Starhorn the Seeker

Category: Meme/Fun

Archetype: Combo

Spirit: 9360

Patch: 1.96

Author: Boronian

Submitted: 2019.06.19

Tectonic Spikes

Remove almost all of your cards with Q’ so you can reliably play Decimus + Spikes turn after turn.

I wear a lot of hats in the Duelyst community, but foremost I am known as the Duelyst wiki team leader and as a Reddit mod. But beside that I am also a Meltdown League manager and content creator on Twitch and  Youtube. Join my Discord, it is a pretty active, very friendly and helpful community there always ready to give advice or talk about Duelyst :) Or follow me on Twitter to contact me and get updates on my content.

Win Condition

The core idea of this deck is that you survive till 6 mana and play Q’orrhlma’a to remove everything from the deck except Flash, Decimus, Spikes, Q’ itself and Makantor.

Usually this deck kills its opponents with Decimus + Spikes. Because of the very small deck size after Q’ it is not unusual to play something like Flash + Decimus + Spikes + Spikes on 8 mana for 22 damage.

The 2 Drops

The 2 drops can be separated in 2 groups.

Control Suite

Maw, Shroud, Bloodtear for the board control. Healing Mystic for some needed healing. I chose Healing Mystic over Azure Herald because it is sometimes great to heal a Rancour or Araki Headhunter back up to 3 health. But Herald offers more healing, therefore also a good choice.


Rancour, Hulk and Headhunter (there are a lot of Opening Gambits in this deck) can get very threatening and dangerous. I put them in to have some early minions which need an answer and distract your opponent from your face. These can win you the game sometimes if you are lucky but it is not the norm.

Other 2 Drops

Young Silithar has great resilience and is one of the best 2 drops in the game.

Aethermaster helps you finding our Q’ before 6 mana (which is the deck’s biggest weakness). If you don’t get Q’ at 6 (latest 7) mana and your opponent stabilizes from your early game threats you usually lose.

General Advice

It is important to know that ramping into or flashing Q’ won’t do any good because the combo only works at 7 mana. Flash is only for Makantors and Decimus in the deck, though a Flash + Hulk could be a legitimate choice on T1 to increase the early game pressure.

It is also good to play Q’ and then use BBS or replace afterwards to get combo pieces.

Tectonic Spikes is also good to refill your hand after vomiting your hand early on.

Makantor is just there because it is so strong and it keeps you alive if you are at 6 mana and under a lot of pressure or you don’t have Q’ in hand.

So while the main combo is Decimus + Spikes your early game can create so much pressure that you can win the game too.  But don’t count on it!


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