We are in the month of February and with an expansion coming up it doesn’t really make sense to make changes now but these topics are generally fun topics to talk about. And purpose of this topic is to be more of a conversion about these cards than to “OMG OMG this cards are broken I hate duelyst things need to changed”. I am not dev BUT I did stay Holiday Inn express last night .Seriously I have no illusion that I am better designing or fixing cards than devs I respect the amount of difficulty and different factors that go into making cards. That said mistakes do happen and changes don’t always go the way predicted so there is some room to talk about alternate ways of doing things and that is what this topic aims to do.( Also this topic is another one of my test run for my blog/website that I am working on)
Here are the changes I would make cards in the current meta.
changed to 9 mana 9/9
Emp needs a huge hit .I think almost everyone can see that and see the effect that Emp has on the game. Now some people think that method is through changing the stats. My opinion tends to be when something has the clearly better stats than everything around it the easy change would be to make it cost more. Plus EMP should be more of a last resort minion in my opinion that you use to save the game as a 9 mana 9/9 I think is good cost for that.
changed to 4 mana 4/4
With Skorn leaving the meta this card becomes one of the only real good neutrals against swarm strategies and they are generals(Vet) and deck types(Titan) need a good neutral aoe minion. Thunderhorn needs to be nerfed I think we all agree to that but thunderhorn still needs be a good minion. I don’t think necessary think making it 4 health is the right move it opens to being remove from Lavaslasher, Mankantor,holy immolation, a general hit and 2 attack minion,etc. I don’t know what necessarily is the right change i do know though that this card should be playable and whatever change they make to the card
Lost in Desert
changed from 4 mana to 5 mana
With change to Thunderhorn this change might be completely necessary but the card feels slight overtuned and the one mana change feels like the simple fix.
Blood of Air
changed from 5 mana to 6 mana
This card is too strong and it has to be too strong because it is Vet only real source of range removal. That isn’t enough justification for this card remaining that way you can simple nerf Blood of Air and add another range removal tool to Vet card pool.
Changed from 0 to 1
Remove “nearby the general” from the text
And here is the tool that is add to Vet cardpool .It is what the siphon nerf should have been in my opinion.Nothing to complicated give Vet the early removal they need but keeping the theme of their range removal being inefficient and largely a weakness.
Mind Cage Oni
Text change to put copy of spell that transformed this into your action bar
It is kinda stupid how much value this card gets and it has reasonable body and the protection that sentinel gives a minion. The change i would do is to make it work like the Abyssian Sentinel that just copies one spell.
changed from 2 mana 2/3 to 3 mana 3/3
It use to be one of Songhai best early tools and it should have alway been that for a legendary minion. Songhai should be one of the best early game factions and change reinforces that idea. This is another change to where i think it should be been the original nerf
changed from 6 mana to 7 mana
Zendo is ridiculously strong card and as the devs play around more and more with idea of control Songhai build this card will feel more and more horrible to play against in future.Plus the change bring it more in line with other grandmasters.You can make an argument for change its stats if you change the mana cost though
changed from 8 mana 8/8 to a 7 mana 7/7. Awesome effect can be dispel by dispelling the general.
Variax cost was always fine the only problem was that you were able to ramp it out early and get infinite value for the rest of the game. Making it dispellable make that cheap strategy beatable and gives Abyss a reason to carry multiple Variax. Variax is more necessary now because Maehv and Lilthe need a good finisher with Rev moved to 8 and Variax is the perfect card to do it
removed nearby enemy
Just a small tweak to make a Maehv focused card stronger
changed from 3/1 to 3/2
The desolator can be a little to strong at times and Cass abuse the fact that she can ping desolator and take it off the board.I think that small tweak keeps the card strong but avoids that kind abuse from happening
changed from 5 to 6
This change just gives couple of stuff a little more breathing room and gives the devs ability to create other removal tools for Magmar without making the faction oppressive removal wise.
changed from 6/6 to 7/7
My favorite card just small tweak to make unit closer to what it was in the past
changed from 4/3 to 4/4
The most obvious change in Duelyst
changed from 8 mana 7/5 to 7 mana 7/7
Testing must have been amazing for this card but it has missed the mark badly.I want it changed to just to see if it would be used and I don’t think it gets used even with this change
Ghost wolf changed to 3/3
I always thought this card was nerf too hard and this was the changed that should have been made
Here my changes do you disagree or agree? What changes would you make if you could? Once again remember this more in the spirit of general discussion than some urgent need to change the game. Meta is relatively balanced and the strongest card is probably a neutral that can be countered. Duelyst is actually in good place. If Thunderhorn is our biggest problem then devs have done an amazing job.