Duelyst Forums

New Card Concept

Hi guys! I have a new card concept I am thinking of. As I am a yu gi oh player, I thought of cards that I think can be useful for Duelyst and can make the game a lot fun. So I am thinking of staple cards.

Here goes:

a. 2 mana neutral spell. Effect: Look at the top 3 cards of your deck and pick 1. Your next card costs 1 mana more.
b. 0 mana neutral spell. Effect: Draw a card. Your opponent gains 1 mana next turn.

I got the concept of these cards from yu gi oh spell cards, Pot of duality and upstart goblin. I can’t think of any name. What do you guys think?? :slight_smile:

3 Likes

Well, first of all the game does not have any neutral spell and, i think, it will never do.

Anyway the first card could be implemented in some way in a faction. Also, you didn’t say what happens to the other 2 cards.

The second one seems pointless to me, i mean, the card itself is: “do nothing, your opponent gets a mana crystal”. It can certainly cycle your deck and trigger some arcanyst-like abilities, but it not worth.

First card may be very hard to implement, because replacing system exists.
Second card may be good to trigger spell-related, but the compensation is a big one (sometimes).

This is similar enough to Dance of Dreams, which is a bad card. Think of it this way: You drew a card, (your 0 mana spell), to use, to just end up drawing a different card. This is a roundabout way to just get that card in the first place, but with the added effect of (1) triggers if they are available and (2) definitely giving your opponent 1 mana.

I feel like I phrased it kinda poor; does that make any sense? Take a look through spell cards that already have draw/cantrip mechanics. Additionally, take note that Mana Vortex (I believe) was originally a 0 mana cantrip. While your negative effect attempts to compensate for potential hazards, balancing things like card draw and 0 mana spells are extreeeemely difficult.

This one is slightly nicer in concept, though I think it should do the draw 1, as well as allow you to setup the order of the other 2. While it is a card that just replaces itself, allowing this would avoid the “Dance of Dreams” issue mentioned earlier by the benefit of knowing what comes up next.

I like the concept behind putting spells within the neutral card pool, but I’m not sure if CP would actually follow up with that concept (maybe if it was implemented as a minion ability, perhaps a bond or BBS?).

Contrary to what everyone else thinks, I believe that the 0 mana draw a card would be pretty good. The opportunity to thin your deck (looking for them sweet combo pieces) and spell synergy (ex arcanyst or spellhai) are both something that you’d want. Of course the whole “giving your opponent an extra mana core for one turn” isn’t something beneficial to YOU (especially if they’re going second), the fact that there’s a condition to getting all that value appeals to me and is something I’d like for CP to implement more often. Hell, it’s part of the reason why frigid corona is so good (getting card draw and deck thinning all while stopping enemy movement WITHOUT any obvious condition sounds pretty strong to me).

Now this: [quote=“elizabeth123, post:1, topic:9329”]
2 mana neutral spell. Effect: Look at the top 3 cards of your deck and pick 1. Your next card costs 1 mana more.
[/quote]

is what got me going on this tangent in the first place. A 2 mana neutral spell that allows you to, essentially, redo your opening hand choice (albeit only choosing to draw one out of the 3 choices) sounds really cool to me. Not only does this help to sort-of lessen the RNG-ness in the game (I mean, how many times have you wished for that ONE card only to draw it the turn after), it also gives more choice to the player, thus requiring them to try and predict what will be most effective to have on hand versus what will only end up as replace-fodder (It takes experience to learn that). The conditionality of having your next card cost 1 extra is also pretty cool since it brings up player prediction and critical thinking (aka skill) into thought rather than leaving it up to chance.

All-in-all, not too bad for your first card design. :thumbsup:

Oh sorry I didn’t follow up what will happen to the remaining cards. The 2 remaining cards will be reshuffled to the deck. The second card though, i thought of the cost that giving your opponent 1 mana crystal next turn is that, i think it compensates for the 0 mana cost of the card and that the main purpose of the spell is for deck thinning which can be helpful for fast paced decks. :slight_smile:

The first card i think is for the player to diversify his/her cards in hand and activating this card first before replacing anything especially during the first turn can be a good set up for combo plays. The second one though can be useful especially during the late game and if you dont have the card advantage against your opponent. Aaaah sorry for my bad english.

Yes! You got my point for the 0 mana spell card. I think deck thinning is important for most decks. As for the 2 mana spell card, the whole point of it is to diversify your hand and make good set up for your next plays. :slight_smile:

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.