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Understanding Terminology Better

Well that depends. Aggro is an archetype that swallows up many kinds of decks. “Big Aggro” describes decks that might want to make trades to simply given them better positioning. Most aggro decks want to make trades if it wins them the damage race- or the thing they’re removing is enough of a pain, that it will overwhelm them before they could outrace it.

Generally, if trying to play an aggro deck, I prefer minions that have disruptive abilities rather than make the trades (you do want to force your opponent to make most of the trades.) But, you also don’t want your opponent to run away with the game because of something like Kelaino, Four Winds, Nimbus, Silverguard etc.

Flameblood would make your deck significantly more all-in with the aggression, but it’s another card that will punish you in the topdeck war. If anything, the first change I would make is ditching the Ethereal Blades for Onyx Bear Seals.

A pair of Flamebloods could probably be played over a copy of MDS and the DSS, if that’s the route you want to take. But then, you’d really want Chakris, Primus Fist, Rust Crawler, Bloodrage Mask or Cryptographer over Maw.

Deal with critical threats (potential Divine Bond targets, Kelainos, Sunforge Lancer, provokes) and keep hitting face. Every deck, control or not, has to deal with their opponent’s board in at least some fashion in order to not get completely wrecked.

Toward the end of the game you can start to ignore more things, as even if they drop an Ironcliffe on your face you’re likely to have lethal soon. Additionally, you can kite and position to avoid threats that aren’t immediate, like Dioltas, while continuing to burn their face off. The slower their big plays come, the quicker yours do, the more face damage you get. For burn decks anyways.

Could you elaborate please?

Examples?

:open_mouth: Not my blades! :frowning:

Hmm, I guess I haven’t been playing with the true aggro spirit, as I always look to answer threats before proceeding with face.

I’ve never really cared for Chakri’s as they never seem to do much unless being utilized in a inner focus combo; something my deck hasn’t looked to do unless it’s for finishing at end.

Sometimes you run your smaller threats into their threats if you’re playing an aggro deck with fatties, because the HP of your fatty is a resource. The more attacks you get to put on their general with it, the more valuable it is to you- where a bunch of 2/2s are worth more than 2 damage if they don’t let your opponent pressure your own face, or trade into your fatty easier.

Rust Crawler, Hollowed Grovekeeper, Dancing Blades, Blistering Skorn. Things that allow you to “hate out” problem strategies, without really sacrificing minion count or slowing down. They can be played without value just fine- but when you do get value, it’s often a blowout.[quote=“seraphicreaper, post:43, topic:7902”]
:open_mouth: Not my blades! :frowning:
[/quote]

Without Tigers and Boars, you just don’t have the support to make that kind of cheap burst work.

I’ve made changes and I can’t tell if it’s shifted to tempo or midrange. I THINK it’s shifted from aggro to more tempo, but you guys can judge. Doesn’t hurt to learn to identify decks :slight_smile:

Reposting my previous deck 1st:

And the deck I modified it to:

Now it just looks like it has no clear purpose rather than a strong early game
Imo

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Seems really random. Why one ghost lighting and one Skorn? Pick one.

Why 3 Blaze Hound, 2 Sojo and 1 Jammer? If you need a ton of draw why wouldn’t you just go 3 Sojo instead of 2 and 1?

2 Bloodtear and 2 Shroud also seems odd, id take a third of both and drop the Maws, take some more 3 ofs to fill the gaps.

What’s the purpose of this deck? It’s a whole bunch of just… cards. Sure, they’re all decent cards, but there’s no clear synergy. Has lots of removal and a really low curve as well, like an early game control deck when you just burn out and have no offense, hoping for a Geomancer finish.

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