Duelyst Forums

Coldharbour Forge (chat about Mech, Vanar or both)

I found this deck needs to avoid using the General to punch the nastier units. There are Gravity Wells and teleports to avoid harm, but they’re not all-powerful. The “offensive” jumps actually prey on the diagonally-protected eggs, heartseekers, backstabbers & co.

I ruled out the heavier kit of healing-shroud-snowpiercer because the aim was to be very nimble and toolboxy.

Get your early (Flying, Ranged?) Cryonic murder machine, and if that doesn’t work lure into Ghost Seraphim power moves at 7-8 mana.

Let me know if healing makes sense in that context.

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:building_construction:

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Work in progress, advice welcome.
@snowshot @deathsadvocate @epicflygon @halcyon98

I wasn’t going to publish this that early, but the Bagoum shorthand is GEl, and that means Frost in French. AN AUSPEX THAT CANNOT BE IGNORED.

The idea is to use the looming threat of Nemeton to force close quarters action on the enemy side of the board, where Wailing Overdrive seals games.

  • :ballot_box_with_check: 9 turn one minions
  • :wheelchair: Card draw
  • :ballot_box_with_check: Ping artifacts
  • :ballot_box_with_check: Healing
  • :ballot_box_with_check: Area of Effect
  • :ballot_box_with_check: Removal / Answers
  • :grin: Burst damage
  • :ballot_box_with_check: Win Conditions
  • :no_entry_sign: Ramp or speed
  • :no_entry_sign: Memery

Any ideas on how to improve this? Threatening Nemeton to put the opponent between a rock and a hard place.

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I see the idea.
However a few problems that might accure:
Your nemeton is quite heavy, meaning you rely on heavy minions manawise with no ramp.
If you want to create a decent nemeton curve around heavies or embla you need ramp.

You token count is great - 12 tokens is a good number, however, reliq is quite underwhelming since you’re using enough of board stickies.
I
I would prefer blazing spines over asp since you don’t want to go face that much in a long game list like this, again this might change if you’ll put ramp.

I’ll think of it more and update when new thoughts will come to mind.

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This looks like a cross between Ramp & Nemetown, these are 2 very opposite playstyles.
I can cook up a new ramp build if you are going for the former.

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Your core concept of using Nemeton to get to the enemies side of the board puzzles me. In general people play pretty aggressively vs trials meaning they are likely to push to your side extra quick so I just do not quite follow.

But for quick reference here are my Oak and Overdrive decks:

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Let me rephrase, I wasn’t very clear: I’m thinking a Trial threat is going to force the opponent into an aggressive role.
I want this to be a mistake such as my opponent uses his General to trade a bit too much health, and be met with a burst of damage instead of the predictable Nemeton.

I aim for a Token-heavy deck that can possibly deliver Nemeton, but intends to win through old-fasioned “gotcha” bursts of damage.

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Now that I understand your goal a little better, here is a modified list blending together Overdrive and Oak. Its basically my token focused version just subbing out the vespyr package for the overdrive package, and since both freeblade and protosensor come out as tokens they fit pretty naturally.

Now I rarely like Spelljamer outside of aggro lists but I like it here because this deck is actually aiming to be fast plus Jammer is a unit folks usually leave alive making it an excellent overdrive target, and I think the deck needed some card advantage.

Now if you find your hand actually being to full frequently you can always swap out circulus for Thicket Augur.

I still think Kara is the way to go as she has a lot of synergy with the list where as Faie has next to none. Kara will likely push out more damage and gives you a strong fall back outside of Overdrive/Nemeton.

Imgur
http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDMyNCwzOjU0MCwzOjIwMTQ3LDM6MTEwMTQsMzo1NTQsMzo1NDcsMzo1NjEsMzoxMDk3NSwzOjIwMjA4LDM6MTEwNjQsMzoyMDI3NiwzOjIwMTQ2LDE6NTY0LDI6NTM4

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That looks pretty good, thanks!
Would I be correct assuming that you picked Freeblade to increase the chances of a well-placed unit for Overdrive? In my original version I had Drake Dowager yielding Flying Tokens, that I hoped would perform on both game plans simultaneously.

What’s your reasoning for the Sentinel pick?

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Yea, he also just really solid and reliable where as Drake can be very tough to pull off and just takes to much set up, given Oak lists are one of the few places Drake can shine, I still just do not like it. Overdrive requires some commitment to be effective and freeblade is one of its favorites.

On an unrelated note, my oldschool overdrive deck is in need of a small update now that aspect/thunder have been nerfed. I think I am going to swap them out for Faies favorite crypto/mentor package.

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This looks hilarious, but Wailing Overdrive is a pretty odd choice. I think Wintertide or Jaxi may be better choices if your primary win-con is Nemeton.

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I played a few matches with this and had to squeeze in Hearth Sisters. I think they make a world of difference.

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Always a good pick, I assume you dropped circulus for it? I did not think sisters would be needed, but its such a good flexible card that also has some overdrive synergy so I certainly won’t fault you for putting it in.

How has card advantage been?

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Hearth Sister is always the first card I put into my Vanar decks, I can’t imagine a Vanar deck where it wouldn’t pull its weight.

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Hearth Sister is arguably the most fun 2-drop in any Vanar deck

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I think I dropped one of protosensor, jaxi, and spelljammer as a quick hack.

Circulus is a fine pick for the capacity to get a 1 mana token. Much better chances to complete the trial thanks to him and with the Kara BBS it’s pretty decent.

Hand size was plentiful with overdraw sometimes in your initial version.

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Yea I thought overdraw might be an issue thus why I was so on the fence about including circulus. Swapping it for sister and or thicket augur makes sense. But I do not agree with the cards you dropped, I would either hit the top of the curve and or circulus.

I still do not see a need for sister, but again its such a good card I can not fault you for cramming it in.

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Now on the topic of Malicious Wisp here: This card definitely wins some games, but I find it circumstancial in this list. Maybe because I’m not good enough to read the opponent’s deck and strike the mana steal when I know it will hurt.

Alternatively on the 4-mana spot Dioltas might be slightly less oppressive, but feels more applicable (to me) in a wider range of situations. Not the least, it would also provide an additional Provoke unit to assist the Wailing Overdrive or Luminous Charge finishers.

Is there a possible debate on the Malicious Wisp pick in your opinion?

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I do not think Wisp is even a debate, it is the cornerstone of Vanar in general, the only ramp the deck has, and the deck is even running Aspect of the mountain which is a brutal combo.

Wisp is the most brutal turn two play ever.

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Thank you.
I’m following your advice and removed Circulus for the Sister spot I wanted.
Also currently testing Aspect of the Ravager instead of the Bear, because a game made me sad when a Bear went Overdrive to deliver a crippling hit, but was then being poked with impunity. Also gives me access to the Gravity Well into Ravager opening, which isn’t too bad in some situations.

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