Need help choosing a faction and working within a budget? I am here to help.
Choosing your faction comes down to play-style and theme preference. Each faction has their own flavor and leans towards either control, aggro, midrange, or combos. While most factions can play all of those basic archetypes the faction as a whole or the individual general tend to be geared towards one.
My summary of factions.
Abyssian: The necromancers: They summon hordes of wraithlings and love when they die with their factions signature death watch mechanic, they can be used to swarm the field or they can be sacrificed for power for either controling the board or getting out powerful late game minions. Alternatively you have creep which controls the board by spreading damaging tiles and has big finisher cards. They are a versatile faction with many deck types.
Magmar: The big, fast, hard to kill dinosaurs: Lots of control spells, the most access to rush and frenzy, they have the egg mechanic which can make some some stuff hard to kill, and the ability to ramp out big things fast. They are a very melee oriented faction with a lot of powerful staples.
Vetruvian: The Egyptian Machines: Think necrons. The factions signature is either strong midrange value generators and or Oblysks which are immobile structures that summon dervishes, a unit that has a lot of synergy in the faction, they also have blast which is a neat take for a ranged+aoe unit.
Vanar: The Frost Mages: They are known for powerful control and board manipulation. Their signature mechanics revolve around which side of the board things are on, they have a faction unique tribe called Vespyrs which have some synergy with each other, and a unique unit summoned by effects called walls, which are immobile and dispelable but have a lot of utility and can be built around.
Lyonar: The archetypal holy Paladins with a lion sub-theme: A tanky defensive faction that revolves around provoke, high health, healing, and their signature kill Divine Bond. Strong but predictable. They are very close range formation focused with a host of things that effect units based on being around the general.
Songhai: The fire ninjas: Would you rather play a magic the gathering Red burn deck instead of duelyst? Then Songhai is the faction for you. They love to ignore the board with teleports, ranged, and high out of hand burst/burn damage. Very strong but a lot of solitaire.
Starting off you should mostly invest in the Core Set orbs as they give the best value and have a lot of staple cards.
If your not quite sure what direction you want to go in you can alternatively invest in Mechs or Arcanysts which can be played by just about any faction and are quite affordable.
In order to get the legendary Sisters you simply need to craft any full set (3x) of six rares(blue) from your faction of choice and then you get them free.
I am mostly going to give a short description and some upgrade advice here, for detailed info and complete deck examples check out my master thread.
Swarm and Death watch is a lot of fun, but it can be hard on a new player having to position a ton of units and dealing with AOE but if its your thing this a great place to start.
If you plan on sticking to the swarm route the first big card you should craft is Soul Grimwar, but if your not sure if swarm is your thing then the most important Abyssian craft is Desolator as it will go in pretty much every deck you make. From there it depends on what route you want to go.
A great deck for a new player as its easy to pick up and affordable. This deck sports a host of powerful control spells and sticky minions. Sunsteels forcefield means its a perfect flash reincarnation target, and the units with rush are perfect targets for diretide frenzy, Greater fortitude, and thumping wave. You of course also have Vaaths ability to just smash things.
The first expensive things you want to craft are Makantor Warbeast, LavaLasher, and Homeostatic Rebuke as they go in allmost every Magmar deck. From there it depends on the direction you want to go but Drogon or Saurian Finality are also good investments.
Obelysks are tough to get used to for a new player but even if piloted poorly the deck is very powerful and packs a lot of value, once you get used to how Obelysks work its a very fun and powerful deck.
The first card you will want to craft is Rasha’s Curse, but from there on there are a lot of different directions you can go and there is not a real clear upgrade path, but some good general purpose legends that can fit into a lot of decks are Aymara or Fault.
Midrange Overdrive Faie
A strong midrange deck with some cool tricks. Make sure you try to keep your opponent on their side of the field so that you can abuse Snowchasers Infiltrate and Wailing Overdrive. Luminous combos with skorn and ideally you want to make sure the opposing general is trapped in the luminous walls.
The first thing you should craft is Thunderhorn and Aspect of Shimzar as its a powerful combo that no vanar deck is complete without having. There are a lot of routes you can go, if you want to go more midrange then bloodbound mentor and circulus will serve you well, but if you want to stick with the Overdrive route then enfeeble and gravity well are worth picking up.
A very strong, cheap, and easy to play deck. Great for beginers. It has a simple goal of get something with a lot of health to stick, then cast divine bond on it for the win. You also have a little bit of synergy with Zeal thanks to Afterblaze, but it does not have to be used on a zeal minion.
As for what to craft next you have a big decision to make between staple spells or crafting Alabaster Titan. If you choose the spell route then Holy Immolation is your first craft and then depending on the route you want to go either Sunstrike, Aegis Barrier, or trinity oath are next.
If you want some good Songhai lists/examples I recommend checking out KingOnyx as he plays/builds a lot of cool decks that don’t crutch on the archetypes that steer me away from the faction. EurasionJay is another exceptional songhai player who gives good advice.
I am not as experienced, nor a big fan of most of their archetypes, so I do not have any real upgrade recommendations, other then asking that you do NOT make an 8 gates or mantra deck as not only are they difficult to master, but they do not teach you how to play duelyst since gate/manatra decks are all built around ignoring the one thing that makes duelyst great, the board.
I have made it to S rank for many seasons now, with frequent top fifty’s when I have the time to play competitively and occasional top tens. Since I have not had the time to stream as much as I want, I just try to share some of my things each week to fill in the downtime. You can check out the rest of my stuff here: