Hello there everyone who seeks to play Zir’an (warm hello to those, who already does).
I am mainly Lyonar player and i have 5 Lyonar ribbons on me. But these arent your usual lyonar ribbons. All of these (exept 2 or 3) are Zir’an wins. I went through tons of fights with this general and now i have reached rank 2 with the deck i am going to present you.
This deck shows good results for a usual deck and amazing results for Zir’an deck. I have got a 5-game winning streak with this deck from rank 3 to 2. I was mainly playing Zir’an because she is underpowered, but these results were nothing i expected.
So what is this deck about? This is the closest to control deck i have ever seen in duelyst. There are 2 sides to this deck : healing and bulky minions. Having played a lot with Zir’an i’ve found out that it is very dangerous to rely on healing synergy as your main gameplan so minions like suntide maiden and ironcliff help us play our threats.
Healing package minions provide us with an ability to snowball and have a very high removal priority.
Lets talk about each one of these and its use in this deck.
[details=Lightchaser]This little boy is a very nice 2-drop. You might overlook it because it has only 2 health, but aggressive decks these days usually run minions that deal 1 or 3 damage, not 2 so you are no loosing much.
Now about its potential.If your opponent doesnt wish to spend their precious damaging spells or removal on this, they will attempt to kill it with their general. Your goal is to protect this minion from their general but still allowing this minion to attack enemy minions. The trick is that your opponent will try to move his minions away from this minion, as they dont know lightchaser’s stats, when YOU attack with it. This is kind of phycological pressure on your opponent.
[/details]
Sunforge lancer
It is quite obvious that you want to get some procs of this minion and keep it away from combat. So most players save this minion up for an instant heal combo. While it is good, dont be afraid to summon it without procing its effect, but still away from your opponent. This forces your opponent to spend a removal, spending the most of their turn removing this. And you’ve made future of your exelsious a bit brighter. Great value!
[details=Sunriser]
Think of this minion as a holly immolation that leaves behind a body, that “hatches” into another holy immolation. This minion is only played with follow up heal or in case of dire need.[/details]
[details=Exelcious]The star of the show!
He enteres the board at a time when most of you opponent recources are already spent on either dealing damage to you or removing your previous threats. So this monster is usually killed by dealing damage to it instead of being destroyed by a spell.
But more often your opponet just concedes which is a good result anyways, dont you think?[/details]
Because of these insane threat level heal cards you can put some greedy cards. You clear the way with your healing synergy minions for ironcliffs. And even if your ironcliffs get removed you have exelsious to say hello to your opponent.
Most other minions are pretty self-explanatory so i wont stop on them.
Now we get to some spells.
[details=Sundrop elixir] Sundrop is quite good and helps your heal synergies but costs card advantage. So why did i include it?
Because magmar require you to empty your hand quickly. This card fully negates entropic gaze’s effect and gives 1 more mana than your magmar opponent.
This card is generally good as most things on ladder try to destroy your face, but that magmar matchup makes this card worth its cost.[/details]
Dampening wave and Lucent Beam
These two spells serve quite the same goal, but lucent beam can close out games, while dampening wave gives you tempo and non-conditional 4 damage. try to use lucent beam before dampening wave if you cant close the game in a few turns.
Holy Immolation
Why is there only one copy in this deck? Because you dont have enough minions to activate it on 6 mana. But the spell is still good, its just enough as a 1 of.
Trinity Oath
This card is a nice source of a card draw and allows you to stay in game a bit longer. Its just that fact that you dont need card draw in every match up. Keep it when you see that your hand is full of 2-3 mana cards and feel free to replace otherwise.
Are there any cards i am unsure about?
Well ther is decimate. This card is usefull when your opponents general does not aim to hit your general. This card is expected by nobody, but due to the nature of the game decimate rarely has any impact. Still, 1 tech card does not affect decks overall performance.
If you choose to replace decimate, i would suggest you put in any 2-4 drop of your choice.
So here we are. Tell me your thoughts about this deck or your experience with it. I am open to suggestions and feedback!