Duelyst Forums

Can someone help me understanding "Deck Types"?

I always hear about “midrange”, “control”, “aggro” and this kind of stuff, could someone explain all “deck types” that actually exists? I feel that I need to know this if I want to deckbuild properly.
Thanks in advance <3

I don’t know if I should post this in “Decklists” or “General”. If I post this in the wrong place, correct me please.

1 Like
2 Likes

While the Magic article will help it is important to note that this game is very different and as a result some of the archetype classifactions don’t really apply to this game.

For example, duelyst currently has no proper “combo” decks and “control” decks don’t really exist either (not in the magic sense of the term anyway).

but here is a rough duelyst guide to Archetypes:


Aggro:

Aggro decks tend to be extremely aggressive. This sorts of decks only really care about your life total and how much damage they have in hand. Typically, aggro decks try to finish games as fast as possible.

Such decks don’t try and out value you, they just mash your face. Please do not however mistake this simplicity as a measure of how hard such a deck is to pilot.

Example:

If you check the deck out you will notice it is fairly low on the curve and many of the cards can do face damage the moment I play them. Notice also there are not that many awnser to our opponents threats (we only have Lure) this is because aggro decks plan to be the ones driving the game (i.e. you have to react to what I’m doing, not the other way round).


Control

Control decks come in all flavours, but as a general rule of thumb this decks tend to be very slow; they spend most of the early and mid phases of the game playing defensivly (removals, heals, etc). AND THEN…they hit the lategame. In the lategame the power of these decks is unriveled; they will hammer you will bomb card after bomb card.

Example:

If you compare this deck with my aggro one you will notice that this deck has a higher curve, and a lot of ‘reactive cards’. Once this deck hits the lategame it can dish out a huge amount of damage via Nova and Revenants.


Midrange.

Midrange decks tend to be somewhere inbetween aggro and control decks. Usually this sort deck tried to have good fast starts while also packing just enough late game to stand a chance against control (should the game last that long!).


One thing I should point out that this commentary is just vague generalisations. sometimes control decks look almost identical midrange decks and so on.

In adition, some decks swap roles in different match-ups. For more information on this idea I’d recomend googling “who’s the Beatdown”?

3 Likes

thanks guys, it might help me a lot! :smiley:

Why is my face here?

1 Like

There are a few genuine combo decks out there. Dance of Memes uses Kujata to throw a crapload of 0-cost minions that die instantly, triggering both Dance of Dreams and Twin Fang to create a huge 20±point facepunch in a single turn.

I mean, they aren’t good, but the archetype is out there. :slight_smile:

Aggro decks are built typically to value tempo (domination of the relative “clock”) highest, and value plays (plays that accrue value over time, or build an advantage that either isn’t presented on the board, or pressure related) least. In terms of how Duelyst plays out, aggro decks want to have lots of “heehaw” (easy win) draws, and high value units that keep the oppornent off of the board- conflating them with “tempo” builds in other games (tempo decks tend to force the game into a type of damage/pressure acceleration that punish value oriented play.) Duelyst fundamentally punishes value play. Build these with redundancy, a strong ability to utilize your mana every turn, and an attention to pressure development.

Midrange decks seek tempo and value that is effortless (think Dancing Blades and L’Kian). Their flexibility is where their power lies. Typically, they are built to dominate the “late game”, but keep pace with aggression. When you build these, the average impact a card has on the game is your primary concern. Everything in your curve, must have either immediate value, or force your opponent into making tough decisions. Avoid cards that only exist for redundancy, or have no swing value.

Control decks are kindof rare right now, because they rely on the flexibility of their utilities, and a powerful “neutral game”. Duelyst fundamentally punishes slow, and engine building value plays- and so the screws are really put to any kind of Control build that isn’t seeking to win through creep accumulation, or protecting a nutty Legendary value engine. When building these, you want to prioritize “neutral” turns, turns in which you want to make as small a play as possible to force your opponent into taking the initiative (the game currently lacks a large diversity of tools to fill this need.) You also want to prioritize slots for disruptive minions, and building resources (life/cards/board slots.) Through careful accumulation of small advantages, you turn the game in your favor by establishing an “engine”, a source of constant value. Don’t be discouraged by how difficult it is to close games with this archetype, it’s just another calculated risk.

Combo decks, seek to emphasize a very specific synergy between cards in the deck to run away with the game. These are built super redundant, with an emphasis on “condensers” (cantrips- cards that say “draw a card”, and +1 or better card draw- draw two+) to find the specific pieces, as opposed to how Midrange decks use them (to refuel), and control decks use them (to look for tools to disrupt and build.)

No combo decks?? What about my upcoming double Blood Taura / Spirit of the Wild deck?

The sad thing is you are probably not joking. :stuck_out_tongue:

So, whenever people read my comments on these forums for now until the end of time you should probably always assume that I am talking about ‘high-level’ play (unless I spefically say otherwise).

So, let me restate my comments more clearly: “right now, there is no combo deck that works at high level”.

2 Likes

I am really new to CCG, what do you mean by curve? I am a bit iffy on tempo but I think I roughly know what it is.

curve refers to the distribution of mana costs in a deck.

eg a “low curve” deck will have lots of small minions (1,2,3-drops). A “High curve” deck will have a lots of late game big minions and spells.

3 Likes

Thank you @Smash_the_Hamster.