Duelyst for Dummies 3: Types of Decks

Duelyst for Dummies (2)

 

4 Different Deck styles based on their Win Conditions/Playstyle

 

In this guide we will cover the characteristic of deck types in Duelyst( and ccgs in general ). But first a import disclaimer

Disclaimer The decks in this sections are sample decks meant to show how decks of these types are constructed in Duelyst. Due to the nature of the CCGs with them update cards and players adjusting strategies constantly there is no guarantee these decks will be working when you read this piece. So it is highly recommended that you DON’T CRAFT THIS DECKS until you do some research to find out that they work. A good place to look working decks is the Power Rankings section on this site.

Mid Range%2F Tempo.png

Some people don’t consider these things to be that different so I have group them together for now. I will try to explain the difference between the two. What is the difference between Midrange and Tempo? Midrange is a Jackhammer, Tempo is Precision tool. Both styles skirt the line between control and aggro which makes even more confusing when trying to say what type of deck is which but I list of key features so you can see the difference.

 

Tempo Decks


  • Constantly tries to get on Tempo ( aka board) and overwhelm the opponent
  • Timing is everything with tempo, being able to assess what card does when it hits the board is key to tempo. Tempo does have much room for error unlike mid range and one wrong play can cost you big
  • You are trying to push yourself ahead or push the opponent back
  • Because tempo is always responding to the board it can play the role of aggro or control well by using low cost or conditional cards
  • Tempo is looking for cards relevant to game in all stages of the game Early, Middle and Late.Cards like Natural Selection, or Sandswirl reader

Midrange


  • Somewhere in between types , Can be Control or Aggro at times
  • Linear drop increasing powerful spells and minion sequential order
  • High Quality cards
  • Really isn’t depending on synergy,  but rather how well card can individual affect the game on its own
  • These deck features cards that are push to see how good they can be without breaking line of card cost without breaking the game
  • Jack of all trades master of none
  • Weakness it can’t full commit to strategy meaning if you need to fully aggro you can’t, If you need to fully go control you can’t as well as dedicated deck
  • Strength is its ability to always play high impact value cards

 

Tempo

 

Mid Range

deckLandscapeSonghai(3)

Mid Range%2F Tempo (1).png

“Control- Less focus on tempo because they can make it up with aoe removal.More concerned with value.”


  • Reactive
  • Control plays card that stop opponent from killing them then has a control finisher that wins the game by itself
  • Uses efficient spells and creature to remove multiple things
  • 2 Approaches to Control- Shocking your opponent with Win con or Gradually build up

-Saurain Finality Vaath is good example of shocking

– Golem Vet is good example of gradually build using multiple card draw to get card advantage and win.

  • Question to ask is how much advantage will this creature give me in the late game
  • When the meta is define it is easier to play control because you know what specific cards and combos you need
  • Value over tempo

 

 

deckLandscapeMagmar

 

 

Mid Range Tempo (2)

“Aggro- Attack life total more directly before the player can set up their plan”


 

  • Proactive
  • Kill by using low cost spells and minion in the Early game(low curve)
  • You are the beat down
  • Less interactive deck
  • You need good timing
  • Curving out immediately wants play 1,2,3,4 rarely play 5 or 6 drops
  • Lots of instant damage and burn
  • Spells are kind of finishers
  • When looking at card,ask yourself if it is proactive or reactive,your cards should always do something in aggro
  • Best time play aggro is early in a new meta being protective is best early.

 

Mid Range%2F Tempo (3).png

“Combo- Put together a powerful combo of cards to guarantee a win”


  • Tries to  combo cards to have a immediate or near immediate win condition
  •  Looking for the most optimal opening hand which can almost win the game by itself
  • 2 Types of Combo decks Engine style combos whole decks or couple cards

-A good example of  couple of  cards is the 2 Card combo Decimus/Tectonic spikes

-Mantra is a engine combo deck. Entire deck is devoted to getting off a cheap mantra to kill. They are many to tools to disrupt the opponent.

 

 

 

 

 

Next up Faction Primer

 

Duelyst for Dummies (1)

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