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Made a mid game vet deck, would like some feedback

So I typically have played a structure vet and that went all right, but it wasn’t great, but now with the Unearthed Prophecy I tried a structure vet and it performed about the same, maybe a little worse.

Now I’ve built a mid range, I really don’t like calling it control but it has some control qualities (good amount of removal, and mid/late game plays), as well as some flooding capabilities (Sirocco for some pressure, and cataclysmic fault to create a lot of dervishes). It’s mostly a more mid game deck, with early game strength. I’m at rank 13 now and would be higher but AT&T seems to love to crash at the most crucial moments in games (excuses I know, but that’s what I get for having super basic DSL).

I could use some feedback on improving the deck. What cards should I replace, add more of?

Some things I’ve noticed about more niche card choices in this deck

Superior mirage to me is pretty helpful with enemy minions who have powerful effects like Sunforge Lance, which ended up putting my general at 8 attack.

Autarch’s gifts is niche like Mirage, but still helpful nonetheless. Getting an oblivion sickle is good for this deck, and any attack boosting artifact helps for removal. But sometimes I feel it isn’t necessary, because of the 3 falcius and Wind Strikers.

Feed back is welcome and appreciated.

There’s a lot to see here, it’s a bit chaotic. I see you’ve a strong golem presence in the deck. You may wish to trade out there mystics to bump the other two drop golems to the copies each and if possible make room for one or even two more Siroccos. If you decide this is a good change, adding Feralu can make your golem and dervishes both have greater presence.

I would try to trim up your spells, however. Third wish is not very necessary especially when you don’t have a lot of dervish generators outside of late game sand makers, pax and your BBS. With so many late game power cards, you may want to pick one that you prefer and push it to 3 copies while removing some of the others.

When I get home tonight, I’ll try to link to you my current golem/dervish based deck. It’s highly successful.

I think it would be a good idea to ask yourself how you want your deck to function before selecting cards.

And a good rule of thumb for deckbuilding is to not have too many cards with only one copy. Less variation in your deck makes it easier to draw what you’re looking for.

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For some inspiration, here’s my Vetruvian golem deck:

Its major weakness is a lack of healing, but it typically doesn’t need it. The focus is in building a wave of minions quickly and efficiently. Control the board and let them do the work. Do be cautious of Tempest or Plasma Storm unless you have a Feralnu sitcking to the board in a safe place. Cash in your minions for face damage as often as possible without giving up board control.

In my experience Feralu is very slow for a buff card, and also very easy to remove in a number of ways. It’s a “win more” card.

Is it actually useful in this list? Is he able to stay alive for a significant time, or you just play him as a buff card when you already have some board advantage? And what do you do with him when you do not have board advantage, then?

He is very useful, but I play him defensively 9 times out of ten. He’s mostly to ensure I don’t see total board wipe over common spells. Even if he only lives for one turn, I can typically see 4+ additional damage on a turn thanks to the buff he grants my existing minions. He helps me bring DPS and provide better minion trades. If you don’t have a board or it’s early game though, he’s replace fodder.

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This deck will be like 3 times better if you just decide what you want to do with it. One offs are just a no go 9 times out of ten and yours make no sense at all.

Honestly cutting golems entirely from this deck and working on lessing your one offa will probably make it a great deck, focus on one or two synergies instead of a ton

I think that it might be good to split this deck into two, or even three different decks, focusing on Golems, Dervishes, and general midrange respectively.

Currently, the amount of 2 offs and 1 offs makes this deck seem a bit unfocused. Usually, decks want to include more copies of key cards to play out a strategy more reliably. The golem package you have in there especially, requires lots of golems to be played consistently to function.

Here are some of my recommendations. I tried to keep the craftables to a minimum

Golems + Ramp:

Rae and Golems go together remarkably well. Use Rae to ramp out large threats like Nimbus and Cataclysmic rift early. If you are at a neutral board state and have decent health, Cataclysmic rift + Rae on 6 mana is pretty much game over. Since ramping takes a lot of cards, Dreamshaper is great for refilling your hands afterwards. With more Golems, Dreamshaper will trigger more reliably and Siroco is a much bigger threat.

Dervishes:

I tried to limit this deck to the cards you showed on your decklist. Allomancer is a really nice sticky minion, but it can be replaced by any other good 4 drop you have (Spelljammer, Thunderhorn, Sunsteel Defender, Trygon Obelysk, etc.) so crafting it is not a priority. Otherwise, this is a heavier version of the classic Obelysk Vetruvian. You still have the burst potential of Whispers of the sand, while also having lategame pressure in the form of Aymara Healer and Nimbus. You might also want to cut Pax for something like Mystic if you face off against too many people running Thunderhorn.

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