Duelyst Forums

Fan Card Design Hub: Discussion (+Card Design Contest Discussion)

@minerium

I love your card, it seems really interesting! I would make one minor rewording, though, to make it flow better. I suggest changing it to “Whenever the opponent draws a card during your turn, add a copy of it to your action bar.”

@connorswift While you have a neat idea, this card sounds absolutely broken. A 6 mana 5/6 forcefield is already strong, not to mention the opening gambit, which will often do 6-8 damage when summoned on curve. I suggest toning down its stats or removing its forcefield ability.

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Thanks for your help! English isn’t my native language and I was doubting the wording of the effect

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Ethereal Archon
3 Mana 2/4 Neutral
Whenever your opponent replaces a card, trigger your replace effects

A concept I came up with on the fly to help push Replace decks and fill that gap between Aethermaster and White Widow, gives a nice curve of AMaster -> EthArchon -> WWidow -> Inq.Kron.
As for justifications and stuff, I have some ideas of what I’ll type, right now, I’d just like feedback on the card. Is it even valid for the contest?
I’ve been considering making a card that causes all your replace effects to trigger twice when you replace, I could put that on this instead, or I could add it on and raise the mana cost of the minion.

The point is, I gotta submit something real soon, and this is the third concept I came up with.

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I think it would be good for the contest. It interacts with your opponents action bar and isn’t ridiculous. While the double trigger mechanic would be powerful, it’s less interesting and doesn’t fit the prompt.

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Where do i post my submissions?

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If you want to participate in the contest, right here: Card Design Contest - October

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Consider reading the rules.

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Any thoughts on my submission? It’s quite a simple design.
The self damage aspect of Magmar should be further expanded upon and I think this is card points in this direction. Hopefully.

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I don’t think this is a very creative design. Furthermore, it doesn’t fit the rules.

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I also put together something light, and roughly simple. I have a large text dump in my post that goes into the logic behind my choices, even if the design isn’t too wild/creative; but I would love to get input on how decently/poorly I did in the process of generating this.

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Alright, last day for submissions! I edited the stats of my card a bit, and wanted some last minute feedback!

Beast Upbringer
Magmar Minion
5 mana 6/3
Rebirth, Whenever your opponent draws a card, summon an egg near this minion based on the number of cards in their hand.

[details=Token Eggs]2 Cards or less
Ram Aspect
Magmar Token
3 mana (2/3)
Rebirth, Celerity

3~4 cards
Lion Aspect
Magmar Token
4 mana (3/5)
Rebirth, Provoke

5~6 cards
Dragon Aspect
Magmar Token
5 mana (4/4)
Rebirth, Protection against enemy spells[/details]

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I like it, reminds me of Vanar’s old mesmerize (it used to increase the cost of minions in the opponents action bar by one), and this one somewhat compensated for it’s effect with its weak body and by giving +1/+1 to enemy minions as well. The only problem I would see is this being played as a double 2 drop opening, which can screw up some curves and wreck obelisks.

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So i would like to put my submission up for discussion. Hopefully this fixes any balancing issues i missed or maybe you guys might even consider too weak and buff it.

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Being specific to one General is a bit of a design failure in my opinion. It also doesn’t synergize with any other forms of card draw, so the effect isn’t very broad. It’s just a bit too specific.

At the same time, you have a good idea here for enabling Starhorn. I can understand why you would be worried about it benefiting Vaath more than Starhorn, since its a design issue that’s been plaguing Duelyst since the BBS update. If you made it a 6 Mana 6/4 “Whenever your opponent draws or replaces a card, increase that card’s cost by 1” I think it would be fine, but keep tinkering with it. :slight_smile:

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Thanks, i edited please check it out :sweat:

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Pretty interesting! I don’t know what else to say: the stats are reasonable for the effect and it’s a lot more streamlined now.

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Oh yeah, early in design, I had it as a 3 mana 2/3, then thought about how it loses its utility going first because it lets the opponent get their turn 1 2 creatures, and potentially contest the mana spring, while also interfering with your turn 2 curve play when contesting said mana spring (though opening up for it into aspect of the fox, which is still a bit under par given you don’t want to waste your soft removal like that in a control deck). I think the risk of an early game ‘blowout’ like that might be reasonable enough, especially since it doesn’t affect their first turn, but their second turn, where playing two means that you can’t prevent their mana spring contesting, but have modified their necessary play by making their accelerated 4 drop not a 4 drop at base, but a 2 drop with +2/+2 (which, in reality is still a strong 4 drop if its effect is good, like a bloodtear alchemist being a 4/3 that will kill one of the bodies while you trade into the other, or a 4/5 healing mystic); all of this assuming you don’t pull other playable cards off of the replace effect.

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That card in my opinion is over-the-top overpowered. It’s near Kron level, heck, it might even be better than Kron. With starhorn you can force this into making an egg, THEN have your opponent draw a card again and making another egg. All of the tokens are overpowered too, as well are free. Who cares about that one turn delay too, you’ll just keep on making eggs until they concede out of frustration or attempt to remove it, which then you’ll already have the tokens wrecking the board.

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I purposely tried to make the card strong so that Magmar could have a reliable in-faction 5-drop option that could be chosen instead of Kron, while also giving a card that could bring Egg decks together (hence why the original body is given rebirth). I also wanted it to be a card that gives Starhorn more benefits while still being usable in Vaath, where it puts up constant pressure by creating eggs, punishing draw cards and mechanisms. At 3 health, the minion is subjected to most removal (2 2drops, phoenix fire, cryogenesis, Taygete, Paragon, Immolation, Falcius, etc.), while still requiring some form of ping afterwords to deal with the egg, so I can see some reasonings there. I do agree with the stats being a bit much: the celerity one was changed to a 2/3, the provoke changed to a 3/3, and the spell protection one changed to a 5/2. I had a lot of problems trying to balance the stats, as I had to also consider the value of summoning the egg on the board and the reward for making it survive ><.

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Can I get some feedback on my submission?

Spymaster Kamara
Lyonar, Minion.
6 Mana, 4/6.

When your opponent plays a card from their action bar, put a Silverguard Spy in their action bar.

Silverguard Spy.
Neutral, Minion.
1 Mana, 0/5.

Opening Gambit: Restore 5 health to the enemy General and cards in your action bar cost 1 less this turn.
When you replace this card, restore 3 health to the enemy General.

The idea is that when your opponent plays a card, Kamara is gathering intelligence via spies infiltrating their ranks, and these spies aren’t actually mending your wounds, so much as they are allowing your general to preemptively prepare for an attack. It’s a sort of late game counter to being bursted down, she fills up your opponent’s hand and deck with 0/5’s you don’t necessarily want to play, and when you do play them, they’re just replenishing themselves which is why I added the reduce cost effect, to actually encourage your opponent to play them and the theme behind that is that the enemy general is aware there are spies in their ranks and are thus scrambling to more quickly put their plan into fruition.

Potential changes: Reduced stats, I considered making her a 4/4, 4/5 or 3/6, but those all seemed to low for a minion of her cost. I also considered reducing her cost, making her either a 4, or 5 mana minion, but I felt that her effect was potentially to powerful and too disrupting to be played so early in the game. This way she is a powerful late game disruptor that allows a deck like Healyonar to drag out the game and prevent surprise burst damage. It also shows us a slightly darker side to the Lyonar faction, that they aren’t all knights in shining armor, they are a Kingdom, an Empire, and they aren’t above using ‘dirty’ tactics like spies.

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