i find the problem i have the most with is finishing, and scalling into late game. i try to play a control style to maintain board presence. but since all the monsters are small and weak with no real way to scale. if i dont finish by midgame it gets harder. also rush team are strong against it as well. pesonaly i dont like the lancers. even though they boost my generals damage. i dont like putting my general in harms way, plus being in combat messes up the gold vitrols. so im thinking of taking out the lancers completely. maybe put in some of those guys who scale each time i heal?
New player who built heal lyonar deck
if you want to know more about healyonar then I would reccomend finding kieran or powinthekissa, both are very good players who specialise in ziran and will be able to give much better advice than anyone here.
The problem of finishing is the usual Zir’An problem. There’s no way to scale. There are only 3 possible finishers:
- That cheap scaling guy is called Lightchaser and could be a finisher if left unchecked, but I wouldn’t count on it too much. I personally use them, they are a threat, but rarely finisher.
- Smashing face with 10+ attack Zir’an.
- Sudden Sunriser with lots of heal procs.
There are also rare or unplayable ones. Example of rare is kill by vitriol. Example of unplayable is Excelsious.
I am personally trying this deck in diamond right now:
Ironically, it has 20% winrate currently (1 win 4 losses), but I see a potential here. In one game I’ve cleared Brome’s board like 5 times and almost killed him.
The idea is to get lots of heal procs via hallowed ground and don’t run out of cards constantly spamming smth and retaining board advantage.
The fact that I have 2 selfdamaging spells that are countersynergetic with vitriol don’t bother me. I have so much card draw that I can always find another vitriol if I need one.
The problem of heal decks is that they are very noob unfriendly. Other Lyonar archetypes are made for new players : Tempo, Divine Bond, Trial. They are very easy to play. Zir’An is very hard, Songhai level hard, or maybe even harder. It’s hard to determine a moment to be aggressive or defensive, hard to calculate combos, hard to find a balance between trading with your general or minions. That’s why I currently suck at piloting Zir’An - I didn’t do it much for 3 seasons I believe. But the deck I present seems very interesting, to me at least.
It’s untested though, so I wouldn’t recommend to start crafting it ASAP.
About removing lancers. That could certainly be playable, then I recommend going @whyb0t’s route adding healthy provokes and maybe adding a couple of divine bonds for finishers.
However lancer is the most reliable way of winning a game for Ziir’An.
And +1 Sunriser is a must.
Note. Speljammers may be changed to sojourners or Sun Sisters in case you want to try this one.
what about an arcanyst build with ziran? using the blue conjurer to keep your hand full. and the one where you cast a spell to heal your general. and go more spell heavy. using the other neutral mobs that put copies of the spells back into your hand. using sunfire and other nuke spells to heal/damage. making the deck one where you stand back and fling spells safely and outlast your opponent?
Blue Conjurer is used in a lot of the builds… I don’t know about tlthe rest.
I tried this one. Had a deck smwhere…
Here it is. Should admit though - the deck is very slow. And it’s endgame is subpar to that of a trial Lyonar. I won’t recommend it now as it is, but you may try tinkering with it. It’s also rather budget friendly.
-3 Sun Seer
-2 Artifact Hunter
+1 Scintilla
+3 Sunforge Lancer
+1 Sterope (If you can’t find 2 extra spots for the 1 mana 1/3)
Artifact hunter is probably not needed. You need 9 1-2 mana minions. Also I recommend you to use more hallow ground. That way you can just sit on your ass and shoot spells.
Finishing the opponent is a question though. What is your win condition? How do you want to close matches?
yeah the artifact hunter would be to help draw the vitriols quicker and easier
this deck would be a more nuke heavy deck and would keep your general out of harms way to keep your vitriols up.
the win condition would be non stop barraging of damage. you would wear them down over time, while at the same time controling the board. it would ensure that they have few minions if any at all, while slowly widdling down their hp through spells.
While Vitriol is a card you want to see most games, you’re running 3 copies so you should see it every game. (I can go into the numbers if you want me to.)
well the idea would to be to get all 3 on you as quickly as possible. so your doing 6 damage every heal instead of only 2. and since your out of harms way they will last longer.
as opposed to relying on lancer and being on the front line attacking/taking hits.
That could work if you fix your earlygame. Not enough cheap minions is a death sentence. You will be overrun. And also, no minions = nothing to heal. More 2-drops.
Other than that deck concept is worth a try.
true, in alot of these ccg, like hearthstone for instance. the control priest. overcomes that early game threat through control. the idea would be to use the martyrdoms and tempest, sunfire and immolation. to keep the monsters under control. but yeah i dont have all these cards yet to test it. but your also correct. could use sanctify to slap down some more holy ground. the aspereons call will help with that as well.
@dokfitz My general advice against Sajj. Naturally you want to get rid of every artifact as soon as possible. Spam minions early and surround Sajj while avoiding blast from Anhk. Might try keeping a minion to block tracer paths. Stick everything that can ping. So you could up those tempest and sunstrike. Provokers like Silverguard Knight and Ironcliffe can help keep Sajj still.
@albeido You want to use your general aggressive early to help clear the board. You can’t heal if you are full health. Vitriol is more mid/late game when you can stand back a bit preferably on a heal tile.
Self dmg spells though…
yeah that is a fundamental flaw, and i think it is the number one reason that the heal deck isnt able to compete in S rank. healing doesnt proc the abilities if full health. if they fixed it where healing regardless of if your full health or not, still caused effects to go off. It would fix all of the problems ppl have.
yeah your right alplod but self damage also damages your artifact sadly, which imo it should not. You could run 2 cost flameblood warlock. to deal 3 dmg to each of the generals. this would help speed up the game in terms of burning down the enemy. The trick would be then to use the cheaper martyrdom and positioning, to burn the enemy champion asap focusing on just killing him off from range.