Hey everyone, Alexicon1 here. Today myself and Ardent Dawn will be walking through the basics of deckbuilding, one of the more important skills in a player’s arsenal.
Step 1 – Have A Goal
So, for starters, you definitely need to have a goal to achieve with your deck. Plenty of players put very powerful cards together, that independently are very good cards, but together lose effectiveness. This is where we start talking about synergy which is how effective cards are when used in conjunction with others. Sometimes, cards aren’t that good by themselves, but when grouped with others are very good. For example, the Baconator/Meldhai archetype that was popularised by Nowayitsj was very reliant on the synergies within the deck in order to win. A common mistake that beginners make is they include cards in, that they only have 1 of, because the card is powerful or suitably awesome. You don’t really want that. In Duelyst, you want to have two things above all else, deck synergy and deck consistency. Aim for have 2x or 3x a card in your deck.
F8D updates his monthly tier list for the November 2016 season, explaining which generals are most viable in the competitive scene, thanks to their sheer strength and favourable match-ups against other competitive decks. As well as reviewing the strongest mainstream decks for each general and how they compare against each other, he provides a succinct summary of all the major archetypes that you could choose between and how effective you can expect them to be.
In the Introduction to this series, we discussed some basic strategies for replacing cards in your opening hand. In brief summary, our current opening hand contains a 2-mana Healing Mystic to summon on Turn 1, a 4-mana Primus Shieldmaster to potentially summon on Turn 2 and Ephemeral Shroud as a flexible answer to any minions with powerful effects - it has all of the basic tools that we should need in the first few turns.
But while all of that information is extremely useful, it's ultimately there to provide context for the main topic of this series - explaining the five most important terms in competitive Duelyst. In this article, we'll be using the first two turns of this replay to explain our first essential term - positional advantage.
The rest of the essential terms - board control, card advantage, tempo and burst damage are still crucial considerations when choosing how to start the game, but in this particular replay, the first two turns happen to provide the best example of positional advantage. I'll discuss each of the other terms separately, to spread the content evenly across the series and keep each article reasonably short.
I'll also be using T2k5's deck tracker script in this game, which I strongly recommend using - you can find out more about them in our Useful Tools & Websites page.
With that said, let's get the ball rolling.
Hey everyone, Alexicon1 here. Last patch I detailed the changes to cards and their effects on the metagame. The response was quite positive, so here I am with round 2, but now I'm talking about the monthlies. There is plenty to talk about here, and some of these cards are definitely doozies. If you haven't read an "Under The Hood" before, in this segment I discuss card additions and changes to the game not necessarily been specified by Counterplay. I'll run over each change, and a basic breakdown of the effect on the game.
So sit back, relax and enjoy the first breakdown on the 2-mana Common card: Azure Herald.
Watabou shares his thoughts about the balance changes in Patch 1.74, evaluating the way that each of the affected cards were changed.
He succinctly reviews each of the rebalanced cards, explaining their relevance in the competitive scene and discussing how each of these changes will affect the overall health of the game.
On Turn 1 Mystic, we aim to teach new players how to climb to Gold Division as soon as possible, then from Gold Division to S-Rank as soon as you're interested and have time.