Duelyst has a bit of a history of buffing poor cards instead of letting them fester away in obscurity. With new expansions introducing some power creep, I hope that the poor cards will see some reworks, instead of letting them Magma Rager away (yes, I used “magma Rager” as a verb). I hope that Counterplay has some plan for the slew of universally useless cards in this game.
In conclusion, I would like to thank Counterplay Games for their efforts in making even the least played cards interesting either through periodic reworks, amazing pixel art, or cool, albeit useless, effects. Keep up the good work!
Now, just for fun, here are some reworks that I would make to bad cards.
Whenever this deals damage, add a sun drop elixir to your hand.
Oh how the mighty has fallen! This used to be an insane card back when it had dispel-touch and rush. Now, it does next to nothing compared to the other Lyonar 2 drops and is thouroughly outclassed by ephemeral shroud. My suggestion might make Healing Lyonar better and allow Lyonar players to survive longer.
Mask of Shadows
+1 attack, your general cannot be attacked by characters with less attack than them.
Oh how the mighty have fallen! This used to be the best artifact, now it is among the worst. +4 back stab is hardly even an interesting ability, making this not deserving of the legendary status. My rework would make it more in flavour with the stealth aspect, protecting your general and attacking when they see fit, like an assassin.
Provoke. Dying wish, return this to your hand and restore 3 health.
Oh how the mighty have… Never mind; this was never good. Orb weaver has recently taken a huge hit with in introduction of the strictly better Pax. My suggestion would make it synergize with Vetruvian dying wish and add some time travel flavour. Also, Vetruvian is currently sitting on a bunch of good artifacts and late game minions but have few heals.
Breath of the Unborn
Deal 2 damage to all enemy minions and restore health to all friendly characters equal the the amount of damage dealt.
It is sad to see such an underplayed card get great flavour text. This suggestion would make it much easier for Abyssian decks to catch up from early aggression. Right now, Abyssian only starts to shine around turns 5-9, when they can drop their creep payoff cards or take advantage of deathwatch. Before that, they are stuck with a mediocre earlygame. Something like this would help Abyssian recover from early aggression.
Deal 3 damage to all minions in a 2*2 area. They may move on their next turn.
Magmar is a bit lacking in 3 cost cards. Something like this would make great small minion removal that can also function as a stalling tool in the late game. Think of this as a Ki Beholder in spell form. This encourages the opponent to spread their minions out, which plays into frenzy.
Flying. Opening Gambit: Reflect the board about the centre column.
Essentially, this teleports all units on your side of the field to corresponding spaces on the opponents side and vice versa. Units on the centre column are unaffected. I wanted more support for infiltrate and this can easily be used to activate infiltrate. This encourages players to remain near the center of the board to avoid infiltrate. Also combos with Lightning Blitz and Avalanche.
Whenever you replace this card, gain 3 health
The current Crusader seems like a miscalculation, like it was printed without crunching some numbers first. Something like this would be playable while not being broken and give some support to replace decks. Also, that Sprite needs a better effect than its current one.
(Rename to Derpenti)
Frenzy. Also damages nearby friendly minions with its frenzy.
This would make the card much more interesting than just a plain old thorn needled with dire tide frenzy. The opponent might be able to deny good frenzy positions by placing units so that this hits your own units. Something like this would be a ton of fun in gauntlet.