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Please chek Magmar

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.

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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.

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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

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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.

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I think you mean entropic decay

The salt, so REALISTIC

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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.

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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 -_-)

Once upon a time in Galaxy not so far away was a faction named Vet it had a card that made their minions be able to attack from range.It literally took one turn and knew as a Magmar player if you were going to lose.Why because before thumping wave CPG took away chromatic cold from Magmar and then took away Vindictor.

Leaving range units ridiculous hard to deal with as a Magmar player.Natural selection didn’t help as much because egg work slight differently then.Plasma storm didnt help because the game was greedier at point.You didn’t have a tiger to deal with Sand Howler you would just lose miserably to Vet

The whole point is just a couple months back the Vet (and Songhai) faction nearly made me want to quit this game.Vet was the out right best faction in game and had multiple cheesy stuff in 3rd wish and Time Maelstrom. So there is a certain amount of irony watching Vet players now struggling to deal with range and complain about Magmar.

Now just a warning to complaining Vet players the second your factions get more usable things a bunch of minions and spells might probably get nerfed.Vet still have a heap of things that presents too much value.Stuff like Nimbus,Falcius,Amara Healer,Grandmaster Nosh,Dominate Will, Pax, etc don’t seem that bad now but when they get spell or minion that make your faction work all of those things will be targeted by people complaining about your faction.

Simply put just because Vet is bad doesn’t mean it doesn’t have broken cards.I can’t wait until Vet is good again so freaking Falcius can be nerf to hell and it is still freaking stupid that Amara hits you for 5 (and heals them for 5).I hope you enjoy when your on end other of complaining. I think I am going type out my nerf Falcius thread and just wait for the time use it.

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Such a salty dinosaur you are :slight_smile:

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I’ve said it before, and I’ll say it again.

Vetruvian is and always has been a weak faction depending on several broken cards. How broken those cards are has been what decides how strong the faction is.

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Salty ,Nah the Imperium keeps butting into the affairs of the Ascpects.

Still feels bad man

I said it other thread Obelsyk and Dervish are same thing basically and they are around as good as they will be in this meta,Artifacts could get a slight boost but the nature of meta it will never be that much better.Vet needs a whole other tribe You have to hope in the next expansion Vet gets cohesive group of minions from 1 to 7 (or at least 1 to 5). So I will disagree Vet has never been “weak”,Vet has always had a weak in faction gameplan tho.