With Tiger, that’s sortof the idea. It’s a neutral card, which means it needs to be at odds with faction cards. If it’s outclassed by faction cards, that isn’t a big deal- and since it isn’t outclassed by Blades, it has a niche. But yes, the idea is to make it prohibitively expensive to suit up a rush minion outside of Songhai.
TBH, I think you’re reading too much into these suggestions as though this is a salt thread. My experiences in Duelyst haven’t swayed me to these opinions because “x feels bad when people do it to me”- so much as “x has too much sway in an alarming number of games spec’d or played”- whether in my favor or against it. I’ve been blown out by Divine Bond more than Tiger- but that doesn’t mean Divine Bond is a problem. I have been able to distinguish what was just poor play on my end, bad RNG, and what really both in and out of my favor has created some pretty busted gamestates.
I used to grind Magic tournaments- and while that doesn’t make me a good Duelyst player- it does make one consider sample sizes intrinsic to balance related issues. The kind of gauntlet my playgroup would create for our brews would involve format-based decks with maddening power levels, and group rotation (passing the deck to a friend to make them play it;) so that we could get intimate matchup based knowledge- and build understanding the parameters of the dominant archetypes. After a couple years of this, it takes alot from a TCG to get me salty to the point of calling something broken, unless it’s obviously busted on the surface.
Where that ties in, is that some cards in my experience have fundamentally broken Duelyst repeatedly, and I really just don’t want to approach the balance discussion about a card without anything but salt to offer. If you disagree with my Tiger suggestion, do you have a better one? I’d be happy to see it. If anybody left better suggestions I’d happily errata the OP, with their suggestion and credit to them. But understand, I do respect your disagreement on all fronts; it would have been asinine to make a thread saying “Duelyst should have a major balance shift” and not expect resistance (infact, I feel pretty lucky that the resistance has all been so polite- in the Hearthstone forums, I would have been burned in effigy and told to kill myself by now.)
The ramping thing is something that peaved me when I started playing the game, and only just sortof got more and more peavish. I think the cost reduction spells are far less of a problem than the center mana tile because spending them reduces your handsize and options. I get your feeling that I might be low silver because my suggestion to change something so fundamental about the game; but my opinion is informed by seeing the grotesque permutations play out so frequently where P2 has to overdevelop, put themselves in a corner to defend a 3-drop etc, because the center mana tiles exacerbates FTA. Where, without it- player 2 would be at a slight disadvantage for roughly 2-3 turns, but the power of their average play would exceed player 1’s (pushing the tempo of the game ever forward still- but not at the same breakneck pace.)
I’ve been complaining about ramping the whole time, but if I’m being honest- the game has had bigger issues; just not recently. Gaze is the idol of ire because it empowers Smorcing, but has a very real opportunity cost attached (if your opponent doesn’t have a full grip, you put them closer to it.) By comparison, overzealous cost reduction and Windfall (low cost, high value draw that forces the inactive player to mass draw as well;) effects (the Spikes precident) have REPEATEDLY broken CCGs over and over again (and many of them didn’t have a hard hand limit of 6.) Even if we ignore the Decimus combo (which we shouldn’t-) the sheer power these give to high tempo decks is nuts- and Duelyst’s version does 3 damage to boot!
Anyways- thankyou for participating in the discussion
Look forward to reading your next reply.


