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Unearthed Prophecy: Vetruvian Part 2

Flying Fault


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwyOjIyNywzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MjI2LDM6MTEwMzUsMjozMDAwOCwzOjIwMjU0LDI6MjAyOTksMzoyMjAsMzoyMDI2Mg==

Long description of deck.
Old Version

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwzOjIyNywzOjEwMDAxLDM6MjAwOTUsMzoxMTA4NCwzOjIxMywzOjIyNiwzOjIwMTUzLDM6MTEwMzUsMjozMDAwOCwzOjIwMjU0LDI6MjAyOTksMjoyMjAsMzoyMDI2Mg==

Whats this Pyromancer? Yep this great classic card is as strong as ever, and while it has fallen out of favor due to the abundance of ping its still a great card that provides an answer to phantasm and forces your opponent to spend time answering it or it will end up providing a ton of value especially with all the decks buffs. Combine that with Azure Herald to help with the aggro match-up, and Dragonlark and you have your nine turn one plays.

Then we have a little bit of tech with Mirage and Aymara. While Aymara is not useful vs Vanar and the like, it and Mirage both help out vs what could be the decks worst matchup with Magmar or any dedicated aggro list. Both are just also really solid cards that force your opponent to play around them. They and Ankh are all at two copies due to being a bit situational.

Edits:
Duskweaver does not fit this list, but its a tough choice between Blood Tear, Azure, Mystic, or Shroud.


I don’t give a flying fault if you think Sajj is Bad, I am telling you, she is good!

Sajj has long been given a hard time as the worst general in the game, but lately I have been thinking she actually just might be the best general in the game.

Vetruvian has recently acquired two incredibly powerful combos in Azure and Fault. Once these things hit you tend to win and or generate so much value your going to win. Sajj gives you just a little bit more control in the early game letting you survive until you can drop one of those insane combos, and then once you do you really don’t need any more bodies on the field so her BBs continues to be useful in removing big threats, especially when combined with my favorite vet card, Wildfire Ankh, which also happens to be their only clean answer to phantasm.

So while coming to that conclusion it dawned on me…wait a minute why don’t I just run both of these powerhouse combos? They even compliment each other pretty well, dragon lark being either 1 or 0 mana thanks to skywing provides another fantastic way alongside rae to get early faults into play, flying minions also are just great at picking up those globes for ramp early on, and thanks to azure thinning out your deck, finding Fault becomes much easier.

So lets talk about the two combos real fast, Catclysmic Fault+a zero or one cost minion is super strong. Azure summoning works by including only 6 or 7 flying minions to make drawing skywings/larks consistent, which lets you vomit out all of them if you have 6 mana available, and or most of them if you have a little less and or are having to use globes to do things. Both of which are extra rude when combined with oasis.

Unlike normal flying vet this one does not usually wait until six mana to try and combo, instead opting to try the combo as early as possible even though a good portion of the time you only end up with a couple units, but this is fine as it thins your deck out so you can find a fault combo easier and helps you get a dragon lark in hand to use with said fault if you cant find a rae while forcing your opponent to answer your field.

Why stop at just two archtypes? Lets cram another complimentary one in there with the basic golem package to give us a decent early game. Celebrant goes a really long way into speeding up our combos which is always important, and metalurgist can occasionally be used to get early faults with discounted golems, and dramshaper gives us some much needed digging power. And they are all really solid opening plays.

Combine all that with vets usual staples and you have an incredibly powerful deck with great drawpower, great answers, control, and explosive combos. It answers swarm with its own stronger swarm, it usually goes off faster then aggro can deal with, and its combination of ways to win and flood the field gives control decks a real hard time.

Edits:

As much as I defended my original list with pyromancer, the cassyva/argeon match ups are to hard, and aggro cass is really popular. Why stop at just two archtypes, lets cram another one in with golems, since they speed up our clock and are less vulnrable. Yea we don’t have any real golem pay off cards like sirroco, but thats ok, our late game is covered. I put Rae to two as between lark, celebrant, and metulargist we have a lot of ways to fault so 3x rae just was not needed.

As much as I love Inner Oasis, fault sort of laughs at Aoe, and with Dreamshaper in the digging power is not as needed, traded it for Aymara since she helps out a lot against the decks bad match ups.


Rocket


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MjI2LDM6MjAxNTMsMzoxMTAzNSwyOjMwMDA4LDM6MjAyNTQsMjoyNDAsMjoyMDI5OSwyOjIyMCwxOjExMDkz

Long description of deck.

I call it Rocket because golems are something you build, and rockets are something you build, and rockets blast off and fly.

Continuing on with my theory about Sajj potentially being stronger then Zirix when used along side Vets powerful combos, we have Sajjs version of my previous Zirix deck “Airship.” The decks are very similar, this one cuts rashas in favor of Ankh, and fits aymara over grandmaster. I had been on the fence for awhile about whether I wanted grandmaster in with the flying combo, because while it can certainly win games and is effectively tutorable with azure he did reduce the combos consistency ever so slightly. Ultimately I decided he is better suited for the Zirix version as he really benefits Iron Dervishes, and better left out of this one.

The flying combo works by puking out 6 flying minions as early as turn one. It takes 6 mana to play your three Skywings, and then the Dragonlarks are free. You can get some serious globe abuse early on to puke em all out, typically you either try right away if there are three globes on the field, or wait until 6 mana to try and go off. But you should always be aggressively replacing for skywing and azure summoning.

So aside from the flying package I decided to run golems because they are a solid archetype that provide both early draw power and acceleration with celebrant to help get our flying combo off early. Then something cool happens, usually sirocoo or the flying package are really vulnerable to aoe, while that’s still true, your opponent just is not going to have enough AOE to deal with both. Inner Oasis also provides draw and lessens the impact of most AOE.

The deck goes off really fast so both aggro and slower decks have a tough time dealing with it, it has enough disruption that midrange decks have trouble, and you can answer swarm with your own stronger swarm.


Assembly Line

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMDA5OSwzOjIwMTUzLDM6MTEwOTEsMzoyMDI1NCwyOjI0MCwzOjIwMTA1LDI6MjAyOTksMzoyMDI2MiwyOjExMDkz

Long description of deck.

I call it assembly line because it constantly assembles golems and also fault leaves a nice line in the field to assemble things on.

Now zirix is still certainly the king of oblysks and dervishes since stuff like fireblaze and feralu directly benefit his BBs.

This deck looks to combine a bit of dervishes and golems together with the help of Feralu. You have the standard Rae/Fault package which is further augmented by Metalurgist occasionally being able to reduce golems to be used with fault. Golems are a great base for a deck providing early ramp and draw power, and a fun win con with sirrico, while also getting extra use out of EMP who is a wonderful counter to a lot of things in this meta.

Because of Fault/Flying/Walls being so popular now its felt pretty important to include AOE. Stars Fury is a wonderful way to do this, especially when combined with Feralu, it can also sometimes just win games to. Combine all that with Vetruvian staples and you have a a powerful and well rounded deck.


Desert Resort

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMDk5MywzOjI0MSwyOjIwMDk5LDM6MjI2LDM6MjAxNTMsMzoxMTAzNSwzOjExMDIwLDM6MTEwMTksMzoyMDI1NCwxOjIwMjk5LDM6MTExMTQ=

Long description of deck.

Fear not, that oasis is not a mirage, it is indeed a paradise, desert resort.

And finally a theory craft as I still lack Theobule.

Usually you want to run the bare minimum of flying minions with Azure summoning in order to make the flying combo consistent. Running more is usually not a good idea because if your field sticks you usually win, and aoe would destroy an even larger field anyways. But this deck uses azure more for deck thinning and to dig for wings of Paradise as its true win condition is Theobule. If you can get either a widow or a wings to stick then Theobule can do some truly crazy things.

Its got the usual vet staples, the basic replace and flying package, and I choose Duskweaver as one of my of my two drops as it helps keep your hand topped off for Theobule abuse. This one chooses Zirix over Sajj because in theory Iron dervishes will draw removal/ping and serve as body blocks to help keep your replace minions safe.

I think it has the potential to be a very powerful deck. Hopefully some kind soul with Theobule will test it for me before I invest.


I have made it to S rank for many seasons now, with occasional top 50s when I had the time to play competitively. Since I have not had time to start streaming like I want, I figured I would just share some of my stuff each week and get my name out there so the community knows me a little better for when I do eventually get around to it. I have a lot of new stuff I plan to put out, and will get a new master thread up for the expansion when I can, in the mean time check out my previous thread:

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Played against your Flying Fault list yesterday and now that i see it, it pretty much enforces the impression i had during the game. Your early and midgame is subpar. Don’t know how your games went over all but i have a hard time believing that this list can last long against even semi aggressive lists. The only thing that helps you at contesting the board early on is falcius and you have no heal to keep your general alive despite the fact that Sajj has to do almost all the fighting until one of your win cons goes off.

Can pull ahead early real quick with flying combo, and don’t underestimate Pyro/Ankh early on. Aggressive lists are a bit tough, but you do have a touch of healing with aymara. Sajjs BBs really goes a long way early on.

But I am starting to second guess Duskweaver in the first list, as he is a weak opener, and card advantage is not really an issue for this one.

Trading in Azure Herald for now to help with the aggro match up.

(Whats your ign? I don’t see you in my match history)

Major update to my first list. Although its quickly beginning to look like a variation of the second one, they may end up merging together in the long run.

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