nh3maser

  • nh3maser commented on the deck 1 week, 1 day ago

    Thanks a lot, and it’s great to see that you’re still around :)

  • nh3maser commented on the deck 1 week, 6 days ago

    This is probably the end of the line :)
    There’s only so many neutral themes/mechanics to build around, and with these last few posts, I’ve scraped the barrel pretty dry.

    The amount of testing varies a lot. Most of my original lists underwent a respectable amount of refinement, but for some lists (especially for these later entries), I just…[Read more]

  • nh3maser commented on the deck 2 weeks ago

    Yeah, I cut my teeth on MTG :)

    Rush is a little weird – it’s not a static ability (like Haste in MTG), but neither is it a one-time Opening Gambit-style reactivation. A minion with Rush is summoned in an active state, but will become exhausted if it’s dispelled that first turn. In any case, it’s irrelevant when it comes to transformations – as…[Read more]

  • nh3maser commented on the deck 2 weeks ago

    This makes sense in retrospect.

    Backstab does indeed stack exponentially in exactly the same way as Grow; it just doesn’t come up as often because S.I.L.V.E.R. isn’t as popular in Songhai mechs (and I guess because the effect is not as visually impressive as board full of giant one-shot robots).

  • CONCEPT
    The idea is simple: make your deck consist mostly of  1- and 2-cost minions, use Q’orrhlma’a  to gets rid of them and cut your deck down to a small set of combo cards, and use those cards to win you the g […]

    • No one has enough time to play all of these, but they’re fun to read. :)
      How many more do you have planned? How much do you test
      each list (that wasn’t created and vouched for by someone else)?

      • This is probably the end of the line :)
        There’s only so many neutral themes/mechanics to build around, and with these last few posts, I’ve scraped the barrel pretty dry.

        The amount of testing varies a lot. Most of my original lists underwent a respectable amount of refinement, but for some lists (especially for these later entries), I just…[Read more]

    • Well then, so long, and thanks for all the references.

  • Concept
    Unlike the “vanilla” keywords, Dying Wish minions do a lot a different things, which makes them difficult to build around. In the factions that support the keyword (Vetruvian, Abyssian, and Vanar),  it’s […]

  • Concept
    Duelyst is largely a game of positioning, and provokers are a powerful way of restricting your opponent’s ability to make use of the board. The basic idea of these decks is to lock down your opponent with […]

  • Concept
    A type of deck that probably lots of players have built after their first few Gauntlet runs. Removal is a lot better in Constructed, but the basic idea of getting infinite value out of Ranged attackers is […]

  • Concept
    A broad archetype with a reasonably high power level over all, and actually competitive in some factions. Usually relatively lighter on minions, with the main win condition being a heavily equipped […]

  • Concept
    A loosely defined archetype: basically anything with very few minions (typically fewer than 12 total) and lots of spells. With so few minions you will find yourself by definition behind on board; […]

  • A slight update: at some point the rules were changed so that transformation/copying will preserve the activity state of the transformed minion. This means that making an exhausted minion into something with Rush won’t let you attack with it. However, turning into something with Celerity will allow you the extra movement if your minion isn’t…[Read more]

  • In the version I gave as an example, Blood Taura and Eternal Heart are actually more of combo finishers rather than safety nets. Instead of using your minions (Rancor, Elucidator, Makantor) as burst face damage, you use them as removal to get to the late game, and then count on your Tauras to close out the game while you’re immortal (see…[Read more]

  • Concept
    Golems don’t have anywhere near the tribal synergy of their Arcanyst counterparts. Even in the Golem factions (Lyonar, Vetruvian, Magmar), while decks often run minimal golem packages to gain access to […]

    • Oh. I wasn’t the first to realize Magmar has 3 ramp 2-drops plus Flash and Progenitor.
      Here’s a tip: Drop a couple of cards to 2x to add 2-3 Blood Rage. Between your golem
      swarms, Flash, and Kujata, you can get a lot of triggers, and if you play it on a Ripper…

  • Concept
    There are many cards that damage your own life total in exchange for some sort of benefit, in addition to the most basic interaction of exchanging face hits. If you run cards that reward you for taking […]

    • Quite a different take on self-harm Magmar compared to the list I put out and have been using. Personally I prefer going all-in with the high early-mid game pressure over late game safety nets so I hadn’t included things like Taura or Eternal Heart.

      • In the version I gave as an example, Blood Taura and Eternal Heart are actually more of combo finishers rather than safety nets. Instead of using your minions (Rancor, Elucidator, Makantor) as burst face damage, you use them as removal to get to the late game, and then count on your Tauras to close out the game while you’re immortal (see…[Read more]

    • Yeah definitely I agree and now better understand the direction you and Diplo are approaching the decks from. It’s a beautifully meme-y art form that certainly can go a lot of ways depending on play style and the things one finds fun.

  • Concept
    Not a very cohesive archetype. Reliquarian works best as a complementary finisher for decks that are playing big minions anyways and in factions with good Relic effects (Magmar, Vetruvian). Can be […]

  • Concept
    Arcanysts come in a few different types:

    Those that reward you for casting spells (Owlbeast, Blue Conjurer, etc.)
    Those that generate or discount spells (Araras Prophet, Trinity Wing, etc.)
    Random […]

  • Concept
    The Bloodbound spell is one of the core mechanics in Duelyst. While every deck tries to have some amount of synergy with its general’s BBS, this archetype looks to push it to the extreme with BBS recursion […]

  • Concept
    Flying is the second most prevalent “vanilla” keyword and the most widespread, appearing in almost every faction. Decks built around fliers allow you to play your minions safely on the backline and make […]

  • I didn’t want to bump the post unnecessarily, but I wanted to give props to Elahn on the forums for sharing his original deck which fits into this archetype, and more specifically for pointing out that Chirpuka is another good “exploiter”-type minion.

  • Not that it should come up that often, but Zurael will absolutely revive both halves of Zyx. In Duelyst, “token” is just synonymous with “noncollectable” (unlike in some other card games, where it means something closer to “created by a card effect”).

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