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Zir'an Smash Deck in Shim'zar? [Theorycrafting]

I’ve been playing with a new, more straightforward Zir’an Healyonar Squad this past week in anticipation of the release of Denizens of Shim’zar and the new Sunforge Lancer. Combined with last month’s Skorn & Chakkram, I’ve felt the need to experiment with a new-ish gimmick for her; namely Zir’an Smash, inspired of course by the legendary Vaath Smash decks. Here it is:

Summary

We’re missing 2 Blistering Skorn, 2 Chakkram and 1 Ruby Rifter. The three Silverguard Knights are meant to be placeholders for three Sunforge Lancers, and I intend to switch out 1 Circle of Life for another Ruby Rifter. [details=Summary]Here she is, for anyone who needed a reminder.[/details]

Aside from that, the deck is in the form I want to initially start testing the concept with. The idea is pretty simple: use a buffed Zir’an as the centerpiece figure to both body block enemies as well as do a lot of the deck’s damage. Sunforge Lancer should buff her up to 3 or 4 attack and the rest of the deck is meant to be a toolbox of typical Healyonar tricks. Áll the healing is primarily meant to be used on Zir’an herself, totalling 2 x 5 (Elixir) + 3 x 2 (Mystic) + 2 x 4 (Rejuvenator) + 2 x 5 (Circle) = 10 + 6 + 8 + 10 = 34 points of healing for a maximum of 59 points of Health the opponent will have to plow through. The deck is just filled with cards that get out of control if they’re not removed immediately (Shaman, Shiro, Lightchaser, Lancer, Sterope, Sunriser and Rifter for 17 cards total!), held together by a bunch of anti aggro & swarm cards (Skorn & Chakkram), capped off by a pair of beat sticks (Suns). There’s no Provoke in this deck because I think that if I only include Guardians they’ll draw all the Grovekeepers, and I feel like I need the big swings from a Second Sun more anyway. Not using Divine Bond is mostly a principle choice here but only Second Sun is a really juicy target anyway because the Shaman is not going to get its effect off consistently enough. I’ve had a look at Lux Ignis for this deck, but I really don’t see it working out :confused:. Having 10(!) 2-mana Minions really helps me get onto the board early and stay there, Shiro & Shaman really tend to rustle a lot of jimmies, and Sterope and Rifter help out with keeping my action bar filled. Sunriser is kind of an iffy pick, but in this deck she’s been doing a lot of work (into Rank 15 anyway); I’m often able to get at least 2 triggers off her, making her very worthwhile. MVP card there is Sundrop Elixir, which I feel is really underrated in Healyonar decks overall.

What do you think of this concept, do you think it’s viable? Of course a lot will depend on what happens to the meta when Shim’zar hits, but if it slows down a lot of cool stuff could happen. I’m looking forward to trying things out anyway and seeing how this deck performs. It’s a lot of fun currently in any case :slight_smile:. What would you change, if anything?

Cheers.

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Really digging this deck, esp. since I also went down into the “no Divine Bond” Healynar road.

One thing I could see going wrong with this deck might be a small lack of card draw, and from my experiments, Azure Horn Shaman tends to be a bit hit or miss.

I ran Shaman for the same reasons, a diversionary tactic with a huge payoff if unanswered. This deck also addresses one of the main problems with Healynar in not being able to keep up a board sometimes, by having the General herself become the alternate wincon.

The only changes I would suggest might be adding card draw in some other capacity (Rifter might come online too late), and seeing if there is any way to squeeze in a Regalia.

I look forward to seeing this in action come Shim’Zar, who knows what other goodies Ziran will get!

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Brother! Thou hast found me!

Card draw cán be an issue, I’ve been fine when I can get at least one trigger off Sterope but when that doesn’t work out things do tend to get pretty touch and go. I haven’t been playing this deck long enough to be sure, but it’s definitely something that I’m keeping an eye on.

I don’t have to clarify anything, because you nailed my reasons for Shaman and my interest in this concept.

Card draw might be a consideration (probably Sojourner), but I’m one of the people who’s really ambivalent about Regalia in Healyonar–even more so in this deck–because I wánt Zir’an to get damaged more often than not. There is a conflict with Chakkram and Rifter, and using Skorn will cause me to break it sooner. Most importantly I want to make sure I’m always able to heal her up so I can trigger my Minions from an empty board (Elixir, Mystic or Rejuvenator + Lightchaser, Lancer, Sterope or Sunriser). It’s not at all a clear-cut issue (and I suspect Healyonar players will be debating this for quite some time), but that’s what convinced me to leave it out.

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Those are excellent reasons to leave out Regalia you definitely got that covered! Sojourner is what I use personally, the statline lets it stick easier, which makes it a great heal proc target and value engine.

From what I’ve seen Healynar tends to spiral out of control once they get ahead, and Sojourner drawing cards while pinging things for 1 dmg and never dying just fuels the madness.

Another card I forgot to suggest is Aegis Barrier, it replaces itself, and for 1 mana it’s a great option to make your units just a bit stickier! Looking at the list I’m not sure what I would cut, but it might not be needed.

Definitely one of the concepts I’m anticipating the most since Lancer was spoiled. However, I can’t imagine a deck which wants to constantly hit face and doesn’t benefit from Regalia, even if you actually want to take damage.

I really like your deck, but I would make two changes:

  1. Cut the chakkrams. I’ve tried to use one in my lyonar deck, but in the rare cases you can really profit from it’s ability (getting the mana discount is not enough, you also need a purpose for the mana you are saving), your opponent can usually kill it, repulsor it away or even go lethal. Instead of the Chakkrams, I would add another emerald rejuvenator and a skorn, or replace them with sunforce lancers later, so you can keep the silverguard knights.

  2. I think ironcliffs are better than second suns. The latter are just too easy to deal with: both dispel and repulsor beast basically kill them. An ironcliff might no hit that hard, but it’s harder too remove (hollow grovekeepers aren’t used that much), easier too heal and scary as hell (I know your not running db, but your opponent doesn’t). Other options might be dancing blades, suntide maidens or elyx.

Maybe include a dreamgazer, so you can damage your general in the early game easier .

  1. I do agree that the Chakkrams are kind of on probation, but they have been clutch cards for me several times now; the tempo of an early 5/5 + 2-drop does let me get back into games regularly. Your suggestions are good ones though, and would improve draw consistency a bit as well. I’m not ready to give up on them, but if I do I’ll probably go +1 Rejuvenator & Skorn.
  2. Ironcliffes are better than Second Suns (right now anyway), but without DB I’m finding I really don’t get as much out of them right now. Threatening an 8/8 smash helps me close out games, and even as a 0/8 I keep it as a healable Panddo. Your suggestions are again good ones, but want to get more experience before deciding on swapping the Suns.

I really like the Dreamgazer idea, hadn’t even considered it. I honestly don’t know how its inclusion would play out; 4-mana Immolation seems cool though. I currently have no Dreamgazers by the by :stuck_out_tongue_closed_eyes:.

Diamond rank Zir’an player here with a couple of questions/suggestions.

Do we know if the sunforge lancer buff works the same as Vaath hero power? Could make it very hard to use Lightbender in that case.

With the large number of two drops I would recommend three copies of holy immolation. You’ll have plenty of targets. Consider swapping Azurite for Windblade Adept. Adept might just be the best two drop in the game and is stronger than Azurite in most phases of the game.

I tried so hard to make Sterope work and she just wasn’t strong enough. Sunriser was better in every situation. I could have 2 damage immediately (in an AOE) or I could have single target 2 damage I may or may not be able to play on the same turn. I personally run 3x Sunriser and 0x Sterope in all of my Zir’an decks. With Blistering Skorn you’ll still have to ability to ping far away targets.

I like the concept overall but as you climb ranks I think the deck will run in to consistency issues. Zir’an is full of synergy but try to not go overboard with combos and situational cards. Zir’an needs a strong and consistent win condition(s). A full “immortal deck” would combine a lot of healing with Grandmaster Zir. You can outvalue opponents with Pandora. Place a timer with Dark Nemesis. No, Zir’an doesn’t have to play towards the lategame bit with your current weak (statwise) early game and massive heal I think that’s where the deck is naturally pointing.

I just rode an updated version of this deck all the way to Rank 5! The final match to Diamond was an epic showdown vs a slow Wall Vanar deck where the enemy Spelljammer stayed alive almost the entire match :smiley:. The updated version of this deck cuts the Azure Horn Shamans, Emerald Rejuvenators and Second Suns, and instead we get this awesome construction:

The deck works the same way as I intended originally, I used the freed deck slots to increase the deck’s consistency which has been working wonders for me. Blistering Skorn is amazingly flexible in this deck and the win conditions are Sunriser + Holy Immolation and the one Ruby Rifter. Otherwise the deck just grinds the enemy down turn after turn. Sundrop Elixir is the nuts in this deck.

Just wanted to share my personal little victory; everyone hating on Zir’an can suck it, although I must admit I can still only rarely beat the Big Three (Cassyva, Vaath & Kara) with her.

Just so you know, I respect a good Zir’an Healyonar player way more than DB + Fatty Cheese Argeon.

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Nice work.
Happy to see another type of ziran deck.
She’s my favourite general with Starhorn, and they both are weak…
I tryed many kind of ziran decks, I still run divine bond as win condition tough.
Last one is an Arcanyst Ziran deck running 3 lightbender, 3 owlbeastsage and 3 alcuin loremaster, win condition being devinebond-loremaster-divinebond on turn 7, targeting ironcliff or a buffed owlbeast.
I’ll give a try to your deck

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