Hey guys, Sin here again o/. Although it’s been a short while since I’ve posted my latest OTK decklist here, I’ve found another interesting concept that may/may not have been widespread already.
It’s not in my character to post all my new ideas in one sitting, so I hope you guys take a look at the previous decklists before looking at this (links will be at the bottom) :3
So we’ll take a look at the first card. Neurolink.
As per the thread title suggests, it is the essence of the deck. Encompassing all the keywords of your friendly minions is a very powerful effect, and one would immediately use this for an artifact build. Although it doesn’t work with Rush to reactivate your general, it does have many cool implications with the next card.
A 1-mana Sand Trap. I can die happy. Jokes aside, this spell is INCREDIBLY effective in clearing out minions, which Vetruvian players lack. Paired with Neurolink, and you’ve effectively reduced the cost of Wildfire Ankh by 1 mana (blast artifact).
While some people might be starting to get the bigger picture, here is another card used to supplement the theme and end goal of this deck. This is a 10 health minion that absorbs pings, removals and effectively works like Wasteland Wraith by forcing the opponent to give you room to breathe. When it does spawn, it becomes a cheaper Starfire Scarab.
While I DID promise a build with no artifacts, I did actually mean the absence of standard artifacts used in Artisajj. Alternatively, you can take these out for healing mystics. It’s a general keeper for artifact preservation.
A key thing to take note about this deck, is that it revolves around the use of Aurora Tears after Autarch Gifts / Iris Barriers / Random stuff from Skyppy, so it isn’t a consistent burst damage you can calculate. Rather, this deck is a heavy tempo-centric deck that has a burst element to it. I’m sorry guys, I always build my decks with unorthodox game finishers, what did you expect xd
I suspect this deck isn’t as optimized as it stands because I wanted to put it out as soon as possible, but I hope a few of you guys would try to pioneer this concept around and find a refined list.
Wild Tahrs and Pyromancers are incredibly pressuring as player 1, and destroys a variety of decks that starts slow. It is prone to Ciphyron’s shenanigans however.
Loreweavers are responsible for the card draw in this deck. A general rule of thumb is to replace away the spells that aren’t that useful in generating tempo. Skyppy also provide the useful cantrips.
This were just some of the few interesting lethals/situations (I’ll add more to this thread as time passes):
A surprise lethal with Neurolink.
A powerful removal by using both Kinematic Projection and Neurolink to remove the threats of buffed wraithlings.
My closing thoughts: As Vetruvian is a faction that doesn’t know its own identity very well, it contains a cesspool of interesting but non-synergistic cards that could always be abused with a string of new cards that unintentionally work unfairly well with them.
It will be rather interesting to explore into the areas which are untouched by other players … It’s interesting isn’t it, to make an artifact deck with the bare minimum amount of artifacts in your deck. This is one of the beauties of theorycrafting, and the unlimited possibilities of Duelyst. It is always nice to keep your mind fresh from unique concepts, and look out for things that make you smile when you achieve a hard-earned victory.
Previous decklists: