Duelyst Forums

Let's discuss Malicious Wisp

Guys, I don’t want to make this sound like a rant or an aggressive nerf thread, but today I faced Malicious Wisps on ladder for my first time and it was one of the most unfun experiences I ever had in Duelyst.

This guy completely destroys your strategies, while allowing your opponent to ramp. And it cannot be dispelled or transformed, because it only makes things worse!

I think this is too much power in a single card, especially because it is so obnoxious to deal with. Do you also find the card particularly frustrating to play against? Heck, I don’t even see good ways to play around it, but for assuming you will lose that mana crystal.

This is one of the few cards ever which I would like to see reworked. The effect is cool and I’m in favour of it, but it just looks overtuned. What if the card only gave a temporary mana crystal, without stealing one to the opponent? Maybe with a slight stat buff?

Would you like to see this card reworked? If so, how?

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Its fine tbh. The strongest standalone, but vanar doesnt have very stong tools to the other factions rn.

It is making vanar good singlehandedly rn

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malicious wisp is why i’m teching draining wave. honestly it doesnt feel too bad if you’re more of a 3-drop person than a 4 drop.

4 mana+ mana for cancelling the dying wish = 6 mana wasted for control when you should be trying to win the early game. if you wanted to sabotage a person’s mana expenditure, you’d be better off using phoenix fire, thunderbomb, or hailstone prison(on a big value minion).

(malicious wisp analysis ends here)
I’m honestly more concerned with the mythrons, cause here you are thinking: oh wow, cpg finally realized that uninteractive minions like mechazor (previously undispellable) aren’t so fun. but then here you have mythrons which does what pre-nerf mechazor did, but worse.

I know we wanted a wincon that doesn’t get fucked over by emp, but this is not da wei.

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Malicious disrupts your opponents turn at worst and it turns the game at its best, should it see a nerf? Yes and No, it needs to be completely changed, not toned down. The transform and dispel plays aren’t even too strong, it’s just playing it on curve to fuck over your oppenents next turn and if they play a 3 drop you D-Blades them.

huh, that’s actually a pretty effective combo. better make sure my 3 drops have more than 3 health or be unreachable by d-blades then.

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Yeah, you kinda just lose if you play into because then Jax is on curve followed by razorback.

With he high tempo play it’s just rea;;y hard to comeback, especially if they get the curve.

Tbh, I remain calm this expansion. The card that came most close to pissing me off is Strategos, but not enough. Lone wisp is pretty OK to deal with, IMO. Problems arise when several are played consecutively.

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Using 4 mana to play a 4/3 defensively because of the dying wish is not great, espetially in the early game. The card is definally viable because the og is strong but overall its not an op card

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I think if Vanar just had Malicious Wisp by itself in terms of ramp then it wouldn’t be as much of a problem. My problem with it, comes along side Vanar having other ramp tools. So Vanar can not only ramp themselves ahead with other cards but then can also actively take away the opponent’s mana and further ramp again with Malicious Wisp. Which as someone who has play against decks like this, is very frustrating. Since you can easily find yourself behind your Vanar opponent by 3 mana (can be more) which makes counter plays very difficult at best but more likely game losing. Since you can be choked out from making plays to get back into the game, while the opponent can do bigger plays.

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That’s true but to be honest what Vanar has right now besides of ramp? Almost nothing. Yes arcanysts are a thing but with EMP around you can always keep them in check and the faction doesn’t have the amazing removal package of the past anymore. So I’m fine with that.

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Malicious hasn’t bothered me much. Hell, one game I was forced to steal it and kill it off, meaning it essentially stole 2 crystals for me and it was still a pretty easy game. Doesn’t seem overpowered to spend 4 mana to ramp one crystal and slightly disrupt your opponent

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They have tons of powerful burn card, strong removal, strong disruption, strong swarm and if you’re talking aboutarchetypes there is Arcanysts, Swarm, Burn, Midrange and Control.

This is pretty much any vanar main ever rn, yall cant take this lifeline away from them

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Do I remember the dying wish effect right? That when triggered only gives back max mana and does not give back one current mana during the turn. So guaranteed minus one mana minimum. Or just my imagination?

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When it dies, it returns an empty mana crystal. So, if you kill it during your turn, you don’t have your mana back

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All that archetypes are on the same level or weaker than the same archetype of others faction. Ramp is the only Vanar archetypes that truly shine right now.

Let’s see… Burn: IMO out classes starhorn, just less played, Midrange: The second best deck in the game when stratagetos was at his peak, Control: Vanar has the best control deck out there, Swarm: Will have to have more testing.

I strongly disagree.

Like 3 days in total? Metagame still has to settle

Without Mana deathgrip/malicious/crystal wisp? If not thats ramp control.

Its OP as fuck against certain factions that dont have good ranged removal options.

If ur Vetruvian and they play it turn 2 just concede play another match. Imo not worth the time or fustration.

The true issue with the card lies with its health. It should be 2 and 3 is just overturning it imo. Or change it to, Opening Gambit, You gain a crystal, Dying wish you lose a crystal. Change the stats to make up for that change.

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Fissure, avalanche and warbird? I mean there is a burn faie. But the faction itself fill of burn cards? I don’t agree with.