Unearthed prophecies has made Duelyst a game with 6 playable factions and 11 playable generals. This is no small feat, since it is exceedingly difficult to balance so many characters. However, our little Sajj is still left in the dust, despite being a fan favourite in terms of design and lore. Sajj, along with Argeon, Zirix, and maybe Cassyva, is among the most developed playable characters in Duelyst, yet she is barely playable.
Here are some of my suggestions to buff Sajj support cards:
Psionic Strike
1 mana
Your general deals double damage to minions until the start of your next turn
Explanation
Just a minor upgrade that makes trading into Sajj during your own turn more risky as well. Just a way to make Sajj’s base BBS with no support just a little better.
Zephyr:
3 mana
3/4
Bloodsurge: Your general gains Frenzy until their next attack
Explanation
This makes this card much sturdier and the effect much less situational. Instead of hoping for your opponent to crowd their units around you, you can save your frenzy until there is a good opportunity to use it.
Incenera:
4 mana
4/5
Whenever your general destroys a minion, they gain +1 base movement.
Explanation
Sajj has arguably the most situational bloodbound spell and attached condition out of all the generals. Having to destroy a minion to gain a benefit is really difficult to do, especially considering that most minions need to be dealt with more than once or are best played out of range. Uniquely, the “whenever your general destroy’s something” condition is controlled by your opponent playing things, not your actions. As such, I feel that Sajj’s conditional effects should be slightly more powerful due to how conditional they are. This change makes Incenera have a hugely powerful permanent effect that helps Sajj chase down foes.
Imperial Machinist
3 mana
2/5
Provoke, Opening Gambit: Repair all of your artifacts
Explanation
A nice, simply buff that lets Sajj ease off the aggression in the early game.
Osirix
7 mana
8/6
Flying, Opening Gambit: Your general gains the effects of all friendly artifacts broken this game.
Explanation
Oserix seems like it was designed to give you a huge tempo boost in the lategame by fetching up some artifacts. However, if you are already running an artifact deck, you might over-equip your general and waste some of them. Furthermore, at that point in the game, your general is probably too low on health to take advantage of the artifacts. This version of Oserix works sort of like Alabaster Titan or Sirocco, in that it encourages an inefficient deck (full of artifacts) in exchange for an explosive lategame payoff.
Giving some of the artifacts more attack seems like it could go a long way in improving them, as well as power up Autarch’s gifts.
Spinecleaver
5 mana,
+2 attack, whenever your general destroys a minion, summon a bloodfire totem.
Explanation
Just a minor upgrade to justify the 5 cost and minor use.
Thunderclap
4 mana
+1 attack, whenever your general deals damage, also deal damage to joined enemies.
Explanation
Thunderhorn, Thunderclap. It seems simple enough to stick Thunderhorn’s ability on an artifact. This also gives Sajj some Boardclear potential. Finally, things like Frenzy and probably blast stacks with Thunderhorns ability, triggering it for every damaged enemy, so a combo Sajj could be possible if she had a Thunderhorn artifact.
Fountain of Youth
5 mana
Restore 5 health to your general. Switch your hand with the hand you were dealt at the beginning of the game.
Explanation
Fountain of youth has got to be one of the worst cards in the game. It’s often strictly worse than inner oasis and belongs to a faction with no healing synergy. This proposed change might make the card a bit too powerful, but it has several downsides in bad opening hands, and not letting the player dig deeper in their deck. Furthermore, the player must sacrifice their current hand.
Sand Sister Saon
4 mana
3/4
Whenever your general deals damage, restore that much health to your general.
Explanation
Sajj might be good at trading health for value, but she has no way to heal reliably. Aymara healer is more of a threat than a reliable heal, and the 2 drop healers are not nearly enough to stem the constant abuse on top of needing to trade with the general.
I know that these buffs will probably not happen, but hey; they buffed diamond golem, and these might give an idea of what future Sajj support cards could look like.