Now i understand, no real reason to play infinite sarlacs deck, if you can play generic trial
Feed Me Your Hatred
That said, staying relevant to this topic. Please play Cass and not Maevh fam, atleast play the better trail general smh.
Can you tell me during which time of day you usualy play?
Want to know when to tech magesworn and emp 
How about I don’t and we’ll say I did.
I know of tiles (iirc Creep is some sort of moss) and Painful Pluck is more of a concept, akin to Ghost Azalea.
I’m mostly concerned with “where are my monsters made of vines, hunting pitcher plants and sentient shrubs”? Vanar of all things is hogging all the plant matter with twig people. The ICE FACTION INSTEAD OF THE MEGAJUNGLE FACTIONS.
How about you do and we will say you did not?
Yup, always camping in diamond every season.
Well, i got gold today (didnt expect it, thought I was lower rank), its a place where you meme to your hearts content
So, when are we deleting wanderer?
Absolutely Despise some of the unbalanced force that make the game play overwhelmingly frustrating and not for the point which is fun. Feel the same with a few Trials. Looking at seven mana cost in Abyssian Faction versus seven mana cost cards in Lionar Faction they are completely unbalanced. All, or both, of which Abyssian rely on an additional trigger to achieve. Playing card for card is not realistic here. For example, Peacekeeper merely requires to be play to ultimately finish a game, where Abyssian, given many more eight mana costs, still require a turn of difference for game changing or winning cards and or plays. Hopefully agreed upon, people create and support games to enjoy them where success is sought. Main point being some of the game feels broken, as others have expressed, through cards which make the entirety of the game pointless. Cards such as Peacekeeper, Excelsious, Grandmaster Z’ir, Indominus, Indominus, Elyx Stormblade, Call to Arms, War Judicator, Mythron Wanderer, Lodestar (which just seems lazy in the subtext- “pull some things”), Grandmaster Kraigon, Juggernaugt, few other Magmar cards, Hexclaw (Permanent Effects), Gate to the Undervault (Invulnerables), Swarming Scarab, Pantheran, Aymara Healer (Create a 15 point difference or greater between opponent), other Vetruvian cards, Calligrapher, Grandmaster Zendo, Geomancer, Hideatsu, the Ebon Ox.
The parentheses are emphases on which mechanics appear to be broken. Where these imbalances lie, are within the existing mechanics and the ones which counterbalance. There are control spells. However, the lack there of in consistency is far stretched. I would love to see a future for this game. However, with the current conditions, the game tends to end with frustration, helplessness, and a sour taste afterwards.
I’m sorry, but you’ve just listed some of the weakest cards in the entirety of Duelyst.
@anjosustrakr It is the choice of the head honchos which make these decisions. Which means if they decide to not adhere, learn, or care to the consistent players who deem the game worthy of their time, that is 100% okay. It is their business to decide and run into the ground if they so choose. People make their own choices and surely will not continue efforts and time towards a game which reaps no reward for the clients, but only for the business. The only people who benefit at this time are those who invest real money into the game, like Yugioh. Buy all the right cards and there is “no way to lose” so to speak or to stay on top of a ladder, which has a large amount of broken steps in between the bottom.
I suggest looking at 2-3 mana costs in the same factions. You would be surprised. If you play Lyonar, I guess you’re just looking in the wrong direction 
Abyss actually has some of the best endgame cards. Lyonar has no playable endgame whatsoever. It is strong at 2-5 mana.
The problem of Abyss is not in weak endgame. It is in the impossibility to reach it.
@halcyon98 alcyon98 You have given a very short answer with little evidence. Please elaborate? Peacekeeper is not by any means a weak card. Not sure what your comparisons are here. Some as Excelsious sure I can imagine being argued.
Peacekeeper is basically the only one there that is problematic. Everything else is easily responsible with dispels/removal and, by the time they’re online, the game is basically at a point of “respond or die”, and they don’t respond to stuff.
Also, on a topic of online manners, try and respond to all things and peoples you wanna respond at once instead of per post. @ mentions are there for that.
Factions should have stronger and weaker points. Or we will be playing Golems in all factions.
@zanestheargent You are assuming a situation at a point in the game which is intended yet not always reached. So if I am to play Abyssian, I am to have a better chance at early game than another’s deck because they are playing a Faction which leans on a another certain point of the game to succeed? As well stated once again, the amount of removal cards and types are inconsistent with the amount of threats needed to subdue and dependant on the deck being played with. I understand and agree some of what you are saying is the intent way of the game. Yet lack of a larger community and popularity of the game should show this to be faulty and non-sensible. And dispel only has uses so far, especially for Vanar Faction (mainly transform or dispel). Would much rather have a removal spell, than a “dispel” merely stifling an 8/8s abilities which is accessible to every faction through neutral cards.
Thank you for the @mentions, I was unaware.
When evaluating cards that cost 6 or more, the one thing you should consider is whether or not the card has an immediate impact. If a card has an immediate impact, it should affect the board the instant it is played.
Why this concept is important is because Duelyst is a game where removal is extremely prevalent. There simply isn’t a point in summoning a big minion if the opponent can just to kill it next turn without giving it a chance to act on anything. That is why minions that can create value as soon as it hits the board is often considered superior to those who do not.
Most of the cards you mentioned, do not have an immediate impact. Peacekeeper, Excelsious, and Z’ir, Indominus, and Elyx all need to wait for an entire turn to be able to do anything, and that quite frankly is just too slow in a game where a 3 mana spell can kill a 9 mana minion.
@dreadedhippy, if I understood you (which is actually not that easy due to your special use of language, no offence), you suggest that all factions should be averaged and the removal should be less impactful.
The latter one is developers’ choice, the direction in which game was headed almost from the start.
The former can’t be achieved with factions being different. Perfect balance is chess or even checkers where all pieces are identical. In more complicated games difference between factions is inevitable.
@alplod No offense taken
I love these discussions and sharing from the community. Apologies as I try to be as clear and meaningful as possible. I guess to put my point as simply as able. I believe there are many authentic reasons that frustrate people to the point of leaving the community. I would absolutely hate to see this to a point of a very limited community.
If the developer’s want only their choice, okay, the statement prior will most likely be the consequence. I do believe and hold a majority of my statements about the game.
No argument here about the Factions’ existence. Less impactful yes for some cards, Not for removal. The game seems like rock, paper, scissors. Where one counters the other and so on. Because I chose this Faction and you chose that one, I have the upper or lower hand. Which I believe is no fun and a horrible loop for a strategic card game that offers so many more possibilities. There are very few instances I find the Factions to be equivalent in their nature (Again not to say was not attempted or close or completely out of balance). Hopefully Duelyst and community agree there are fine adjustments to be made and can aid with process, refinement, and prosperity.