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!

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