Duelyst

Duelyst

29 ratings
GrincherZ's Updated Budget Decklists, Overview, Pros, Cons and Upgrades
By अभिषेक
Latest Update:- 13th September 2016

This one budget deck means you guys can craft it with aprox. 1000 spirits or so. Each one is with improvements and all. You guys can craft these decks in 1 week of play. For more help comment here or leave me a pm.

Be sure to check my previous guides "Faction Deck Building, Play Style, Strategy and Much More" http://sp.zhabite.com/sharedfiles/filedetails/?id=763000157

"Faction Pros Cons and Specialty" guide http://sp.zhabite.com/sharedfiles/filedetails/?id=755530888 and

"Challenges and Their Rewards" Guide http://sp.zhabite.com/sharedfiles/filedetails/?id=753352604
   
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Argeon Midrange
This deck is all about utilizing Lyonar's naturally overstatted minions like Silverguard Knight and Ironcliffe to pressure the opponent until you're able to finish them off with a Saberspine tiger combo or Divine bond. Azurite lion + Afterblaze can be a huge burst, and we still run plenty of cycle to keep our options plentiful. Repulsor should be held in the mirror so you can get rid of any pesky big guys, and push face damage. Slo has become a very powerful addition to the faction, this card for 0 mana can be played on top of mana tiles and net you the mana for free, meaning you can play slo + 4 drop on turn 1 going second. If you acquire holy immolation, you can holy immolate for 4 mana!

Deck's Weaknesses

Without cards key to the faction like holy immolation, swarm decks can sometimes get the better of us. Tempest is key in those matchups. Tempo vanar decks with lots of removal can mean our big minions don't stick, try to play more cards per turn there in order to increase the odds of a minion sticking.

Upgrade Options

-Holy Immolation is our first priority, would recommend 2-3 in any lyonar deck. Replacing non staples such as dancing blades or sunsteel defender is worthwhile.

-Arclyte Regalia is a really strong artifact and represents a ton of value. Keep an eye out for this one if you want to smash some faces and take reduced damage, no damage if the enemy has 2 attack or less, even less if you equip multiple! Once again cards like Sunsteel defender, dancing blades, sojourner are targettable cuts.

-Aegis Barrier is a really really good card right now, play it in conjunction with ironcliffe and your opponents may not have an answer for it. Being spell immune messes with songhai's removal and magmars as well. A lot of people still play repulsor beast these days but it increases the odds of something sticking by a lot!

-Solarius is a great card for late game draw value. 1-2 in place of sojourner is a great addition and lets you develop other threats early on.

-Inquisitor Kron extremely value card. On curve you get a 4/6 provoke and a 3 drop unit just for replacing. Worth running if you enjoy value.

Cards I don't really see fitting this archetype:

-Grandmaster Zir, hes pretty good value but his problem is he costs so much mana. We're looking to win by about 7-8 mana in a typical game, he just kinda gets in the way. He fits more of a control archetype.

-Elyx Stormblade could be good here, personally I'd rather go for the other upgrade options, but if you have it, it can mean more threat production as well as increased mobility for your units. However I would prioritize other cards first.

-Heal synergy effects have a lot less value in Argeon vs Zi'ran, better off staying a little more aggressive in Argeon.
Zi'ran Healyonar Lite
This deck aims to be slightly more focused on the survival factor. Forcing decks to run out of resources before you do. Lots of healing to keep you healthy in the mid game but still has the burst power that argeon does with divine bond if a minion sticks.

Deck's Weaknesses

The deck doesn't have a lot of damage output from hand aside from lucent beam. Tigers could be run if you wish, threat removal could be more plentiful as well if control is really the goal. Survival is the goal here however.

Upgrade Options

-Holy Immolation is our first priority, would recommend 2-3 in any lyonar deck. Replacing non staples such as dancing blades or sunsteel defender is worthwhile.

-Arclyte Regalia is a really strong artifact and represents a ton of value. Keep an eye out for this one if you want to smash some faces and take reduced damage, no damage if the enemy has 2 attack or less, even less if you equip multiple! Once again cards like Sunsteel defender, dancing blades, sojourner are targettable cuts.

-Aegis Barrier is a really really good card right now, play it in conjunction with ironcliffe or your value minions and your opponents may not have an answer for it. Being spell immune messes with songhai's removal and magmars as well. A lot of people still play repulsor beast these days but it increases the odds of something sticking by a lot!

-Sunforge lancer is super good. It lets your general become a massive threat really quickly.

-Sunriser is a really cool card in this archetype, can push a lot of value if you find a good play with a heal.

-Grove lion can be fun! Throw on some regalias, and add forcefield to become an immortal!

-Dawn's Eye has amazing synergy with arclyte regalia, not the most efficiently costed item but sometimes can just break the game wide open!

Cards I don't really see for this deck:

-Grandmaster Zir again is too slow right now. You probably have more important things to do than hope your opponent can't dispel and kill you.

-Slo great for tempo argeon or midrange but in healyonar it just kind of feels meh... Could be useful though I just don't see it since I can't give it +2 attack like argeon can.

-Solarius could be great sometimes its perfect for enabling more combos but right now it might be a little too clunky while you are searching for combos to begin with. I could be wrong though.
Kaleos Aggression
This deck seeks to be very aggressive. Lots of combo targets for our buffs as well as the ability to fight from a distance makes the deck's playstyle very flexible. One needs to be careful they do not go too ham though too soon because card retention tends to be low. Be mindful of your resources however and you can do some crazy things with Kaleos.

Deck's Weaknesses

Card advantage is key for songhai, we don't have a ton of resources being budget. Proper resource management can make or break the deck so it is good to be prepared. Also some of our threats aren't that big so if we get too many things answered too quickly it can mean running out of steam.

Upgrade Options

-Juxtaposition is huge for kaleos, moving the minions around the map to displace theirs can mean extreme tempo. It also means more ways to play a threat out of harms way then run it in for damage.

-Hammon Bladeseeker can be great in kaleos decks. a 5 mana 8/8 unanswered can mean a lot of trouble for the opponent. However it can be a liability too, as its effect deals damage to ourselves... Run lightbender with this card and you can eliminate this shortcoming.

-Lantern Fox is probably one of the best cards in songhai, would highly recommend for this deck as it gives card retention through phoenix fires as well as forces dispels early on. Excellent value card.

-Tuskboar is commonly run in mirror meld decks, this deck only runs mirror meld to give us a little extra value from cards like chakri but can be explosive in the right circumstances with tuskboar. Worth a thought.

-Onyx Bear Seal is songhais best form of removal against big threats. Worth running if repulsor beast isn't cutting it.

-Heaven's Eclipse is great card draw, and can be controlled based on the spells you have in your deck. Worth checking out if card draw is your main concern.

-Grandmaster Zendo is amazing as a finisher. It's also hilarious to watch the opponent kill themself on this guy, worth a consideration.

Cards I don't really see in this deck:

-Onxy Jaguar I've tried this card a lot and found it to be somewhat lack luster even with all the movement effects in kaleos decks. Unanswered he represents a ton of value, however his 3/3 stats and 5 mana cost make him a bit of a risk vs reward investment. Use at your own discretion.

-Battle Panddo I like this card, it represents great aoe removal against swarmy decks or walls faie but sometimes it just becomes clunky and unneeded. Use if the meta is swarmy otherwise hold off as you can often get away with just going face and ignoring a few 2 drops.
Reva Arcanyst
One of songhai's most powerful archetypes, arcanyst hai can become extremely powerful very quickly. Using chip damage like spellhai and building unkillable minions through owlbeast, it is quite the force to be reckoned with.

Deck's Weaknesses

Dispel and removal can mean a lot of shutdown for the deck. Thankfully we run lots of targets for that. Card retention without heavens eclipse can be troublesome as well. If too much swarm is on the ladder, consider ghost lightnings.

Upgrade Options

-Lantern Fox is extremely powerful in spellhai variants. More ammunition for the arcanysts as well as damage for finishing.

-Onyx Bear seal the best form of removal the deck can afford since it represents a spell that we can synergize with as well as removes a threat.

-Heaven's Eclipse almost mandatory in spellhai / arcanyst decks so we don't run out of combo pieces, highly recommended.

-Juxtaposition and Mist dragon seal are good tech cards for this archetype, it lets you run in your large buffed up arcanysts for lethal. Worth running a few.

-Spiral technique is a great finisher for songhai and spellhai in particular. 1-2 is very acceptable for that extra reach.

Cards I can't really see in this deck:

-Grandmaster Zendo doesnt really fit the archetype. Can be used but will feel out of place a lot as the deck is more value than burst.

-Tuskboar Not really useful here, we want stuff to stick, he doesnt do that at all.

-Onyx Jaguar Not really useful since we already get hp, competes with combo plays on curve and against our arcanysts.

-Hammon Bladeseeker could potentially see play in this deck, however he hurts us, which can mean less artifact value. Careful planning with this card but I don't see it having great synergy.
Zirix Face Monkey
One of the strongest aggro decks in the game, face monkey is back with a bit of a flavor twist. The goal is to have lots of damage out of hand as well is on the board every turn. Going face in a lot of situations can mean ending the game on your terms sooner. A few options for removal as well as dispel allow the deck to remain flexible but most of the time, face is the place!

Deck's Weaknesses

Dispel. Some decks can deal with obelysks very efficiently. Magmar is running plasma storm, abyssians are running nightsorrow assassin, and some lucky ducks have Zen'Rui the blightspawn to take control of our obelysks. Being aware of how to position yourself to not fall victim to lightbender or other effects is critical to the play style.

Upgrade Options

-Rasha's Curse can be very useful, great combo card for dunecaster as well as useful to remove any artifacts. Enables a lot of reach.

-Venom Toth can be very useful against swarm decks. It punishes anyone playing lilithe and draws out removal over our obelysks.

-Aymara Healer is a great faction legendary. Can be a useful comeback mechanic as well as a lot of damage against unprepared opponents.

-Scion's 3rd Wish is an excellent card for zirix as it means you can give your out of position dervishes some reach. 3 damage for 3 is very efficient since it grants flying and 3 hp as well. 2 of these should be plenty.

-Star's Fury can be useful as well. Inexperienced players will often be unaware of this cards existence and are easily punished by it. At higher levels though most veterans will play around it "just incase"

-Allomancer can be a useful 4 drop, requires dispel or else gets great value.

-Nimbus can mean extreme pressure if played on curve and without an answer wins games by itself. Can be too slow sometimes though against aggro decks so be mindful of your surroundings.

Cards I don't see in this deck:

-Pantheran Not particularly useful. Too hard to pull off, often clunky and over costed.

-Portal gaurdian is bad. End of story.

-Pyromancer is easily answered, don't bother.

-Corpse combustion.... lol this card is really bad FeelsBadMan
Sajj Midrange Control Hybrid
Sajj is pretty flexible these days. You can run more sabotage or artifacts and with falcius can pretty much deal with anything close to you. I chose a more midrange list to counter the zirix aggression. Board control and lategame value can mean big plays for our Sajj.

Deck's Weaknesses

Aggro can be a bit much. Not too many big threats for our deck outside of a couple. Dominate will can be played around. Swarm is also somewhat hard to fight against if unanswered early.

Upgrade Options

-Aymara Healer is one of the best threats we have in vetruvian. Recommended craft asap for any sajj deck.

-Nimbus is a huge threat if unanswered, worth running even if you aren't a dervish deck as the value it gets is just great.

-Inquisitor Kron extremely value card. On curve you get a 4/6 provoke and a 3 drop unit just for replacing. Worth running if you enjoy value.

-Spinecleaver can be really cool as a pressure card. Puts your opponent on a clock and screws with the positioning. 1-2 can make a big difference.

-Wildfire Ankh great synergy with her BBS and falcius or spinecleaver if you have it, worth considering as a 2 of for more control or pressure.

-Grove lion brings the pain as you now have a forcefield on your general and can hit things for free! really fun in sajj decks especially with artifacts.

Cards I don't really see here:

-Circle of dessication I ran this card for a while as a 1 of and barely ever played it, I usually tried to stay ahead on board so it always was liable to remove my minions as well as my opponents. Could be good if you fall behind frequently but still, pretty lackluster.

-Oserix is a laughable legendary, very poor card for its cost. Avoid.

-Rashas isnt really necessary, if artifacts are a problem try it out but mostly it isnt a great card for non dervish decks.

-Hexblade not really that great now that we have falcius.

-Sand sister Saon too poor of stats to consider running. Not necessary
Deathwatch Lilithe w/ Swarm
A difficult archetype to pulloff on a budget but nonetheless can still be powerful if conditions are met. We seek to put out as many weenies as we can, setup the bloodmoon priestess engine and hope for some great deathwatch action through shadow watcher and shadow dancer. Or kill them outright with soulshatter pact.

Deck's Weaknesses

AOE. Many many factions now have ways to deal with swarm via skorn or otherwise. Plasma storm, frostburn, tempest, ghost lightning to name a few. The risk vs reward is at the discretion of the player. We also are budget and don't have cards like soul grimwar and deathfire crescendo so winning can be difficult after establishing swarm.

Upgrade Options

-Deathfire Crescendo is one of the strongest cards in the game. Turning a handful of wraithlings into a hulking monstrosity, this card is a game winner. Recommended on a jaxi for optimal cheese :)

-Soul Grimwar can be EXTREMELY powerful. If you use your general to punch something, then equip grimwar and remove the target with a couple wraithlings you now have an 8+ attack 3 charge artifact that your opponent HAS to answer or run from, combine with demonic lure to chase down those yellow bellies.

-Spectral Revenant one of the best cards in the game, lets you do some out of hand damage for reach.

-Reaper of the 9 moons can be very strong, requires removal or you may steal their best minion... or their worst!

-Rite of the undervault the best card draw in the game, fill your hand for 5 mana? Yes please. Worth every spirit.

-Black Solus somewhat underwhelming at times since his nerf, still this guy can be a menace on a budget. Dont hesitate to try him out if you dont have a perfect list, he can get out of hand very quickly and still somewhat sticky with 7 hp.

-Shadow Sister Kelaino amazing healbot. Very frustrating for your opponent, can keep you in the game much longer than you think.

Cards I don't really see here:

-Vorpal reaver is an amazing card in a ramp list, he can be kind of clunky however in standard swarm
as he doesnt do anything the turn he comes out. However if you have him, use him because he is still an "answer or die" threat. Works better with darkfire sacrifice or lurking fear decks though.

-Spectral blade isnt very useful for us since we need to play minions instead of artifacts. Can be useful sometimes but i dont see it here.
Cassy Maser Juggernaut
Cassy has a problem. She wants all the finest things in life, unfortunately on a budget she has to resort to cruder methods: thus the juggernaut. The deck aims to control the board through creep and use juggernaut as a win condition. Lots of cycle, good survivability methods means the deck can go to late game, just have to be careful about positioning and how much removal the opponent has used.

Deck's Weaknesses

Dispel and removal, juggernaut going down can mean a lot of wasted value, however the deck runs a lot of chip damage so it isnt the end of the world.

Upgrade Options

-Rite of the undervault is super important for any deck with this many 1 drops, can mean playing your whole hand out then refilling immediately after. Excellent source of draw and can replace blaze hound / inkhorn gaze.

-Obliterate is the go to creep win condition. 2 of these means you have inevitability on your side. Very good card for the deck.

-Ghost Azalea is sometimes used in the archetype, can be a lot of damage out of hand.

-Spectral Revenant is often a staple in many creep decks, great late game win con.

-Reaper of the 9 moons is a decent threat. Represents a lot of value if unanswered.

-Klaxon can be pretty good. It has provoke, and puts a lot of tiles for creep on the board if it dies.

-Shadow Sister Kelaino is an amazing card that grants a lot of healing. Letting you stay in the game until you have the win conditions available.

-Inquisitor Kron extremely value card. On curve you get a 4/6 provoke and a 3 drop unit just for replacing. Worth running if you enjoy value.

Cards I don't really see working out:

-Not a fan of spectral blade in this deck.

-Dark Transformation is kind of OK if you think you need the removal for big minions. Overall if feels rather slow though.

-Night fiend is pretty bad. Never enough value for the cost.
Vaath Aggro
Never replace always go face! Jokes aside this list can be amazing at putting on the pressure. Utilize as much rush as you can, thumping wave can be excellent removal as well as lethal pushing. By the time they mount a defense the mandrake comes out for extremely low costs. Great swag points if you play it for 0 mana as well

Deck's Weaknesses

Too much healing or provoke could mean trouble. More removal may be necessary if the meta has too many lyonar, but the damage we can deal is absurd so try to muscle through it.

Upgrade Options

-Makantor Warbeast is the strongest card in magmar, rush frenzy is insane and worth 3 of in every magmar deck no questions asked.

-Earth Sister Taygette is really strong even with the nerf. It represents a lot of aoe damage if the opponent has no answer, as well as punishing battle pets immensely by forcing them to run into it.

-Inquisitor Kron extremely value card. On curve you get a 4/6 provoke and a 3 drop unit just for replacing. Worth running if you enjoy value.

-Spelljammer could be decent, replenishing resources after combos is hard to do in magmar this card enables it.

-Chryssalis burst is great since if the opponent can't answer it you basically got a bunch of stuff for free. Careful though it is completely random so it can also mean just wasting your turn.

Cards I don't see working out:

-Flaming stampede is pretty bad. 8 mana to hurt yourself often won't be enough to finish the game anyways, avoid.

-Twinfang can be fun with skorn or kujata but overall is pretty inconsistent. Use at your own discretion.

-Metamorphosis is pretty slow. Different deck would use but not this one.
Starhorn Pokememes Lite
I wanna be.. The very best. Like no one ever was..... This deck is a more budgety version of my pokemaster starhorn. Can be fun if you get your hands on some of the other tools as well for the archetype.

Deck's Weaknesses

Aggro decks or combo decks can get the better of our little memers, gotta take it with a grain of salt. The ai can be taken advantage of by our opponents, so just be patient.

Upgrade Options

-Nature's Confluence the best card in the deck, get these to summon 4 memes and watch the opponent rage when they're all really powerful... or prepare to cry when they're all 1/1s.

-Makantor Warbeast is the strongest card in magmar, rush frenzy is insane and worth 3 of in every magmar deck no questions asked.

-Earth Sister Taygette is really strong even with the nerf. It represents a lot of aoe damage if the opponent has no answer, as well as punishing battle pets immensely by forcing them to run into it.

-Inquisitor Kron extremely value card. On curve you get a 4/6 provoke and a 3 drop unit just for replacing. Worth running if you enjoy value.

-Chryssalis burst is great since if the opponent can't answer it you basically got a bunch of stuff for free. Careful though it is completely random so it can also mean just wasting your turn.

-Rawr is super fun, if you use flash reincarnate with him you can get more value immediately.

-Visionar is pretty good too late game when you're spamming your bbs, it can get out of hand very fast.

Cards that don't really work out:

-Some of the battle pets like rex tend to be lackluster. Amu is ok, ion is bad, and koi is pretty useless.

-Zukong is too slow. You need too much board to have this card be worth it, usually its just not good enough.

-Hydrax is pretty meh.. havent had it be that great. Welcome to try.
Faie Vespyr Walls
A rather controlly archetype, seeks to gain board control then surround the opponent quickly with walls or minions, stun them with icy and finish them off with razorback. Very effective if they dont have a lot of aoe.

Deck's Weaknesses

Aoe removal can be frustrating. Also if they are able to play too aggressively it may become too risky to go in for a surround.

Upgrade Options

-Gravity well can be outstanding in this archetype, walls with provoke are hard to ignore unless you have aoe. Furthers the surround goal.

-Aspect of the mountains is excellent aoe removal, and if used on a wall in play already can have rush. Very strong card that few people play around.

-Aspect of the drake good at flying threats in or giving your wall a purpose.

-Winters wake... In all honesty this card can be good if your opponent neglected to clear any blazing spines and what not, not to be underestimated.

-White Asp is pretty good value, adds a wall to the board they dont want to touch, and has a good amount of damage.

-Jax truesight has good synergy with razorback and can be an excellent win condition if the walls fail early.

-Spelljammer is really good card draw for a deck that often plays 2 cards or more a turn.

-Inquisitor Kron extremely value card. On curve you get a 4/6 provoke and a 3 drop unit just for replacing. Worth running if you enjoy value.

Cards I don't see working out

-Lightning Blitz feels unnecessary, its too rng for my tastes.

-A lot of the other vespyr cards feel out of place in a wall deck, I think the ones we have are enough to accomplish the goals.
Neutral Queen Kara
Kara is one of the best generals if not the best in the game. Turning understatted but powerful units with opening gambits into monsters is her specialty. Watch as your opponent quivers in fear from a 4/4 Ephemeral shroud or maw. Holding tigers is the name of the game, buff up the tigers and play aggressively until you kill your opponent in one combo. Lots of draw for ourselves but they become very powerful minions with just a buff or two means card advantage isn't a problem.

Deck's Weaknesses

Aggro can be difficult to fight if you don't draw answers or stall cards. Also if you aren't prepared for it, swarm decks can be trouble without sufficient removal.

Upgrade Options

-Spelljammer is an amazing card for kara. Lets you continue to pressure with 2 cards each turn and replenish your hand. Replaces void hunter.

-Halestone Prison is an amazing card in tempo decks like Kara, If the opponent is for example lyonar and is trying to play big minions on curve, putting it back in their hand can be amazing for you since it might be too slow for them to play it again. Combine this card with blaze hound and spelljammer and sometimes it might delete the card entirely if their hand is too full. Would recommend running once you have spelljammers. Would run over aspect of the fox.

-Dancing Blades can be good if you think you need more mid range power. Has good synergy with aspect of the fox.

-Sworn Sister L'kian can be good draw in the late game if you never found your tigers, be mindful of its RNG aspects though since you never know what you're going to get.

-Zen'Rui can be very powerful against all the obelysk vetruvians around, as well as lantern foxes on the ladder.

-Frostburn could be useful if you need the aoe, swarm decks will get rekt by it.

Cards I don't really see here:

-Spirit of the wild got nerfed. Probably not as good as it once was.

-Snow chaser can still be good as nice hand retention, problem is it takes 2 BBS hits to make it not die to the generals attack and can effectively be ignored. Cloaker is just overall better as an opener and in the mid game.

-Many of the vespyr combos just dont really fit kara as they require spells or different deck construction. Perhaps they fit better in a different list but this tempo Kara tends to work well without them.