Watabou shares his widely-acclaimed disenchant guide, explaining which Epic and Legendary cards you should disenchant in return for crafting material (Spirit).
After summarizing the best generals and budget-friendly cards in each faction, he examine each Epic and Legendary card for every faction - not only explaining which ones are safe or unsafe to disenchant, but pointing out the best places to invest your Spirit once you're ready to upgrade your budget-friendly decks. The guide embedded here will update automatically whenever Watabou updates his original Google Document, which can be found here.
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Hey everyone, Alexicon1 here! Starting up a new (hopefully regular) segment, documenting those changes to the game that are under the hood and not necessarily have been specified by Counterplay. I'll run over each change, and a basic breakdown of the effect on the game. As this is my first go at it, feedback would be much appreciated, either here or on Discord at Alexicon1 | C67#0939.
Without further ado, let's begin with the Vanar secondary General: Kara Winterblade. ZAMO shares her speed-drawing footage for Healing Mystic, the official mascot of Turn 1 Mystic.
The footage of her speed-drawing the rest of our avatars can be found here, along with several other pieces of art that are still waiting to be used. After playing CCGs for over a decade, I’ve been searching endlessly for a good online CCG. I could never stomach the randomness of Hearthstone, which paired enormous slot machine effects with the roulette wheel involved in summoning your largest minion on-curve. Magic the Gathering is an amazing CCG on paper (in both respects), but the online client was awfully designed and I could never justify the amount of money needed to build a tournament-worthy deck.
For years, I’ve been waiting for the perfect CCG – a game that I could fit around my university schedule, without needing to ritually sacrifice my credit card or spend months earning in-game currency before I could afford a competitive deck. Hopefully a game without decades’ worth of articles written about it, so that I could get involved in the community and publish original content. And after so many years, I eventually found Duelyst. Duelyst has everything that I love about CCGs. Between the constant decisions created by the replace mechanic and by positioning your units on the board (both of which reward forward planning once you know what you need to plan around), Duelyst feels like a fencing tournament. It’s a fast-paced game that punishes you hard for your mistakes, but shows exactly when you messed up and how to improve in the future. It has enough randomness to offer unique puzzles in every game, but has enough consistency to let you solve those puzzles without relying on luck. But since most of those puzzles require background knowledge to solve, Duelyst has a much steeper learning curve than most other CCGs. You need to learn a wide range of tactical concepts before you can really compete at the highest levels – none of them are complicated on their own (especially if you’ve played other CCGs before), but most of them aren’t spelled out in-game. And if Duelyst is your first CCG, then learning this library of little tricks as well as general CCG strategy can present an enormous amount of information for you to process at once. It’s about time that we fixed that. F8D reviews a recent S-Rank game against Mech Kara, explaining how to pilot midrange Sajj and showing how to play around the threat of Mechazor.
After staying afloat through the early game, he finds answers to a pair of Mechazors and dominates the board through superior threat density. |
Our GuidesOn Turn 1 Mystic, we aim to teach new players how to climb to Gold Division as soon as possible, then from Gold Division to S-Rank as soon as you're interested and have time. Archives
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