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Miguel's Abyss deck and discussion space

Thanks! Yep, I was mostly aware of the bugs :slight_smile: Omega is especially interesting to me, so I’ll be mostly building around him.

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I am truly alive and am still lurking and liking the posts I… like, you know :slight_smile:

Watching you :stuck_out_tongue:

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Exponential Grow and Backstab isn’t a bug: S.I.L.V.E.R. ability is “friendly Mechs gain all keywords of other friendly Mechs”, and each instance of Grow or Backstab is counted separately.

Double Omega buff with Deliverant also isn’t a bug: the copied Omega gets two instances of the buff, one from the original and one from its own intrinsic ability. It’s the same reason you get extra stats when you use Fractal Replication on an Okkadok.

I’m interested in seeing what approach you take in Abyssian. I’ve experimented some with it, but the massive mana cost makes same-turn combos with Cadence prohibitively expensive, and the need to play a lot of other small Mechs makes reanimation effects unwieldy.

In another faction, though, there is one good way to do it:

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Ah yes good times, here are a couple examples along with their details. Starhorn still remains the most common mech user though.

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#lurkerlife #:eyes:

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It is my strong opinion that these two are side-effects of the programmer’s implementation. I also firmly believe the initial game designer’s specification did not go as far as to explicitly describe these interactions, didn’t think of them, did not rule them out or request them in. This is such a universal pattern I have seen all my carreer, I would bet actual money on it.

If my theory is correct, these unforeseen interactions (aka. bugs) were then discovered at the testing stage, or maybe earlier in a scrum meeting if CPG used an Agile organization. At which point a quick arbitration was submitted to the “Product Owner”: Shall we correct this bug?
Then they weighted pros and cons, and after a quick look at the new game balance (good thing EMP’s been printed) they thought it was a cool side effect.

And certainly not worth the effort for the small company to fix, gotta go fast through pushing new content because that’s the life or death for an entertainment startup.

End of rambling :slight_smile:

Edit: And if I’m wrong and CPG had the S.I.L.V.E.R. and double Project Omega buff designed and specified from the start and everything was planned, my hat off to these guys. They’re a superior kind and I’m not sarcastic.

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Interesting combo with Mitotic, nice! Good to see that my ideas don’t overlap too much with what’s been done before :slight_smile:

Btw, did you know that if Omega is stolen by Reaper of the 9, it keeps all the buffs from your own plays instead of being summoned as a 1/1 if the opponent hasn’t played any mechs? Just got a nice 17/17 surprise to deal with in the last game :smiley:

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But @miguelosz it burns me: Have you crafted Alter Rexx? I don’t think anyone publish a real, circumstanciated review of the card since its buff.

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So this deck is a mech deck . okay and also i smell a leper beaver @bepoest

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Sorry I don’t understand “leper beaver” (English is not my native language) :sweat_smile:

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Translate and you will see @bepoest

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Sry, that’s the one Mech card I’m not in a hurry to craft :smiley: I may have one copy lying around though, so I may toss it into some deck and see what happens. Otherwise it will need to wait until I can craft some other actually half-decent cards :confused:

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No problem, I’ll do it at some point. :slight_smile:

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That’s fair enough. In my head I differentiate between bugs that violate game rules (like Vale Ascension not working at all) and unanticipated interactions that are consistent with game rules (like the Mech stuff above), but I see how they can be all lumped together from the software development perspective.

This is a little surprising but I can see how it works: the buff on Omega applies even while it’s inside your deck, so it’s already big when Reaper pulls it to the field. As long as it doesn’t get further buffed by subsequent Mechs you play I can accept this one.

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Yep, that’s exactly how the Omega steal works :stuck_out_tongue: Kinda makes sense, but it was a huge surprise nevertheless.

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Added this interaction to the wiki. :ballot_box_with_check:

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It’s wording-consistent too. It gains the buffs, it’s not value added on OG like abyssal juggernaut.

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Yep, you can see the buff on the card too in your action bar. I’d suspect that a replaced buffed card from Phantasm/Stygian Observer also keeps the buffs if it’s summoned from Reaper.

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Chaotic Neutral

Here’s a very much revised version of a deck I used to rock back in the good ol’ days when MechaZ0r was still an untargetable 8/8. The deck has a quadruple-threat format, where Araki Headhunter, Silver, Project Omega and MechaZ0r himself all pose dangerous, must-remove sized threats to the opponent, to finally (hopefully) exhaust them from all removal. When something isn’t anymore removed, Cadence gives us a nice handy tool to finish opponents from their 15s-20s or even occasionally from full health. L’Kian and Replicant provide draw as well as extra boost for Araki, while Metaltooth doubles as a soft removal and yet another wincon with the Silver combo. All in all it’s a pretty streamlined deck that packs quite a few nasty surprises.

In practice, I found Araki and Silver to be more of a removal bait while Omega and MechaZ0r (and occasionally Silver) actually finished out games. Since Lure and Punish are super efficient removal, Cass mechs can often maintain a slight lead or at least an even board which is a good advantage when Omega finally comes down. Heavy aggro is the biggest obstacle for the deck but otherwise it does fairly well against different kinds of matchups. The name of the deck obviously comes from Mechs, L’kian and Araki being a bunch of neutral guys and Abyss providing a chaotic feel to the deck and check out that sweet spirit cost :wink:

Wr was 15-5 (75 %) in Silver/Gold.

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Btw no kidding, I got today a prismatic Alter Rexx from an orb. Coincidence? :robot:

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