Abyssian midrange deck that looks to sacrifice Wraithlings to Ritual Banishing and Darkfire Sacrifice to clear opposing threats and pump out high value minions, namely Black Solus, Vorpal Reaver, and Spectral Revenant.
- Chance to seal games extremely early with Darkfire Sacrifice.
- Access to very efficient removal in the form of Ritual Banishing.
- Ridiculous threat from Black Solus used in conjunction with Lilith's Bloodborn.
- Can get rushed down early.
- Loses lots of tempo to efficient hard removal, notably most forced transform effects.
- Low healing, cannot easily stave off burn.
For the initial mulligan, you always want to fish for the Darkfire Sacrifice combo: A 2-drop, 6-drop, and Sacrifice itself. You also want to keep a 4-drop and any Daemonic Lures you come across. If given the choice between Shieldmaster and Deepfire Devourer, pick Shieldmaster unless you have a Jaxi and no ramp. This is because Shieldmaster can lock now your opponents to secure mana springs on later turns, but the Deepfire eating Jaxi play is just too good to pass up. Things you can generally toss: Void Pulse, extra Darkfire, and extra 6-drop. As you play out the game, you want to aggressively cycle for a balance of threats and removal. You want to spam giant bodies the opponent can't deal with, but also make sure you don't leave their key cards around to wreak havoc.Early Game
The most important part of the early game is to keep the board in a non-losing state. Don't feel like you have to dump your entire hand to build up early presence, but do everything in your power to keep up with the opponent. The other thing to always keep in mind is positioning and control around the mana spring tiles. This deck wants to curve out big minions early on, so be sure to play correctly around the springs. Do not confuse this with rushing the tiles down every game. Mana springs only ramp you for a single turn, and ramping just to play that extra Void Pulse is going to give you absolutely no pressure compared to ramping out a Solus.Late Game
We don't run card draw. The only playable card draw that Abyssian has is Rite of the Undervault, and paying 5 mana to draw often means losing the game. The philosophy here is that with a heavy top end to our curve and the ability to replace once per turn, topdecking a large threat once you are low on cards is very likely, and lets you avoid skipping turns in order to draw.
You want to force your opponent to deal with your large minions, and then win through higher card quality. However in order for this to happen, you cannot leave yourself open to a burst lethal. A mistake I see people commonly make is dropping a large minion on a turn where they have to either heal, dispel, or provoke in order to stay alive. You have to know your limits, and know when to go all in with your hand. To this end, always watch the enemy hand size, if they have only 1 or 2 cards and are frequently replacing them, go ahead and reach for the game winning Reaver. On the other hand if they have a full hand, play under the assumption that your next big minion is going to die for nothing. Sometimes this won't happen, and you will end up winning immediately, but never put all your eggs in the first basket.
This minion's cost is equal to your General's Health.
Duelyst on Twitch, Search
An autocomplete search has been added to the header - quickly find the card you're looking for!
I watched the Duelyst roundtable on Friday at 2pm Pacific time. Great discussion and rotating devs come in to answer questions from the community. And if you want to win some cards just watch the stream and shout the keyword when they announce it - I won 5 packs!
Spirit Orb 1:
Ironcliffe Guardian Sapphire Seer Jaxi Rite Of The Undervault Moebius
Spirit Orb 2:
Dunecaster Rite Of The Undervault Borean Bear Circle of Life Prismatic Illusionist
Spirit Orb 3:
Sunstone Templar Suntide Maiden Wings of MECHAZ0R Deathblighter Dancing Blades
Spirit Orb 4:
Mirage Master Spirit Harvester Scarlet Viper War Talon Rust Crawler
Spirit Orb 5:
Young Silithar Holy Immolation Wind Runner Ash Mephyt Draugar Lord
Patch Notes and Card History
Patch notes have been transcribed for the latest version. I did this transcription by hand since I don't know what the format will be for future patch notes. The reason for this is the now-closed official forums were where the patch notes were always posted and I'm not sure yet where CounterPlay will post new patch notes and in what format. Older patch notes just have a link to the post.
Patches 0.56.0, 0.57.0, 0.58.0 didn't change any cards so the DuelystDB changes look empty because they are empty. Refer to the patch note links in each for verification and nostalgia and some really great art.
Card History for patches for the last five months have been imported. There is now a history tab on the card view as well as the list of changes in the patches list. If a card change looks like nothing changed, it was probably an HTML markup change to the description - the patches page which lists each card change will identify that and show markup.
The current patch notes will always be displayed on the patch notes page but there is a list of previous version in the right column. It was an exciting journey getting this data in here so go check it out!
Updates, Deck Filters, Featured Decks
Another busy week of updates, bug fixes, and feeding the Magmar Alternate General - he has grown from his previously bugged miniature state:
Feel free to message me on Reddit or Discord if you find any issues or want something added.
Home Page Featured Decks
Featured decks as seen above this post. Decks that have a great description will be selected randomly and featured every few days to help new players learn more about how to play Duelyst.
Great descriptions - thanks guys!
- Filters on Deck listing page to filter by Faction General and card contained in deck.
- Spirit Cost and Mana Curve on both animated and static landscape deck list renders.
- Fixed text import to better identify numbers in text.
- Fixed fade when deck building when deck contains max number of that card.
- Moderate speed increase when rendering animated decks landscape through refactor of how rendering of semi transparent backline units is handled.
- Fixed "Internal Error has Occurred" when attempting to render a landscape deck list without a General.
Added link to Community Forums in the top right of the header - requested by mw on Discord.Updates:
- Increase/decrease on side of deck list when building (easier to adjust quantity than searching for a card in the grid).
- Default sort order on decks list is now patch version -> latest updated.
- Reset deck button in deck builder.
- Landscape deck lists with more than 12 units or 6 spells or 6 artifacts will now be rendered large enough to display all data.
Text Import, Bloodborn Animations
- Bloodborn Spell animations added: Roar.
- Deck import using text list in Deck Builder.
- Switching Generals when building a deck will no longer erroneously clear all neutral minions.
Starhorn the Seeker
Your other minions with Ranged get +1 Attack.
Your other minions with Provoke can move two additional spaces.
Your other minions with Flying cost 1 less.
 Tusk Boar description changed from "RushReturn this minion to your action bar at the beginning of your next turn." to "RushReturn this minion to your action bar at the beginning of your turn."
Return this minion to your action bar at the beginning of your turn.
Return this minion to your action bar at the beginning of your next turn.
Your Dervishes have +1 Attack.
Give all friendly Dervishes +1 Attack.
Your Dervishes have +1 Health.
Give all friendly Dervishes +1 Health.
Dying Wish: Equip 2 random artifacts from your deck.
Dying Wish: Equip 2 random artifacts from your deck onto your General.
 Abyssal Juggernaut health changed from "6" to "5"
Dying Wish: Summon a random minion from the opponent's deck on this space.
Dying Wish: Summon a random minion from the opponent's deck on this space.
At the end of your turn, summon a Silithar Elder Egg nearby.
At the end of your turn, summon a Silithar Elder Egg in a random nearby space.
 Saberspine Tiger health changed from "1" to "2"
Minions damaged by Syvrel are pulled in front of him.
Whenever this minion damages an enemy minion, pull that minion in front of this one.
 Captain Hank Hart description changed from "RangedWhenever this minion deals damage, restore that much Health to it." to "RangedWhenever this deals damage, restore that much Health to it."
Whenever this deals damage, restore that much Health to it.
Whenever this minion deals damage, restore that much Health to it.
 Songweaver health changed from "2" to "3"
 Songweaver description changed from "Opening Gambit: Give a nearby friendly minion +1/+1 and Flying." to "Opening Gambit: Give a nearby friendly minion +1/+1."
After this minion moves, summon a Black Locust nearby.
After this minion moves, summon a Black Locust on a random nearby space.
 Dreamgazer mana_cost changed from "2" to "1"
 Dreamgazer health changed from "2" to "1"
 Dreamgazer description changed from "When you replace this card, summon it on a random nearby space. Your General takes 2 damage." to "When you replace this card, summon it nearby. Your General takes 2 damage."
 Sunsteel Defender mana_cost changed from "5" to "4"
 Sunsteel Defender health changed from "1" to "3"
 Sunsteel Defender description changed from "Forcefield, Celerity" to "Forcefield"
 Archon Spellbinder description changed from "Your opponent's spells cost 1 more to cast." to "Your opponent's non-Bloodborn spells cost 1 more to cast."