The Ultimate Timmy Turalyon Guide! [Duels]

Submitted 3 years, 1 month ago by


Welcome to my Big Turalyon guide by a player who goes 8-12 wins with him every time. I main the T-man and often end runs when I do not get him until it finally gives me him. I averaged the same number of wins on Heroic Duels but since I'm saving up gold for the next expansion I've been able to just devastate casuals with him without needing to play out another class, none of which I really enjoy.


*** There's just two weeks to enjoy this build before Duels' season rotates!!! I will be playing a lot of Turalyon's next batch of cards and write a follow-up to this guide when I feel I have a grasp of it. Also, apologies on the spacing, was written elsewhere originally and didnt paste over well, no way to fix it seems ***

 

So why play Turalyon in the first place?

 

- His hero power packs the most value of any when used correctly

- Starting item, Royal Greatsword often seals the win if played on curve
- Dominates the early rounds easily

- I've never once been victim to a C'Thun, the Shattered or fatigue
- Unbelievably fun every time!


Why wouldn't you?

 

- Deck is expensive and having the legendaries is pretty important

- Can get ran over by opponent's early bullshit

- Many treasures and passives do not synergize at all

- Lack of removal
- His name is really hard to spell (i had to copy/paste it)

 

The general mindset you want to get into when playing Turalyon is every choice matters, maybe more than any other hero, because if your hero power is summoning garbage you're probably not going to win. Sometimes you try not to use it so much early so your pool isn't so diluted by lesser picks (the first time one of your rez's dies it means there are now two in the deadpool).

 

Luckily, this is part of the fun: playing the mini-game both in a match and when building deck that you are maxing out your Golden Light hero power. You are going to want to pass up certain high-powered cards like First Day of School for example because in the long run it is going to muck you up.


Naturally, one of the greatest reasons to want to play Turalyon is because of his mind-blowingingly powerful starting treasure, Royal Greatsword. Priced at 5 mana, it's already excellent for its 6/3 stats (Upgraded Arcanite Reaper). On top of that you'll be summoning a daunting amount of stats... attached to minions who synergize with your hero power o.O


Keep in mind that this deck can jam up like any other and you can become susceptible to whatever over-the-top craziness that your opponent pulls off as much as they are to your's (e.g. I recently played a Druid with Greybough and the duplicate legendary passive, rip..). However, if you're a fan of both the big and rez play styles, you will want to give him a second chance.


Turalyon isn't played so much because people play him wrong. Enough attention is not given to his weaker early game and people just want to pop off with the titans. This is not how he is played.

 

Let's continue on to the cards you will be adding. I like to go 5-6 good legendaries and I add ONLY good ones when they offered. Simply compare to the cards listed below when deciding. Usually you will want to bolster your early game and move onto good curve cards. The first few rounds are easy wins but as you advance your games will take longer and your cheap win condition appears less. ALWAYS TAKE NO MORE PLEASE.

 


TURALYON's ARSENAL & ANALYSIS

I play not just to win but also to have fun. Because of that I am always shifting my roster up to whatever mood I'm in. There are some core cards that I never change though. I have tried out several Paladin cards in my dozens of games with this build and these are the ones that always keep coming back.

 

Must Haves:


Sphere of Sapience - This is one of the reasons you should breeze by the early rounds. Sphere pretty much guarantees you get your Greatsword when you need it. It also turns away expensive legendaries we don't need early on.

Oh My Yogg! - Don't laugh.. This card carries. When you go 12 rounds in a row you are guaranteed to transform a few treasure spells into garbage a few times. Opponents often do not respect it and lose a huge chunk of power of their deck for their foolishness. Remember never to cast when they have coin. Acceptable turn 1 play, but for maximum output use a little later on.

Sneaky Delinquent - Dependable early game and a useful resurrect,
Argent Braggart - While a wretched hero power target, your pool will be filled by the time it comes out. It's just too much value to pass up on since we are going big.

Wolfrider - Solid early game removal and fine resurrect target. It just makes sense.
Fishy Flyer - Early game cannot be stressed enough and four damage for 2 is always fine. Later into runs you may want to carefully manage this card with Sneaky Delinquent because they can fill your hand up a bit much.
Blessing of Authority - Combos with Argent Braggart and resurrected Sneakies. It's just a plain strong card for what we are trying to accomplish.

 

Legendary List (in order of importance):

 

Keymaster Alabaster - Double your chances of screwing with their treasures. I remember first giving Ally a try out and thinking, hey why not. Capturing their power cards at 1 mana is soul-crushing. Excellent resurrect at that.
Ragnaros, Lightlord - Not to be passed up unless you do not own (will likely not return to Duels for a while).
Turalyon, the Tenured - Surprisingly good. It's removal which the deck needs and I am rarely disappointed when drawn by Greatsword. Awesome resurrect.

Ysera - Unfortunately not the Lich King but is still a welcome addition to this deck. I own her golden!
Y'Shaarj, Rage Unbound - A terrifying 10/10 plus more. Not necessary but can win games all by itself being drawn out early.
Cairne Bloodhoof - Solid curve minion, acceptable Greatsword and resurrect targe
Tirion Fordring - Oh, Tirion... This card is a mixed bag, it being a massively great hero power pick BUT can sabotage your Greatsword if drawn first and your opponent destroys him. All in all, it is a great choice but has cost me some long games that could've been won much faster.
Loatheb - Just plain good and acceptable draw from Greatsword.

Alexstrasza - Can be good especially in later rounds when opponent's have tons of health.


Support Cards:


Animated Broomstick - Very useful control tool and not a terrible rez.

Loot Hoarder - It's alright, albeit slow. This is a personal choice matter.
Consecration - The classic Paladin AoE. You just can't go wrong.

 

Not Recommended (in starting deck, fine during selection):


Goody Two-Shields - Took me a while to depart from using this gal. It's just too slow and we do not pack enough spells. Wolfrider is leagues better.
Darkmoon Dirigible - Seems a good idea and when corrupted it certainly is. However, I always find myself having to play it on curve and a 3/2 div shield for 3 is too slow.

Truesilver Champion- I stopped running this as it conflicts with weapons we already have and other minions and hero power take care of its niche.

Fleethoof Pearltusk - While having an 8/1 rusher for 2 mana is tempting, this card is little help in the early game and overkill versus wide boards.

 

PASSIVES THAT TURALYON LOVES

All passives are not created equal. These are the ones you need to choose in order of importance. If it isn't listed it isn't worth your time.

 

Fist Pick:

 

Rocket Backpacks - This is just simply great, overshadowing most of the early passives.
Scattered Caltrops - These add up to a lot of damage. Controlling the board is extremely important and these will help achieve that.
Recycling - This is an excellent choice because we will be summoning several 1 health minions. It will really keep you out of death range long enough to apply your own deadly value.

Mysterious Tome - Very helpful to boost our subpar early game. On a high roll you will get Rigged Faire Game and start the game with three extra cards!
Grommash's Armguards - This isn't terrible at all. Optimally you will be getting the jump on the opponent all the sooner! However, we don't run a lot weapons or are offered any we like, so it isn't high value.
Pillage the Fallen - I never get offered this one oddly, so am unsure if its interaction of playing a NEW weapon will proc it, destroying that new weapon. If so, it's garbage, if not a solid choice.
Ever-Changing Elixir and Unlocked Potential are never to be taken and they are a detriment to the game plan.


Second Pick:

 

Disks of Legend - Oh yeah. If you are lucky enough to be offered to this you want to take it. Pretty self explanatory and will increase your odds of rezzing those big boys.

Scepter of Summoning - Similar if a little worse than Disks is this Sceptre. Being able to cheat the costly legs out for 5 is a terrific benefit.

Emerald Goggles - Always a great pick-up, it aids both the early and late game.

Mummy Magic- This can really help bring the most out of your Fishy Flyer and Sneaky Delinquent. Such early game value is important.
Book of Wonders and From the Swamp (does this still exist?) are never to be chosen as they can or will lead to wrecking our hero power.

 

TURALYON's FAVE TREASURES

Just like passives the treasures you are offered can decide how many wins you get, both if offered and if you can draw them. These are the ones that work for me. If you are not offered any of these use your best discretion.

 

First Pick:

 

Loyal Sidekick - Great pick since it passively gains stats when rezzed: for just 2 mana your hero power resummons it with just one less health than when you cast it for 4.

Vampiric Fangs- One thing this deck is weak at is removal, hence the Paladin class.This spell will save your butt and keep you alive.
Crusty the Crustacean - Sure, it is a terrible rez but we critically lack removal short of rush so is still a high priority selection.

Murloc Holmes - A bite-sized Keymaster, this makes for a solid hero power rez. Solid 3-drop at that.


Anything that summons trash minions is to be passed up. Also Princess is really not as exciting as it sounds like it would be.

 


Later Picks:

 


Staff of Scales - Easily my favorite treasure. If you can get all six snakeys to die your chances at summoning two poisonous rushers for 2 mana is high. Completely broken on Turalyon. Opponents tend to concede when it gets through their head that they are not allowed to have board anymore.

Wand of Disintegration - Removal. Nuff said.

Book of the Dead - Removal. Nuff said.

Hyperblaster - (slow) Removal. Nuff said.

Archmage Staff- A decent choice as it can bestow some good stuff.

 

(Coming Soon: High Priority Cards to Draft!)

 

Well, I hope that helps! I had a good time writing it while I had to endure a lengthy zoom meeting in the background. I highly encourage anyone who tried old-school Turalyon before and felt he wasn't strong enough to try my build. At the very least it's a ton of fun. Always mulligan for early game and keep an eye on your deadpool: try to manipulate it so you have the best chance of squeezing the most value out of it.

 

Also, Turalyon's emotes are arrogant af. Use them often for maximum tilt. Feel free to ask any questions or leave any comments.

 

  • Live4vrRdieTryn's Avatar
    500 924 Posts Joined 07/14/2019
    Posted 3 years, 1 month ago


    Welcome to my Big Turalyon guide by a player who goes 8-12 wins with him every time. I main the T-man and often end runs when I do not get him until it finally gives me him. I averaged the same number of wins on Heroic Duels but since I'm saving up gold for the next expansion I've been able to just devastate casuals with him without needing to play out another class, none of which I really enjoy.


    *** There's just two weeks to enjoy this build before Duels' season rotates!!! I will be playing a lot of Turalyon's next batch of cards and write a follow-up to this guide when I feel I have a grasp of it. Also, apologies on the spacing, was written elsewhere originally and didnt paste over well, no way to fix it seems ***

     

    So why play Turalyon in the first place?

     

    - His hero power packs the most value of any when used correctly

    - Starting item, Royal Greatsword often seals the win if played on curve
    - Dominates the early rounds easily

    - I've never once been victim to a C'Thun, the Shattered or fatigue
    - Unbelievably fun every time!


    Why wouldn't you?

     

    - Deck is expensive and having the legendaries is pretty important

    - Can get ran over by opponent's early bullshit

    - Many treasures and passives do not synergize at all

    - Lack of removal
    - His name is really hard to spell (i had to copy/paste it)

     

    The general mindset you want to get into when playing Turalyon is every choice matters, maybe more than any other hero, because if your hero power is summoning garbage you're probably not going to win. Sometimes you try not to use it so much early so your pool isn't so diluted by lesser picks (the first time one of your rez's dies it means there are now two in the deadpool).

     

    Luckily, this is part of the fun: playing the mini-game both in a match and when building deck that you are maxing out your Golden Light hero power. You are going to want to pass up certain high-powered cards like First Day of School for example because in the long run it is going to muck you up.


    Naturally, one of the greatest reasons to want to play Turalyon is because of his mind-blowingingly powerful starting treasure, Royal Greatsword. Priced at 5 mana, it's already excellent for its 6/3 stats (Upgraded Arcanite Reaper). On top of that you'll be summoning a daunting amount of stats... attached to minions who synergize with your hero power o.O


    Keep in mind that this deck can jam up like any other and you can become susceptible to whatever over-the-top craziness that your opponent pulls off as much as they are to your's (e.g. I recently played a Druid with Greybough and the duplicate legendary passive, rip..). However, if you're a fan of both the big and rez play styles, you will want to give him a second chance.


    Turalyon isn't played so much because people play him wrong. Enough attention is not given to his weaker early game and people just want to pop off with the titans. This is not how he is played.

     

    Let's continue on to the cards you will be adding. I like to go 5-6 good legendaries and I add ONLY good ones when they offered. Simply compare to the cards listed below when deciding. Usually you will want to bolster your early game and move onto good curve cards. The first few rounds are easy wins but as you advance your games will take longer and your cheap win condition appears less. ALWAYS TAKE NO MORE PLEASE.

     


    TURALYON's ARSENAL & ANALYSIS

    I play not just to win but also to have fun. Because of that I am always shifting my roster up to whatever mood I'm in. There are some core cards that I never change though. I have tried out several Paladin cards in my dozens of games with this build and these are the ones that always keep coming back.

     

    Must Haves:


    Sphere of Sapience - This is one of the reasons you should breeze by the early rounds. Sphere pretty much guarantees you get your Greatsword when you need it. It also turns away expensive legendaries we don't need early on.

    Oh My Yogg! - Don't laugh.. This card carries. When you go 12 rounds in a row you are guaranteed to transform a few treasure spells into garbage a few times. Opponents often do not respect it and lose a huge chunk of power of their deck for their foolishness. Remember never to cast when they have coin. Acceptable turn 1 play, but for maximum output use a little later on.

    Sneaky Delinquent - Dependable early game and a useful resurrect,
    Argent Braggart - While a wretched hero power target, your pool will be filled by the time it comes out. It's just too much value to pass up on since we are going big.

    Wolfrider - Solid early game removal and fine resurrect target. It just makes sense.
    Fishy Flyer - Early game cannot be stressed enough and four damage for 2 is always fine. Later into runs you may want to carefully manage this card with Sneaky Delinquent because they can fill your hand up a bit much.
    Blessing of Authority - Combos with Argent Braggart and resurrected Sneakies. It's just a plain strong card for what we are trying to accomplish.

     

    Legendary List (in order of importance):

     

    Keymaster Alabaster - Double your chances of screwing with their treasures. I remember first giving Ally a try out and thinking, hey why not. Capturing their power cards at 1 mana is soul-crushing. Excellent resurrect at that.
    Ragnaros, Lightlord - Not to be passed up unless you do not own (will likely not return to Duels for a while).
    Turalyon, the Tenured - Surprisingly good. It's removal which the deck needs and I am rarely disappointed when drawn by Greatsword. Awesome resurrect.

    Ysera - Unfortunately not the Lich King but is still a welcome addition to this deck. I own her golden!
    Y'Shaarj, Rage Unbound - A terrifying 10/10 plus more. Not necessary but can win games all by itself being drawn out early.
    Cairne Bloodhoof - Solid curve minion, acceptable Greatsword and resurrect targe
    Tirion Fordring - Oh, Tirion... This card is a mixed bag, it being a massively great hero power pick BUT can sabotage your Greatsword if drawn first and your opponent destroys him. All in all, it is a great choice but has cost me some long games that could've been won much faster.
    Loatheb - Just plain good and acceptable draw from Greatsword.

    Alexstrasza - Can be good especially in later rounds when opponent's have tons of health.


    Support Cards:


    Animated Broomstick - Very useful control tool and not a terrible rez.

    Loot Hoarder - It's alright, albeit slow. This is a personal choice matter.
    Consecration - The classic Paladin AoE. You just can't go wrong.

     

    Not Recommended (in starting deck, fine during selection):


    Goody Two-Shields - Took me a while to depart from using this gal. It's just too slow and we do not pack enough spells. Wolfrider is leagues better.
    Darkmoon Dirigible - Seems a good idea and when corrupted it certainly is. However, I always find myself having to play it on curve and a 3/2 div shield for 3 is too slow.

    Truesilver Champion- I stopped running this as it conflicts with weapons we already have and other minions and hero power take care of its niche.

    Fleethoof Pearltusk - While having an 8/1 rusher for 2 mana is tempting, this card is little help in the early game and overkill versus wide boards.

     

    PASSIVES THAT TURALYON LOVES

    All passives are not created equal. These are the ones you need to choose in order of importance. If it isn't listed it isn't worth your time.

     

    Fist Pick:

     

    Rocket Backpacks - This is just simply great, overshadowing most of the early passives.
    Scattered Caltrops - These add up to a lot of damage. Controlling the board is extremely important and these will help achieve that.
    Recycling - This is an excellent choice because we will be summoning several 1 health minions. It will really keep you out of death range long enough to apply your own deadly value.

    Mysterious Tome - Very helpful to boost our subpar early game. On a high roll you will get Rigged Faire Game and start the game with three extra cards!
    Grommash's Armguards - This isn't terrible at all. Optimally you will be getting the jump on the opponent all the sooner! However, we don't run a lot weapons or are offered any we like, so it isn't high value.
    Pillage the Fallen - I never get offered this one oddly, so am unsure if its interaction of playing a NEW weapon will proc it, destroying that new weapon. If so, it's garbage, if not a solid choice.
    Ever-Changing Elixir and Unlocked Potential are never to be taken and they are a detriment to the game plan.


    Second Pick:

     

    Disks of Legend - Oh yeah. If you are lucky enough to be offered to this you want to take it. Pretty self explanatory and will increase your odds of rezzing those big boys.

    Scepter of Summoning - Similar if a little worse than Disks is this Sceptre. Being able to cheat the costly legs out for 5 is a terrific benefit.

    Emerald Goggles - Always a great pick-up, it aids both the early and late game.

    Mummy Magic- This can really help bring the most out of your Fishy Flyer and Sneaky Delinquent. Such early game value is important.
    Book of Wonders and From the Swamp (does this still exist?) are never to be chosen as they can or will lead to wrecking our hero power.

     

    TURALYON's FAVE TREASURES

    Just like passives the treasures you are offered can decide how many wins you get, both if offered and if you can draw them. These are the ones that work for me. If you are not offered any of these use your best discretion.

     

    First Pick:

     

    Loyal Sidekick - Great pick since it passively gains stats when rezzed: for just 2 mana your hero power resummons it with just one less health than when you cast it for 4.

    Vampiric Fangs- One thing this deck is weak at is removal, hence the Paladin class.This spell will save your butt and keep you alive.
    Crusty the Crustacean - Sure, it is a terrible rez but we critically lack removal short of rush so is still a high priority selection.

    Murloc Holmes - A bite-sized Keymaster, this makes for a solid hero power rez. Solid 3-drop at that.


    Anything that summons trash minions is to be passed up. Also Princess is really not as exciting as it sounds like it would be.

     


    Later Picks:

     


    Staff of Scales - Easily my favorite treasure. If you can get all six snakeys to die your chances at summoning two poisonous rushers for 2 mana is high. Completely broken on Turalyon. Opponents tend to concede when it gets through their head that they are not allowed to have board anymore.

    Wand of Disintegration - Removal. Nuff said.

    Book of the Dead - Removal. Nuff said.

    Hyperblaster - (slow) Removal. Nuff said.

    Archmage Staff- A decent choice as it can bestow some good stuff.

     

    (Coming Soon: High Priority Cards to Draft!)

     

    Well, I hope that helps! I had a good time writing it while I had to endure a lengthy zoom meeting in the background. I highly encourage anyone who tried old-school Turalyon before and felt he wasn't strong enough to try my build. At the very least it's a ton of fun. Always mulligan for early game and keep an eye on your deadpool: try to manipulate it so you have the best chance of squeezing the most value out of it.

     

    Also, Turalyon's emotes are arrogant af. Use them often for maximum tilt. Feel free to ask any questions or leave any comments.

     

    5
  • Osh92's Avatar
    505 224 Posts Joined 07/03/2019
    Posted 3 years, 1 month ago

    Nice guide! Waiting on cards draft suggestions.

    0
  • Leave a Comment

    You must be signed in to leave a comment. Sign in here.

    ODYN
    0 Users Here