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For Your Consideration: Tempo Vitriol

For Your Consideration: Tempo Vitriol

My harrowing exile from Duelyst gave me some time to pontificate on the past, present and future of Heal-based Lyonar decks and this is what I came up with. I’ve only been using this in Practice mode, consider this a theorycrafting thread rather than a deck tech one. Anyway, here it is:

This is by far the most aggressive Healyonar deck I’ve ever put together, so let me briefly explain what’s going on. Unearthed Prophecy gave us Hallowed Ground and two new 1-cost cards to generate them with. This got me thinking: Healyonar is usually strapped for mana each turn, lacking just 1-2 crystals each turn, so having a few 1-cost cards might work out fine in a Faction with Trinity Oath in it.

So I got to working on a Tempo deck that uses a lot of low-cost minions to explode onto the board that have enough Health to have one or two survive, giving you the momentum to combo off. Between Afterglow, Hallowed Ground, Day Watcher, Scintilla and Trinity Oath you have a tón of tools to generate low-value heal procs off of to pump a large amount of value out of Gold Vitriol, Sunforge Lancer, Sun Sister Sterope and Sunriser. Sunstone Templar is a body with built-in Dispel tech and Lucent Beam typically helps you finish off the opponent after their mid-game recovery turn.

You want to be hitting the board hard with your 1-drops, then controlling with Draining Wave and combo with one of your Purity cards (Vitriol, Lancer, Sterope, Riser) to push the board hard. Sterope and Oath maintain your hand size despite the absolute onslaught of 1-cost cards and if you can keep slamming down one threat more than the opponent can deal with you’re golden.

Gold Vitriol is a very random card, so the goal is to minimize this by controlling the board hard so you can reduce its potential targets to 1: the enemy General. With all the procs flying around you can do a lót of damage with a teensy 2-mana card.

Let me know what you think, pose your suggestions and ask any questions you might have! When I get into the right mindset again I’ll be pushing a bit of Ranked with this and seeing how it goes.

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I like the look of this, but I have no experience with Zir’an. Please put this creation through its paces and let us know how it goes. Bonus points for actually running sun sisters, or any of the seven sisters at all for that matter. I really do think that as the seven are now, sun sisters are the best of them. Which isn’t neccessarily saying that much.

And an edit: extra props for running sunstone templars, those things never see the light of day either. Is the logic behind their inclusion similar to the silverguard squires, since they’ve got that four health going for them?

You know, for that matter, props for running freaking silverguard squires.

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I’ve been playing a Hallowed healing deck a few days ago and from my experience it seems to be very good, at least at lower ranks. Procs from hallowed ground with gold vitriol is pretty good when you are allowed to stand on them. With Sunforge you can get to a very high attack value surprisingly quickly as well. The main problem is having the tiles dispelled, since you have to invest in them. If those go then it makes healing procs slightly harder, although with all the healing available its not exactly a deal breaker.

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Literally everything seems fine except for the Squires. Since this game starts you on at least two mana, running Lion over it seems better at little cost. Lion also triggers Day watcher (owlman) twice per turn.

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I ran Zyx in a similar list I made before Unearthed.

I like the idea and I might give it a shot in the next days!

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Trying this deck right now in gold. Very good so far.

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I’m glad you brought up the Squires because their inclusion is actually the result of an (I think) pretty interesting consideration. Ultimately this just needs testing to find out which card is better, but Silverguard Squire actually seemed like the right pick to me for the following reasons. First, it allows you to open up with 2 minions on P1T1, that by itself can be a big deal. Second, it gives you more opportunities and flexibility to squeeze in an extra summon in a lot of turns (especially in positioning on P2T1). Thirdly, Squire’s 4 Health pushes it over the 5-Health breaking point against Magmar and several Artifacts where Lion fails to. Finally, and most importantly, Squire is waaay more likely to survive an early turn: Daemonic Lure + bop kills Lion, not Squire, so does Lasting Judgement, Phoenix Fire, Saberspine Tiger (without 1st Wish) and Lion’s reputation in general is a lot more likely to draw removal anyway. And if you can drop two minions on P1T1 you’re in a way better position than when your one 2-drop gets removed.

All that might not actually end up amounting to a lot of benefit but that needs simple tryouts to discover. But those are my reasons anyway.

Zyx, really? How was it supposed to work? That’s the kind of pick that begs examination.

Nice to read the constructive and positive feedback!!!

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OK, 5 wins in 7 games in gold 8. One loss from obelysk vet, which was always a harder matchup for healyonar, and another one from extremely lucky Decimushorn. Cass was also a pain in the ass, basically nullifying any hallowed ground attempt, good there’re enough alternative heal triggers in the deck.

To be honest, however, in my hands this deck is not fast. The usual tactics I employ is making a vast patch of hallowed ground smwhere in the middle of the board and defending it, while equipping vitriols, summoning sunrisers, casting lucent beams and rarely attacking with my general. Due to this Sunforge Lancer seems not very useful at times, but in other games it shines as always. Cheap minions do help in making all hallowed tiles occupied, however, so I often have an unhealthy number of heal triggers) I see this as a main advantage of the deck.

Did -1 draining wave, +1 lucent beam to have more reach.

DayWatcher strangely seems to be underperforming in lots of cases. Just a note, no analysis at the moment.

Also, it’s the first list I’ve seen where Sun Sister really shines.

Still, @thematsjo, the deck seems really fun to play, I’d certainly use it more. Thanks for sharing!

P.S. You know, it was you, @thematsjo, who made me play Healyonar in the first place with your Healyonar Tactica Thread. Are you going to update it, btw?)

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Well I assume the same considerations that made you think of Squire:

1 cost

Hard to remove (both) in 1 turn

And as extra benefit: procs Daywatcher twice, if they both survive.

Also, now you just need to draw 1 card for 2 bodies P1T1.

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Those are some promising initial results, good to read! Vet is always an uphill battle, agreed. Interesting to read about your slower approach, it’s very possible that my Practice tryouts give a very skewed picture of how things actually play out in reality. Sitting back on Vitriol while your Minions handle more of the down-and-dirty stuff sounds fine to me, as long as you maintain enough bodies on board to keep all that synergy going I suppose. ‘An unhealthy number of heal triggers’ sounds exactly like how things should be xD. On the other notes I guess we’ll see how well the build performs and then adapt; Day Watcher really ís kind of a snowball-ey card so I can imagine a bit of a binary experience. You’re welcome btw!

Re:PS: Really? That’s so cool! Thank you for letting me know because that’s very enjoyable to read. I had considered redoing the Tactica thread for current times but I haven’t been sure if I’d be playing enough games to have the proper background to do so. I’m mulling it over as we speak so I don’t have a clear answer for you at this point save to say that I really enjoyed making the previous one(s).

Haha you assumed right, nigh-guaranteeing a Day Watcher proc does sound very nice.

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Is there any rooms for War Surge or Empyrean Congregrate? It looks kinda swarmy that it’d see play on this deck.

I also assume, cheap healthy minions and hallow ground naturally go well with tempest. Too bad it’s countersynergetic with vitriol, but one may try this in order to have guaranteed heal triggers by just standing on hallowed ground. Also tempest is not necessary in this deck, since it does well against swarm by having more healthy swarm)

Just a thought.

Not if you had arclyte regalia. Don’t even want to suggest it, cuz i hate that card too, but it would work wouldn’t it?

It’s hard not to stray from main idea of lots of cheap minions with both of these additions. It’s really hard to make changes to this deck which improve overall results without affecting the main idea too much.

That’s why I suggested tempest as a thought. I really don’t know what to cut for it. If add Regalia also…it will just be a completely different deck.

This takes me back to my days of Tempo Zir’an. I like how Gold Vitriol is getting more love. The Day Watcher is interesting. I might have to try it.

Has AoE been an issue? I know Gold Vitriol can hit many threats, but Blistering Skorn or Tempest have always felt so reliable.

Not in my games. You have many minions to deal with multiple weak threats, and if there’re multiple strong threats - you are f*cked up anyways.

Lack of hard removal is much more problematic.

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turn 1 cleric into turn 2 double vitriol was too good

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I really want to see your decklist, if possible.


havnt used excelsious or sky phalanx yet. it seems closer to an aggro deck than a control deck. will probably remove them.

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