700 Spirit ‘Ultrabudget’ Abyssian Duelyst Decks

Hi, again, Duelyrs! I’m back with a glance at a few 700-spirit Duelyst decks, this time for the Abyssian faction. One of these decks I’d describe as ‘kinda trolly,’ the other three are pretty all-around decent. Let’s do it!


The Deathwatcher (Pauper Upgrade)

700 Spirit Abyssian Upgrade

Commons Added: Void Pulse (x3), Shadow Reflection (x3), Nightshadow Assassin (x3)

Rares Added: Shadowdancer (x3)

This deck plays the classic Abyssian game: spawn horde, kill horde, profit from Deathwatch. Your two Shadow Watchers are actually mostly there to cause a small panic and draw some removal so that when you start laying down Shadowdancers, they’re harder for the opponent to deal with. (That said, don’t hesistate to push whatever advantage you can get if the opponent doesn’t remove a Shadow Watcher right away. Protect him for a turn or two and use your horde efficiently, not wastefully. It’s better to have a clear board, a full health enemy general, and a 6/6 Shadow Watcher than it is to have an enemy minion left standing, a -3 health enemy general, and a 5/5 Shadow Watcher. Once the Watcher gets above 6/6, though, stop dawdling and move in for the kill.

The Shadow Reflections you can slap onto a Rush minion (of which you have six) for a huge burst — but don’t underestimate the potential of using one on a Hailstone Golem to create another must-remove threat to grind out your opponent’s removal before you cast a Shadowdancer.  In general, you’ll win with a burst of damage anyway, from Soulshatter Pact or rush+ Shadow Reflection — the difference is that unlike Songhai, you can play the long game by netting a Shadow Dancer or two and just throwing hordes of Wraithlings at stuff, whittling your opponent down and healing yourself up while you search for your burstdown.


I’m A Creeper

700 Spirit Abyssian BigTroll

Commons Added: Grasp of Agony (x3), Breath of the Unborn (x2), Abyssal Juggernaut (x2), Dancing Blades (x3)

Rares Added: Gloomspine Elemental (x3)

Everything you love about control decks in an Abyssian format. The idea is simple: during the early game, keep board control. That’s the only thing that matters: don’t let the enemy get out of hand in turns 1-3. Once you can drop bombs, drop them. Remember, it only takes 1 dead Abyss Crawler or 1 kill from an Abyssal Juggernaut to turn Darkspine Elemental into a highly efficient 3/3 for 2. Anything bigger than that is pure win. Most Abyssian decks use Breath of the Unborn as straight DD — you have enough big, high-HP creatures to use the healing aspect of it to even better effect. Take advantage!

This deck can win by punching face with huge fatties, or if you get even a little lucky with your Juggernauts, can also handily win by stringing together 2 consecutive Shadow Novas and dealing easily upwards of 20 unavoidable damage between both.


The Black Ratio

700 Spirit Abyssian Swarmtroller

Commons Added: Void Pulse (x2), Grasp of Agony (x3), Primus Fist (x3)

Rares Added: Prismatic Illusionist (x3)

A fancy hybrid between Abyssian Swarm and Abyssian Control, this deck has a ‘weak link’ in that it relies pretty heavily on Prismatic Illusionist gaining significant value. If your opponent has AoE of almost any kind and doesn’t waste it on your early minions, you can get totally wiped out. That said, if they use their AoE early (or have none), this deck owns faces. By combining a solid 14 spells, most of which can be used as removal, with a Prismatic Illusionist, you can create massive tempo swings by spawning an army while you remove their board. Then the ususal Primus Fist/Shoulshatter Pact shenanigans can lead to a quick, bursty victory.

All told, this deck is a bit more RNG-reliant and swingy than the best decks — it’s generally better to win 60% of your games with a struggle than it is to win 55% of your games and have most of them be entirely one-sided (win or lose) — but it’s a blast to play, and it has a lot of potential to grow into cards like Ritual Banishing, Deepfire Devourer, and eventually Rite of the Undervault and Deathfire Crescendo.


55 HP, Boys

700 Spirit Abyssian 55 HP

Commons Added: Void Pulse (x3), Grasp of Agony (x2), Primus Fist (x2), Sun Seer (x3) 

Rares Added: Emerald Rejuvinator (x3)

I told you one of these decks was kinda trolly: this is it. The deck where you, the rushy-beatdown Abyssian, just sit back and gain a boatload of life while removing the enemy creatures and dropping great big fatties of your own. This deck’s (mildly-ironic) weakness is the enemy healing a bunch, so Lyonar and Magmar are both potentially quite bad for you — if they can heal enough to tank out your Thorn Needlers and Golems, you’re going to have to rely on drawing and using two consecutive Shadow Novas — because if you use one now and you don’t draw the other for 6 turns, they’ll have healed the first one away by the time the second one hits. Gotta stack damage rapidly against enemy healers, which this deck isn’t amazing at.

That said, the enemy also has to stack damage rapidly against you, because if they leave you injured but outside burstdown range, you can usually quite handily pull a run-and-drop-healers-behind-me tactic that will get you to your next big removal or big thumper. Ideally, this deck would be using something more akin to Vorpal Reaver instead of Stormmetal Golem, but hey — we’re talking 700 Spirit here. Gotta get the important stuff (removal and healing) tucked into our budget before we worry about nailing the big finishers. J


That’s it for today! The next post is still up in the air, but I’m thinking we’ll take 1 more post off from the 700-Spirit series to talk a bit about what exactly ‘tempo’ means in a game like Duelyst, because it’s a damn sight more complicated than it is in Hearthstone — and people already have a hard enough time describing what ‘tempo’ means in that rather simple environment.


Until then, keep on Duelying!


700 Spirit ‘Ultrabudget’ Vetruvian Duelyst Decks

Hi there, Duelyrs! Its me, Arananthi, here to go over a quartet of Vetruvian decks, each costing 700 Spirit or less. Like the Songhai decks, a couple of these are good, and a couple are more iffy — but still easily capable of achieving Rank 10 for you with a bit of practice. Let’s dive right in!

The Vetruvian Pauper Plus

700 Spirit Vetruvian Upgrade

Commons Added: Siphon Energy (x2), Bone Swarm (x3), Orb Weaver (x3), Starfire Scarab (x2)

Rares Added: Fireblaze Obelysk (x3)

This deck plays a pretty solid control game. Aim for Pyromancers, Rock Pulverizers, or Ethereal Obelysks if you’re Player 1, or Orb Weavers, Fireblaze Obelisks, or (any 2 of that first list) if you’re Player 2. If you have a Pyromancer, drop it next to you turn 1 and then walk forward; the other two, walk forward and plop them down. (Exception: as player 2, walk 2 forward, put your non-Pyro on the Mana Spring, and your Pyro behind you, usually at an angle away from whichever side P1 dropped his minion on. )

From then on, the name of the game is controlling range.  Keep your Blast minions behind you, but keep everything else up on the front to keep the enemy distracted and away from your Blast homies.  Use Orb Weaver to get a little extra reach so you can summon dudes far away without having to walk your General into harm’s way — or, if you can, save them until you can put a Fireblaze Obelysk out — they gain the +1 Attack bonus from it, so it’s a super-efficient minion with 1 Fireblaze out and an absurd one if you can get 2 of them to stick. You have very little healing, and your best removal requires you to be in their face, so be careful with your life total. As long as you can get them to play your range game, you’ll win almost every time.


The Control Central

 700 Spirit Vetruvian Control

Commons Added: Bone Swarm (x3), Frostbone Naga (x3), Starfire Scarb (x2), Dancing Blades (x2)

Rares Added: Emerald Rejuvinator (x3)

If the first deck up there plays a good control game, this one cranks it up to 11. Laying down 5 Common minions that deal  damage upon entering play, this is a Vetruvian that isn’t afraid of enemy weenie rushes.  Just watch out for Frostbone’s AoE — it hits your stuff, too, so you’ll have to either summon it with your General and take the 2, or with a bigger body (Rejuvinator, Blades, Scarab) and have it suck up the damage.  But between the big tempo gains you can get by playing Frostbone and Blades well, the large amount of removal you have in Bone Swarm, Entropic Decay, and the free attacks from Blindscorch, and of course the healing from Rejuvinator and Healing Mystic, this deck can take a startling amount of abuse and hold out for a win.


The Draween Rush

 700 Spirit Vetruvian Draw-Ween

Commons Added: Primus Fist (x3), Orb Weaver (x3), Ash Mephyt (x2), First Sword of Akrane (x2) 

Rares Added: Inner Oasis (x3)

This deck is for the rebels. OK, so this deck admittedly doesn’t perform the way the first two do — it mostly wins by catching opponents off-guard, which means it does a little better once you get to rank 12ish and people start thinking ahead and planning on what your faction is known to do well.

Straight up nobody plays Inner Oasis, and if you sit back on turns 1-2 and pump out small minions without having them all die to Tempest or Plasma Shock, slapping down a 3-4th turn Inner Oasis and charging forward with a host of 2/5 something-or-others will often leave the opponent wondering how sane you are. But as the buffs from Primus First, First Sword, and First Wish keep raining down, you’ll net some decent victories out of pure shock value, and some indecent ones out of people who keep saving their Dispels for the inevitable Obelysks, Sacarbs, and Portal Guardians that you totally aren’t even wasting spots on.


The Answerer

700 Spirit Vetruvian Answerer

Commons Added: Siphon Energy (x3), Dunecaster (x3), Orb Weaver (x2), Starfire Scarab (x2)

Rares Added: Sand Howler (x3)

This deck attempts to do the impossible by having an answer to almost every situation. (Abyssian Wraithling swarms are a problem, but you literally can’t win them all.) Like many control decks, it suffers from the classic problem of drawing the wrong answer at the wrong time, so focus hard on predicting what you’ll need next turn and using Replace every single turn unless you’re sure your existing answers will do the job. The dream is to nail a Dunecaster targeting a Sand Howler — a 5/5 that can’t be targeted by spells is a HUGE problem in the early game for almost everyone. (Magmar’s Mana Burn still gets it, but see the previous parenthetical reference.)

Kind of like the Songhai Mechaz0r deck, this deck is still missing a few pieces to make it shine, but it’s the best iteration of a future solid archetype at this level of Spirit, and it’s worth playing a few games with it to see how it fits your playing style.


That’s all for now! Until next time, keep on Duelying!

Duelyst Tips: The Best Cards from Each Faction at Each Rarity [UPDATED TO 1.63]

Hey, Duelyrs! Arananthi here, bringing what I hope is a useful list for y’all: it’s every card that you can expect to see consistently across multiple levels of play, listed by rarity. Some rarities have only one card that stands out; others have a few. Each rarity above basic has one card in bold — this is kind of ‘the card‘ at that level; the first one you want to craft and the one you can expect to see most often. In addition, one or two cards per faction are underlined; these are the cards that will most dramatically change (improve) the way the faction plays in your hands.


Let’s get into it:



  • Basic
    • Silverguard Knight
    • Windblade Adept
    • Divine Bond
  • Common
    • Sun Bloom
    • Sundrop Elixir
  • Rare
    • Ironcliffe Guardian
  • Epic
    • Holy Immolation
    • Sunriser
  • Legendary
    • Arclyte Regalia
    • Decimate



  • Basic
    • Inner Focus
    • Phoenix Fire
    • Killing Edge
  • Common
    • Mist Dragon Seal
    • Heartseeker
  • Rare
    • Four Winds Magi
    • Mana Vortex
  • Epic
    • Juxtaposition
    • Lantern Fox
  • Legendary
    • Tusk Boar
    • Heaven’s Eclipse



  • Basic
    • Scion’s First Wish
    • Pyromancer
    • Ethereal Obelysk
  • Common
    • Siphon Energy
    • Starfire Scarab
  • Rare
    • Dominate Will
    • Sand Howler
  • Epic
    • Rasha’s Curse
    • Wildfire Ankh
  • Legendary
    • Aymara Healer
    • Hexblade



  • Basic
    • Daemonic Lure
    • Shadow Nova
  • Common
    • Blood Siren
    • Grasp of Agony
  • Rare
    • Shadow Dancer
    • Bloodmoon Priestess
    • Darkfire Sacrifice
  • Epic
    • Spectral Blade
    • Reaper of the Five Moons
  • Legendary
    • Spectral Revenant
    • Vorpal Reaver
    • Deathfire Crescendo
    • Soul Grimwar



  • Basic
    • Greater Fortitude
    • Natural Selection
  • Common
    • Veteran Silithar
    • Young Silithar
    • Diretide Frenzy
  • Rare
    • Flash Reincarnation
    • Egg Morph
    • Elucidator
  • Epic
    • Makantor Warbeast
    • Bounded Lifeforce
  • Legendary
    • Silithar Elder
    • Vindicator
    • Twin Fang



  • Basic
    • Fenrir Warmaster
    • Crystal Cloaker
    • Chromatic Cold
  • Common
    • Hailstone Prison
    • Hearth Sister
    • Cryogenesis
  • Rare
    • Razorback
    • Snowchaser
    • Mark of Solitude
  • Epic
    • Draugar Lord
    • Spirit of the Wild
    • Aspect of the Drake
  • Legendary
    • Voice of the Wind
    • Aspect of the Mountains



  • Basic
    • Healing Mystic
    • Ephemeral Shroud
    • Saberspine Tiger
    • Primus Shieldmaster
  • Common
    • Dancing Blades
    • Jaxi
    • Primus Fist
    • Silhouette Tracer
  • Rare
    • Sojourner
    • Flameblood Warlock
    • Lightbender
  • Epic
    • Twilight Sorcerer
    • Alcuin Loremaster
    • Mogwai
  • Legendary
    • Spelljammer
    • Jax Truesight
    • Zen’rui the Blightspawned
    • Archon Spellbinder


I want to talk just a little bit about why each of the underlined ‘faction-changing’ cards are so faction-changing.

  • Holy Immolation is the only Lyonar AoE that doesn’t also hurt your minions, and as a bonus, it heals the target, so you can drop an Ironcliffe one turn, and if it survives, even if it gets beaten down a bit, you can use Immolation to clear space and heal the Guardian, Divine Bond, and beat face knowing that your opponent didn’t have an answer last turn (or they would have used it), so it’s as likely as possible that you’ll get to keep beating face next turn as well. It’s enormous tempo and a bit of value packed into a single neat pillar of flaming lifedeath, and it allows you to pull off the Healonar and Stall Lyonar archetypes.
  • Tusk Boar not only allows for one of the most potent openings in the game (step forward 2, Tusk Boar, seize the center Mana Fountain, optionally drop a Heartseeker behind you), but it’s the bane of every oft-played 2-drop in the game, being able to clear almost all of them and being able to survive almost everything as well. In the early game, it’s all but impossible to remove without 2 actions, making it a straight tempo loss for the enemy to remove. In the late game, the Songhai toolkit can take advantage of its 3 Attack and Rush ability to get what amounts to a 1-point discount on a Tiger that will suck up another action to kill or come back next turn. Just don’t waste a Killing Edge on it unless it’s a finishing blow. J
  • Aymara Healer does a huge amount to counter Vetruvian’s big weakness: a lack of healing. Vet’s spells and abilities kind of force them to stay up on the front lines, and because of that, they tend to get punched. A lot. Aymara not only prevents them from getting punched in the short term, but that 10-point life swing attached to the Dying Wish lets them be a lot more assertive with their General’s body.
  • Spectral Revenant feeds right into the standard Abyssian “rushdown” archetype of slapping down Assassins, Tigers, Reflections, and Pacts, so right off the bat it doesn’t feel like a game-changing card. But the thing that separates the Revenant from the rest of the Rush crowd is it’s high HP and the fact that it damages the enemy general as it kills enemy bad guys, which turns it from a face-damage beast into an insane tempo tool — a playstyle that Abyssian kind of isn’t amazing at up front. It’s good enough that summoning it by saccing even a full card (instead of a Wraithling) to Darkfire Sacrifice, it’s still often a solid tempo play.
  • Vorpal Reaver…if Spectral Revenant is the card that turns Abyssian into a tempo monster, Vorpal Reaver is the card that allows Abyssian Control to become a serious thing. Even if you have to play it onto a board you aren’t in control of, it’s a must-answer threat that, even when answered, is hella annoying. But if you do manage to use Abyssian’s solid toolkit (Grasp of Agony/Daemonic Lure/Breath of the Unborn/Dark Transformation/Ritual Banishing) to play Vorpal Reaver onto a clear board, you basically just win the game — the one element that Abyssian was missing in its control plan.
  • Flash Incarnation is the tool that turns a too-expensive Makantor Warbeast or Elucidator into the perfect board-clearing or enemy-finishing tool. Yes, there’s definitely downsides, but nevertheless allows a faction known for having very little early game to spring a crap ton of surprise “early game” on their enemies, often netting back the lost card advantage by destroying multiple enemy minions (via Makantor or Diretide Frenzy on an Elucidator).
  • Vindicator takes the normal Magmar hard-to-kill grind-down gameplan and adds a finisher that is very difficult to contain. Its name is Mechaz0r/Elder Silithar/Unstable Leviathan/Paddo/Archon Spellbinder.
  • Razorback is the gameplan for most mid- to high-level Vanar decks. It’s got huge synergy with Jax Truesight, and its synergy with Voice of the Wild is off the charts. Before Razorback, Vanar tends to play the aggro game hard to victory using tricks like Borean Bear + Bonechill Barrier and (any Vespyr) + Frostfire for hard damage. After Razorback, Vanar is capable of playing a 100% tempo game, knowing that all they have to do is build a decent board to create a decisive wipeout situation well before turn 7.
  • Alcuin Loremaster/Twilight Sorcerer are two of a kind, though the Sorcerer’s better stats are arguably more important than the control the Loremaster gives you over the spell you gain when you summon him, even given the higher cost. Either way, the point of these guys is that every faction has its OP spells — Holy Immolation, Killing Edge, Scion’s Third Wish, Grasp of Agony, Plasma Storm, and Chromatic Cold are the obvious examples — and with these guys in your deck, you get to cast MORE of your OP spells. They’re essential to making a control deck happen, because without them, your supply of powerful effects simply can’t keep up with their supply of cheap hard-hitting minions.



All right, that’s it for today folks!  Hope you find this list useful, and until next time: keep on Duelying!

700 Spirit ‘Ultrabudget’ Songhai Decks

Hey, there, Duelyrs! Time for a look at some of the lower-budget options that Songhai has to play with. Songhai is a faction that really blossoms out into a variety of meaningfully different successful archetypes…at about 1500 spirit. At 700, I’ll show you one rock-solid archetype, one good archetype, and two that are bordering on ‘stunt decks’ but are nonetheless fun to play. Let’s dig in!

The Backstab Combo Mk. II

700 Spirit Songhai Backstab Combo Upgrade

Commons Added: Ancestral Divination, Killing Edge, Scarlet Viper (x3 each)

Rares Added: Gore Horn (x3)

As you’ve already assumed from the name, this is the upgraded version of the pauper backstab deck — and it plays almost identically. Gore Horn gives you another valuable target for Killing Edge to allow for cycling, and played carefully (especially with the Healing Mystics), it can easily grow into a terrible threat all by itself. One each of Planar Scout, Ephemeral Shroud, and Repulsor Beast have been removed to make room for the powerhouses.


The Spell-Cycle Combotron

Commons Added: Twin Strike (x3), Ancestral Divination (x2), Killing Edge (x3), Silhouette Tracer (x2)

Rares Added: Four Winds Magi (x3)

This is the deck that isn’t quite as rock-solid as the Backstab Combo above, but it is the earliest iteration of a deck that will grow in power immensely as you get more Rares to play with: the Spell-Cycle Combo deck. The basic idea here is to use Phoenix Fire, Twin Strike, and your minions to keep the board clear and keep yourself out of range, and then rely on Four Winds Magi and Bloodrage Mask to wear the opponent down as you keep the board clear. This deck benefits immensely from the addition of cards like Mana Vortex, Manaforger, and other rares that fit in-theme, but this version does in fact function quite nicely as long as you can stay out of harm’s way. Silhouette Tracer helps. Lots. 🙂


The Ancestral WeenieStorm

Commons Added: Ancestral Divination (x3), Killing Edge (x2), Primus Fist (x3), Void Hunter (x2)

Rares Added: Flameblood Warlock (x3)

The theory behind this deck is simple: cheap-ass creatures, some direct damage, intense offensive buffs, and Ancestral Divination to make sure that you maintain pressure for long enough to bury them. Play hard and fast, and don’t be afraid to play Ancestral with only 2 creatures in your bar. Punch some face, then punch more face. If you’re facing Lyonar, Abyssian, or Magmar, cycle past your Flameblood Warlocks unless you’re getting down into burstdown range and you can use them as face damage. If you’re facing Vetruvian, Songhai, or Vanar, just play them as they come. And do remember the Big List of Geography-Based Spells and position appropriately; the last thing you need is to lose 3/4ths of your army to a well-placed Kinetic Equilibrium or Shadow Nova.


The Cyclez0r!

700 Spirit Songhai Cyclez0r

Commons Added: Twin Strike (x2), Ancestral Divination (x2), Helm of Mechaz0r (x3), Wings of Mechaz0r (x3)

Rares Added: Sword of Mechaz0r (x3)

OK, admittedly, it’s a little bit of a stretch to try for a Mechaz0r deck at 700 spirit — generally, you want at least 2 Cannons in addition to the 9 Mechaz0r minions we have here. But between the draw from Twin Strike and the cycling from Ancestral Divination, this is in fact at least modestly likely to get Mechaz0r! out at least every 2nd or 3rd game. More importantly, this deck can take huge advantage of the Wings and Sword minions, using the Airdrop to pop out surprise Ephemeral Shrouds, Rock Pulverizers, and Saberspine Tigers, or (even more often) to block off an enemy’s obvious escape route and set him up for another turn of damage. Also, Swords with Inner Focus/Mist Dragon are just evil ruiners of enemy formations. Good times. Number one tip here: always play as though Mechaz0r! will get killed instantly and without expending any enemy resources. If you can set up to win without him, the distraction he causes will almost always be a lethal one, one way or the other.


And that’s it for the Songhai Ultrabudget decks! Next post we’ll take a 1-post break from the Ultrabudget series to post a list of the Best Cards Per Rarity Per Faction — the stuff that you should expect to see and hope to craft as you go forward.

Until then, keep on Duelying!

700-Spirit ‘Ultrabudget’ Lyonar Duelyst Decks [OUTDATED]

Hi, Duelyrs! It’s me, Arananthi, back again today to take a look at a few solid 700-spirit Lyonar deck archetypes. One of these is going to be pretty familiar to those of you who have seen the Pauper decklists from before, but hopefully the other three will show off a bit of Lyonar’s ability to produce some surprisingly different play experiences even at lower Spirit levels.

First up: The Diviyonar, a.k.a. “The Pauper With Cash”

700 Spirit Lyonar 'Mega Starter'

Commons Added: Sundrop Elixir, Sun Bloom, Primus Fist

Rares Added: Ironcliffe Guardian

This should look pretty familiar — it’s a commingling of the two previous Pauper Lyonar decks I posted, and it plays precisely like you think it should: early value minions made more value-y with Primus Fist and War Surge, backed up with a few Hailstone Golems and introducing Ironcliffe Guardian, a booty so big it will make anyone who has ever been Divine Bond one-swatted quiver in their boots — and it comes with Airdrop and Provoke, making it a threat that they can’t run away from. Which means it eats a lot of removal. Which means more swarm action.

Potential further (still-budget) upgrades:

  • Swapping in Azurite Lions for the Repulsor Beasts and one Sundrop Elixir gives the deck a lot more mobility, and Celerity multiplies the effectiveness of Primus Fist/War Surge and even makes the Kitteh a viable use of Divine Bond!
  • Adding Lionheart’s Blessing in place of the Hailstone Golem converts this instantly into a Swarm deck that can pour on the weenies and buff them near-constantly as long as you keep drawing. (Bonus points if you also add in the Azurite Lions and draw multiple cards a turn with them!)


The Healyonar

700 Spirit Lyonar Healonar

Commons Added: Sundrop Elixir, Sun Bloom, Suntide Maiden, Lightchaser

Rares Added: Ironcliffe Guardian

The theory here is pretty basic: survive everything, win by slapping Divine Bond on a Brightmoss Golem and punching face. But along the way, the synergy between Lightchaser and:

  • Sundrop Elixir,
  • Healing Mystic,
  • Suntide Maiden, and
  • Emerald Rejuvinator

Can be pretty magnificent to behold. The trick, though, is to not particularly care if the Lightchasers eat removal or get dispelled, because all that really does is mean less removal for your eventual Bonded Brightmoss Beatdown(TM). That said, don’t be skerrd to slap a Divine Bond on a Suntide Maiden if the opponent is showing signs of having serious trouble killing it. 9/6 kinda-immortal is nothing to sneeze at!

Potential further (still-budget) upgrades:

  • Tossing in some Azurite Lions in place of the Hailstone Golems will lower your mana curve while still leaving you with solid backup Divine Bond targets, and it gives you some much-needed reach.
  • Upgrading the Brightmoss Golems to Ironcliffe Guardians is kind of a no-brainer.
  • Swapping the Rock Pulverizers for Azure Horn Shaman will give you a ton of fascinating synergy options, especially if you’ve already swapped in the Azurite Lions — 2/7 Celerity is not only a HUGE Divine Bond target, but it’s pretty darn threatening all by itself.


The Golemnar

700 Spirit Lyonar Golemnar

Commons Added: Sundrop Elixir, Sun Bloom, Silhouette Tracer, Primus Fist

Rares Added: Golem Metallurgist

Golem synergy, baby! On the draw, a turn 1 Golem Metallurgist can open you up for a turn 2 Brightmoss(!!) right in your opponent’s face.  Step your Metallurgist onto a Mana Spring, and you can even slap down a Planar Scout and drop that Brightmoss exactly where you want him. The idea being that much health that early on will eat something — hard removal, a big ol’ Abyssian swarm with Shadow Reflection or Soulshatter Pact, it doesn’t really matter because compared to anything else you can drop, it’s the most likely to require a large investment from your enemy to destroy. If they decide to ignore it, well, it can earn some serious value by eating 3-5 bad guys before it kicks it, or if you’re lucky, a turn 3 Divine Bond into 13 points to the face is a pretty damning portent for the game’s end.

And if you get unlucky enough to not draw all of the parts you need to pull off your sweet stunt, don’t worry — the usual plethora of high-value dudes backed up by Primus Fist is here to help, and this time, Silhouette Tracer makes an appearance to assist in any chasedowns (or rapid getaways) that need to be performed, all while making a passable Divine Bond target himself.

Potential further (still budget) upgrades:

  • Switching from Repulsor Beasts to Ghost Lynx will lower your curve (useful) without giving up a lot of utility.
  • Swapping your Saberspine Tigers over to Arclyte Sentinels will give you nearly the same immediate kill-power plus give you the option of raising your Golems’ attack in exchange for a small amount of their massive health.


The Aggroar Deck

700 Spirit Lyonar Aggro

Commons added: Sun Bloom, Primus Fist, Azurite Lion, Suntide Maiden

Rares added: Lionheart’s Blessing

Here we go old school: weenie rush at its finest. Primus Fist and War Surge provide the buffage, Rock Pulverizer, Silverguard Knight, and Primus Shieldmaster keep them from efficiently escaping or attacking your weenies, Lionheart Blessing keeps you drawing plentifully, and Suntide Maiden can make sure that you out-value other weenie rush decks that try to compete.

Potential future (still budget) upgrades:

  • Replacing the Brightmoss Golems with a pair of First Sword of Akranes will give you more buffing power and a meaingfully more threatening finisher.
  • Swapping out the Primus Shieldmasters for Ironcliffe Guardians is an obvious choice — but surprisingly, this deck also benefits significantly if you swap them out for Magnetize. One of Lyonar’s big drawbacks is their slow progress across the board, and being able to ‘reel in’ a harassing Heartseeker, Pyromancer, or (God forbid) Elder Silithar so you can deal with it efficiently is both  huge advantage and usually a complete shock to the opponent.


By the way, these are ordered in what I consider their “consistency.” Diviyanar is like a bulldozer: slow but remarkably stable once you get the playstyle down. Healonar is almost as reliable, but can occasionally have games where the synergies just fail to materialize and all that healing just means the Abyssian has to cast a second Soulshatter Pact before you die. If you never draw a Golem Metallurgist when it’s relevant, Golemnar plays like a slightly less threatening Diviyanar. And Aggroar can get totally shut out by a well-timed Plasma Storm or if Lionheart’s Blessing never materializes.

That said, at least for these four decks, there’s an opposing rate of speed — Aggroar tends to close out games really quickly. Golemnar’s entire purpose is to power out OP dudes and overwhelm with them; when it works, it’s pretty quick. Healyonar is a coinflip: either your games will last forever because you’re forced into ‘outlast mode,’ or the synergies will hit and you’ll take them out in relative speed. And Diviyonar basically always plays the long game.


Next time: Songhai’s 700s. Until then, keep duelying!

A Smattering of Useful Links for New Duelyst Players to Read

Hey, guys! Just a quick toss-out here, nothing super special — just if you haven’t read all these threads from the Duelyst forums yet, do it now!

The Core Rules by The Dev Team

The Beginners Guide to Duelyst by ASH

The Epic and Legendary Disenchanting Guide by PepprmintButler and Ryan

The Deckbuilding Guide by Sarasin and Quincy (with links to faction-by-faction card values inside!)

The Positioning Guide by Firebat

That’s all!  Keep on duelying!

Duelyst Tips: The Big List of Geography-Based Spells [UPDATED TO 1.63]

Hi, everyone! I promised last time that I’d put together a list of spells that you need to be aware of, and I did! But before I get into the list — ’cause it’s kind of long — I put together a “Crib Notes” section up front that just contains the basic patterns of AoE for each faction, so you don’t have a huge list to pour over.

Crib Notes

  • Lyonar:
    • ALL Minions/Generals (damage)
    • Enemies near a friendly minion (damage)
    • ALL minions not nearby either General (destroy)
    • 2×2 (dispel)
  • Songhai:
    • All enemy minions (damage)
    • 2 random minions (damage)
  • Vetruvian:
    • Enemy general and all nearby enemy minions (damage)
    • One column or row (damage)
  • Abyssian:
    • All enemy minions (damage)
    • All enemies adjacent to target creature (damage)
    • 2×2 (Shadow Creep – damage)
  • Magmar:
    • ALL minions with 3 or less attack (destroy)
    • ALL minions except Spirit Reaper (damage)
    • All enemy minions (transform into 1/1s)
    • 2×2 (stun)
    • 3×3 (damage)
  • Vanar:
    • Their side of the field (damage+stun)
    • Enemy minions adjacent to their General (damage)
  • Neutral:
    • Adjacent to a summoned minion (damage, dispel, displace)

 That’s the short version; now you have at least a basic idea of what AoE shapes you can expect from which factions. Keep that handy during your matches, and keep your minons positioned accordingly.


OK, onto the big list!

Board Clears (A.K.A. “Cards that will hit all your stuff no matter where you are.”)

  • Lyonar:
    • Tempest: 3 damage to all minions and generals.
  • Songhai:
    • Ghost Lightning: 1 damage to all enemy minions.
  • Vetruvian:
    • None!
  • Abyssian:
    • Breath of the Unborn: 2 damage to all enemy minions + heals friendly units to full.
  • Magmar:
    • Plasma Storm: Destroys all minions with 3 or less Attack.
    • Spirit Reaper: Deals 2 damage to all other minions at the end of every turn.
    • Metamorphosis: All enemy minions become 1/1 until the end of your next turn.
  • Vanar:
    • None!


AoE (A.K.A. “Cards that will hit more than one of your stuff if you’re in the wrong place.”)

  • Lyonar:
    • Sun Bloom: 2×2 Dispel.
    • Decimate: Destroy ALL minions not adjacent to a General.
    • Holy Immolation: 4 damage to all enemies near a friendly minion (who gains+4 HP.)
    • Sunriser: 2 damage to all nearby enemies whenever any healing happens.
  • Neutral:
    • Piercing Mantis: Frenzy.
    • Sword of Mechaz0r: Frenzy.
    • Serpentis: Frenzy.
    • Frostbone Naga: OG: 2 damage to ALL nearby.
    • Lightbringer: Dispel ALL nearby.
    • Dancing Blades: 3 damage to any minion in front.
    • Deathblighter: 3 damage to all enemy minions nearby.
    • Paddo: Displace ALL nearby.
  • Songhai:
    • Twin Strike: 2 damage to 2 random enemy minions.
  • Vertruvian:
    • Bone Swarm: 2 damage to a general and all nearby enemy minions.
    • Pyromancer: Blast 2
    • Starfire Scarab: Blast 4
    • Wildfire Ankh: General gains Blast.
    • Portal Guardian: Frenzy.
    • Star’s Fury: Summons Dervishes in front of every enemy.
  • Abyssian:
    • Grasp of Agony: Enemy minion gains “DW: Deal 3 damage to nearby enemies.”
    • Deepfire Devourer: Frenzy.
    • Shadow Nova: Creates a 2×2 Shadow Creep area.
  • Magmar:
    • Diretide Frenzy: Adds Frenzy and +1 Atk to any creature.
    • Iridium Scale: Adds Frenzy to the General.
    • Tremor: 2×2 Stun.
    • Kinetic Equibrium: 2 damage to ALL minions in a 3×3. Friendly minions gain +2 Atk.
    • Mankator Warbeast: Rush, Frenzy.
  • Vanar:
    • Avalanche: Deals 4 damage and stuns ALL on your starting side of the board.
    • Coldbiter: Deals 2 damage to all nearby enemy minions at your EoTs.


Cards that let you summon or move in unusual ways.

  • Lyonar:
    • Aerial Rift (all summons gain Airdrop until end of turn)
    • Elyx Stormblade (all friendly minions+General may move 3 spaces)
  • Neutral:
    • Silhouette Tracer (move the General up to 4 spaces)
    • Golden Justicar (other Provoke minions move 4 spaces)
  • Songhai:
    • Inner Focus (<=3 attack minion is reactivated and can move again)
    • Juxtaposition (swap ANY two minions)
    • Mist Dragon Seal (move to any target location and gain +1/+1 along the way)
    • Mist Walking (move the General 2 spaces)
  • Vetruvian:
    • Astral Phasing (grants a creature Flight)
    • Orb Weaver (chain-summon 2 creatures)
  • Abyssian:
    • Wraithling Swarm (chain-summon 3 creatures)
  • Magmar:
    • Vindicator (give a summoned creature Rush)
    • Fractal Replication (chain-summon 2 more copies of target creature)
  • Vanar:
    • Bonechill Barrier (chain-summon 3 minions)
    • Hearth Sister (swaps places with target minion when summoned)
    • Blazing Spines (chain-summon 2 minions)
    • Gravity Well (chain-summon 4 minions)
    • Aspect of the Drake (give nearby creatures Flying)


 Cards that Move Your Minions Without Your Permission

  • Lyonar:
    • Magnetize (move any minion to the space in front of the General)
  • Neutral:
    • Syvrel the Exile (to the space in front of Syvrel)
    • Ghost Lynx (to a random space)
    • Repulsor Beast (to target space)
  • Songhai:
    • Juxtaposition (swap ANY two minions)
  • Vetruvian:
    • None!
  • Abyssian:
    • Daemonic Lure (move enemy minion to target space + deal 1 damage)
  • Magmar:
    • None!
  • Vanar:
    • Hearth Sister (swaps places with target minion when summoned)
    • Mesmerize (moves a minion OR GENERAL 1 space in any direction)


All right, that’s it for today — whew!  Oh, one more small note — I did get a comment saying that the deck layout pictures were hard for some people to read. I’ll go back and edit in the actual decklists in the next couple of days, into both of these last posts. And next time, I’ll come back with some ultrabudget (1 set each of 3 rares) decks that exploit some interesting new aspects of each faction’s mechanics.

Until then, keep duelying!