Duelyst Forums

Please chek Magmar

Not so long ago Vet was also too powerful in the meta too frequently and we all know how that turned out…

Not too long ago? Yo, when was this?

So…they turned it into one of the most undervalued factions? Where are they now that Abyssian and Magmar are the new rage (I don’t mention Songhai since they can’t really do anything to it without breaking it altogether)?

It’s easy to understand their anger, the magmars are very strong, but do not call unbalanced have so much worse than they cough* variax cough*, but if it’s just these problems here are some tips:
Thrumping wave - Try not to use strong monsters without immediate impact if he still has these on the deck, try to use baits.
Plasma storm - The best way to counter this spell is the shadow sister (abyssian card 4/4) that deals damage and heals whenever a minion dies.
There is no card that deals 3 damage in a 3x3 area (Kinetic equilibrium deals 2 damage).
Use the Abyssian and Vanar factions, they are experts in dealing with the furious dinosaurs attack.
And lastly do not pursue a magmar general (especially Vath, drogon + bbs + adamantine claws = death).

The RNG hater was here

They’ve been dominant with the first 3 iterations of STW, when the BBS’s got out and right after Shim’zar, before the Siphon nerf. Of the 13 seasons I’ve been playing this game, vet was on top almost half of them… I’m not trying to say Mag has no strong cards, but most times CP nerfs something it becomes completely unplayable and I think they should be more invested in making underpowered generals viable right now.

2 Likes

I’m not sure I understand what you are trying to say… You want them to make other factions underpowered the same way vet is?

Fair enough, Vet was incredibly powerful with the first few iterations of STW but that was a long long time ago. As for the time right after Shimzar, that was due to both Kron and people not realizing how slow Nimbus actually is.

Vet has been on a bad state for a while and I guess I might’ve extrapolated with “not too long ago”. Anyways, I was just trying to convey my fear that CP decides to give Magmar’s reactive cards (Plasma Storm, Makantor, Earth Sphere) the Siphon treatment, for the effect wouldn’t be that different then what we’re still seeing with Vetruvian today…

To be fair tho, Magmar has a much more wide array of viable cards. I mean, there’s a reason why Vetruvians faction cards are considered garbage except for a select few. They’re the only faction that doesn’t have 2 viable non battle pet 2 drops that are on par with the other factions for example.

1 Like

People here have really got to stop taking the piss. That being said, while I do understand where you’re coming from, you do need to look at what you’re playing.

Primarily, if you’re playing a vet decks, you will get dumpstered by magmar more than other factions, since vet has a lot of 3 attack or below minions. Personally I like playing Lyonar into magmar, as they can either outsustain them or buff minions out of the range of plasma storm or natural selection.

The 10/10 card you mentioned is bounded lifeforce, and while it can be a decent finisher, 10 health is not a lot, and, given that it costs 7 mana, will take most of your cores. Thumping waves used as removal means a loss on burst, and they leave behind a body, which is more than can be said for some other removals. Kinetic equilibrium is the AOE you were talking about, but it only does 2 damage, and to all minions, not just opponent’s.

The best way to play against magmar is to run dispels, especially for Vaath. As well as this, you probably want to run healing, since there are many burn decks, and while playing, it’s usually smart to keep your minions seperated, to avoid having to deal with frenzy.

1 Like

Shadowdancer is the card. Not to be confused with shadow sister Keliano.

While Magmar is strong and have many tools they can’t do everything at once.

Plasma storm: costs quite a bit and can hurt self. Obviously try to put minions over 3 attack. Try to keep max number of minions, with 3 or less attack, to say 2 or 3. Trade minions to reduce number as necessary.

Natural selection: if you have some weaker minions your strong minion can’t be selected. Magmar player minions can also mess him with targets, like a sticky young silithar. Remember equal attack means there are choices.

Thumping Wave: Good removal. Remember it usually means 1 for 1 card and 3 damage. Thumping wave is used for big minions, minions at back and burst. Fortunately there are only 3 thumping wave.

Earth Sphere: Strong heal. However a moderately high cost makes it hard to do other high cost plays. e.g. often might be choice of 1) Makantor to clear enemy minions, 2) Heal and lose health from enemy minions.

Makantor: Minimise damage by positioning, usually diagonal positioning. Also avoid standing beside low 0 and 1 attack minions to have some counter-attack damage. A 2 health Makantor is easier to kill than a 3 health Makantor.

Kinetic equilibrium: Did I forget about a hidden OP card. What is this again? :stuck_out_tongue:

Against Magmar, early game apply pressure and do some damage.
Late game run from enemy general. Let your minions do the work.
Try to identify if the Magmar player is playing a fast or slow deck and play accordingly.

Nah, raqyee would have done a nearly surgical analysis of this post, impersonally pointed out each individual flaw, and with clean formatting too.

If only we could match up to his level of optimal criticism.

sigh

4 Likes

Absolute syndrome.

Please balance vetruvian, it fells unfair to play against it.
They can deal with ‘‘almmost’’ everything:

A strong enemy can be destroyed with a simple falcius or entropic decay.
An agresive deck with low cost minions can be decimated with stars fury or the one that deal 2 damage to the general and all minions around it, they can also use the frenzy-General minion (it think is zephyr).
*If the general is low on health after enganging with lots of treats they can use falcius to negate damage, or use the other artifact that makes enemies lots of totems that deal 1 damage to them per turn, making it easy to win.
And a lot of strong points that feel unfair to play against, please balance it.

thx and ty


Point is, if you phrase it like that every faction is OP.

2 Likes

I think you mean entropic decay

The salt, so REALISTIC

2 Likes

But you do have to admit, a 3 mana spell that can work as an extremely favorable buff (5 damage is nothing to gawk at) while also being an effective removal tool (at any range too) is a tad bit excessive. Almost as ridiculous as a 4 mana heal minion while dealing damage to enemies around it.

1 Like

Yet somehow neither is gamebreaking :thinking:

And both are still un-preventable :thinking:
(Unless you’re vanar)

At least Holy Immo can be played around FeelsBadMan. TBH the way to play against Magmar is to stay over ~12 hp. When I get below 10 I always assume I’m dead the next turn (and I’m usually right -_-)