Duelyst

Duelyst

88 ratings
Faction Deck Building, Play Style, Strategy and Much More
By अभिषेक
Budget Deck Version Here http://sp.zhabite.com/sharedfiles/filedetails/?id=763080853

As promised in my previous guide "Faction Pros Cons and Specialty" http://sp.zhabite.com/sharedfiles/filedetails/?id=755530888 here is the guide on deck building and its basic strategy to play. I will also describe the basic play style and focus too. You guys can replace some cards if you don't have that exact card for now. Also feel free to ask if you guys need suggestion on a card. Even a Budget deck around same mechanism would be good. These decks are suggested from S-Rank Players (Streamers). Big thanks to NowayitsJ, Seiken, SmashThings, Wagnozac, Scientist, F8D, Mogwai, Envybaer, RyanH for their rankings of deck. If you guys want some free gold then use my gift code "xmrhacker" and for all other hidden achievements be sure to check my Duelyst "Challenges and Their Rewards" Guide http://sp.zhabite.com/sharedfiles/filedetails/?id=753352604 Feel free to suggest other cards or good equivalent for these.
   
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Rankings From Popular Streamers and Mana Glow
Argeon Highmayne (Lyonar General)


Tempo Argeon:- Tempo Argeon aims to curve out lyonar’s powerful faction minions and keep the enemy general locked down through provoke. Setting up potential Divine Bonds and attempting to get their opponent to fall into a strong Holy Immolation are the main goals of Tempo Argeon.



Midrange Argeon:- So this is just standard Lyonar with some good stuff. An obvious combo is Lionheart Blessing with Afterblaze on Azurite Lion, but that' isn't your "winning combo", it's just a good way to generate cards. Some people have asked why Sky Burial instead of Martyrdom, and that's because every single point of health matters; giving them more is just shooting yourself in the foot. Everything else should be pretty straightforward.

Solarius is for card draw. It is my firm belief that right now Solarius is the best card draw for Lyonar as unlike every other neutral card draw, it does not give the enemy cards which is huge.
Zir'An Sunforge (Lyonar Alternate General)


Heal Ziran:- Heal Ziran is a deck that aims to use Ziran’s hero power and other healing cards to activate certain Lyonar specific cards. Sunforge Lancer really carries these kinds of lists, but there are also synergies with Sunriser and other heal based cards.


Healyonar:- GrincherZ has a very good Zir'an deck. The amount of Sundrop Elixirs, were lifesaving in many cases. The way you want to play this deck is to use your minions to block the enemy from advancing, all while trying to reach mid/late game (which isn't difficult, as you are Healyonar!). Afterwards, use Grove Lion + boosted attack from Sunforge Lancer (which doesn't disappear when it dies) + Arclyte Regalia to turn your General into an unstoppable force of death. However, don't rely on solo tanking too much, this is still a team effort. Come late game, use Solarius to refill your hand in a pinch. Again, thanks GrincherZ, RyaN and Wagnozac for the deck base. It's also just filled with regular goodstuff like Adepts, Knights, Ironcliffes and Kron. Use Sun Wisp to cycle through your deck, or as a base for a desperate Holy Immolation.
Kaleos Xaan (Songhai General)


Arcaynist:- A very distinct archetype of Songhai that plays usually only Arcanyst minions. The deck attempts to take advantage of the buff provided by Owlbeast Sage to gain a board that simply can’t be dealt with.

Zendo / Hamon Kaleos:- Basically, this is more of a midrange Songhai. Keep your distance, but not too far as you set up Hamon Bladeseeker and then Zendo. Positioning is key here: ensure that your Zendo is further away from the enemy General than your Hamon is, and watch the mayhem ensue.

The really great part is that the combo above is not only generally consistent, but the parts are also good on their own: a 5 cost 8/8 with nothing to dispel is pretty damn good by itself, and the Grandmaster's effect is always good as it stops the General from moving and removing your minions (like Zi'ran or Sajj!)

Ki Beholder also really helps with the "keep your distance", as the movement lock can be pretty crucial at times. Everything else should be straightforwards.

Reva Eventide (Songhai Alternate General)


Combohai:- This is A Songhai deck centered mostly around combining a buffed Tusk Boar with the Shimzar spell Mirror Meld. Spell reduction can be used, but isn’t always necessary. The deck usually aims to hold enough damage in hand to kill in one turn making it impossible to react to.



Meld / Spell Reva:- Full credit to UnoPro, CCalmify, NoWayItsJ, RyanH. Basically, this deck is aggro unleashed. But that doesn't mean go face only, it means playing your cards right and casting spells as much as possible. Mirror Meld can create some funny (but rare) OTKs with Tusk Boar, but otherwise a solid combo with Chakri Avatar. The rest is pretty straightforwards. The only thing I disagreed with UnoPro is the Zen'rui; I have 2 Xhos instead to boost the range of cards you can have. More spells are never bad!



Arcaynist:- A very distinct archetype of Songhai that plays usually only Arcanyst minions. The deck attempts to take advantage of the buff provided by Owlbeast Sage to gain a board that simply can’t be dealt with.



Spellhai:- A Songhai deck that plays a majority of spells and cards that scale on them like Bloodrage Mask and Crescent Spear. The main win condition of a Spellhai is usually a well placed Spiral Technique or a barrage of smaller spells that slowly kill the opponent.
Zirix Starstrider (Vetruvian General)


Midrange Zirix:- Midrange Zirix is a deck centered around playing as many “value” minions as close to their curve as possible. The deck normally contains no outstanding synergies such as Dervish Vetruvian, but can certainly contain some. One of the most “general” Vetruvian archetypes that can encompass most of the common decks.



Goodstuff Zirix:- So this is more like a midrange / aggro Zirix, with reliance on First and Second Wish. The great part about Second Wish is that it forces removal which moves it off your more valuable minions like Inquisitor Kron or Nimbus. Otherwise, pretty straightforward: stack up your minions, play Inner Oasis, then come late game use Dominate Will or Circle of Desiccation to even the odds.



Dervish Vet:- An archetype of Vetruvian that maindecks Obelysks and buffs for dervishes. Built specifically to take advantage of the amount of synergies dervishes can achieve through things like Dunecaster, Fireblaze Obelysk, and sometimes Third Wish. Not quite as common as other archetypes, but powerful nonetheless.

Scioness Sajj (Vetruvian Alternate General)


Control Sajj :- Normally set around taking advantage of Sajj’s ability to just delete a vast majority of minions endgame. With cards like Falcius for midgame and Grove Lion for the late, Control Sajj isn’t really scared of any one minion. Usually has a high curve and almost always contains Dominate Will.

I consulted F8D on this deck, made some slight changes and I feel that I'm the most happy with my version. He said 2x Zen'rui, I said 2x Grove Lion. He said 2x Bloodtear Alchemist, I said 2x Rasha's. Why? Well with Zen'rui, it's too situational IMO and that you might not always draw Falcius; Grove Lion's a pretty good substitute. I also took out Bloodtear Alchemist as I feel that's more of a thing of the past, and Rasha's Curse is pretty important for removing Arclyte Regalia, Dawn's Eye, Spinecleaver or Ghost Azalea.

Scion's First Wish is a super good card because not only does it give crucial stats, it also cycles itself by drawing a card, thus also thinning the deck. This increases consistency.

Healing Mystic is needed because using your Bloodborn Spell, you will be punching lots of minions. Use the Mystics to recover.

Pax is the best 2 drop for Vetruvian, since it gives a 2/1 body and another 2 2/2 bodies. It's a massive tempo play if you drop it turn 1.

Second Wish forces a dispel or removal, pushing pressure off your higher value minions like Aymara or Nimbus.

Rasha's Curse, because Abyssian is running Ghost Azalea and Spectral Blade; Lyonar is running Arclyte Regalia and Vetruvians are running Spinecleavers.

Ankh is great value with your BBS, and allows you to keep your distance. Combine this or Falcius with Spinecleaver and your BBS for a great time. Keep in mind though, don't hide in the corner like a mouse, your minions still need you!

Falcius is the best minion here aside from Nimbus and Inquisitor Kron. Not only does it give you +2 attack, it makes your general immune. This means that combined with your Bloodborn Spell, for 4 mana you can clear a 8 health minion for free. This means you can kill Aymara without taking the Dying Wish, clear large minions like Ironcliffe (with another 2 drop), Nimbus and Inquisitor Kron.

Skorn is just in case you're missing that 1 teeny point of damage, whether it be for lethal or for removal.

Sojourner is because this deck needs card draw, and hit Bloodfire Totems for free cards!



Dioltas is much better than Allomancer, simply the 0/10 takes some pressure off you.

Lightbender is also a must since Cassyva with Shadow Creep decks are dominating the meta. Use it to dispel enemy Nimbuses or Shadow Creeps.

Nimbus is the best card out of the expansion. Not only is the body superb, everytime it takes damage it summons an Obelysk that destroys any minion that damages it. The value that it generates cannot be put in words.

Spinecleaver is here because the Bloodfire Totems (0/4, deal 1 damage to your General EVERY TURN) it generates for the enemy are very hard to get rid of. Play it during the right time and watch your enemy's own minions ping him to death.

Aymara Healer is to ensure your lategame is just as strong as your midgame. The 10 health difference created upon Dying Wish is also another huge tempo swing and might mean winning the game or dying.

Dominate Will is awesome, but only as a one of.

Circle of Desiccation is another failsafe. Keep it mind this doesn't kill your Soulburn (Nimbus) Obelysks, nor does it wipe enemy Bloodfire Totems.

Don't play too aggro, use your own General to clear minions (if it's safe, if it puts you too low, don't). It should become pretty basic to you once you get the hang of it: ensure your minions and your general are positioned within an arms reach of the enemy. Bypass huge minions like Abyssal Juggernaut with Falcius + BBS or Siphon Energy; keep up the assault and you'll win through sheer strength. Remember: you outgun the enemy 10-1. Play your cards right and you'll win.
Lilithe Blightchaser (Abyssian General)


Aggro Lilthe:- Although Lilthe seems to be rather bad this patch, she still has her place in Aggro Lilthe. As you can see, we use Void Pulse to create a 5-health difference, Grasp of Agony to clear the enemy board as well as put more damage on the enemy General, and then Spectral Revenant and Shadow Reflection to clean everything up.



Some people have asked my why Inkhorn Gaze, and that's because more minions you can summon = the more things you have attacking. Blood Siren also serves well with Spectral Blade; use it to heal up while taking little to no damage. Remember: you can't aggro them if you're dead.



Although Spelljammer isn't my favorite draw method (Rite is), Rite is far too late to be useful. Everything else should be pretty obvious.
Cassyva Soulreaper (Abyssian Alternate General)


Control Cassyva:- A deck that wants to drag the game on as long as possible usually. Amassing creep is the main point of Control Cassyva in the attempt to win the creep scaling cards such as Abyssal Juggernaut, Ghost Azalea, and Obliterate.



Shadow Creep Cassyva:- Abyssal Crawler is pretty damn strong right now. It generates a Shadow Creep tile per turn.

Daemonic Lure is to get rid of threats if you don't have Ephemeral Shroud or if the body is too big.

Darkspine Elemental is pretty strong is you need that bit of damage.



Ephemeral Shroud is if you need to remove something that will have a lasting effect, like Pandora or Ranged minions.

Healing Mystic is for you to stay alive, should you ever need it.

Ooz is a very strong Battle Pet, not only because of it's 3/3 body, but because it generates a creep tile on an enemy space.

Primus Fist is for you as a generic 2 drop, but also if you need that bit of damage to finish the job.



Abyssal Juggernaut is more like a mid/lategame threat where you can drop 7/7 + mega tanks (and after they've used all their removal of course).

Ghost Azalea isn't a finisher. It's a persistent threat that only grows bigger the longer your opponent leaves it alone, so use it to trade twice and hit the enemy General once.

If you need faster Provokes though, Primus Shieldmaster is the way to go.

Sphere of Darkness, because you need to generate Shadow Creep.

Shadow Sister Kelaino, because more healing.

Reaper of the Nine Moons is there as a persistent/creeping threat.

Rite of the Undervault, because I've noticed that you tend to run out of cards if you play aggressively.

Just 1 Night Fiend, in case.

Klaxon is there as your late game threat, but also pulls you through midgame by stalling the opponent with Provoke.

Spectral Revenant, because you need more control.

Obliterate: use only as finisher.
Vaath The Immortal (Magmar General)


Aggro Magmar:- Aggro Magmar is a very aggressive deck that usually plays every available rush minion along with buffs to combo with them. Popular choices in buffs being Amplification, Thumping Wave, and Diretide Frenzy.



Midrange Magmar:- The more common form of Magmar. Midrange Magmar attempts to ride the middle of the curve and play more value oriented minions than an aggro list. Similar to other midrange archetypes, Midrange Magmar can be an accurate description of most Magmar decks.



Control Magmar:- The go-to “late game” Magmar deck. Control Magmar attempts to play greedy minions either through a discount or their full cost. If the deck is able to amass a board, it will almost never lose, but that can be challenging.



Grow Vaath:- This is also a fun one: you try to abuse Moloki Huntress given to us in Denizens of Shim'zar, and watch the enemy recoil in horror as your Grow minions grow ever faster. Once the snowball starts, it never stops. In addition to your growing flood of minions, you also have the standard stuff like Elucidator, Warbeast and Mandrake, as well as Taygete. You know what to do.
Starhorn the Seeker (Magmar Alternate General)


Aggro Magmar:- Aggro Magmar is a very aggressive deck that usually plays every available rush minion along with buffs to combo with them. Popular choices in buffs being Amplification, Thumping Wave, and Diretide Frenzy.



Battle Pet Starhorn:- Probably my silliest deck to date. The goal is simple: play aggro and spam pets like you're the owner of a certain menagerie in a certain World of Warcraft tower which is in a certain recent Hearthstone expansion controlled by a certain mage rhyming with....Bedivh.

The deck should be pretty straightforwards: you're trading mana control/positioning control for raw stats. This is where the 2x Amplification comes in. However, if you're smart you can position your Pets so they hit certain minions but not Generals, and vice versa. Thumping Wave is not only a good finisher, it is also a odd form of removal. Have fun with Zookeeper Starhorn! Now, if only there was a minion who gained stats according to the amount of Battle Pets you had....(maybe substitute 3x Mandrake or 2x Thumping Wave for Calculator?!)
Faie Bloodwing (Vanar General)


Wall Faie:- A very unique version of Faie that plays cards that spawn walls and lock the opponent down until Winter’s Wake or Jax can win the game. The deck can also contain other cards that would benefit from walls such as Glacial Elemental and Aspect of the Drake.





Agro Faie:- An archetype that pressures the opponent from a very early stage, aims to ensure that any aggression in the mid game has closing potential. The deck is very easy to spot as it starts trying to kill you turn one.



Aggro / Vespyr Faie:- A budding archetype of Vanar list that runs mostly or nothing but Vespyr minions, using Vespyr specific buffs and synergies to win the game as opposed to more traditional methods.

The idea of this deck is by using extremely powerful Vespyrs and spells through the expansion to dogpile them to death. Vespyrs!

Some cards:

Snow Rippler gives your infinite value because it's generating cards out of thin air, and Snow Chaser works along the same vein: recycling cards.



Glacial Elemental makes a surprising return, and with Bonechill Barriers, kill not only their minions but force them to stay on their home base. Afterwards, Wailing Overdrive any of the minions or Frostfire the Vespyrs to deliver 10 pounds of pain. If things get rough, use Frostburn to clear the board.

When the lategame hits, use Aspect of the Mountains and Snow Chaser or the tokens from Frostiva to clear the enemy formation. Frostiva also provides a source of Vespyrs (as if your deck isn't 90% Vespyrs already).

Otherwise, use Hailstone Prison on things like Nimbus and Inquisitor Kron, while using Chromatic Cold to kill Obelysks and Abyssal Juggernauts. Finally, use Cryogenesis to seal the deal or to flat out kill smaller minions while refilling your hand.

Should the Vespyr train slow to a halt, use Spelljammer and fill right up.

Play super aggro. The party don't stop until they concede!
Kara Winterblade (Vanar Alternate General)


Midrange/Neural Kara:- Midrange Kara aims to play a deck thats comprised almost entirely of minions to take full advantage of her Bloodborn Spell. Any spells contained are usually 100% removal spells and most minions are usually powerful Opening Gambits. The main win condition is usually a buffed Saberspine Tiger.



Control Kara:- While you have the standard buffed up Tiger to kill, you also have a very lethal 2 turn combo: Arctic Displacer into Huldra + Hearthsister. However, as with all combos, don't focus too much on accomplishing solely that. You're Kara! As you buff up your deadly minions like Snow Rippler or Frostiva, don't forget that your deck is loaded to the brim with removal tools like Hailstone Prison, Frostburn, Chromatic Cold and Cryogenesis. Spelljammer is your main card draw once the train's out of fuel, so be careful with it. If worst comes to worst, use Aspect of the Mountain for a fantastic clear. Lategame, you have things like a mega buffed up Kron and / or Frostiva to help you stay alive.



Vysper Kara:- A budding archetype of Vanar list that runs mostly or nothing but Vespyr minions, using Vespyr specific buffs and synergies to win the game as opposed to more traditional methods.
18 Comments
drinkasap 10 Jul, 2017 @ 10:59am 
Vanar OP A F wtf so boring.
IBETHEREALTOBI 27 Jun, 2017 @ 5:33am 
perfect:lucif4r:
acedust 6 Jun, 2017 @ 5:08am 
thx
अभिषेक  [author] 6 Jun, 2017 @ 2:15am 
By reaching level 11 with a faction
acedust 5 Jun, 2017 @ 6:35pm 
how do you get alternate versions?
अभिषेक  [author] 18 Dec, 2016 @ 1:45am 
Let them nerf the new expansion then this will be updated.
STAR PRATINUM; ZA WARUDO 18 Dec, 2016 @ 1:40am 
Any chance for an update?
Ozbourne 26 Nov, 2016 @ 4:29pm 
What are peoples thoughts on Ranged Sonhai Decks. I have been on a serious winstreak with mine. I use the songhai buff cards (mainly deathstrike seal) along with ranged minions like jaxi, and arrow whistler (I would use truesight if I had him) to pull off a never ending onslaught of control and board dominance.
What would a pros decklist be like or is it stupid?
Redheat 21 Oct, 2016 @ 1:34am 
@OP no worries. Thanks for posting this in the first place! :D
अभिषेक  [author] 21 Oct, 2016 @ 12:07am 
@Redheat Its hard to update but will try. Cause whole meta is changed.