Shroud). Damages and dispels. I’m not even calling for a nerf because I recognize that Factions can have cards that break all the established power curves but in terms of removal this is the only card that I can think of that you just can’t play around other than by just not playing the game.

Conclusion

I know this piece isn’t airtight and I probably started making more mistakes the longer I worked on it, but hopefully it at least got the juices flowing to think about removal and how we might evaluate when a card is fair or not. It should be clear that this is not an easy concept to grapple with, and your ranking of fair and unfair removal cards is likely to look completely different. I can’t think of any easy answers, but maybe you can. I hope to read about them in the comments.

If you stuck with me all the way to here you are a wonderful human being who has earned this visit from the

Japanese Doggo of Japanese Wisdom.

Cheers.

20 Likes

Can you do the ranking to AoE removals as well?

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Could you link this into f.a.q. thread for me? Or I will…whichever.

Edit: linked to f.a.q. thread👍

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Don’t have the time atm to make a longer post, will do this later, but you’ve missed quite a few cards here. Punish, Lure, and obs for example.

One question that’s coming to mind, at least to me, when reading this is: “Who ever said that you have to have the ability to play around every removal spell that your opponent has”. Because if i look at the other card game i’ve played seriously, that rule doesn’t apply there either.

Also, don’t you think removal would be kinda useless if your opponent could just negate it in some way?

I also find it really odd that you consider CC out of all the removals to be the worst, it’s not even a real removal, its just a dispel. Using it on some fat minion still leaves a fat minion on the board. Other cards like punish are much more questionable in terms of powerlevel imo.

My personal view is that, as long as the removal is not too efficient, it’s ok to be unconditional. It just needs some sort of build in restriction, either a adequat mana cost or some sort of drawback like leaving a relevant body on board like Twave and Fox do. The only spells that i consider to be borderline too good are punish (at least for Cass), Obs (0/2 minions aren’t really relevant outside of restricting movement) and maybe Enfeeble. Turning everything into 1/1s is certainly strong, but it leaves the abilities and it affects both sides so that kinda offsets it in my opinion.

You suggest “Let’s Discuss” but open no questions or requests on opinions and thoughts. Just wanted to note, as I was wondering where the “discuss” part was :slight_smile:

I didn’t see punish or ritual banishing. Apart from that, what is there really to say?

You can definitely play around removal, the real crux is how much removal do you have to play around.


-Story Time-
Pre-Thumping Wave, I find it at the epitome of fair with Natural Selection, Plasma Storm and an occasional Egg Morph. I had a Reva Songhai game long ago that I specifically remembered pacing myself because I knew what was coming ahead - Plasma Storm. Even after it I kept playing around the removals, and more came up (both Natural and Plasma). There might’ve been a 3rd, but all I remember from there is that I won that game. It was very rewarding earning the win for playing around removal.

TLDR; A memorable game where I played around removal to win.


This brings up 2 factions that I realized something unique about each:

Vanar: The obvious one. The quantity of removal cards at their disposal has been a large gripe for people, and goes back to my original crux about removal.

Lyonar: I thought about this one and I find it both valid and very interesting. Unlike any other faction, Lyonar has no magic number that can be played around.

Think of Magmar, after playing for awhile, people know, lowest health minion is always at risk, and minions with less than 3 attack are at risk. These are those “magic” numbers (sweet spots, thresholds, etc.)

Songhai? Pheonix Fire is usually the staple for 3
Vetruvian? Curse, Star’s Fury, maybe a buffed up rush, but usually 2, maybe 3-4 if they are investing into the removal (potentially more for Star’s)

Lyonar?
2 Dmg - Tempest, Lucent Beam (True Strike, though never played), Arclyte Sentinel, Sunriser
3 Dmg - Lasting Judgement,
4 Dmg - Draining Wave, Holy Immolation, Lucent Beam, Sunriser (4 if 2 heals used)
5 Dmg - Circle of Life
General Removal - Martyrdom, Sky Burial, Decimate

There is NO way to properly predict or prepare what an opposing Lyonar player may have due to having such a large (essentially complete) range.

Separate but relatable gripe, I like how playing around removal like Sky Burial or Decimate leads to more value from Lyonar’s other removal like Sunriser and Holy Immolation, or vice-versa. It’s nice to have the card range that covers ALL their bases. :expressionless:


Vanar has too much control spells at their disposal, and Lyonar’s has to wide of a range of dmg’ing spells for opponents to be able to overcome the threshold.

3 Likes

I’ve got to run to class soon so I’ll write more later, but I think that there is a difference between “good removal” and removal that feels good to play against.

Let me take your premier example of removal, Entrophic Decay. As a Vetruvian main I have a lot of history with the card. Around a month ago, I did a lot of experimentation with Obelisk Vet and tried to use it as a two off. I played 100 games of Vetruvian that month testing the deck. However, around 50 games in I decided to cut Entrophic Decay for Repulsar Beast and never looked back. If Blood of Air hadn’t been released I would still be running Repulsar Beast over Entrophic Decay. Decay and Dominate Will to a degree are cards that feels good to play around, I’ve played against it my share as well. it’s a card that reward the player for acknowledging that it’s not a good idea to play minions close to Vet generals. it’s a card that can be played around and mitigated and feels when you so.

But on the flip side, using Decay sucks. On my run I spent around 90% of the time replacing Decay. What was I supposed to use it on? Dioltas? Silverguard Knight? I almost regard Decay as a tech card for Ironcliff Guardian, that’s the only reliable threat it can remove. it’s a bit better now because of lavaslasher but it’s far too expensive for its cost and condition. It’s unreliable and fails to break even most of the time when you pulls the cards off. The only minions it works well on are big beefy taunts that you have no choice but to leave near the general, like Ironcliff but those cards are rare so Decay is useless. Repulsar Beast does everything better than Decay, it provides me with reach to pull back Kelainos, it deal with Ironcliff almost just as well, and it lets me deal with bloody Bloodmoon wall ins. Even if Decay got its cost lowered to 3 I would hesitate to run it. it still fails to reach important targets or go even with deathrattles. If you dropped it to 2 it would probably be broken and cause Vetruvian to become oppresive against certain factions. You can’t make this card feel good for both sides because of the condition without breaking it somehow.

Ok rant over, I’ll write up a few more of my thoughts later when I get back.

3 Likes

There is another point I think I should bring up in this discussion.

This is related to a makantor warbeast and holly immolation. The thing is that playing around those cards means spreading your minions around. So when you do play around those cards, your key minions (those you want to protect) are all around the map. They oftentimes cant reach the combat and are too far to do something.

The point is that by playing around makantor or immo you are setting yourself behind. And your opponent hasnt even played a card. So you are constantly falling behind. Your opponent just replaces makantor. Then you need to catch up and group up your minions. And there is a decent chance that immolation gets played. So you get a disadvantage both when playing around and when not playing around a card, which I believe is quite terrible.

4 Likes

I think a big difference from Duelyst to other card games (let’s say Magic) is that games are typically longer and you have more cards in a deck, also mana works completely differently. Getting a card dispelled in MTG is expected and you can almost always recover, and that’s not even taking counter spell into consideration. Duelyst is very limited by the top amount of mana you can have and a big threat getting instantly removed, by say chrom cold, creates a huge rift in tempo late game. Also most removal in MTG can’t be played around but it’s often conditional and costs a good deal of resources. For example, the card Murder, while it costs 3 mana it costs 2 Black mana and 1 colourless, so while you can play it early it’s typically fairly unlikely to be played early if you’re playing a duel mana deck as many mtg players play. So you have to take on other limitations in order to play it on turn 3.

The issue with duelyst is that in the way the mana is set up, and the speed of the game, having the ability to play chrom cold late game for two mana really upsets the balance of mana late game decks.

tldr
Other card games work a lot differently so saying that duelyst can have unconditional Removal because mtg does omits the fact that duelyst a) has a board and b) has smaller decks and c) has a far different mana set up

I honestly don’t know why people are hating on vanar so much. Their only solid removal spell is enfeeble. Fox can’t be played early, while chromatic cold isn’t even removal. To be fair though, most of the cards you mentioned aren’t even removal. Mana deathgrip isn’t a huge issue, circulus is, as are cards like trinity wing. The loss of a card would be detrimental to vanar, with their lack of draw, but both of the aforementioned cards lose too little tempo for it to be detrimental.

In terms of playability around removal, lyonar is by far the worst. Decimate and holy immolation cost the same amount of mana, and if you play against one, you probably aren’t playing around the other.

Similarly, ranking obliterate that high is not good either, as the “high setup requirements” are nullified by the fact that it’s even harder to reliably remove creep.

Magmar, not counting thumping wave, has removals with the most amount of counterplay.

2 Likes

Obliterate is fine. It’s 8 mana, there’s a bit of an expectation that it will do something big.

Lyonar is def bad I would agree. I think the issue is that Vanar has such cheap removal that is still very valuable late game. Like Lyonar has removal at every level which is a major problem, but that doesn’t excuse Vanar’s overpowered removal options.

Also can we all just remember that this game has not been around for that long? Like it’s young in terms of card games. Things can change, in fact things should change. If anyone here has played Vintage MTG, those cards are broken now and literally are the reason that Modern and Standard were formed.

Cards will change. Development is not over. Every addition or removal should bring every other card into question. Also, as far as the “generals have different strengths and weaknesses” comment goes. Like yeah they do? But that shouldn’t excuse Vanar having broken cards? Like it says something that the two top decks right now are the decks with the cheapest most versatile removal.

In my opinion it’s not the cheap removal that people are hating on but rather the ability to board clear. Out of all the factions in the game only Magmar and Vanar can reliably board clear and Vanar can do so almost unconditionally (Vet has Circle but it’s really expensive and doesn’t fit well with their normal game plan.). Recent support allowed them to capitalize on this via ramp card cycling which led to all the current frustration with Vanar.

Far too much text to be bothered reading, but from a skim this seems very in-depth, I’m glad this exists, especially for newer players.

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To continue where I left off, conditions suck and are a big reason why a lot of the cards near the top of your list see no to limited amounts of play. Nobody plays Sky Burial and Decimate because how unreliable their conditions are. You have no control whether or not your opponent positions accordingly to them or not so when you need that hard removal it might not be available depending on what your opponent did. That’s why Sky Burial sees no play and Decimate is occasionally a one off, you cannot rely on their conditions.

As for cards like Makantor, Holy Immolation, and Dancing Blades, these cards also have positioning based requirements but their effects are so powerful and the condition so easy fufilled that it almost doesn’t matter. You do not play around Makantor and Holy Immo, you mitigate the two. It’s nearly impossible not to take reasonable amounts from these two wrath effects because we have to play minions next to other minions or generals so they almost always have a target. And even if you do play around them by spreading out you are compromising your ability to position and pressure the enemy general which is devastating in its own right. Nobody plays around Dancing Blades, that’s why it’s so strong because it can always get its effect off.

Anyway, I just wanted to bring up that conditional/positional effects can be clunky and the stronger versions tend to get past their condition in some way. With this in mind I want to ask again what is good removal?

2 Likes

I honestly don’t see what more cards in a deck has to do with how efficient the removal should be. Dying from fatigue isn’t an issue normally in neither of the 2 games.
That games take longer isn’t generally true, MTG standard might be, depending on the meta, but extended and the older formats can be really fast.
Mana works differently, ok, but again, what has that to do with how efficient removal should be?

And even if we leave the whole comparison aside, my question still stands: “Why do you have to be able to play around every removal”? You can’t prevent him from dropping minions, you can’t prevent him from casting other spells, but preventing him from using his removal is something that absolutely has to be possible?

Don’t get me wrong, i am not saying that it is a bad thing, but OP pretty much based his entire post and everything in it on the assumption that you should always be able to play around enemy removal without really going into the question if that’s a good thing and should be the general case. And if so, why?(Personally i think it’s a good thing but i don’t think it has to be the case for every card, as long as there are built in restrictions its fine even if you can’t play around it)

I understand that, I just don’t see why op is complaining about chromatic cold and aspect. They’re both single target and not even hard removal. I get the problem with enfeeble, as I stated, but it too can be detrimental when your board state is good. Personally I think frostburn is a terribly designed card, and since it only affects the enemy board, requires way less dedication to the board than enfeeble.

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How exactly you should not play minions? Or play less than yoyr opponent, most decks fight for tempo atleast to prevent opponent snowbolling. You can’t just ignore all that in caae he has enfeeble. You could potentially build a few specific decks that don’t mind enfeeble but that isn’t “play around”. Play around is something that average deck can do, even if you have to afd 2-3 tech cards the core of the deck stays the same, here you need to change the core to ‘play around it’.

I think that single target removal costs 4-4.5 mana, entropic decay as well as egg morph are slightly underpowered and punish overpowered as it just coats 2 and the downside isn’t nearly worth 2 mana, opposed to natural selection which has a clear and efficient counterplay that justifies 2 mana cost reduction.

Not sure how AoE removal is balanced if at all.

What is the condition here? Only downside is you need to play it with some stun card and trade 2 cards + hero attack for a kill. Mana vise it costs what 2 mana for the whole combo? As opposed to punish + cassiva bbs that costs 3.

If vanar decks weren’t already loaded with very strong cards this could see much more play.

I disagree on that, shroud is worse than vanar and lyonar faction removal, and worse than a lightbender becose of AoE effect and usavle body of the lightbender.

Having condion on position you can always play whatever you don’t want to be dispelled out of reach for the opponent.

Sorry, no it is quite easy to play around it…

Cheap it is not. Vanar have better effect in altered beast that costs 2 mana and usually gives worse battle pet than the 3/3 one. Altered veast is not played becose it is redundant when there is already aspect of the fox, but it definitely isn’t a bad removal.

1 Like

This is a well put-together thread–thank you for creating it.

I think you’re largely on the mark, too. Before AB dropped, I knew Vetruvian had no access to ranged removal. They could pull a blast out of thin air (Sajj, usually) or summon a chain of minions to dispel or repulsor a hiding threat, but they couldn’t just click on something and have it disappear. That meant that instead of playing an Abyssal Juggernaut in the general’s face, I’d put it behind me to help me survive their swarm of mid-tier minions. If they wanted to flat out remove it, they’d have to close in. That made for pretty good games (both wins and losses) as we constantly adjusted on the fly to each other’s decisions.

Now, Blood of Air is an unconditional removal that also gives a rush minion for which they have a huge number of buffs available. They gain even more tempo, kill my threat and smack my face all for 1 more mana. It’s a ridiculous power spike and one that’s been implemented in a super uninteresting way. A defining weakness has been replaced with resounding strength. Instead of tense games, I sometimes lose to a top-decking Vetruvian that just summons more things to smack my face than I can deal with–especially when the things I summon get turned into more face smackers.

In a similar vein, Punish is unquestionably better than Dark Transformation in the hands of Cass and is often better in general. It has a condition, which helps, but gives a whole lot of power that wasn’t there before for less than what it should cost. Creep Abyssian was in dire need of removal since Creep damage was neutered, but I don’t think this was the best way to do it.

This touches on a point you alluded to but did not explicitly state: Removal within a faction should have various strengths. If one card is a better version of another, the first will not see play.

Blood of Air is almost always better than Entropic Decay. This is not just because of the cost and rush minion, but also because it’s a transformation and thus does not trigger Dying Wish. It also retains the property of not doing damage so it can safely kill Juggernauts.

Punish is much cheaper than Dark Transformation though it leaves the space open to after summoning effects. It also has a condition, unlike DT, and retains the advantage of not dealing damage. Still, I would like it better if it was something like ‘deal damage to an enemy minion equal to the combined attack of your board.’ Then, the cheap cost would be justified and there would be room to play around it. For Abyssian, there would also be room to run DT and reason to do so. Also, to kill Juggernauts, DT or Ritual Banishing would be better.


I’ll run through some spells you mentioned:

[details=Summary]Sky Burial
This is a well designed card that produces play patterns on both sides of the match-up. Unfortunately, playing around it means playing into Holy Immolation. In addition, since Holy Immolation has no condition and comes with a heal attached, it’s better against anything that isn’t a single hulk. While this card could come in handy, it won’t be as consistently powerful and thus won’t see play. More interesting cards tend to lose out to raw power, after all.

Natural Selection
You know to expect it and you both adjust your play to mitigate it. Removal at its best.

Obliterate
Usually, 8 mana cards are meant to be so powerful that they close out the game. Obliterate requires a player to be relatively weak early on to set up enough Creep for it to be useful, then they wipe what they’ve been working on all game for one board clear. I would not rate it as a top-tier closer as it’s difficult to ramp and generally weaker when ramped since there’s less time to set it up. It also is less additional power and more like a realization of earlier efforts. That said, it changes the game plan for both sides and can be played around–if your opponent is generating a lot of Creep, they’re going to have a hard time if you dedicate yourself to beating their face in. If you have a Dying Wish minion (looking at you, Aymara) or just some stuff saved in hand, you can also mitigate it. Again, not my favorite, but probably ok. I just wish the big kablooey wasn’t the only gameplan available.

Dancing Blades
I like the effect but the body is too good for how easy it is to pull that off. I think it should be toned down a bit.

Holy Immolation
To play around this, you must not summon non-rush minions and must spread out and not attack the same target unless you’re directly opposite. Oh, but you also need to kill every high hp minion in one turn and watch out for the myriad provokes! Later, it just comes out of no where with a newly summoned minion. In effect, you can play into HI by surrounding a minion, but you can’t really play around it. Perhaps if there was no heal, or if the damage could not exceed the amount healed…? Anyway, whether the faction needs the power or not, this isn’t a good removal card for making a more interesting game.

Aspect of the Fox
Stats on a minion are rarely important. The effects, however, can decide games. Neutering the stats of a beefstick is already good but effectively dispelling it is even better. Sure, there’s a 3/3 body left behind, but let’s not pretend like that’s a serious issue when it used to be a Juggernaut. Even in Vanar, the faction of myriad, gross removals, this one is especially egregious. This card should have a condition, cost increase and/or range limitation. Think of how much more fun Vanar would be if so many of their cards didn’t overlap so much in the ‘play this and don’t worry’ department.

Thumping Wave
I like flexibility in cards, but as a removal this one is a bit overdone. A range limitation would not hurt it too badly. Alternatively, delaying the transformation until the end of your opponent’s turn would reduce the brusqueness and open up new defensive uses.

Mana Deathgrip
I don’t know whose idea it was to give the best removal, best ramp and good finishers all to the same faction. Probably the same person who thought it was cool to combine removal and ramp into one card. I want to send them several angry letters.

Chromatic Cold
Dispel is, in essence, more powerful than removal. In the early turns, you’re not going to have huge bodies unless you’ve buffed them or they are buffed by their ability. CC comes out in force, then, and completely shuts anything down. It even gets around effects that are specifically designed to nullify enemy spells. Later, while it leaves a big body behind, it can also be used as face damage or to nullify an effect-based minion in the back. Aspect of the Fox takes over as dispel for beefsticks. As long as it dispels a space, it will be included in every deck. The faction would be much more interesting, though, if some condition were attached. At the very least, the damage is superfluous.[/details]

And some you didn’t:

[details=Summary]Abyssian

Daemonic Lure
This is a versatile spell that doesn’t so much remove a minion as it buys time. Alternatively, it can snag a minion and bring it into slapping range. It’s not so powerful that one usually tries to play against it, but upon use it it creates an obstacle where a player must decide to press the attack or regroup. It’s not the greatest, but it’s good enough and rather unique.

Inkhorn Gaze
2 damage for 2 mana and potentially a random battle pet which may or may not be useful. This card is both RNG heavy and a bad bet. It’s especially useless in a faction that has great access to pings. The only place it might run is in a battle pet deck but…why?

Void Steal
It only removes damage, but then buffs friendly minions so they can handle the body. It doesn’t erase the threat so much as it redefines the threat. This is the sort of card that makes for interesting play. Unfortunately, it can’t compete with unconditional, absolute removal.

Grasp of Agony
This is one of the cards that made me fall in love with the game. It can be a dead draw or it can be huge value. This is largely determined by how you position and how your opponent positions. When I have it, I always try to keep a Creep square in their midst for a surprise combo with Daemonic Lure. It’s effect is mild enough that it isn’t going to win games and conditional enough that you have to work to get your money’s worth. I love imagining the look on my opponent’s face when they Juggernaut and its half-dozen eggs all blow up at once <3

Echoing Shriek
The world of 2 drops is not so scary that anyone should ever run this card…especially since it affects your own minions too. It would be better if it affected a 2x2 area but could not target an area with a general or more than ~6 mana worth of minions.

Breath of the Unborn
Truly a relic of times past. The minions it could heal all get blasted in one turn or finish the game in one turn–no healing required. The minions Abyssian is likely to have don’t have enough hp to really benefit. The damage is nice, but not at that cost. If it gave +2 hp instead of healing, it might see use.

Necrotic Sphere
A high cost, but potential AoE removal with the drawback of friendly fire. Plus Wraithlings. This is a dead draw unless your opponent has you cornered, in which case it’s a godsend. I think this is pretty good, in theory, but will actually only work against some Vetruvian opponents and Wall Vanar. Perhaps Lyonar too. Songhai doesn’t need minions or positioning, Magmar generals will just finish you themselves and Abyssian rarely cries about things dying. I think it might be a bit too costly, but I dunno.


Magmar

Dampening Wave
This one is conditional and doesn’t do anything about effects, but costs 0 mana. It would mostly work in Magmar decks that have bonus card draw. Not groundbreaking, but 0 mana stuff rarely should be.

Lava Lance
This one doesn’t really encourage different play patterns for the other team, but it does give Magmar a way to amplify its value while also not being terribly unfair. Not the best, but not bad either.

Kinetic Equilibrium
A bit of damage and an attack buff. This is a card that suffers due to how difficult it is for either player to maintain a board. Would be great in a brawl but doesn’t fare as well in the current meta of closers and assasinations. Also, due to it’s large area, it doesn’t encourage various play patterns. Like most other Magmar removals, it’s ok but not really interesting.

Metamorphosis
An interesting card, but once again one that works better to play and play against when both players have board presence. As is, it’s most likely a glorified Egg Morph or a less effective Plasma Storm. It does reinforce the play pattern of not letting Magmar get too close to your precious minions, though.

Flaming Stampede
Anything that isn’t answered by Plasma Storm isn’t going to care about 5 damage. Also, it hits allies. And costs 8 mana. Truly, a silly card in every respect…it isn’t even interesting to play with as there’s no playing around it unless you’re both psychic and a Magmar player yourself.
[/details]

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Meltdown, circulus, and death grip are completely fine in a vacuum. When you combine them, it becomes terrifying.

I tried punish the other day, really hard to kill out of reach 1/1s. I suppose if combined with echoing shriek, it can cover all bases. To be fair though, I was running Lilith and didn’t have most faction cards :stuck_out_tongue:

Punish with litlith is pathetic compared to cass. Then again, I wouldn’t recommend lilithe for anything other than swarm shenanigans.

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