700-Spirit ‘Ultrabudget’ Lyonar Duelyst Decks [OUTDATED]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

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