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  • Game-Breaker - The Vanar Kindreds Ghost Seraphim might be the worst offender. For just 7 mana it offers a solid 8/9 body and the ability to cast a spell each turn for free, INCLUDING the turn it was summoned it. This is especially dangerous with the Vanar having some extremely strong, high-cost spells that can completely turn around even games dominated by their opposition, like Frostburn or Luminous Charge (combined with a free Winters Wake next turn).
  • Junk Rare - There are some depending on rarity:
    • Second Son - Trap card that offers a massive body, yet very vulnerable to dispel and lure effects (being moved away from the General).
    • Dark Seed - Very situational. At best it's a 4 mana 6 damage card to the enemy General, at worst a 4 mana 1 dmg.
    • Corpse Combustion - Dying Wish isn't a thing in Vetruvian, let alone reviving more than 1 Dying Wish minion from a turn earlier.
    • Arcane Devourer - Requires you to have have 2 6 + minions in hand by turn 8 and play a horribly stated minion on top of that. You are better of just playing the 6+ minion from hand, without the reduction from this card.
    • Mind Steal - Just like Hearthstone's Mind Games, it usually pulls out a understated minion that is good because of its Battlecry (Opening Gambit).
    • Spirit of the Wild - Situational card that requires a lot of setup. Might not even work seeing as you can't dictate how the opponent will position their minions or if you will have enough of your own.
    • Calculator - In a 40 card deck, there are little chances that by turn 5 you've not played all your Battle Pets.
    • Blood Taura - Requires you to be very low on life and relying on it is more or less a last effort in staying alive.
    • Sarlac the Eternal - He does not have enough stats to make him threatening in any way and the fact that he teleports to a random space on the battlefield makes him very unreliable.
    • Black Locust - Unbuffed, unmoved or unanswered he will snowball out of control quickly. But he is prime removal material.
    • Quartermaster Gauj - Cool concept, but vulnerable to even the smallest of AoE effects, even Shadow Creep.
    • Rook - Too expensive and unreliable. Zeal and Deathwatch do nothing to it.

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