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How the deck plays:
This deck is definitely one of the most linear decks I’ve ever played. To that end, the early game of this deck just consists of trying to ramp as much as possible. This will entail trying to find as many wisps, crystal or malicious, as possible and using the remainder of your two drops to try and control the early board as much as possible. If you’re able to ramp a couple of mana ahead of your opponent you’ll probably be in a pretty good spot moving towards the time when you’ll want to be dropping Q’Orrhmla’A.
There isn’t really much of a midgame to this deck but what you’ll mainly be looking for is to drop a Q’Orrhmla’A as soon as you can. Dropping Q’Orrhmla’A is usually a fair safe play as well since you can use it as a large body blocker which can buy you a turn or two where you can start to put together your combo.
After Q’Orrhmla’A has been played you will have only the following cards in your deck: Q’Orrhmla’A, Malicious Wisp, Grandmaster Embla, Ice Age and Winter’s Wake. What you’ll be looking to do is replace or play your Q’Orrhmla’As and Malicious Wisps until you hit enough mana to play either Embla or Ice Age. If both you and the Walls are able to survive then you just want to cast Winter’s Wake from there to close out the game.
All in all I think this deck ended up working better as a fun thought idea than it really did in winning games. It’s fun to ramp up the Q’Orrhmla’A and see your deck shrink down to only combo pieces but the fact that you have to survive for two turns after that gives your opponent plenty of time to find an answer. In addition to this the current pool of 1 and 2 drop minions is just too low to have a strong enough suite to now just give up the early and middle portions of the game while you try and ramp up to your big plays and the lack of spells makes teching the deck even more difficult than just only playing 1 and 2 cost cards. All in all a fun little thought experiment and it could probably be more optimized than it is but it isn’t a deck that I’m going in expecting to a stellar win percentage.
Also I’d like to say a big thank you to all my patrons who help support me in making these deck techs along with helping to give me the time to run and plan Duelyst tournaments!
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> Ghost Seraphim > Flawless Reflection > Aspect of the Wyrm
Remove almost all of your cards with Q’ so you can reliably play Decimus + Spikes turn after turn.
Vespyers and Walls mix together very nicely when supported by Kara. Add tons of ramp, and you have a very scary versatile deck that, unlike dedicated walls, wont just fold to an EMP.
“Sometimes the cannoneer must become the cannonball”
Qatar & creeps
Really fun to play deck based on reflection and a little bit of random.