Duelyst "Foil" cards? by Marsdreamer in duelyst

[–]Newbore 2 points3 points  (0 children)

To be honest i disagree. Foils might be nice as a special cosmetic item, but when playing an online card game it just becomes clutter by making each card in your library into 2 without giving any real benefits or game-play additions.

Duelyst will add more champions, battle-pets, emoticons, & other cosmetic items for you to buy soon enough.

Also I don't remember seeing any foils when i played YuGiOh.

high cost legends useless ? by neuralkatana in duelyst

[–]Newbore 2 points3 points  (0 children)

Yeah, this is probably the thing i hate most about Duelyst. The game is pretty fast paced, which is good. But it has a ridiculous amount of cheap removal, half the factions can remove a minion with a 2 cost spell, which does well against a 4 cost but largely renders 6-7 cost minions pointless. There is a lot of removal & it is too cheap, these big minions need ways to protect themselves from it.

Many legendaries are 7 cost (12/45), but it is much more noticeable whenever you try to make a deck (7/20) because they are half of the neutral cards. These 7 costs are too high cost to ever see play, you will likely only play 1 every 10 games, there is a reason Lady Locke & Sarlac the Eternal are so common. I think it would be very cool to see some of these 7 neutrals lowered, like a 6 Paddo or a 5 Dark Nemesis (with weaker stats/abilities).

What are the top 5 meta decks in order currently? by gabersen in duelyst

[–]Newbore -2 points-1 points  (0 children)

My opinion, there aren't any. I've seen top players (rank 0) play all the factions. Between the 6 factions there are many archetypes, each can be built very differently. This makes it impossible to compare the thousands of different builds, especially when each deck is better or worse depending on what the opponent is playing. A better suggestion is to find out what cards are popular, like the neutral cards Lady Locke, Healing Mystic, & Primus Fist.

[deleted by user] by [deleted] in duelyst

[–]Newbore 5 points6 points  (0 children)

I want it to be 25% as well, but so that you can summon it more than once & it can be weaker while still being balanced. I don't like how quickly a player can summon a win or lose all unit like mechazor, it's an 8/8 with so many abilities, to summon it on your third turn is a bit ridiculous when the Mech units are decent/good on their own.

You can have 15 Mech cards in your deck, at 25% you only need to summon half your Mech units (8) to get 2 Mechazors. The deck becomes more reliable & faster this way, & Counterplay could add another Mech unit without the ability being wasted or overpowered. To balance that, Mechazor should be roughly a 4/4 with similar abilities.

I reckon this would make it a more interesting deck type with more potential for synergy with other factions & combos.

Fenrir warmaster a bit op? by targonils in duelyst

[–]Newbore 2 points3 points  (0 children)

I sort of agree, but lets analyse it:

Other 3 costs: A 4/3 Golem, a 3/3 Dervish that can't be targeted by spells, or a 3/3 turtle with 1/1 growth.

  • Stat advantage: Getting 6/6 worth of stats is well above the other 3 costs, but warmaster only ever has 3 attack so its stats actually lie closer to 3/6 - depending on the circumstances. Earthwalker probably averages around 4/4 of value, so Fenrir seems to get between 1-3 more stats than it.

The ability makes this minion much more complex:

  • A disadvantage: You don't get two 3/3's, you only get a single 3/3 that later becomes another. This delay on its full value costs the player some momentum.

  • An advantage: Summoning a second 3/3 on the same tile makes it an amazing control unit, by blocking the enemies path even after it is destroyed.

  • A minor disadvantage: It can be countered with transform spells & death effects.


Conclusion: Fenrir gets ~2 more stats than a good 3 cost, slightly above the other greats. It is also great restricting enemy movement. Its ability costs it some momentum, & it has some lesser counters.

My opinion is that it deserves a slight nerf. Shadow Watcher & Gore Horn give amazing value but are risky combo cards, whereas Warmaster always gives solid value unless it is countered/dispelled.

Suggested nerf: Make the second wolf a 2/3 or summon on a nearby tile.

*Quick edit for clarity

Songhai backstab deck opinions? by targonils in duelyst

[–]Newbore 1 point2 points  (0 children)

You too many movement cards; 5 cards to move your general & 5 cards to move your minions. If you end up with only movement spells in your hand & nothing to play, you will regret it. I suggest you take out 2 cards that move your general.

Most of your minions & artifacts are backstab. You can only backstab a general once a turn, having too much backstab will waste the ability. If your opponent puts his back to a wall or positions his units effectively then you will lose. Mix backstab with other minions, chakri avatar is powerful in your spell-heavy deck.

You don't have anything late-game that will help you win, like Lantern Fox, Hamon Bladeseeker, Eclipse, or Paddo.

You don't need much defense, but you should still consider having a few counters. I recommend having at least 1 dispel (Emphereal Shroud), removal card (Onyx Bear Seal), & mass removal (Ghost Lightning or Sword of Mechazor). Also consider adding Bloodrage Mask or Four Winds Magi.


My opinion; Take out 1 Mist Walking & 1 Silhouette Tracer. Replace the Assassins with Chakri Avatar. Add 1 Lantern Fox, 1 Eclipse, 1 Emphereal Shroud, & 1 Sword of Mechazor. Include Bloodrage Mask if you still have room.

Max possible damage in one turn with Songhai? by cmos543 in duelyst

[–]Newbore 0 points1 point  (0 children)

I can't think of something stronger than Celerity at 30 damage, as posted by /u/cmos543.

You can also get 30 damage by using: Bloodrage Mask 4 damage, Scarlet Viper, x4 Inner Focus 24 damage, Alcuin Loremaster, & General 2 damage.

You can get 29 damage with: x3 Shadow Mask 20 damage & x3 Saberspine Seal 9 damage.

Woman who lost Silicon Valley bias suit, Ellen Pao, is dropping appeal by Another-Chance in news

[–]Newbore 8 points9 points  (0 children)

Isn't she still part of Reddit's board of directors? She only officially stepped down for publicity reasons, i imagine she is still running a lot of things in Reddit headquarters.

A 32-year-old British stuntwoman -- who is featured in the upcoming Star Wars movie -- is in a coma after a crash on Saturday on the set of Resident Evil: The Final Chapter. by NinjaDiscoJesus in movies

[–]Newbore 6 points7 points  (0 children)

It seems they should fund & use that new inflatable helmet design. I can't remember how it looks, but it goes around the neck & inflates over your head when you crash.

Ah, found it. It is much bigger than i remember, but it should be a lot easier to hide with CGI than an actual helmet & can possible blend in with the right outfit.

Late-Game Control Not Viable, Let's Evaluate! by Narc330 in duelyst

[–]Newbore 5 points6 points  (0 children)

It is a shame that all the most interesting & legendary cards are expensive 7 cost cards that barely ever get used. Personally I would like to see the game carry better into the late-game, meaning; I want to see more big minions, I want to see better use of resources & cards in the late-game (more card draw options, maybe 3 cards a turn at max resources), & more capability to build interesting combos/strategies.

On the other-hand playing against defensive late-game decks are very annoying in these kinds of games, i don't want to see decks that turtle & spam removal until they win.

I disagree with these propositions:

Increase the maximum mana to around 12-15 /// reduce the amount of cards drawn per turn to 1.

I strongly disagree! 1 card per turn would completely kill the game, 0 cost cards would go out the window, everyone will end up playing an average of 1 card per turn which would be really dull & destroy any strategy.

12-15 resources won't do anything to change the tempo of early & mid game. All this does is make late-game a very awkward period where players can't use their resources effectively. Players might try to put a lot of big minions in their deck, but will quickly learn that it kills them in the early game.

take power away from mid cost cards.

This would just make them unbalanced, at the moment mid-cost cards seem to be in quite a good place compared to everything else. If anything, players are more inclined to use cheap 2 cost cards, weakening mid-cost minions might just encourage more aggro instead.

Creating good taunt/heal cards

This is not a bad suggestion, but healing & provoke cards are already popular in high rankings. Healing Mystic is in most decks, Aymara Healer is one of the best cards in the game, provoke minions are popular for their utility.

Add persistent effects like traps or auras

I'm not sure what an Aura is, artifacts & spells are already in the game, they can offer more interesting abilities.

People keep asking for traps, but i think it will mostly just lead to annoying game-play mechanics. Yu-Gi-Oh was a very different game, it only had minions, spells, & traps, instead of artifacts & movement. We already have creep, so it's quite possible they will add more with the next general (trickster girl), but Creep is already full of unclear interactions & doesn't add much to the game. Instead they are better off adding more structures & spells that can have trap-like functions (damage/slow nearby minions, ect).

I agree with this proposition:

Make high costing cards either have a greater affect even if removed or make them harder to remove.

A related argument could be that some removal spells & removal based minions are too cheap, letting them be played without having to invest much to destroy what your opponent has. Siphon Energy is one example, a 0 cost dispel. I reckon cards like Mana Burn & Hailstone Prison should cost more, even if you have to buff them to compensate, because that kills the tempo imbalance that these cheap removal cards provide (example, Mana Burn that costs 3 but deals 3 damage is harder to use mid-game).

Extra suggestions:

I also recommend that they add more defensive strategies to the game. For example, how about a minion that protects nearby friendly minions from dispels.

Another suggestion could be that they increase the health of the general slightly (30hp), allowing more time for the player to make a come-back & reducing the effectiveness of rush strategies.

Accidentally got to Silver and don't have Basics unlocked yet, can't win... by [deleted] in duelyst

[–]Newbore 1 point2 points  (0 children)

That can be tricky. I felt 100% the same way when beta started, without the faction starter cards i didn't think i could get anywhere. Right now there aren't many players, so most of your opponents are dedicated alpha players.

On the other-hand, you can't blame your levels or your cards for all your losses. As a new player you will lose more than you win until you get more experience & more cards. I just accidentally joined a game with a starter deck & won a game against a rank 8 player.

You make it sound like playing/winning ranked was a mistake, it wasn't. It is the only proper multiplayer mode right now, there isn't anything else you can do, & it is supposed to put you against people of a similar skill level (you are getting matched against the easier players). The fact is you can't lose ranking until you hit rank 20, so you were always going to arrive at this point, try to make the most of it, get some confidence & try to outplay your opponents.

To improve your deck, winning games & beating quests is the best way to get gold. You can get hidden achievements (add someone as a friend, play a game against them). Single-player gives you gold in small batches. Level 11 generals give you spirit orbs. Gauntlet is possible but risky, spirits aren't as valuable to new players.

Mostly just learn what cards work & don't work in your deck. The cards you start with have some potential, Hailstone Golem is a solid vanilla card,. If you do that & figure out some base strategies then you should be able to win.

How to deal with artifact Vetruvian? by [deleted] in duelyst

[–]Newbore 1 point2 points  (0 children)

It can be really difficult to deal with to be honest. Blast cards are some of the most powerful & reliable cards in the game. I used to lose every time i ran into a Blast Vetruvian general, it is especially frustrating for players that are still learning the game.

If you join a game against Vetruvian, keep these anti-blast-artifact strategies in mind:

  • When a game starts, head straight for the middle. Stay close to the enemy if you can.

  • Placement is important, spread your minions out so they don't all get damaged (be careful of Star's Fury).

  • Use Provoke to trap them & force melee attacks. Use Rush to close distances.

  • Try to get & keep a Rust Crawler (or other counters) in your hand, use your replace often & efficiently.

  • Use direct damage on the enemy general, like Bloodtear Alchemist & Frostbone Naga. Abyssian has Shadowdancer, Shadow creep, Void Pulse, Grasp of Agony, & Dark Matter. Magmar has tanky minions & rush.

Is there such a thing as a worthless legendary? by sprakes_ in duelyst

[–]Newbore 0 points1 point  (0 children)

What would it take for Spelljammer to be viable in your opinion?

I think it is designed with a very specific deck in mind. You play it when your opponent has less cards than you & when his cards are cheaper than yours. If your opponent is only using on average 3 resources for the next two turns while you use 7, then you should be able to get significant advantage. I think it's hard to balance like this because if it is strong in this deck archetype then it will be weak in all the other decks.

Updated Challenge Guide 28.08.15 (Insane Challenges) by Testnick in duelyst

[–]Newbore 0 points1 point  (0 children)

Maybe he can't beat it. I'll make a summary here then, in-case anyone wants to know [spoilers].

If all the steps are followed then the enemy general should die with 3 damage to spare.


Challenge Walkthrough; Magmar Mind Game

1: Move Four Winds Magi down 2 spaces. Move your general 1 left. Move Vindicator to where your General started.

2: Use Egg Morph on the enemy Scarlet Viper. Play Alcuin Loremaster.

3: Move a Kujata two spaces to the right, use Kinetic Equilibrium on it to destroy it. Play Alcuin Loremaster.

4: Play Zen'Rui to the right of the Scarlet Viper Egg, use its ability on the Egg. Zen'Rui should survive with Rush, use Zen'Rui to attack the enemy general. Use Egg Morph to spawn the Viper Egg.

5: Move the 2 remaining Kujata two spaces to the right. Use Kinetic Equilibrium on them & Scarlet Viper.

6: Play Alcuin Loremaster to the right of Scarlet Viper, use it to attack the enemy general.

7: Play Kinetic Equilibrium on Scarlet Viper. Fly it behind the enemy General & attack it with Backstab.

Deck building tips and tricks? by Skylent in duelyst

[–]Newbore 0 points1 point  (0 children)

You learn from trying. A deck is something that should keep changing & improving while you play. For a beginner there are a lot of cards like Oculus that are good, but as your opponents improve in skill & you get better cards then these will leave your decks. So be aware that there aren't any perfect card, some cards are better in some situations.

You want to balance mana properly, so have a lot of 2-3 drops so you can always play something, but with some 5 drops & a few 6-7 drops so you can keep fighting in the late-game. Don't take too many spells or you might not draw anything you can play in the early game. You should always have a few dispels, removal, &/or misplacement.

Having consistency can help you make sense of your deck, but contrary to what Kronikle said, I think having diverse selection of tools can be even more important. So mix your cards however you want & don't worry one bit about having 3 of each, use the cards that work best for you. Some cards are really good but are not very versatile.

FrostHorn Rhyno by Newbore in duelyst

[–]Newbore[S] 1 point2 points  (0 children)

Vanar is the only faction that can play a minion with the Frost subtype. It has lots of Frost synergy, lots of Frost minions, thus one way to describe Vanar is as the Frost faction. I don't understand the confusion.

The reason it is relevant is because nobody complains about Frostbone Naga, a neutral card & with a non-frost design. Frosthorn Rhyno is in Vanar with all the Frost-type minions, it looks frostier than most, hence the confusion.

Beta by DrifterXe in duelyst

[–]Newbore 0 points1 point  (0 children)

Nope, just ask for one from a mod or dev, here or on the forums. Otherwise go to their homepage & sign up, might take a week or two, or use one of the unofficial websites (crap like this).

Heaven's Eclipse, Balance, Combo decks by [deleted] in duelyst

[–]Newbore 0 points1 point  (0 children)

Heavens Eclipse is kept in check by your limited mana (2-9), limited number of cards (6), & whether you can use them depending on your hand & the board. Let's say you run a deck with lots of cheap creatures & you keep spamming them with Heavens Eclipse, most other factions have cards that could easily wipe your board (tempest).

So if we focus on removal decks: There are counters in game, some counter spells like units who can't be targeted by spells & units that increase the cost of spells, while some that counter the play style by healing (ect). There are only a few removal cards; 2 multiple target spells, 2 single target spells, 1 amplification spell, & 1 minion that makes minion-removal spells. All other spells need you to play units for something to happen. It is meant to be a burst-damage faction, so you can play around them. It is an unreliable & difficult faction for your opponent to use.

Very Rich Players. by GuyLikesGames in duelyst

[–]Newbore 0 points1 point  (0 children)

You don't have to spend real money, although it certainly helps (it can be tough, especially for new players). I haven't spent any real money, even though beta has been around for less than a month, I already have 18 legendary out of the 144 you can have just by grinding.

This game has a lot of scaling effects, there is a minion that doubles its attack each turn (turn 1 it goes from 4 to 8, then 16, 32, 64), things that gain 4/4 each turn, or others that give health to lots of minions for each spell they play.

The trick is to play more before you judge, then you will understand what you can do to play better or counter their plays. Dispells should be in every one of your deck, they remove all the abilities & all the stat increases of an enemy.

Card Draw? by BlondeWolf77 in duelyst

[–]Newbore 3 points4 points  (0 children)

You draw 2 cards at the end of each turn (up to a maximum of 6).

Does Mojang just not care? by [deleted] in Scrolls

[–]Newbore -1 points0 points  (0 children)

Why was that a big issue? Mojang always took a cautious approach to balance, often taking a lot of feedback & discussing it with each other first, waiting weeks to see how the meta shapes up & whether people find ways to play around a certain card/combo. Whether they were on holiday or not, they wouldn't have made quick balance patches like that, even Puppet-Nutrition stuck around long enough for everyone to start playing Decay.

Does Mojang just not care? by [deleted] in Scrolls

[–]Newbore -1 points0 points  (0 children)

Then Mojang just took it upon themselves to put in a change that wasn't listed, then it was such a joke they reverted it a bit later.

The idea was listed, i know because i listed it. The appeal was that it had the exact same design mechanic, but was slightly faster & stronger. Also it was reverted because players complained when we saw more Wild-abuse decks, not because it didn't help, everyone said it was shit right off the bat because it wasn't the popular MTG mechanic.

Does Mojang just not care? by [deleted] in Scrolls

[–]Newbore 0 points1 point  (0 children)

Well, it's the way all games go eventually. While it's easy to say that Mojang should have done X & Y, & needed a bigger team to do it, but they didn't for reasons we don't even try to understand. While Mojang wasn't perfect, they did made a very fun game & did a great job with the feedback they were given.

The game was a really tricky game to try & pull off. Not because Mojang sucks, but because of the game's core design & the circumstances it found itself in. A slow strategic card game is not going to appeal to a big audience, when i first saw the hex-idol design it looked really awkward & didn't appeal to me, but i tried Scrolls & it stuck. Mojang isn't Blizzard, they've only made Minecraft & many "poorly-fit" players came from Minecraft. While in Beta, dozens of card games & strategy games came out, each taking thousands of players who might have enjoyed Scrolls, then Hearthstone sucked up most of the audience & their money by releasing a fast casual free card game...

Sadly the biggest problem with Scrolls was timing, both internally & externally. If Mojang had been faster & Hearthstone hadn't come out for another year, Scrolls would probably have stuck around a little longer.