Oh you’re right. That should increase the chances by a little bit; I’ll post updated changes later.
QSTORM Deck Brew (previously Kagestorm)
@mothergreen Those trial cards would be great if they stayed removed until you completed the trial; however reading from https://duelyst.gamepedia.com/Trial_and_Destiny
At the start of your match, your Trial and Destiny card will be removed from your deck. It will be added to your Action Bar after the mulligan phase. This will be the sixth card in your Action Bar (it does not take up a slot from your opening hand).
These cards can never be replaced and you cannot play them until you’ve completed the Trial.
If they were replaceable, then perhaps I would add them. Does anyone know if you can have 2 different cards of Mythron rarity in the deck?
If there can only be one, it doesn’t seem to change the stats that much:
35.3% vs 34.5% for opening hand, 17.7% vs 17.2% for mulligan and 9.1% for replacement/draw on first turn vs 8.8%. Like you mentioned, the problem is that this doesn’t allow for certain cards like replicants to both be played on a turn unless you can get something else out of your hand. So certain situations can’t be played without the risk of throwing away one of your combo pieces. I don’t know if having to actively avoid situations, like playing 2 replicants in a row, is worth the advantages this gives in removing a card from the deck during mulligan phase. Anyway with one of these, the probability of drawing Q by the draw phase is 56% versus the 55.2% by not including one of those cards. So it’s only a 0.8% increase because it’s never in the deck but that’s more than the replicants pull.
I actually pulled the Wanderer, so I might test it out.
The updates stats are
1 - (36c5)/(39c5) or 35% for opening hand, and 1 - (31c2)/(34c2) or 17% for a card with 3 copies.
1 - (38c5)/(39c5) or 13% opening hand and 1 - (33c2)/(34c2) or 6% for a card with 1 copy.
Replacement turn 1 gives 8.8% chance so Aethermaster turn 1 is still 16.8% but is ahead the 16.4% of the previous calculation.
Replicants and Dreamgazers still give the same percentage increases, but the chances are bumped up from their previous track.
Doing a tree of this, the probability of getting a Q by the draw of turn 1 without any help from Aethermaster and crew is 55.2%.
Unfortunately, you can only play one Mythron card per deck.
It’ll be a cold day in hell when I turn my 0% win rate Kage meme into a playable deck!
Last year I tried a Q’ Burnhorn version and found that it isn’t consistent enough.
Games where I didn’t get Q’ by 6 or latest 7 mana were practically lost games
My deck had at least some offensive power with Rancour and Araki Headhunter, so sometimes I won with the early swarm. You are going more for stalling
I did attempt to do a meme Q deck, of just minions, centering around Rift Elemental and Mirrorrim and I tried it out with Starhorn. What was the win condition for your deck? You don’t have access to Meditate or a one turn draw engine.
Hmm, it could certainly use some improvement. I suppose I could attempt to make a decklist, but I don’t have some of the important faction cards like flash reincarnation. Maybe when I have more spirit.
With Magmar the best wincon is Decimus Tectonic Spikes. Especially because Tectonic Spikes draws you the other combo pieces so it is not uncommon that you can Flash + Decimus + double Tectonic Spikes on 8 mana.
That’s 20 damage on one turn, which is really good. The problem I saw was that the deck didn’t seem to have enough pieces to make it a consistent win.
What do you mean?
Well you said it too that it wasn’t consistent enough. For instance, you don’t have 3 Aethermasters. Dreamgazer or Replicant could be a consideration, since they both help draw into Q or hopefully Decimus. Mankator Warbeast is a good value card, however it doesn’t really synergize with your “force opponent to draw” theme. I’d suggest to replace it with something like Spelljammer if you wanted to keep that slot above 2 mana or cut it for a 2 mana minion that’s useful. Also since your BBS can be part of that Strategy, consider running Crytographer.
These are some interesting ideas.
You have to strike the right balance there I think, I never tried the go all in variant with Cryptographers, Replicants and Dreamgazers, maybe even Araras Prophet for some extra heals.
Something like this:
I valued the 2 drops I already had too high. It was hard enough to find room for the 2 Aethermasters. I feared that a deck like this would die too easily to early game pressure if it couldn’t produce some of its own. Makantor doesn’t fit the combo but 4/4 Rush Frenzy is never bad and always good to give you room to breathe.
It is useless if you kill your opponent with double spikes if you die too because you are too low. You also have to survive till 7-8 mana. That’s a long time
It is useless if you kill your opponent with double spikes if you die too because you are too low. You also have to survive till 7-8 mana. That’s a long time
Hmm, Celebrants help go a turn earlier and you have Kujata; try out this decklist for a few games. See which one is the weakest minion and switch it out with the Prophet.
Edit: I actually disenchanted some bad neutral rares and built this version of the deck. See my first time playing it here: https://play.duelyst.com/replay?replayId=-LhvebA3S1YJy9Rs7qve
Wow, I played a bunch of games last night with this and I’m surprised at how well it does. I think it’s just a testament to how good reducing the price on minions is for decks which revolve around Q. Simply because you’ve got 6 cards (9 if you count celebrants) that make Q and Decimus cost less, you can sometimes close out some games by turn 6. I’m not sure if I would change anything really. This deck can be a lot quicker than the Songhai one just because of the cost reduction and that you’re not casting a bunch of spells in one turn. It makes me wonder if an Abyssian version could be done.
You can absolutely pull off Q’orrhlma’a combo in Abyssian:
I did a whole writeup on the deck here.
I think it’s probably the case that some variant of this strategy could work to some extent in every faction. In addition to this Cadence combo, the Songhai Meditate combo, and Boronian’s Spikes combo, RHacker made a Wall combo version for Vanar and I’ve been working on something in Lyonar with Legion and Call to Arms. I haven’t figured out how to make it work in Vetruvian yet, though: Monolithic Vision is kind of a win condition, but it’s not very consistent and costs too much to nicely follow up Q’orrhlma’a.
Icicle/Oracle/Jason made a Q’orrhlma’a deck for Vetruvian that focuses on artifact OTK. I wouldn’t actually recommend using it as it is very easy to play around the combo.
I think I found the deck you’re referring to:
This seems like the best way to go for Vet: instead of going all-in to try to set up a two- or three-card combo, use Q’orrhlma’a to cut your deck down to just a focussed set of action cards.
Miguel had a similar take for Creep:
I agree that it is the best approach for a Vetruvian Q’orrhlma’a deck, but the result just seems pretty poor compared to the other Q’orrhlma’a decks. Obliterate or Cadence don’t care about positioning, neither does mantra or double Decispikes. Walls + Winters Wake also doesn’t have this problem.
Although, the Lyonar version (Legion + Call to Arms), like any Call to Arms deck, suffers from a weakness to dispell.
Vetruvian’s artifact OTK’s on the other hand are simple to play around as long as you stay out of range of the enemy general or keep a provoker by them.
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