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Lyonar uses lots of Provokes and high health Minions to focus on having massive presence on the battlefield. When playing as Lyonar, your goal is to amass a large, sturdy army to beat your opponent down. You can make use of Lyonar’s excellent healing abilities to keep your Minions and General alive. To finish your opponent off, you can use cards like Divine Bond to turn your Minions’ Health into damage to deal lots of damage in one Attack, or Skywind Glaives and other Zeal effects to turn your nearby Minions into powerhouse Attackers. Recommended for beginners.

Lore summary[]

Lyonar is the main splinter of the original human tribe, spanning throughout the land and making heavy usage of solar magic. For more information, see Lore.

Strengths[]

  • Your Minions have lots of Health and very efficient combat stats overall for their cost.
  • You have access to the widest variety of healing options.
  • Lots of area-of-effect damage so you can blow apart the battlefield.
  • You can use many different types of Dispels to disrupt bonus effects on other Minions.
  • Extremely threatening when you're in melee range of your opponent.

Weaknesses[]

  • Difficult for you and your army to catch fleeing enemies.
  • You have limited Attack options at range.
  • Difficult for you to break enemy Artifacts.
  • Your spells often need allied Minions to be alive for at least one turn before they can be effective.
  • Difficult for you to come back from a losing position when your opponent takes control of the battlefield.
For a more in-depth look, check out Guides and Decks created by the community!

Generals[]





Card Name Rarity Type Attack Health Ability Set


Argeon Highmayne



Basic

General 2 25 Bloodbound Spell: Give a friendly minion nearby your General +2 Attack.



Core


Brome Warcrest



Basic

General 2 25 Bloodbound Spell: Summon a 1/2 Crestfallen with Zeal: Provoke in front of your General.



Core


Zir'An Sunforge



Basic

General 2 25 Bloodbound Spell: Restore 3 Health to any Minion.



Core


Minions[]





Card Name Rarity Race Cost Attack Health Ability Set


Alabaster Titan




Legendary

Minion 7 5 7 Opening Gambit: If you have no spells in your deck, equip a full set of equipment.



Unearthed Prophecy


Arclyte Sentinel




Rare

Minion 3 2 4 Opening Gambit: Give ANY nearby minion +2 Attack, but -2 Health



Core


Auroara




Epic

Minion 3 1 5 Whenever you summon a minion with 2 or less Attack, this minion gains +2 Attack.



Unearthed Prophecy


Azurite Lion




Common

Minion 2 2 3 Celerity



Core


Decorated Enlistee




Common

Minion 3 1 5 While at full Health, this minion has +3 Attack.



Immortal Vanguard


Elyx Stormblade




Legendary

Minion 6 7 7 Provoke
Your minions and General may move an additional space



Core


Excelsious




Legendary

Minion 8 6 6 Provoke
Celerity
This minion gains +1/+1 for each time you healed anything this game.



Core


Fiz




Rare

Battle Pet 2 3 3 Opening Gambit: Restore 2 Health to anything.



Denizens of Shim'Zar


Grand Strategos




Mythron

Minion 5 5 5 Trial: Summon 12 minions with 1 or less Attack.
Destiny: Promote other friendly minions at the end of your turn.



Trials of Mythron


Grandmaster Z'ir




Legendary

Minion 7 5 12 When your General dies, Grandmaster Z'ir becomes your General.



Core


Gryphon Fledgling




Rare

Minion 3 5 3 Zeal: Flying



Trials of Mythron


Indominus




Legendary

Minion 7 7 9 Your General is Invulnerable BUT cannot move or attack.



Trials of Mythron


Ironcliffe Guardian




Rare

Minion 5 3 10 Airdrop
Provoke



Core


Ironcliffe Monument




Legendary

Structure 4 0 10 Build: (2).
Whenever you summon a minion nearby this, transform that minion into an Ironcliffe Guardian.



Immortal Vanguard


Legion




Common

Minion 3 3 2 Intensify: Put 1 Crestfallen into your action bar. Shuffle a copy of this minion into your deck.



Trials of Mythron


Legion (Lyonar Minion)




Common

Minion 3 3 2 Intensify: Put 1 Crestfallen into your action bar. Shuffle a copy of this minion into your deck.



Trials of Mythron


Lightchaser




Common

Minion 2 3 2 Whenever anything is healed, this minion gains +1/+1.



Core


Lysian Brawler



Basic

Minion 4 4 4 Celerity



Core


Oakenheart




Rare

Mech 5 4 5 Opening Gambit: Progresses MECHAZ0R build by +20%.
Your other Mech minions have +1/+1.



Immortal Vanguard


Peacekeeper




Legendary

Golem 7 6 6 Airdrop, Forcefield, Frenzy, Provoke, Celerity



Ancient Bonds


Prominence




Epic

Minion 6 4 7 Blood Surge: Summon a Silverguard Knight nearby your General.



Immortal Vanguard


Pureblade Enforcer




Common

Minion 2 1 3 Whenever your opponent casts a spell, this minion gains +1/+1.



Unearthed Prophecy


Radiant Dragoon




Rare

Minion 3 3 4 At the end of your turn, give a friendly minion +1 Health.



Denizens of Shim'Zar


Scintilla




Common

Minion 3 3 4 Blood Surge: Restore 3 Health to your General.



Ancient Bonds


Second Sun




Rare

Minion 5 0 8 Zeal: Gains +8 Attack



Core


Silverguard Knight



Basic

Minion 3 1 5 Provoke
Zeal: Gains +2 Attack



Core


Silverguard Squire




Common

Minion 1 1 4



Core


Slo




Common

Battle Pet 1 1 4 Provoke



Denizens of Shim'Zar


Sol Pontiff




Epic

Golem 3 1 4 Zeal: Your Golems have +2 Attack.



Ancient Bonds


Solarius




Legendary

Minion 5 3 2 Zeal: Draw 2 additional cards at the end of your turn.



Denizens of Shim'Zar


Solpiercer




Rare

Minion 4 3 4 Zeal: Ranged



Unearthed Prophecy


Sun Sister Sterope




Legendary

Minion 4 4 4 Whenever anything is healed, put a True Strike into your action bar.



Core


Sun Wisp




Common

Minion 2 2 1 Opening Gambit: Draw a card.



Denizens of Shim'Zar


Sunbreaker




Rare

Minion 4 2 4 Forcefield. Your Bloodbound Spell is Tempest.



Ancient Bonds


Sunforge Lancer




Epic

Minion 3 2 4 Whenever anything is healed, give your General +1 Attack.



Core


Sunrise Cleric




Common

Minion 1 1 3 Opening Gambit: Turn a nearby space into Hallowed Ground.



Unearthed Prophecy


Sunriser




Epic

Minion 4 3 4 Whenever anything is healed, deal 2 damage to all nearby enemies.



Core


Sunstone Templar




Epic

Minion 2 1 4 Whenever this attacks or counterattacks, it dispels that enemy



Core


Suntide Maiden




Common

Minion 4 3 6 Zeal: At the end of your turn, fully heal this minion.



Core


Surgeforger




Legendary

Minion 3 2 2 Whenever you summon a minion nearby this minion, give them both +1/+1.



Immortal Vanguard


Vigilator




Common

Minion 3 3 4 Build: (1).
When this minion is built, give nearby friendly minions +3 Health.



Immortal Vanguard


War Exorcist




Legendary

Minion 5 3 8 Provoke
At the start of your turn, Holy Immolation your damaged minions.



Trials of Mythron


War Judicator




Rare

Minion 4 4 5 Nearby friendly minions cannot be targeted by enemy spells.



Unearthed Prophecy


Warblade




Common

Golem 2 1 4 Bond: Other friendly minions gain +1/+1.



Ancient Bonds


Windblade Adept



Basic

Minion 2 2 3 Zeal: Gains +1 Attack



Core


Windcliffe Alarmist




Common

Minion 4 2 2 Opening Gambit: Summon a 5/5 Windcliffe Protector with Provoke from your deck.



Trials of Mythron


Windcliffe Protector




Epic

Minion 5 5 5 Provoke
When a friendly Windcliffe Alarmist dies, transform this minion into a Windcliffe Alarmist.



Trials of Mythron


Spells[]





Card Name Rarity Type Cost Ability Set


Aegis Barrier




Legendary

Spell 1 Choose a friendly minion. It can't be targeted by enemy spells. Draw a card.



Core


Aerial Rift




Epic

Spell 1 Give your minions Airdrop this turn. Draw a card.



Core


Afterblaze




Common

Spell 3 Give a friendly minion +2/+4. If that minion has Zeal, draw a card.



Denizens of Shim'Zar


Amaranthine Vow




Legendary

Spell 9 Summon around your General all friendly minions with Provoke that died this game.



Trials of Mythron


Aperion's Claim




Legendary

Spell 7 Destroy ALL minions in a 3x3 area and turn their spaces into Hallowed Ground.



Unearthed Prophecy


Auryn Nexus




Common

Spell 1 Give a friendly minion +3 Health.



Core


Beam Shock




Common

Spell 0 Stun an enemy.



Core


Bolster




Common

Spell 2 Intensify: Give friendly minions +2 Health.



Trials of Mythron


Call to Arms




Legendary

Spell 7 Your General gains, "Minions you summon nearby gain +3/+3."



Immortal Vanguard


Channeled Breath




Common

Spell 2 Restore 2 Health to your General for each friendly minion.



Unearthed Prophecy


Circle of Life




Epic

Spell 5 Deal 5 damage to an enemy minion. Restore 5 Health to your General.



Core


Dauntless Advance




Common

Spell 2 Your General and nearby friendly minions gain, "Takes no damage this turn."



Immortal Vanguard


Decimate




Legendary

Spell 4 Destroy ALL minions that are not nearby any General.



Core


Divine Bond



Basic

Spell 3 Give a minion +Attack equal to its Health.



Core


Divine Liturgy




Rare

Spell 6 Give all friendly minions +Attack equal to their Health.



Trials of Mythron


Draining Wave




Common

Spell 1 Deal 4 damage to a minion AND your General.



Ancient Bonds


Empyreal Congregation




Epic

Spell 3 Give friendly minions in a 2x2 area +2/+2.



Unearthed Prophecy


Fealty




Rare

Spell 3 Draw a card for each friendly minion nearby your General.



Immortal Vanguard


Fighting Spirit




Epic

Spell 1 Give all friendly minions +1 Health. Put a random Battle Pet into your action bar.



Denizens of Shim'Zar


Fortified Assault




Rare

Spell 1 Turn an enemy minion's space into Hallowed Ground. Deal it 1 damage for each friendly Hallowed Ground.



Unearthed Prophecy


Holy Immolation




Epic

Spell 4 Restore 4 Health to a friendly minion. Deal 4 damage to enemies around it.



Core


Invincible




Epic

Spell 4 Give a friendly minion with full Health +4/+4.



Immortal Vanguard


Ironcliffe Heart




Epic

Spell 4 Transform a friendly minion into an Ironcliffe Guardian.



Denizens of Shim'Zar


Lasting Judgement




Rare

Spell 2 Give ANY minion +3 Attack, but -3 Health.



Core


Life Coil




Common

Spell 3 Double a minion's Health.



Ancient Bonds


Lifestream




Common

Spell 1 Fully heal a friendly minion, then draw a copy of it from your deck.



Trials of Mythron


Lionheart Blessing




Rare

Spell 1 Give a friendly minion, "Zeal: Whenever this minion deals damage, draw a card."



Core


Lionize




Epic

Spell 5 Give Celerity to a friendly minion directly behind your General.



Trials of Mythron


Lucent Beam




Common

Spell 2 Deal 2 damage to an enemy. If anything was healed this turn, deal 4 damage instead.



Denizens of Shim'Zar


Magnetize




Rare

Spell 1 Pull ANY minion to the space in front of your General.



Core


Marching Orders




Rare

Spell 2 Give friendly minions directly in front of and behind your General +2/+2. If they have Zeal, they cannot be targeted by enemy spells.



Trials of Mythron


Martyrdom



Basic

Spell 3 Destroy ANY minion. Restore that minion's Health to its General.



Core


Prism Barrier




Rare

Spell 2 Give a friendly minion Forcefield.



Ancient Bonds


Sanctify




Common

Spell 1 Give a friendly minion +1/+1 and turn its space into Hallowed Ground.



Unearthed Prophecy


Sky Burial




Rare

Spell 3 Destroy a minion that is not nearby any General.



Denizens of Shim'Zar


Sky Phalanx




Legendary

Spell 8 Summon three Silverguard Knights nearby your General.



Denizens of Shim'Zar


Steadfast Formation




Common

Spell 0 Give friendly minions in a 2x2 area Provoke.



Immortal Vanguard


Sun Bloom




Common

Spell 2 Dispel a 2x2 area.



Core


Sundrop Elixir




Common

Spell 1 Restore 5 Health to anything.



Core


Sunstrike




Epic

Spell 4 Deal 3 damage to enemies and restore 3 Health to friendly minions and Generals in a row.



Immortal Vanguard


Tempest



Basic

Spell 2 Deal 2 damage to everything.



Core


Trinity Oath




Epic

Spell 4 Draw 3 cards and restore 3 Health to your General.



Ancient Bonds


True Strike



Basic

Spell 1 Deal 2 damage to a minion.



Core


Vale Ascension




Epic

Spell 2 Summon a friendly non-token minion destroyed this game onto friendly Hallowed Ground.



Unearthed Prophecy


War Surge



Basic

Spell 2 Give all friendly minions +1/+1.



Core


Artifacts[]





Card Name Rarity Type Cost Ability Set


Arclyte Regalia




Legendary

Artifact 4 Your General gains +2 Attack. The first time your General takes damage each turn, prevent 2 of it.



Core


Dawn's Eye




Legendary

Artifact 5 Your General gains +4 Attack. At the end of your turn, repair all of your artifacts to full durability.



Denizens of Shim'Zar


Gold Vitriol




Rare

Artifact 2 Whenever anything is healed, deal 2 damage to a random enemy.



Ancient Bonds


Halo Bulwark




Legendary

Artifact 5 Friendly minions nearby your General have Forcefield.



Unearthed Prophecy


Radiant Standard




Epic

Artifact 6 Your General has +3 Attack.
When your General attacks, summon a minion that costs 3 from your deck nearby.



Trials of Mythron


Skywind Glaives




Epic

Artifact 3 Friendly minions nearby your General gain +2 Attack.



Core


Sunbond Pavise




Rare

Artifact 2 Friendly minions directly above and below your General gain +2 Attack and Provoke.



Immortal Vanguard


Sunstone Bracers



Basic

Artifact 0 Your General gains +1 Attack.



Core


Tokens[]





Card Name Rarity Type Cost Attack Health Ability Set


Crestfallen



Token from

Brome Warcrest, Legion

Minion 1 1 2 Zeal: Provoke



Core


Shining Relic



Token from

Reliquarian

Artifact 0 Your General gains +X Attack and if your general takes damage, restore X health where X is the Attack of the sacrificed minion.



Immortal Vanguard


Image Name Type Cost Attack Health Summoned from Ability Set
Hallowed Ground Tile 0 Sunrise Cleric
Fortified Assault
Sanctify
Aperion's Claim
Restores 1 Health to friendly minions and Generals standing on it at the end of owner's turn.
Unearthed Prophecy
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