So, let’s sum up. Duelyst now has:
- Random card draw
- Cards which draw random cards
- Minions which spawn in random places on the battlefield
- Cards which spawn other random minions or minions in random places
- Minions with random abilities
- Minions which move and attack randomly
It’s no wonder that well over half my games these days are decided, not through tactics and strategy, but through some sort of random effect.
Now personally I started playing this game a year and a half ago because it was fun but also because it was a much more tactical gaming experience than something like Hearthstone.
Unfortunately I can no longer say with confidence that this is still the case. Now, I have personally never spent any money on the game at any point but I can imagine people that have must be somewhat dismayed by the direction this game has gone in in recent months because it is completely different from what it promised to be when it was first released or even when it was officially released on Steam.
Though there had been a slow increase in RNG effects leading up to it, cards like Khymera were always more of a fun casual option and not something that was used much competitively.
Shim’Zar on the other hand includes a large amount of cards that not only contain a heavy amount of RNG but are also competitively viable leading to a meta that, at least right now, feels more like a slot machine than a game of tactics and skill.
I’d like to hear from the developers if this is the direction they plan on continuing in for future expansions as well because if so, I’m sad to say I will have to find myself a different game to play. I do however understand Shim’Zar still needs a lot of balancing so if the excess of RNG-heavy metagame cards is removed from competitive play I would happily stick around as well.
Either way, some clarity on Counterplay’s intended design direction for the game would be extremely welcome.

