This deck is a hybrid of traditional Vetruvian midrange and a combo deck. It focuses on flooding the board early with dervishes, and casting all three of Scion’s wishes. Once completed, this unlocks the combo of Pantheran + Reliquarian. This will revive all your dead minions, and if there are some Kas in there, its gg for you.
However, the deck is not reliant on the combo. You will win many games based on its midrange and aggressive elements.
Part of the deck resembles Aggro Zirix, and the deck can definitely be played as such. In some matchups, if the opportunity presents itself you will want to get aggressive, be in their face and push damage. Fireblaze pumps your Pax and BBS dervishes and presents an aggressive threat. Dunecaster is a fantastic aggressive card. Second wish helps push face damage while presenting a threat which can be difficult to remove. Third wish gives you some crazy reach, and can help push damage while creating a must-answer threat. Jammer is the quintessential aggressive card draw option.
The rest of the deck provides tools which can be used in the midgame, either to help add more pressure, or to slow the game down. Ka, Gust and Sandswirl provide tempo removal which any midrange deck can be jealous of. It is always important to stick as many dervishes as you can going into your Ka turn, for maximum impact. The tiles Sandswirl produces are great for this. Also, just slamming a Pantheran in the midgame can be a solid option, as it provides a free 8/8 which they must answer instead of your other threats.
The fact that this is a combo deck gives us the option in every game to slow down the game to a crawl, play defensively, and wait until we can kill them with a 18+ damage combo. Herald is great for surviving until the combo, with the option to bounce it with Sandswirl if needed. Although Reliquarian can often be played on a stray surviving 4-5+ attack dervish for good value or lethal, most of the time it will be played on the same turn as a 0 cost Pantheran. This presents a whopping 8 damage off the bat. If you have had any Kas die – you should really make sure this happens if you are going for the combo finish – then they will all return. They will be buffed by any Fireblaze which might have died. You can also BBS afterwards to get dervishes from any Gusts which have died. If thats not lethal, then you will hopefully be able to clear their board, and your board will be overwhelming enough to win. The best part is, you still have 2 charges left on the relic.
One card which is missing is Blood of Air. I find that I almost never use this card – it is a playstyle thing, but I think that the card is highly overrated. In almost all cases you would prefer to use either Sandswirl (better tempo + long term value) or Ka (must remove + allows combo) to remove threats. Between these two cards, I never needed Blood of Air, and I haven’t looked back after removing it.
Another card you can include is Dust Drinker. If you play two of them early game, then bringing them back with the combo adds 7 damage to your combo. They are also dervishes, but you don’t really want to transform them with Ka, so in the end I cut them for more consistency.
Feel free to message me on Discord or in the Duelyst Official channel with questions or deck help.
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