Finally ranged removal, bit costly, but also really good, nice 
Ancient Bonds Reveal Day 1 Vetruvian: Blood Of Air
I hate the words “powercreep” without context,I am going to keep saying Duelyst doesn’t have enough relevant cards for them to be worried about powercreep yet. 3 expansion from maybe but right now it might be an issue. Vet needed a range removal more than worrying about if card steps on toes some other cards.
Furthermore entropic decay is basic card and those cards aren’t design to be competitive for the life of game.They are meant for new players to have something stable to work.
At some point power creep will be issue you already can see some hints but for example Magmar doesn’t have a real usable 3 drop will any player care if CPG makes a minion that powercreeps Moloki Huntress,Primordial gazer,Thraex or Earthwalker ? Those cards aren’t being played how does placing a usable competitive card hurt game when those cards aren’t being used.Powercreep hurts the game if those 4 mention Magmar 3 drops where usable and CPG made 3 drop that made those actively usable competitive cards useless.
I wasn’t talking about one special card but more in general.
I don’t think every faction needs the same tools. But this is an other discussion. BTW: I think Vet isn’t in that bad spot as many people try and want to let us think. 
Yeah dude I love Earthstone.
Planetverse is pretty cool too
No they need to be close to each other. Ranged removal is needed in ALL factions to stop cheap keep away tactics. You should be blaming ur draw instead of cp.
On our kids hot topic of “power creep” outside faction cards shouldn’t be looked at because they have different tools and synergies. As to in faction entropic is a base card not costing spirit or having to buy. Entropic is one mana less in that 3-4 mana sweet spot lending to more combos then blood air.
With that said blood in the air is a card I can see using with my sajj deck because 5 mana isn’t my swingy turn. I’m usually stalling for my six mana gifts turn so being able to take out a minion turn 5 is nice.
Not the same tools but a way of dealing with range
Magmar -Thumping wave, Natural Selection
Songhai -Jux, OBS
Vanar- Chromatic cold, Hearthsister
Lyonar-Matrydom,Magnetize, Sunbloom
Abyss have Dark Transformation, Punish, Demonic Lure
I left some stuff out but my point is made ,Vet had Wildfire ankh and circle of desiccation which wildly ineffective at handling range stuff.They had carry multiple cards like shroud, rasha curse or tiger/second wish to deal with stuff.Every faction could cleanly deal with Bloodmoon priestess except Vet.It didn’t have to be this card but they need something
So wait… You’re telling me that I can play Vet without being dead in the water to every Reaper of the Nine Moons, Bloodmoon Priestess, Meltdown or Ki Beholder that I run into.
Am I stepping into the Twilight Zone, or did CPG just design a card to plug the gaping hole in Vet decks?
I think that I’m going into shock.
Well, they dug that hole, it was about time to undig it… although it really hurts me to know that Entropic Decay is now completely useless, and that multiple people here don’t care because apparently basic cards don’t matter
Entropic Decay was outclassed by Hexblade. Very highly doubt that this is going to outright replace Decay. Also, because it costs 5, this is very likely to be a frequent 2-of, which means that you’ll want to be playing splits with cards like Decay and Conduit.
Dude Entropic isn’t useless. Hell Ied still run it along side AoB because they’re both really nice. Entropic Decay is our Blunderbuss, crap range but insta-kill and AoB is our Aim-Botted Sniper Rifle, head shots Guaranteed. If anything Entropic’ll turn into a tech card that you just add in when you want more removal, since it’s better to straight up kill something over dispelling it (aside from Dying Wish stuff).
Basic cards in grand scheme don’t matter they are like starter armor in rpgs.All cards can’t be competitive ,basic cards need to be competitive enough until you get cards that are competitive.
I think people fall in love with idea that all cards can be useful or competitive.Let’s say CPG made all low used 2 drops into 2/3 or 1/4.Something like Vale Hunter, Jaxi and Maw would be increased in use as 2/3 but they would make other 2 drops probably disappear because of the usefulness of abilities. All cards cant be good.Some cards are gauntlet cards, some cards are competitive cards and some cards are meant for new players.
Entropic decay has a purpose ,give new players an effective removal until the can get something better
Who says there isnt a deck that could use both. I mean this new card works will will dervishes so you could run 3x of it and 2x of entropic to combo better with other cards past 5 and above energy turns.
You could probably use both but more than likely it free up a slot for something else maybe Zen rui or dominate will, maybe a hexblade or Psychic conduit or bone swarm. Entropic and Blood to Air cover similar ground more likely people will carry something that helps them cover different threats for example Mechazor.
To be completely fair Entrophic Decay is fairly bad and nearly any half decent removal would’ve shoved it out. I tried running two in an Obelisk Vet deck but the only situation they were decent in was against Ironcliff but I was generally always able handle Ironcliff without it so it got cut for Repulsar Beast.
The term “power creep” means pretty much what it sounds like. The idea is that games tend to accidentally create better, more efficient content as release schedules continue and cause existing content to lose value. In a CCG’s case, this means making cards that are strictly better than existing ones. There’s a YouTube channel I’m very fond of called “extra credits.” They have an episode worth watching that can explain it to you further.
Looking at blood of air, people compare it to both dark transformation and entropic decay. It’s the same cost as transformation but spawns a more powerful minion which has rush, however this minion is temporary and the card belongs to a different faction. As for decay, blood of air costs 1 more mana but has range and spawns a minion.
I’m both cases, I’d agree that this card is more powerful. However, in neither case is blood of air strictly better. For something to be strictly better, it must not have any drawbacks compared to the prexisting content (for example, if it were 4 mana, it would completely invalidate entropic decay).
This is Vet love in general. True, Zirix decks will get more average value, but this card is good in so many situations that I can’t see it not at least being considered in Sajj lists.
the problem is every time i see a rasha’s curse, star’s fury or any obelysk played by sajj i feel sorry for her player, if he played zirix he likely would have got much more value of all of those. it’s sad that sajj has no alternatives and has to play those without any synergy. even now when they add some ranged removal it is still zirix dervishes focused. so an other card added to the pool of “feel sorry for sajj playing it” cards…
This is true, but I don’t think Sajj needs the same kind of support Zirix does. Ankh plus Hexblade can remove pretty much anything for nearly free. The problem is, protecting the artifacts is difficult. While playing them, you aren’t putting minions on the board, and minion removal in this game is ample as it is. Sajj either needs some way to CONSISTENTLY protect her artifacts during opponents’ turns, or she needs a way to get minions to stick through removal. Both of these are probably a ways off though 
vetruvians don’t have much options to work with. indeed artefacts are quite bad most of the time.
songhai can remove them with pings easily and consistently turn after turn.
abyssian spamm with 1/1 wraithlings can block her attacks for long time, doesn’t help to have 10 attack when path is blocked by 1/1s if you don’t have ankh.
ranged minions retaliate against ankh so they get value even if removed.
when finally vetruvians get some removal its again balanced to be good in zirix and sajj just needs to deal with the leftovers. i guess yet another season i will not be coming back to play vetruvians…
also OTK sajj is a thing you don’t want to let her just stack artefacts and one shot people all the time without them being able to do anything about it.
i guess time maelstrom is the problem.
a rework could do it for example: make it 3 mana teleport your hero anywhere on the map, would make oneshots harder, and controlling positioning easier. then sajj could get some reasonable cards. without being oppressive.
maybe an arcanyst that gives you general forcefield as long as it’s equipped or gives your general spell shield. that way it would also have tribal support for the theme as well as kind of interacting with spells