
It’s easy to understand and to learn, and a great card game to play casually if you aren’t looking to tryhard your way up the ranked ladder. Despite the high skill cap and quickly branching decision tree, Duelyst is a remarkably simple game to play. But the truth of the matter is that much of the audience Duelyst appeals to probably won’t care about similar-looking decks. Opening an orb like this isn't as rare as you'd expect.ĭuelyst adds four new cards every month and two larger expansions are already in development, so there’s plenty of opportunity for Counterplay Games to shake up the meta as it sees fit. Strong neutral minions aren’t inherently a problem, but they will be if these cards can still fit into every single deck a year down the road. Cards like Healing Mystic, Lightbender, Emerald Rejuvenator, Repulsor beast, and many more, each sporting a decent body with a strong ability like healing units or Dispelling enemies, offer enough utility that they can work in with pretty much any decklist. Everything is still in flux, but something that’s been a constant for a while now is the prevalence of a handful of neutral minions. So while the odds of pulling that one legendary you need are higher, you’ll likely need three of them to fill out your deck.Īnd Duelyst’s deckbuilding meta is still very young, especially considering Bloodborn Spells-a reusable 1 mana spell unique to each general that has a two turn cooldown-weren’t added to the game until a few days before its official launch last week. Duelyst has a deck size of 40 cards with a max of three copies of any card, including legendaries. That means you find 'rare' cards much more often than in most CCGs, but the flip side is you’ll need more of them. Each orb has five cards, one of which is guaranteed to be a rare or higher, while epics show up roughly once in every two orbs, and legendaries once in every four. More often than not, completing all of these only took a little over an hour and left me with enough gold for a Spirit Orb-Duelyst’s version of a pack of cards. For those with more money than time, you can also purchase Spirit Orbs with cold, hard cash, but I never felt behind the curve for not doing so.Ĭards come in four rarities: common, rare, epic, and legendary. You get gold for every two wins, bonus gold for your first win each day, and two daily quests that ask you to play four games as a certain faction, deal 40 damage in a game, or other things like that. Putting the C in CCGīuilding a collection in Duelyst is less daunting than in its competitors, as rarer cards have frequent drop rates and the game practically shovels gold at you. The Vetruvian faction builds structures that create temporary units at the start of each turn. Duelyst goes down a quieter, more cerebral path, and it works, just at the cost of exciting stories to tell my friends.

It’s strange complaining about a lack of RNG given how often Hearthstone’s community whines about its prevalence, but after playing Duelyst I can understand why Blizzard chose the path it did: big, tweetable turns. There’s nothing like Hearthstone’s new legendary Yogg-Saron in Duelyst which, depending on who you talk to, could be a good thing or a bad thing. The cards are creative and unique, but also relatively straightforward. It’s not that every match plays out the same-far from it, as the decision-tree for any given match can branch wildly outward-but that there isn’t much opportunity for big unexpected plays. Short match times (8-10 minutes) and more consistent draws mean there’s little room for surprise. Still, despite that extra level of depth, I found myself occasionally missing the big “wow” moments I’ve come to expect from tense matches in games like Hearthstone or League of Legends. Falling behind on the board can be hard to come back from if you get surrounded, and the replace mechanic lets you draw into answers faster. This allows decks to be significantly more consistent, which is important to making Duelyst feel like a tactics game in addition to a card game. Once a turn, you can mulligan a card from your hand to draw a different one. Another great change from the CCG formula is Duelyst’s 'Replace' mechanic.
