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!


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