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Tips on how to Pilot Midrange Desert Vetruvian

Ok. I know it’s one of the best decks. However, I’m never able to win games with Desert Vetruvian. I played Golem Vet a while back before IV, but honestly even with that experience it seems like my prioritisation and positioning is just completely off, and I lose games left right Centre. So please, anyone with a good experience playing this deck, please help me.

Btw, this is what I’m running:

https://imgur.com/DbnV2Rr

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@colexiel You are needed!

The list looks more like an aggro golems list, so you are missing cards like second wish, just SMOrc harder imo. But let’s hope the vet main replys.

the deck you posted is the one of grincherZ’s tier list, and is undoubtably strong. I haven’t played this exact list, but I have messed around with similar builds. The main focus of the deck is the thunderhorn + kinematic projection + lost in the desert combo, so getting out an early thunderhorn is he goal. Be aware that people will remove thunderhorn so don’t expect them to stick all the time, but that leaves them more vunerable to aymara or emp later on. The golem package is just to draw cards in the early game and to have a reasonable win condition in the lategame with sirocco, so don’t go all in on them unless you can keep your hand full as you will get blown out be aoe. As for general positioning tips, when you put blast on a minion try to make sure it is as close to the opponent as possible without getting hit, so that it is much harder for them to ignore it. If you were not aware of the interaction between thunderhorn and blast, then it chains damage for everything it hits, so if you can use repulsor beastto acheive this then you are in good shape.

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To milk the full Kinematic-Horn combo, you really need 3x Repulsor, also Recombobulus is handy.

And of course 3x Lost as counter-part to pressure people avoiding the combo, also here Recombobulus/Repulsor is handy to split sticky couples, Sandswirl too.

I advice you go more with something like this :

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How about posting a replay or two where you lost so that we can check what your doing wrong?

Hmmm, good idea, probably will pull some of the close games I’ve had out, maybe a few where I got stomped

Thanks for that, I tend to focus on the golem mechanic a lot, cus I played a fair bit of golem vet pre IV, so maybe I’ve been focusing too much on golem synergy. I guess I can’t be afraid to plop down a thunder horn then, since I’m normally afraid to put it down cus it takes a turn to come online. From what you said, it’s more of an activator, no? Also I didn’t think about the repulsor beast synergy with thunder horn, will try it out. Thanks a lot!

I’m needed? For what?

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he wanted help with lost vet.

So here’s the thing with Lost in the Desert, you don’t play Lost in the Desert as its own deck. I say this because Vet doesn’t have as many positioning based spells as say Songhai which means that I wouldn’t use LitD as the base for a deck.

Instead what you do is slot in the minimal for a Lost in the Desert package

3x Recombonulus: Solid 2 Drop in my opinion that allows you to do positioning shenanigans such as lining up a Thunderhorn or displacing something for Lost in the Desert

3x Thunderhorn: Kinda obvious as it punishes playing around LitD

3x Lost in the Desert: Again obvious for the package since it is called the Lost in the Desert package.

Listed above is in my opinion the bare minimum for this package to even come close to working however you can include Boneswarm, Repulsur Beast or K. Projection.

Edit: I’ll go more in depth with this madness when I get back home

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I honestly wouldn’t consider Recombulus a core part of the package. Just Thorn + Lost already works fine as it is so that’s already a good core imo. Recombulus is something i would only add if i really want to go hardcore on the combo since his effect is random and requires either luck or a bunch of other cards (in the form of minions that reduce the possible outcomes) to work, making him unreliable. Projection and Repulsor imo deserve a higher priority on the list.

Don’t forget you can use Recombobulus in several ways :

  • P1T1 : still a 2/3 helping you to ramp to 4 on T2 to cast your Thunderhorn in the back
  • P2T1 : a 2/3 that may, if lucky, help you deny ramping to P1
  • with proper positioning, move your Kinematic Thunderhorn up or down (usually, he’s stuck to the wall)
  • deal with a sticky Provoke minion
  • move away a minion standing on your Sand tile and create a dervish
  • give 1 more tile of reach to your moving Thunderhorn
  • 6mana : move away a minion to cast an efficient Lost

Most of these interactions are luck-based but you can still make it your way with proper positioning. I’ve won some game by surprising the opponent with moving my backline stuck Thunderhorn :slight_smile:
All of these synergies for 2 mana and a 2/3 body, it’s really decent.

Hmmm, I do like some of those synergies you pointed out, but they’re very RNG based hehe, I would honestly rather put something else in my deck, but I’ll give recombobulous a shot, since I have three of them from packs anyway.

I made a different deck, trying to base around your earlier suggested deck, I’ll keep posted on my progress. So far going good though, 2/1 in ranked, against combo Rag, burn Vanar, and another Lost Vet.

The “with proper positioning” argument is somewhat lackluster from my experience. Since he can move one space it means there are 4 directions he can go, assuming that only one direction gives you the desired outcome that means that you have to block off 3 other directions somehow by using enemy minions or your own. Situations where you can get this done are rare enough and getting it done in a manner that doesn’t hurt you in some other way, by playing into some threat or by playing a minion or two out of position are even more rare from my experience. Played this guy for a while and ended up cutting him in favour of other two drops that are more consistent. Being a 2/3 is nice and all, but other 2 drops also have those stats AND bring a ability to the table that doesn’t require luck to be useful.

I’m open to suggestions, what other 2drop do you use as replacement ?
Lavastrom/Etheral Obelysk, Celebrant for ramp, Herald for heal ?
I really want to keep 9x 2drop as minimum to ensure Thunderhorn is cast asap.

Mh … usually my TH is back to the wall, you just need to block 2 directions to make him go to the one you want. That means you need just another minion or your general, as Recombobulus will be used to block one. Primus Fist is a nice cheap minion to do the job.

With 4 mana, you :

  • put 2x 2/3 on the board (Recomb. + Fist)
  • buff your TH +2
  • move it 1 tile up or down
  • usually hit with a nice 6 damage blast the opponent line (because that’s the whole point after all)

Sample

Kinematic “Stuck” Thunderhorn

4 mana spent and voilà !

Depends on the deck, at the moment only 2 of my Vet decks run LIDT/TH and both are rather slow and controlish so my 2 drops consist of 3x Herald and 3x Mystic, the Sajj deck has Lost Artificier for her artifacts and the Cyphyron build is running Replicant for pseudo draw/deck thinning as the deck isn’t running any sort of card draw. In a more aggressive build i would play stuff like Primus/Warlock. If i am really out to take the combo to the max i would add Recombulus as well but really only then.

If you can get a play like that off thats amazing of course, but how many times did this actually happen? Placing your TH against the wall means your bascially going all in on the blast combo so a decent opponent will know what’s coming for him and play accordingly to try and minimize the damage.

It’s certainly a plan to go by since your opponent can’t safely play around everything, but not really something that can be splashed into any deck imo, doing stuff like this requires a deck with a lot of dedication towards the combo and in this case Recombulus is a fine choice.

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