Hi guys, today I’ve got a deck to show case.
I am also really tempted to rant about the new expansion while I’m here, I mean, “everyone” (90% of the vocal folks, at least) seems to want a “control meta” for Duelyst but the designers (intentionally or not) always seem to make the game faster — Yep, the devs make really cool cards like GM Varax but then print shit like Entropic Gaze thus making them far too slow.
I kinda wanna complain about the speed of the meta that I fear is about to emerge and I consider myself an aggro player! But anyway, as I said, I’ll avoid the rants for now, particularly since its only day 2 (not forgetting ranting = effort ).
Alright, lets start with the actual deck-tech shall we?
For those of you that regularly read my posts on these forums will not be too surprised by a bunch of these card choices; for instance the Zyx Mirkblood packages is a throwback to my older versions of “Floodhorn”.
As you can see we run 9 new expansion cards here and the previously unplayed Decimus and Vindicator also make an appearance.
But before talking about the nuances of the list lets quickly cover the most important thing of all: What do we name this monster?
NAMING THIS SHIT, DAWG
Currently I’m toying with “Decimus Spike” (because it sounds cool and is a portmanteau of two of the featuring cards) or “Five-Chakri Magmar”; which, I feel, is a nice metaphor for how this bad boy plays the game.
My older “Floodhorn” lists aimed to win by throwing (and then buffing) a bunch of small minions onto the board. While this deck has plenty of those elements but it is also capable of a lot more and so therefore I’m not sure “Floodhorn” is particularly descriptive of the play-style of this monster.
Alright, so this deck has has a really diverse range of threats and is capable of attacking the opponent from a variety of angles.
- We can win board with tempo mandrakes and/or runaway cards (eg mirkbloods, Vindi)
- We can OTK with unchallenged Decimus / Vindicator / Rancor combos
- We can with the more traditional Elucidator/ Makantor + Thumping combos
Moreover the fact that our damage spells (and BBS) draw cards allows for frightening levels of consistency.
Basically, the idea of the deck is play something that threatens to win the game if left unchecked. Eventually the removal/dispels will be exhausted and something will stick.
Note, I wont talk about stuff like Zyx/ Mirkblood here because I’ve covered that sort of stuff in my previous “floodhorn” guides.
Pre-expansion this was a bit of a meme. But now this guy in this deck is actually a serious threat; Its a bit like a Four Winds Magi in Songhai. The real reason this guy is nuts though is simply because we can deal huge chunks of damage WITHOUT emptying the hand.
When I first saw this guy I thought it was average, but after 2-3 games I learnt that this 2-drop is very high in power; much like Chraki avatar it has a clear weakneess (e.g Tiger/dispell) but it also has the capacity to win the game.
Just drop too of this near the enemy general and laugh as the enemy cannot go face with thier 10/10 giant, lol.
Entropic Gaze / Spike
damage, card draw and combo enablers. Cards that provide a deck considerable synergy AND draw AND damage would be fucking insane in any faction. I genuinely wouldn’t be surprised to see a nerf to one of this in mid jan patch.
Much like Decimus this guy was unplayed by now has enough support to justify running. This guy is our 4th and 5th Chakri Avatar lol. If this survives a single turn then you can draw cards and basically cast a Wailing Overdrive for free.
I kid you not, I have been able to buff these guys to 15+ attack on several occasions.
No heal, and cards that deal damage to oneself. This weakness means that FROM THE VERY FIRST TURN OF THE GAME you must carefully manage your health (remember that is we want to finish someone off with Elcuidator + Spike was must have at least 8 life ourselves!)
All damage being permanent + our combos dealing damage to us is a significant and toxic combination. However, I’d advise caution in trying to fix this weakness; it might, for example, be tempting to add an Earth Sphere or too but then you risk games being dragged out and thus losing to some late game monster like Grandmaster Varax.
Overall, I think playing safe and dragging games out (with healing) is probably worse than going all out with a risky play in the upcoming meta.
Well, that’s the deck. I’m not gonna sit here and say that this is the best version of aggro starhorn out there, but I will be willing to testify to this particular version being damn strong. Have fun with it guys!