Duelyst Forums

Fanmade Vanar Patch (Expansion + Balance changes)

Some of your suggestions would be quite dumb.
Polarity would become an auto-include in basicly every vanar deck
Same with MDG
MDG was already OP just at 1 mana-and now you also want to add healing to it? :confused:

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Scion’s wish is an auto include in any Vet deck with minions so I don’t see why that’s such a big deal.
And I don’t really think polarity would be an auto-include. Why do you think so?
MDG was overpowered at 1 mana, underpowered at 2 mana. So I added some conditional healing. It heals one less than sun drop elixir and only if the enemy dies.

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The number of effects in MDG makes it look like Saurian Finality :sweat_smile:

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It was OP at 1mana–
So you not only returned it to 1 mana
But ontop of giving you a mana crystal it now also heals

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I left it at 2 mana sorry if it wasn’t clear.
Only difference is that now it can target friendly minions and it heals.

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It thins the deck for free. Even if people don’t intend to use the card’s effect, playing two of them and replacing the third copy would basically allow people to play a deck with less cards with no draw backs. That would increase the chances of the deck being able to draw into other cards for/at the right time. Replicant does it as well but it costs 2 mana to do so, with a weak 2/2 body, so usually you have to build a deck with it in mind to take advantage of drawing into other Replicants. But with your new Polarity, you don’t have to build a deck around it. As soon as either player has a minion on board that doesn’t die to its effect (like obelsyks), you can cast two of them to thin the deck. Also that’s not including how it would be quite a sizeable buff to Arcanysts.

I haven’t had the chance to read all of the changes that you would make, so maybe there is other changes to Arcanysts that I haven’t read yet. But being able to thin your deck alone, can be quite a big advantage.

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You’re right. I think it should be a 1 Mana card. At any rate I would much rather have it be a 1 Mana can tripping card than a 0 Mana card with an odd effect that only sees use in arcanysts.

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You’ll have to excuse me for being the lazy that I am.

I can’t for the life of me find the power to write so much that much.
First - the new cards I don’t really care about, they are mostly nice.

The changes however.
Polarity - this is the text book definition of broken.
Polarity is not a ping or trigger spell it is a tool for utility.
Meaning you should lose something when using it.

Aspect of ego - it does not really matter what comes out of it as long as it comes out, since it is sort of pseudo removal.

Chromatic cold - this is a strict need to an already nerfed card.
Vanar does not heal in the conditional way, vanar’s heal comes in the form of health managed by position and stalling.
Meaning the way you play vanar you should either position or stall for the unavoidable lethal combo or play aggro while not being so much on your face.

This card means that you dispel a minion but also need to either kill it by yourself taking damage/kill it via minion and lose footing.
I prefer the ping more then the draw.

Mana death grip - vanar doesn’t need heal, if you give them 4 hp heal this is a major broken card.
You basically create a sloppy gameplay based on healing, no thank you.

Boundless - good, I like.

Frigid - good.

Shimzar - the same as ego, the transformation is irrelevant.

Endless hunt - now this night seems as a good change but endless hunt is not only a draw engine but a minion genarator. meaning that you get the value of a minion for whatever use you need.
Back in the day me and flygon had a long discussion about it, we came to the conclusion that 4 Mana is a fair price to pay.

Spirit of the wild - this is a need that basically ruin the card, this is a finisher and should close games, if it’s not for going face there’s no need for this card.
Vanar has enough tools to clean board, this should not be one of them.

Frostburn - keeping in mind the existence of ramp at vanar 6 Mana is not that much to pay.
I would just give it intensify +1 dmg.
Since the first one can’t really kill any game breakers.

Ice age and wake - this tells me you either didn’t play much walls or don’t know how bad the Nerf is.
This is a huge Nerf.
You basically threw out the wall aspect of the game.

The 8 Mana has a very specific reason for it so you will be able to drop it after a few walls at 7 in order to survive or hit for a kill at 8.
The reason 8 is important comes from the average ramp game, you’ll usually ramp twice (if you play well) this is the best bet for your hand size.
Ramping twice meaning that you hit wake at 8 when your enemy is at 6, which cuts emp from the equation.
Ice age and wake at 9 means you basically get hit with emp 100% of the time. When I don’t include the fact that removing ice age is pretty easy but you need to be ready to face it.

In other world, if the dude runs wall deck and you don’t save aoe for the final showdown - git gud.

Snowchaser - refreshing.

Crystal wisp - why? What’s the reason? This is basically an early game minion that clutter your deck in mid game to late game.
On one hand - you ruined the effect by letting him sit until it get dispelled.
In the other hand if the opponent kill it he get punished out of proportion, with 3:1, they will never get hit, they’ll just get dispelled.

Cryo - good.

Elemental - good.

Myriad - good.

Snow rippler, wolf, sleetdasher, voice of the wind - good.

Ghost sheraphim - this is broken my man.

Embla - where’s the blazing spine? She’s a end game minion, you’ll want that 7 damage potential.

I see what you did there but I must tell you that the way you play vanar is kinda different then other factions.
the normalization of a faction is not always a good things.
I like vanar as a very challenging faction with defined weaknesses and an unapproachable side. Meaning you’ll actually need skill to run it well.

Vespyr should have more back to it. but walls are great the way they are - a strong archetype with a very defined weakness which need a good knowledge of the faction and the game to use well.

The only thing (one of them haha) that keeps vanar as vanar is the no heal policy. If you give vanar heal it will become a dumb faction like the abyss mhaev trail (ohh shit I misplayed, better heal for 5).

Thank you for you hard work;)

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I guess you’re right about healing. I don’t want Vanar to have heal either but how else would you buff MDG? I don’t want to put it back to 1 Mana. I want it to do slightly more than it does right now and keep it at 2 Mana.

I agree with you on Embla too. I’ll change it to 2 Blazing Spines, 2 Gavity Wells, 2 Luminous Charge and 2 Bonechill Barrier.

Crystal Wisp I hate. I hate the card and the hyper ramp decks that run it. Now it can actually be used alongside walls and Vespyrs and as long as you keep it on the board the enemy has to rethink using their Tempests or Rebukes.
I guess this comes down to preference.

Ice Age and Wake, again two more archetypes I really dislike. I know they are weak and I run EMP in practically every deck and by they time they wall I usually have it. I just feel like idk it’s lazy and it doesn’t feel like you’re playing duelyst when you’re playing Ice Age + Wake. It’s just ramp ramp ramp and Ice Age then pray they don’t have an answer (which they always do)
Besides the new combination of Ghost Seraphim you should be able to still run walls the way you do now but you need one more combo piece.
To be honest I just want walls to go away so Vanar can play all the other cool things it has.

In the case of Choroma I prefer the draw and I think it makes it more flexible. But I think you’re right I will reconsider the change.

I already had a discussion about Polarity and nerfed it to use 1 Mana. I prefer it using 1 more mana for it to be a can tripping card and if you compare it to first wish it’s not broken at all; 1 mana to switch attack and health and draw a card.

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“not playing duelyst”?
There are many decks that are fairly uninteractive and iceage is certainly very low on that list. You can save answers for it and your opponent needs a 2nd card to turn it into a lethal.

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Agreed and if it were up to me I’d recklessly nerf those decks as well but I’m not a Songhai expert and wouldn’t know how to.

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You would be nerfing half of the stuff that is commonly played

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I guess so hehe :slight_smile:

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At this point I’ll say I’m credible when I talk about wall decks or vanar in general. and I can assure you - this is not a walk in that park, even for an old wall dude like me.
The depth of knowledge you need for wall deck to wreck up wins is immense.

Some cards are good as aggressive some as defensive.
The way to prepare for ice age as the wall player is different then the way to embla.
Embla is more of a defensive card - used for more gradual kill (either by reflection or wake).
Ice age is all out war card and if you don’t play right before you drop it you will usually die the moment you do drop it.
Ramping without losing hand size and hand answer management is also hard since you got a limited deck.
The draw engine, position and approach against different decks is on the polar ends of the spectrum.
The reason being - you need to survive long or you need to kill fast and your machine is very well performing but usually heat slowly.

You usually got answer for everything but you’ll need to stretch your game plan.
I guess it looks like a block of ramp and boom from the outside but it is a hard hard deck to run with a good win rate.

This is what makes it so fun btw:)

On a different note - decks that run both (embla and ice age) will struggle more in the early and mid game then decks that build for only one since the approach as I understand it is different.

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Ok, I’m convinced. I guess I was a little too harsh on these late game win cons because I don’t personally like them.
I guess we can keep Seraphim, Ice Age, Winters Wake and Finality as they are. I guess we can also leave Crystal Wisp as it is now.

As someone who’s played walls (although never made it past diamond 3 with walls) I know what you’re talking about. I know how difficult it is to manage your handsize and think ahead for answers while ramping.
I just personaly don’t like playing them and don’t like how they overshadow most Vanar decks but you’re right. Ultimately I should try not to let personal bias affect my decisions.

I still like my idea for Crystal Wisp as a seperate card however perhaps not a 3:1 but a 2:1 instead that punishes the enemy player for playing board clears without clearing this minion first (with dispel as you mentioned)

I’ll add it in as a new card :slight_smile:

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I guess we’ll leave it for the personal rest of style and gameplay. They overshadow most vanar decks because the other decks (vespyr, infiltrate) doesn’t seem as a limited case.
So players will usually lose their minds trying to figure out what goes where in a vespyr deck and what’s the different between card a and card b.

Wall deck seems on paper as the easier of the 3 for the exact limited space where things are a little brighter.

The funny thing is I use to see a few wall/vespyr players.
These days I usually see aggro faie, which I hate.

Personal bias are part of the game, I hate Magmar and if they make the faction into a bunch of battle pets I will be almost happy.

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I guess it’s because the former requires 100500 IQ to play while the latter is highrolly but inconsistent. Aggro trumps it all, and has pretty fast games suitable for hyperclimbing as a nice bonus.

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Seeing many wallnar players was mostly due to walls beeing completely broken.
Players were not realy playing wallnar-they were playing the deck that was most powerfull at the time.
Today these players are playing wanderer rag and fault vet

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Yep the case exactly and the main reason why I like it that way:)

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Back when wall was a thing people didn’t know how to play wall decks (excluding a few vanar mains and some veterans).

Just like the people who play fault does not know how to play vet (excluding…) , which I just got into and it is amazing and complex.

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