Duelyst Forums

I Disagree That Some Cards Are Meant To Never See Play

As such i will try my best to fix some minions with my own imaginary change.
i’m fully aware that some of the changes here will instantly incites your inner voice that says “that’s OP” but i implore you to think of it first before posting or commenting it.

of course i am also aware that some of the changes might actually be OP and incredibly broken, but hey this is just an attempt from an amateur player XD.
alright here we go:

All ranged battle pets will now have the keyword “cannot move” too.

-Envybaer 5 mana 3/ 7 Opening gambit: push a nearby friendly minion to any space
(friendly version of Repulsor Beast)

-Astral Crusader 14 mana 7/6: whenever you replace a card reduce the cost of this card by 1 (doesn’t count the mulligan phase)

-Serpenti 6 mana 7/4 Frenzy : whenever this minion hit more than 1 characters simultaneously this minion can attack again (but not move)

-The High Hand 5 mana 2/3 : gain +1 attack for every cards in your opponents hand, gain +1 health for every cards in your hand

-Wind Stopper 3 mana 1/7 : all ranged enemy minion must attack this minion first and it can counter attack them.
(but this card does not have ranged, it can only counter attack it)

-Hydrax 5 mana 3/3 : whenever this minion survive damage fully heal it and give it +1/+1
(this fits the lore of hydra and it is not broken in my opinion due to the cost and the amount of friendly damaging things in this game)

-Crystal Whisp 2 mana 1/1 Dying Wish : permanently gain 1 mana crystal, if your mana is full draw a card.

-Veteran Silithar 4 mana 4/3 Rebirth : whenever this minion successfully rebirth it gains +1/+1

-Valknu Seal 7 mana Spell : Summon an egg that hatches into a copy of your general, this minion cannot be targeted by spells that only targets minion and not general.
(keep in mind that at 7 mana most generals won’t be at full health and the card summons a copy of the general)

-Rex 2 mana 3/1 Battle Pet, Rebirth : when this minion successfully rebirth becomes a "Mature Rex"
Mature Rex 2 mana 3/1 Rebirth (not a battle pet)

-Aphotic Drain 2 mana Spell : Destroy a friendly minion to restore 5 health to you general, if this minion isn’t a wraithling, heal 7 instead.

-Sand Sister Saon 4 mana 3/5 : at the end of your turn your general gains +1 attack permanently until Sand Sister Saon is killed or dispelled.

-Orb Weaver 3 mana 2/2 : this minion gains double the buff from any obelysk.

-Storm Kage 7 mana 5/8: put 2 Ghost Lightning in your action bar, Ghost Lightning gain +1 damage.

-Sunstone Bracer 3 mana Artifact : +1 attack, your general gains Provoke while this artifact is active.

5 Likes

Now that will make her my 2nd Waifu :heart_eyes:

3 Likes

but then you’ll be cheating on Sajj ; _ ;

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You cannot change lord Serpenti!

but i was trying to make him better! i thought it would please the lord! :frowning:

It is impossible to make Serpenti better, since he is already perfect.

4 Likes

I very much like this.

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if only i can make that every time it got the +1/+1 it got another head, if only.

Or make its necks longer, and turn it into 3 Serpentis when it reaches 7 attack and ascends.

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That would be awesome. The card is pretty much useless now, but would be decent as it still generates value if it is dispelled. Good in Starhorn, or any decks that aren’t aggro.

For Orb Weaver, a better change I saw somewhere before was “Spawn an exact copy of this minion nearby at the end of your turn” You lose the ability to place the clone where you want, BUT you can clone Scion’s Wish spells

I’m not sold on this being better than the current version of the card. Think the starting mana cost is too high unless you build a deck around it and even then I don’t think it would be good enough.

Think the +1/1 would be irrelevant as I think it would die too easily. To be honest if it had 1 more health to be a 4/4 I think it would see some play but sadly will never be a 4/5 like the old days.

Same problem as Veteran Silithar. Simply won’t live to see the 2nd Rex.

Think its too expensive. It pretty much sees no play at 0 mana and giving your general provoke probably isn’t worth the 3 mana cost.

Like these changes although I would go more daring on Hydrax by giving it more stats and instead of +1/1 everytime it survives, draw a card instead.

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I made that Orb Weaver suggestion once, but remember to say it is a Opening Gambit, not a super power-creeped Locust

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To u have some nice ideas there. The problem with those cards is they aren’t instant. Playing them alone makes them vulnerable to dispelled or to be out right killed. A better solution would be to take inspiration from games like shadowverse where to u get a certain number of evolve orbs. These orbs let u attack that turn (can’t attk the general tho) making g a set number each match and having frenzy and such not hurt the general balance it out.

yes that card is meant to be built around specifically, with a replace deck he can be put out pretty quick and considering unlike the current Astral Crusader, all the crusaders in your deck will be lowered in cost making a pseudo mandrake with better stats.

thing is, this will make wild inceptor viable, we should be the one dictating the trade with veteran silithar except if the enemy want to burn spell on it, then when we trade it in and revive it with inceptor, it will gain +1/+1.

same answer as the veteran silithar. do you know what would happen if we revive rex with inceptor? it will do nothing, unlike other rebirth card which will be able to move again, with this change and rex becoming a non battle pet, we will be able to control it for its next move. for a 2 cost card that sounds like a good bargain to me.

imagine the possibilities with dawns eye, and you know, a provoke is really damn strong in this game, as long as it serves its purpose, artifact cannot be dispelled, and cannot be instantly killed, so it will serve its purpose for 1 turn much like SLO but better, true it might need to cost 2 not 3.

nah Hydrax shouldn’t draw cards in my opinion, it should grow on a failing attempt at killing it, that’s how it goes in the lore right? maybe a +2/+2 isn’t so broken either.

Honestly I don’t think it will. Most people won’t have a minion close enough to a rebirth minion unless they are certain that their can kill it off completely. If Wild Inceptor even gets close to being a thing, then people would just be more careful around rebirth minions and make sure that its effect will never get a chance to go off.

Yes, but its strong on minions. On Generals its an unknown but against aggressive or face decks the provide on the General doesn’t do anything since thats where they want to hit anyway.

Rust crawler? Granted not a commonly used card but it exists. Rasha’s Curse is probably a better and more used example though when it comes to destroying an artifact in 1 go.

Depends on which lore you refer to. Some have it so if you kill 1 head, it gets replaced by 2. Others just have a head replace a head. In others the head/regeneration thing doesn’t happen at all just happens to be a multi-head creature. If you’re refering to just Duelyst lore then I wouldn’t know, as I don’t read up on the game’s lore. Also think +2/2 could be too snowballing with the effect. Flash into Hydrax, would make it a 3 mana 5/5 for player 2 turn 1.

But doesn’t it just ask the question, why not just play a Mandrake deck? Since the cost reducing ability happens not just by you and it starts off at 12 mana for 6/6 stats, while you don’t really need to build a deck around it because of the way it reduces the cost.

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