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* '''Aggro/Face Sword''' is the prime aggressive deck in the game, [[ZergRush fielding a lot of cheap followers and Storm followers to get as much damage on the opponent as possible]] before they can hope to react. Its tendency to [[AttackAttackAttack go for the enemy leader as opposed to contesting the board]] leads to its name. Signature plays involve [[https://shadowverse-portal.com/card/106231020 Perseus]] on turn 1 enabling [[https://shadowverse-portal.com/card/101211050 Centaur Vanguard]] on turn 2, [[https://shadowverse-portal.com/card/106234010 Round Table Assembly]] summoning two copies of [[https://shadowverse-portal.com/card/106221020 Princess Juliet]], and [[https://shadowverse-portal.com/card/103241010 Albert]] as a finisher. The deck aims to kill fast; any opponent that successfully fends off the onslaught and causes the deck to run out of momentum, either by healing off the damage, stopping the advance with Wards, or cleaning house with a board wipe, has the stage set for a turnabout. Aggro Sword is noted to be [[SkillGateCharacter one of the easiest decks to play in ladder, but also relatively easy to counter]].

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* '''Aggro/Face Sword''' is the prime aggressive deck in the game, [[ZergRush fielding a lot of cheap followers and Storm followers to get as much damage on the opponent as possible]] before they can hope to react. Its tendency to [[AttackAttackAttack go for the enemy leader as opposed to contesting the board]] leads to its name. Signature plays involve [[https://shadowverse-portal.com/card/106231020 Perseus]] on turn 1 enabling [[https://shadowverse-portal.com/card/101211050 Centaur Vanguard]] on turn 2, [[https://shadowverse-portal.com/card/106234010 Round Table Assembly]] summoning two copies of [[https://shadowverse-portal.com/card/106221020 Princess Juliet]], and [[https://shadowverse-portal.com/card/103241010 Albert]] as a finisher. The deck aims to kill fast; any opponent that successfully fends off the onslaught and causes the deck to run out of momentum, either by healing off the damage, stopping the advance with Wards, or cleaning house with a board wipe, has the stage set for a turnabout. Aggro Sword is noted to be [[SkillGateCharacter [[SkillGateCharacters one of the easiest decks to play in ladder, but also relatively easy to counter]].
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* '''Roach OTK''' is as its name implies -- a deck that utilizes [[https://shadowverse-portal.com/card/101131020 Rhinoceroach]] and the various cheap tokens and bounce cards at Forest's disposal (like [[https://shadowverse-portal.com/card/106114010 Airbound Barrage]] and [[https://shadowverse-portal.com/card/101114010 Nature's Guidance]]) to get as many hits from Roach as possible. When played well, a Roach OTK combo can defeat an unguarded opponent at full health, though this combo can only take place in the later turns. At its prime in the ''Bahamut'' format, a powerful variant of this deck, termed "Miracle Roach" by some, made use of [[https://shadowverse-portal.com/card/103011030 Goblin Mage]] to find Roach, the only 2pp followers in the deck, allowing it to win as early as turn 7 with the assistance of other 1-cost followers. Goblin Mage was nerfed to also be able to find 1pp followers, resulting in Roach OTK decks needing to forsake a lot of their early game (no 1pp or 2pp followers except for Roach at all) if they wanted to replicate the consistency they once had. This deck is [[DifficultButAwesome notorious for being the most difficult deck to play properly]] due to needing to count how many low play point cards in order to achieve the OTK combo, the current board space, and how much health the opponent has. The combo itself is easily countered with either multiple Wards, damage reduction effects such as [[https://shadowverse-portal.com/card/900242010 Durandal]], or applying a lot of early game pressure that will force the player to use the combo pieces more defensively [[note]]For example, a lot of aggro decks can apply a lot of early game pressure on OTK Roach akin to aggro decks applying early game pressure on D-Shift[[/note]].

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* '''Roach OTK''' is as its name implies -- a deck that utilizes [[https://shadowverse-portal.com/card/101131020 Rhinoceroach]] and the various cheap tokens and bounce cards at Forest's disposal (like [[https://shadowverse-portal.com/card/106114010 Airbound Barrage]] and [[https://shadowverse-portal.com/card/101114010 Nature's Guidance]]) to get as many hits from Roach as possible. When played well, a Roach OTK combo can defeat an unguarded opponent at full health, though this combo can only take place in the later turns. At its prime in the ''Bahamut'' format, a powerful variant of this deck, termed "Miracle Roach" by some, made use of [[https://shadowverse-portal.com/card/103011030 Goblin Mage]] to find Roach, the only 2pp followers follower in the deck, allowing it to win as early as turn 7 with the assistance of other 1-cost followers. Goblin Mage was nerfed to also be able to find 1pp followers, resulting in Roach OTK decks needing to forsake a lot of their early game (no 1pp or 2pp followers except for Roach at all) if they wanted to replicate the consistency they once had. This deck is [[DifficultButAwesome notorious for being the most difficult deck to play properly]] due to needing to count how many low play point cards to play in order to achieve the OTK combo, the current board space, and how much health the opponent has. The combo itself is easily countered with either multiple Wards, damage reduction effects such as [[https://shadowverse-portal.com/card/900242010 Durandal]], or applying a lot of early game pressure that will force the player to use the combo pieces more defensively [[note]]For example, a lot of aggro decks can apply a lot of early game pressure on OTK Roach akin to aggro decks applying early game pressure on D-Shift[[/note]].
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* '''Temple Haven''' (sometimes referred as '''[[IncrediblyLamePun Tempo]]''' Haven) is a midrange deck that utilizes the namesake amulet [[https://shadowverse-portal.com/card/107732010?lang=en Summit Temple]]. This deck focuses on playing high defense Havencraft followers where Haven's reactive plays becomes more proactive since their high defense followers will deal damage equal the follower's defense, making their own high-defense followers more threatening during the midgame. The deck utilizes [[https://shadowverse-portal.com/card/107713010?lang=en Gemstone Carpace]], an amulet that summons [[https://shadowverse-portal.com/card/900711100?lang=en Bejeweled Tortoise]] which is a reasonably tough threat with Temple in play. The deck is also commonly seen using [[https://shadowverse-portal.com/card/108741020?lang=en Ceryneian Hind]] (and its Choose forms) as a midgame threat, and [[https://shadowverse-portal.com/card/107741020?lang=en Heavenly Knight]] as a source of lategame burst damage, both of which are even more dangerous with Summit Temple. Unlike most Haven decks, Temple Haven has the capacity to end games as early as turn 6 or 7 because Temple can present very threatening boards that the opponent needs to deal with and only using [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a backup lategame finisher if needed. That said, intentionally damaging but not killing the Temple player's followers can leave them with a weakened board, forcing them to trade off their own followers before they can get back to pressuring with fresh ones. Fortunately, Temple Haven has various tools that help restore the defense of their own followers such as [[https://shadowverse-portal.com/card/107731010?lang=en Pegasus Dullahan]] which can revive itself from any amulets that are on board or [[https://shadowverse-portal.com/card/107741010?lang=en Jeanne, Beacon of Salvation]] which also serves as an effective board clear.

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* '''Temple Haven''' (sometimes referred as '''[[IncrediblyLamePun '''[[{{Pun}} Tempo]]''' Haven) is a midrange deck that utilizes the namesake amulet [[https://shadowverse-portal.com/card/107732010?lang=en Summit Temple]]. This deck focuses on playing high defense Havencraft followers where Haven's reactive plays becomes more proactive since their high defense followers will deal damage equal the follower's defense, making their own high-defense followers more threatening during the midgame. The deck utilizes [[https://shadowverse-portal.com/card/107713010?lang=en Gemstone Carpace]], an amulet that summons [[https://shadowverse-portal.com/card/900711100?lang=en Bejeweled Tortoise]] which is a reasonably tough threat with Temple in play. The deck is also commonly seen using [[https://shadowverse-portal.com/card/108741020?lang=en Ceryneian Hind]] (and its Choose forms) as a midgame threat, and [[https://shadowverse-portal.com/card/107741020?lang=en Heavenly Knight]] as a source of lategame burst damage, both of which are even more dangerous with Summit Temple. Unlike most Haven decks, Temple Haven has the capacity to end games as early as turn 6 or 7 because Temple can present very threatening boards that the opponent needs to deal with and only using [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a backup lategame finisher if needed. That said, intentionally damaging but not killing the Temple player's followers can leave them with a weakened board, forcing them to trade off their own followers before they can get back to pressuring with fresh ones. Fortunately, Temple Haven has various tools that help restore the defense of their own followers such as [[https://shadowverse-portal.com/card/107731010?lang=en Pegasus Dullahan]] which can revive itself from any amulets that are on board or [[https://shadowverse-portal.com/card/107741010?lang=en Jeanne, Beacon of Salvation]] which also serves as an effective board clear.

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* '''Hozumi OTK''' is focused on activating the secondary effect of its namesake card, [[https://shadowverse-portal.com/card/124141010?lang=en Hozumi, Enchanting Hostess]]. The main aim is to play four followers before playing Hozumi, transforming the whole board into a specific collection of followers: [[https://shadowverse-portal.com/card/113141010?lang=en Omnis]], [[https://shadowverse-portal.com/card/115141010?lang=en Lymaga]], [[https://shadowverse-portal.com/card/119111040?lang=en Wind Fairy]], and [[https://shadowverse-portal.com/card/102131010?lang=en Elf Knight Cynthia]]. This combination deals an exact 20 damage to an undefended opponent, and can be executed as early as turn 5 with the help of Fairy Wisps. Other variations also include [[https://shadowverse-portal.com/card/129141020?lang=en Oberon]] as an alternative for Storm damage. The deck's weakness is early aggression, as its focus on assembling the combo detracts from early board presence, and it relies on whatever board control Forest can afford to avoid dying before it fires off.



* '''Chess Rune''' is a board-centric Rune deck, focused on summoning and trading away [[https://shadowverse-portal.com/card/900311110?lang=en Magical Pawns]] until at least 8 have left the field. Once this condition is met, its key card [[https://shadowverse-portal.com/card/126341010?lang=en Mystic King]] can start discounting itself to playable costs and pull out a board of buffed, Storm-enhanced Pawns to deal at least 12 damage to an undefended opponent. In the interim, its other chess pieces generate lots of pawns, and its cheap spells also lend to some minor Spellboost payoffs to maintain card advantage.



* '''Atomy''' is built around [[https://shadowverse-portal.com/card/101541020 its namesake card]], and is focused on filling the board with cards so that it can play Atomy as soon as possible. The average speed on a good draw involves playing Atomy on turn 4, at a time when hard removal is less available and the opponent is forced into disadvantageous trades. When Atomy goes down, it typically follows up with [[https://shadowverse-portal.com/card/102531010 Ceridwen]] to immediately resurrect him. Atomy and his deck was initially considered AwesomeButImpractical as it hinged on the player drawing Atomy early, and without an early Atomy the deck simply played lots of weak followers with no real muscle to match the opponent's threats. However, later sets bestowed Shadow with lots of draw power like [[https://shadowverse-portal.com/card/105511010 Demon Eater]], [[https://shadowverse-portal.com/card/106531020 Andrealphus]], and [[https://shadowverse-portal.com/card/106033010 Staircase to Paradise]] that the Atomy deck can cycle its cards fast enough to play Atomy with consistency, to the point where it managed to place highly in a tournament in late 2017. Key plays also include [[https://shadowverse-portal.com/card/104022010 Frozen Mammoth]] to supplement Atomy with a deadly 6/7 threat or two, or [[https://shadowverse-portal.com/card/107513010 Skull Ring]] to instantly fill 3 spaces for a quick Atomy without giving up hand advantage. The deck generates enough Shadows that it can also play [[https://shadowverse-portal.com/card/101531040 Deathly Tyrant]] as a finisher. Some Atomy decks utilize the new Reanimate and Burial mechanics to pull out either Atomy or [[https://shadowverse-portal.com/card/104041010?lang=en Zeus]] (see '''Reanimate Shadow''' for more details).

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* '''Atomy''' is built around [[https://shadowverse-portal.com/card/101541020 its namesake card]], and is focused on filling the board with cards so that it can play Atomy as soon as possible. The average speed on a good draw involves playing Atomy on turn 4, at a time when hard removal is less available and the opponent is forced into disadvantageous trades. When Atomy goes down, it typically follows up with [[https://shadowverse-portal.com/card/102531010 Ceridwen]] to immediately resurrect him. Atomy and his deck was initially considered AwesomeButImpractical as it hinged on the player drawing Atomy early, and without an early Atomy the deck simply played lots of weak followers with no real muscle to match the opponent's threats. However, later sets bestowed Shadow with lots of draw power like [[https://shadowverse-portal.com/card/105511010 Demon Eater]], [[https://shadowverse-portal.com/card/106531020 Andrealphus]], and [[https://shadowverse-portal.com/card/106033010 Staircase to Paradise]] that the Atomy deck can cycle its cards fast enough to play Atomy with consistency, to the point where it managed to place highly in a tournament in late 2017. Key plays also include [[https://shadowverse-portal.com/card/104022010 Frozen Mammoth]] to supplement Atomy with a deadly 6/7 threat or two, or [[https://shadowverse-portal.com/card/107513010 Skull Ring]] to instantly fill 3 spaces for a quick Atomy without giving up hand advantage. The deck generates enough Shadows that it can also play [[https://shadowverse-portal.com/card/101531040 Deathly Tyrant]] as a finisher. Some Atomy decks utilize the new Reanimate and Burial mechanics to pull out either Atomy or [[https://shadowverse-portal.com/card/104041010?lang=en Zeus]] (see '''Reanimate Shadow''' for more details).


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* '''Burial Rite Shadow''' focuses on turboing through the deck using numerous Burial Rite cards as a form of CardCycling. The aim is to get to the Burial Rite payoffs as fast as possible -- [[https://shadowverse-portal.com/card/124541020?lang=en Lakandula]] Invokes itself and puts itself in the hand at the end of the turn where you've performed this act at least twice, and cards like [[https://shadowverse-portal.com/card/117541020?lang=en Conquering Dreadlord]] and [[https://shadowverse-portal.com/card/130531010?lang=en Reviled Remnant]] invoke themselves for board presence. The goal of going through all this is to accumulate enough Shadows and thin the deck enough to fulfill [[https://shadowverse-portal.com/card/116541010?lang=en Gremory's]] Invocation condition, and then use the refunded Shadows to throw down two [[https://shadowverse-portal.com/card/101531040 Deathly Tyrants]] back-to-back (or any variant of Storm damage) to one-shot the opponent. The Deck, being very Invoke-heavy, suffers against [[https://shadowverse-portal.com/card/124031020?lang=en Glistering Angel's]] prevention effect, and gets blunted by any DamageReduction effect.

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This page only documents notable decks in the ladder thus far; other decks do exist but many of them are deemed too impractical for use on the ladder.

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This page only documents A general overview of notable decks that have manifested in the ladder thus far; other decks do exist but many of them are deemed too impractical for use on the ladder.
game over time, and how they have changed between formats.



* '''Aggro Forest''' turns the ZergRush factor of Forest up. It plays as many cheap followers as possible and optimally buffs the board with [[https://shadowverse-portal.com/card/106124010 Elf Song]], making their unassuming Fairies twice as strong and a little more difficult to deal with. On later turns it supplants with burst damage from [[https://shadowverse-portal.com/card/104111040 Beetle Warrior]] or Rhinoceroach, and when the going gets tough and it needs to end the game quickly, it plays [[https://shadowverse-portal.com/card/105131020 Fairy Driver]] to turn a hand of Fairies into game-ending burst damage. As with most aggressive decks in the game, a poor opening hand deprives it of a lot of momentum. However, unlike most aggro decks, aggro Forest is one of the few decks that does relatively well going 2nd with plays with [[https://shadowverse-portal.com/card/105123010?lang=en Wood of Brambles]] and Airbound Barrage to help contest the board early game, and is one of the few playable aggro decks in Rotation. Aggro Forest is considered be one of the easiest decks to play ''and'' easiest decks to assemble since Aggro Forest generally does not run a lot of Legendary rarity cards and have SimpleYetAwesome combos to execute. However, after several key aggro cards were rotated out in the Rotation format (i.e. Fairy Driver, Wood of Brambles, Elf Song, and Airbound Barrage), combined with the strong presence of board clears from Dragoncraft and Mysteria Rune during the ''Altersphere'' expansion, the deck fell out of favor in the Rotation format, although the buff to [[https://shadowverse-portal.com/card/108141030?lang=en Greenglen Axeman]] (a card that was once commonly used in aggro Forest in the Rotation format) and the introduction to [[https://shadowverse-portal.com/card/111131030?lang=en Lina & Lena, Twin Souls]], [[https://shadowverse-portal.com/card/110131030?lang=en Lily, Crystalian, Conductor]], and [[https://shadowverse-portal.com/card/111111030?lang=en Lila, Arborist]] saw a small revival of aggro Forest, although not as strong when compared to the previous Rotation formats.
** '''Amataz Forest''' is a variation of aggro Forest introduced in ''Verdant of Conflict'' expansion based on it's [[https://shadowverse-portal.com/card/114141010?lang=en namesake card]] and [[https://shadowverse-portal.com/card/114134010?lang=en Divine Smithing]]. The main goal of this deal to bestow Fairies and other 1pp followers Storm in order to push face damage against the opponent. Because of Forestcraft's access to numerous fairy generator spells, followers, and amulets, it is relatively easy for the player to have enough Fairies to trigger Amataz's effect to it's fullest or gain the maximum benefit of Divine Smithing when playing the spell on it's Enhance. As with any Storm related aggro decks, it is vulnerable to decks that can put up defensive Wards to fend off aggro decks (i.e. many midrange and control decks).

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* '''Aggro Forest/Fairy Forest''' turns pushes the ZergRush factor of Forest up. It plays as many cheap fairies to its logical conclusion, generating and playing the low-cost Fairy Tokens to trade up against enemy followers as possible and optimally buffs or pressure the board with [[https://shadowverse-portal.com/card/106124010 Elf Song]], making their unassuming Fairies twice opponent directly instead of just as strong and combo pieces.\\
\\
The archetype made
a little more difficult to deal with. On later turns it supplants with burst damage from [[https://shadowverse-portal.com/card/104111040 Beetle Warrior]] or Rhinoceroach, and when the going gets tough and it needs to end the game quickly, it plays [[https://shadowverse-portal.com/card/105131020 Fairy Driver]] to turn a hand of Fairies into game-ending burst damage. As with most aggressive decks in the game, a poor opening hand deprives it of a lot of momentum. However, unlike most aggro decks, aggro Forest is one of the few decks that does relatively well going 2nd with plays with [[https://shadowverse-portal.com/card/105123010?lang=en Wood of Brambles]] and Airbound Barrage to help contest the board early game, and is one of the few playable aggro decks in Rotation. Aggro Forest is considered be one of the easiest decks to play ''and'' easiest decks to assemble since Aggro Forest generally does not run a lot of Legendary rarity cards and have SimpleYetAwesome combos to execute. However, after several key aggro cards were rotated out in the Rotation format (i.e. Fairy Driver, Wood of Brambles, Elf Song, and Airbound Barrage), combined with the strong presence of board clears from Dragoncraft and Mysteria Rune during the ''Altersphere'' expansion, the deck fell out of favor in the Rotation format, although the buff to [[https://shadowverse-portal.com/card/108141030?lang=en Greenglen Axeman]] (a card that was once commonly used in aggro Forest in the Rotation format) and the introduction to [[https://shadowverse-portal.com/card/111131030?lang=en Lina & Lena, Twin Souls]], [[https://shadowverse-portal.com/card/110131030?lang=en Lily, Crystalian, Conductor]], and [[https://shadowverse-portal.com/card/111111030?lang=en Lila, Arborist]] saw a small revival of aggro Forest, although not as strong when compared to the previous Rotation formats.
** '''Amataz Forest''' is a variation of aggro Forest introduced
solid niche for itself in ''Verdant of Conflict'' expansion based on it's with [[https://shadowverse-portal.com/card/114141010?lang=en namesake card]] Amataz]] by building up a stock of Fairies to get the full extent of his effects, then play them all and buff them with [[https://shadowverse-portal.com/card/114134010?lang=en Divine Smithing]]. Smithing]] for deadly face damage.\\
\\
The main goal of ''Shadows Over Vellsar'' expansion tweaked the formula a little to include 1-cost followers in general, spearheaded by [[https://shadowverse-portal.com/card/120141020?lang=en Sekka, Fatebound Fox]]. Trading or bouncing Fairies would eventually contribute to a vital threshold where her [[https://shadowverse-portal.com/card/900144080?lang=en token spell]] lets her evolve for free and gain a significant stat boost to deal the finishing blow. Aiding this deal to bestow strategy is [[https://shadowverse-portal.com/card/120141010?lang=en Aria, Miasma Fairy]], who causes your Fairies and other 1pp Fairy Wisps to trade better and deal chip damage to the opponent.\\
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The ''Azvaldt'' and ''Academy'' expansions shifted the focus more towards 1-cost followers; [[https://shadowverse-portal.com/card/128141010?lang=en Castelle]] dealt damage to enemy
followers Storm in order to push face damage against the opponent. Because of Forestcraft's access to numerous fairy generator spells, followers, on Fanfare and amulets, it is relatively easy for the player was a perfect candidate to have enough be returned to hand, [[https://shadowverse-portal.com/card/128111010?lang=en Salvia Panther]] and [[https://shadowverse-portal.com/card/128111020?lang=en Windflower Tiger]] are followers that returned 1-cost cards to hand to create buffed versions of each other, and [[https://shadowverse-portal.com/card/126141020?lang=en Nobilis]] could generate and buff Fairies to trigger Amataz's effect to it's fullest or gain the maximum benefit of Divine Smithing when playing the spell on it's Enhance. As with any Storm related aggro decks, it is vulnerable to decks that can put up defensive Wards to fend off aggro decks (i.e. many midrange and control decks).help them inflict chip damage.



* '''Control Sword''' plays a much grindier game than its other two counterparts, forgoing Commander-Officer synergy for straight-up individual follower quality. It delays the game by playing many Ward followers so that it can play its high-cost followers at its leisure. Key plays include using [[https://shadowverse-portal.com/card/104241020 Gawain]] to reduce the costs of the deck's many Commanders, [[https://shadowverse-portal.com/card/101231040 Frontguard General]] as a notoriously sticky Ward, [[https://shadowverse-portal.com/card/104241010 Roland]] with [[https://shadowverse-portal.com/card/900242010 Durandal]] to stifle massive burst damage, and [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to grant free evolves to Commanders. However, the lack of effective removal spells, board clears, or healing leaves Control Sword a lot weaker than other control archetypes. The introduction of [[https://shadowverse-portal.com/card/107221010 a viable (though weak) healing source]] for Swordcraft [[https://shadowverse-portal.com/card/107231010 and a reliable board clear on curve]] in ''Chronogenesis'' expansion, combined with a slower meta, give control Sword some new life, although it still falls behind when compared to other control decks like Haven and some ramp Dragon decks.

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* '''Control Sword''' plays a much grindier game than its other two counterparts, forgoing Commander-Officer synergy for straight-up individual follower quality. It generally delays the game by playing many Ward followers so that it can play its high-cost followers at its leisure. Key plays include using [[https://shadowverse-portal.com/card/104241020 Gawain]] Some variants use a lot of Commanders and Commander synergies to reduce make the costs most of their strongest playmakers, though this greatly inflates the deck's many Commanders, [[https://shadowverse-portal.com/card/101231040 Frontguard General]] as a notoriously sticky Ward, [[https://shadowverse-portal.com/card/104241010 Roland]] with [[https://shadowverse-portal.com/card/900242010 Durandal]] to stifle massive burst damage, and [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to grant free evolves to Commanders. However, the lack of effective removal spells, board clears, or healing leaves Control Sword a lot weaker than other control archetypes. The introduction of [[https://shadowverse-portal.com/card/107221010 a viable (though weak) healing source]] for Swordcraft [[https://shadowverse-portal.com/card/107231010 and a reliable board clear on curve]] in ''Chronogenesis'' expansion, combined with a slower meta, give control Sword some new life, although it still falls behind when compared to other control decks like Haven and some ramp Dragon decks.crafting cost.



* '''Spartacus Sword''' is built around [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] who allows the player to win just by decking themselves out. Since Swordcraft has some of the weakest draw power in the game, the deck attempts to use everything it can get its hands on to reduce its deck count. Signature cards include the [[https://shadowverse-portal.com/card/111211030?lang=en three]] [[https://shadowverse-portal.com/card/111221020?lang=en Dealer]] [[https://shadowverse-portal.com/card/111231020?lang=en siblings]] with DiscardAndDraw effects, as the deck aims to pitch out cards like [[https://shadowverse-portal.com/card/101024040?lang=en Trail of Light]] for maximum value. Once Spartacus is down, the deck's winning move is to chain [[https://shadowverse-portal.com/card/101034010?lang=en Altered Fate]] one after another, drawing through the whole deck in a single turn.

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* '''Spartacus Sword''' is built around [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] who allows the player to win just by decking themselves out. Since Swordcraft has some of the weakest draw power in the game, the deck attempts to use everything it can get its hands on to reduce its deck count. Signature cards include the [[https://shadowverse-portal.com/card/111211030?lang=en three]] [[https://shadowverse-portal.com/card/111221020?lang=en Dealer]] [[https://shadowverse-portal.com/card/111231020?lang=en siblings]] with DiscardAndDraw CardCycling effects, as the deck aims to pitch out cards like [[https://shadowverse-portal.com/card/101024040?lang=en Trail of Light]] for maximum value. Once Spartacus is down, the deck's winning move is to chain [[https://shadowverse-portal.com/card/101034010?lang=en Altered Fate]] one after another, drawing through the whole deck in a single turn.turn.
* '''Loot Sword''' is focused on the Loot Trait introduced with [[https://shadowverse-portal.com/card/110241010?lang=en Octrice]] and her followers in ''Omen of the Ten''. The Loot tokens themselves are 1-cost spells -- [[https://shadowverse-portal.com/card/900214010?lang=en Giled Blade]], [[https://shadowverse-portal.com/card/900214020?lang=en Giled Goblet]], [[https://shadowverse-portal.com/card/900214030?lang=en Gilded Boots]] and [[https://shadowverse-portal.com/card/900214040?lang=en Gilded Necklace]] -- which give Swordcraft in general more utility to aid in contesting the board. Using Loot as a win condition manifested with [[https://shadowverse-portal.com/card/123241020?lang=en Octrice, Hollow Usurpation]] in ''Omen of Storms'', where her [[https://shadowverse-portal.com/card/900244050?lang=en token spell]] could be fused with excess Loot to inflict burst damage after the player has cleared the board.\\
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''Azvaldt'' supplanted the Loot strategy with the introduction of [[https://shadowverse-portal.com/card/127241010?lang=en Barbaros, Briny Convict]] and her Condemned crew. The goal has since shifted from saving up Loot to fuse onto Octrice's spell to playing ''or'' Fusing a total of 7 Loot cards so that the Condemned crew start generating [[https://shadowverse-portal.com/card/900214060 Dread Pirate's Flags]] instead. Barbaros herself, who automatically generates a Flag, instead refunds 3 play points at that threshold so that the player can immediately begin using the Flags they've made to put out burst damage. Aiding the strategy is [[https://shadowverse-portal.com/card/129241030?lang=en Rogers, Ruler of the Seas]], who provides play point refunds and chip damage to bring an enemy closer to the lethal range as the Sword player builds toward the win condition.



* '''Dirt Rune''' is used to refer to any Earth Rite deck in the game.
** In the early days of ''Shadowverse'', this deck focused on generating many Ward followers with its Earth Rite effects, most notably using [[https://shadowverse-portal.com/card/101333010 Juno's Secret Laboratory]] and [[https://shadowverse-portal.com/card/102321010 Remi & Rami]], but suffered from an overdependence on evolves and a lack of a game-ender unless it was [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]] or [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]]. More modern versions of Earth Rite Rune run through their Sigils a lot faster to build up a powerful hit with [[https://shadowverse-portal.com/card/115341030?lang=en Forbidden Darkmage]].
** '''Burn Rune''' is a more aggressive variant made possible by later expansions, which uses cards like [[https://shadowverse-portal.com/card/104311040 Halo Golem]] and [[https://shadowverse-portal.com/card/105331020 Master Mage Levi]] to deal damage directly to the enemy leader and close games, on top of having [[https://shadowverse-portal.com/card/104321030 Magic Illusionist]] offer incredible tempo trades or chip damage in the early game. Key plays include [[https://shadowverse-portal.com/card/105341010 Wizardess of Oz]] drawing a fresh hand and greatly discounting cards like [[https://shadowverse-portal.com/card/107334020 Grand Summoning]] to flood the board or [[https://shadowverse-portal.com/card/104334010 Mutagenic Bolt]] to turn wide boards on their owner; some variants use [[https://shadowverse-portal.com/card/107341020 Silver Blade Golem]] to create game-ending burn spells.

to:

* '''Dirt Rune''' is used to refer to any Earth Rite deck in the game.
**
game. In the early days of ''Shadowverse'', this deck focused on generating many Ward followers with its Earth Rite effects, most notably using [[https://shadowverse-portal.com/card/101333010 Juno's Secret Laboratory]] and [[https://shadowverse-portal.com/card/102321010 Remi & Rami]], but suffered from an overdependence on evolves and a lack of a game-ender unless it was [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]] or [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]]. \\
\\
More modern versions of Earth Rite Rune run make good use of the '''Stack''' keyword to gather a lot of Sigils and use their high-value Earth Rite effects. They aim to consume at least 7 Stacks to hit the threshold for bonus effects of cards like [[https://shadowverse-portal.com/card/122341030?lang=en Superior Contractor]] and [[https://shadowverse-portal.com/card/124341030?lang=en Riley, Astral Shaman]]. When the game goes long, the fallback plan is to continue cycling through their Sigils a lot faster Stacks to build up a powerful hit with [[https://shadowverse-portal.com/card/115341030?lang=en Forbidden Darkmage]].
** '''Burn Rune''' is a more aggressive variant made possible by later expansions, ''Wonderland Dreams'', which uses cards like [[https://shadowverse-portal.com/card/104311040 Halo Golem]] and [[https://shadowverse-portal.com/card/105331020 Master Mage Levi]] to deal damage directly to the enemy leader and close games, on top of having [[https://shadowverse-portal.com/card/104321030 Magic Illusionist]] offer incredible tempo trades or chip damage in the early game. Key plays include [[https://shadowverse-portal.com/card/105341010 Wizardess of Oz]] drawing a fresh hand and greatly discounting cards like [[https://shadowverse-portal.com/card/107334020 Grand Summoning]] to flood the board or [[https://shadowverse-portal.com/card/104334010 Mutagenic Bolt]] to turn wide boards on their owner; some variants use [[https://shadowverse-portal.com/card/107341020 Silver Blade Golem]] to create game-ending burn spells.



** '''Void Rune''' uses the ''Vellsar''-twisted Mysteria characters to destroy its own deck. Built around the warped versions of [[https://shadowverse-portal.com/card/120341010?lang=en Anne]] and [[https://shadowverse-portal.com/card/120331010?lang=en Grea]], it benefits off banishing cards right from the deck until it has the bare minimum of five so that Anne's and Grea's signature cards can hit for full power. Three full hits from either, on turn 9, will completely destroy a player without any damage reduction or additional defense buffs.



* '''Void Rune''' uses the ''Vellsar''-twisted Mysteria characters to destroy its own deck. Built around the warped versions of [[https://shadowverse-portal.com/card/120341010?lang=en Anne]] and [[https://shadowverse-portal.com/card/120331010?lang=en Grea]], it benefits off banishing cards right from the deck until it has the bare minimum of five so that Anne's and Grea's signature cards can hit for full power. Three full hits from either, on turn 9, will completely destroy a player without any damage reduction or additional defense buffs.



* '''Atomy''' is built around [[https://shadowverse-portal.com/card/101541020 its namesake card]], and is focused on filling the board with cards so that it can play Atomy as soon as possible. The average speed on a good draw involves playing Atomy on turn 4, at a time when hard removal is less available and the opponent is forced into disadvantageous trades. When Atomy goes down, it typically follows up with [[https://shadowverse-portal.com/card/102531010 Ceridwen]] to immediately resurrect him. Atomy and his deck was initially considered AwesomeButImpractical as it hinged on the player drawing Atomy early, and without an early Atomy the deck simply played lots of weak followers with no real muscle to match the opponent's threats. However, later sets bestowed Shadow with lots of draw power like [[https://shadowverse-portal.com/card/105511010 Demon Eater]], [[https://shadowverse-portal.com/card/106531020 Andrealphus]], and [[https://shadowverse-portal.com/card/106033010 Staircase to Paradise]] that the Atomy deck can cycle its cards fast enough to play Atomy with consistency, to the point where it managed to place highly in a tournament in late 2017. Key plays also include [[https://shadowverse-portal.com/card/104022010 Frozen Mammoth]] to supplement Atomy with a deadly 6/7 threat or two, or [[https://shadowverse-portal.com/card/107513010 Skull Ring]] to instantly fill 3 spaces for a quick Atomy without giving up hand advantage. The deck generates enough Shadows that it can also play [[https://shadowverse-portal.com/card/101531040 Deathly Tyrant]] as a finisher. Some Atomy decks utilize the new Reanimate and Burial mechanics to pull out either Atomy or [[https://shadowverse-portal.com/card/104041010?lang=en Zeus]] (see '''Reanimate Shadow''' for more details). The Atomy deck archetype fell off in the meta after the nerfs to [[https://shadowverse-portal.com/card/102531010 Ceridwen]] and [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]], making it harder to pull the turn 4 Atomy.

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* '''Atomy''' is built around [[https://shadowverse-portal.com/card/101541020 its namesake card]], and is focused on filling the board with cards so that it can play Atomy as soon as possible. The average speed on a good draw involves playing Atomy on turn 4, at a time when hard removal is less available and the opponent is forced into disadvantageous trades. When Atomy goes down, it typically follows up with [[https://shadowverse-portal.com/card/102531010 Ceridwen]] to immediately resurrect him. Atomy and his deck was initially considered AwesomeButImpractical as it hinged on the player drawing Atomy early, and without an early Atomy the deck simply played lots of weak followers with no real muscle to match the opponent's threats. However, later sets bestowed Shadow with lots of draw power like [[https://shadowverse-portal.com/card/105511010 Demon Eater]], [[https://shadowverse-portal.com/card/106531020 Andrealphus]], and [[https://shadowverse-portal.com/card/106033010 Staircase to Paradise]] that the Atomy deck can cycle its cards fast enough to play Atomy with consistency, to the point where it managed to place highly in a tournament in late 2017. Key plays also include [[https://shadowverse-portal.com/card/104022010 Frozen Mammoth]] to supplement Atomy with a deadly 6/7 threat or two, or [[https://shadowverse-portal.com/card/107513010 Skull Ring]] to instantly fill 3 spaces for a quick Atomy without giving up hand advantage. The deck generates enough Shadows that it can also play [[https://shadowverse-portal.com/card/101531040 Deathly Tyrant]] as a finisher. Some Atomy decks utilize the new Reanimate and Burial mechanics to pull out either Atomy or [[https://shadowverse-portal.com/card/104041010?lang=en Zeus]] (see '''Reanimate Shadow''' for more details). The Atomy deck archetype fell off in the meta after the nerfs to [[https://shadowverse-portal.com/card/102531010 Ceridwen]] and [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]], making it harder to pull the turn 4 Atomy.



* '''Darkfeast OTK''' is a self-damage variant that eschews Jormungand entirely by racking up the quantity of self-damage through things like [[https://shadowverse-portal.com/card/101611040?lang=en Ambling Wraith]] and [[https://shadowverse-portal.com/card/101623010?lang=en Bloodfed Flowerbed]] to build up Darkfeast's damage as fast as possible. The chip damage over time pushes the opponent closer to lethal range without needing Darkfeast to hit for a full 20 damage, and the deck keeps itself afloat using various healing tools available to the craft. Formerly restricted to Unlimited due to its reliance of Classic 1pp cards to accumulate Darkfeast damage, the deck has been given new life in Rotation with the entire Lust archetype from ''Omen of the Ten'', featuring [[https://shadowverse-portal.com/card/110621020?lang=en Disciple of Lust]] and [[https://shadowverse-portal.com/card/110611030?lang=en Servant of Lust]] for quick early chip damage, and [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] serving as removal and a snowballing threat, which in turn caused the deck to shift from a pure combo deck to a combo deck with aggressive early game tempo.
** A variation of the Darkfeast deck is named '''Flauros Turbo''', with the goal of getting 4 instances of 1-point self-damage to invoke [[https://shadowverse-portal.com/card/110631020?lang=en Flauros]] as early as possible. Even though Flauros has restrictions that prevent the player from getting him any earlier than turn 3, a turn 3 (and/or turn 4) free Flauros can apply enough tempo to snowball into a victory without needing to play Darkfeast Bat. Even if Flauros gets dealt with, the whole process of trying to invoke him is guaranteed to quickly accumulate at least 7 instances of self-damage for [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] to be used as burst damage and removal at once.

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* '''Darkfeast OTK''' is a self-damage variant that eschews Jormungand entirely by racking up the quantity of self-damage through things like [[https://shadowverse-portal.com/card/101611040?lang=en Ambling Wraith]] and [[https://shadowverse-portal.com/card/101623010?lang=en Bloodfed Flowerbed]] to build up Darkfeast's damage as fast as possible. The chip damage over time pushes the opponent closer to lethal range without needing Darkfeast to hit for a full 20 damage, and the deck keeps itself afloat using various healing tools available to the craft. Formerly restricted to Unlimited due to its reliance of Classic 1pp cards to accumulate Darkfeast damage, the deck has been given new life in Rotation with the entire Lust archetype from ''Omen of the Ten'', featuring [[https://shadowverse-portal.com/card/110621020?lang=en Disciple of Lust]] and [[https://shadowverse-portal.com/card/110611030?lang=en Servant of Lust]] for quick early chip damage, and [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] serving as removal and a snowballing threat, which in turn caused the deck to shift from a pure combo deck to a combo deck with aggressive early game tempo.
** A variation of the Darkfeast
tempo.\\
\\
The
deck is named has undergone several evolutions over time, first becoming '''Flauros Turbo''', with the goal of getting 4 instances of 1-point self-damage to invoke [[https://shadowverse-portal.com/card/110631020?lang=en Flauros]] as early as possible. Even though Flauros has gained restrictions that prevent the player from getting him any earlier than turn 3, a turn 3 (and/or turn 4) free Flauros can apply enough tempo to snowball into a victory without needing to play Darkfeast Bat. Even if Flauros gets dealt with, Bat.\\
\\
Once
the whole process of trying to invoke him '''Wrath''' keyword became commonplace, the deck is guaranteed to quickly accumulate now universally recognized as '''Wrath Blood''', aimed at least 7 instances of using multiple self-damage for effects to enable Wrath as early as possible. Flauros just so happened to synergize wonderfully with this strategy, and most Wrath decks (in areas where he is legal) aim to trigger his Invoke effect ''and'' hit the Wrath threshold by turn 3. From then on, it would stabilize from its self-damage with a plethora of LifeDrain or healing effects from cards such as [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] com/card/127621030?lang=en Devilish Flautist]] or [[https://shadowverse-portal.com/card/122641020?lang=en Bloodsucker of the Night]], or aim to be used as burst damage wipe the opponent's board and removal at once.go for lethal with [[https://shadowverse-portal.com/card/130641020?lang=en Diabolus Hedone]] or [[https://shadowverse-portal.com/card/126641010?lang=en Howling Demon]].



* '''Elana Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102732020 Elana's Prayer]] where followers receive a +1/+1 buff whenever their leader is healed. Havencraft has access a to wide variety of [[HealingFactor healing spells and effects]] such as [[https://shadowverse-portal.com/card/105721010 Tenko]], [[https://shadowverse-portal.com/card/103711050 Frog Cleric]], [[https://shadowverse-portal.com/card/102721030 Radiance Angel]], [[https://shadowverse-portal.com/card/101711010 Rabbit Healer]], [[https://shadowverse-portal.com/card/100711020 Curate]], and [[https://shadowverse-portal.com/card/102714040 Monastic Holy Water]], which means Havencraft's followers will be insanely buffed up and strong whenever the leader is healed. The deck primarily counters aggro decks that heavily utilize burn damage (such as Aggro Blood and Dirt Rune), but loses to other control decks that can consistently clear out the board to prevent Elana from having powerful followers on board.
** The ''Rebirth of Glory'' expansion adds [[https://shadowverse-portal.com/card/113741020?lang=en Elana]] herself as a follower that generates the deck-defining amulet, allowing the deck to be viable in Rotation and adding more viable synergies to use in Unlimited. Other key additions include the entire Machina package which generates [[https://shadowverse-portal.com/card/900014010?lang=en 1pp healing spells]], [[https://shadowverse-portal.com/card/113731010?lang=en Kel, Holy Marksman]] to clear enemy boards, and [[https://shadowverse-portal.com/card/113711010?lang=en Tender Rabbit Healer]] as a cheap body that also provides healing.

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* '''Elana Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102732020 Elana's Prayer]] where followers receive a +1/+1 buff whenever their leader is healed. Havencraft has access a to wide variety of [[HealingFactor healing spells and effects]] such as [[https://shadowverse-portal.com/card/105721010 Tenko]], [[https://shadowverse-portal.com/card/103711050 Frog Cleric]], [[https://shadowverse-portal.com/card/102721030 Radiance Angel]], [[https://shadowverse-portal.com/card/101711010 Rabbit Healer]], [[https://shadowverse-portal.com/card/100711020 Curate]], and [[https://shadowverse-portal.com/card/102714040 Monastic Holy Water]], which means Havencraft's followers will be insanely buffed up and strong whenever the leader is healed. The deck primarily counters aggro decks that heavily utilize burn damage (such as Aggro Blood and Dirt Rune), but loses to other control decks that can consistently clear out the board to prevent Elana from having powerful followers on board.
**
board.\\
\\
The ''Rebirth of Glory'' expansion adds [[https://shadowverse-portal.com/card/113741020?lang=en Elana]] herself as a follower that generates the deck-defining amulet, allowing the deck to be viable in Rotation and adding more viable synergies to use in Unlimited. Other key additions include the entire Machina package which generates [[https://shadowverse-portal.com/card/900014010?lang=en 1pp healing spells]], [[https://shadowverse-portal.com/card/113731010?lang=en Kel, Holy Marksman]] to clear enemy boards, and [[https://shadowverse-portal.com/card/113711010?lang=en Tender Rabbit Healer]] as a cheap body that also provides healing.\\
\\
By the ''Academy of Ages'' expansion, the deck gained a new focal playmaker [[https://shadowverse-portal.com/card/128741020?lang=en Elluvia, Graceful Lady]]. Her evolve effect creates a leader effect that's an exact copy of Elana's Prayer, except that it doesn't consume a board space, so the player has room to play more followers to buff. This synergized wonderfully with numerous Academic followers who gain bonus effects when they get buffed, triggering boardwipes with [[https://shadowverse-portal.com/card/128721020?lang=en Pureflame Lady]], draw power with [[https://shadowverse-portal.com/card/128711010?lang=en Pureflower Maiden]], or cause [[https://shadowverse-portal.com/card/128731010?lang=en Lou]] to automatically evolve and gain an end-of-turn damage effect to control the board.
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No Pronunciation Guide is no longer a trope


* '''Highlander Decks''', focused around [[https://shadowverse-portal.com/card/110041010?lang=en Mjerrabaine]], are named as such because [[Film/{{Highlander}} there can be only one]] copy of each card in the deck that isn't Mjerrabaine. (Some call this a '''Jerry Deck''', after Mjerrabaine [[NoPronunciationGuide whose name isn't the easiest to pronounce]].) The deck plays conservatively to compensate for lack of consistency, and relies on snowballing in advantage by keeping a single follower that slowly gets stronger while Mjerrabaine's effect pings down enemy followers and chips away at the opponent's health. Highlander decks can be of literally any craft and [[ConfusionFu can masquerade as a different deck until Mjerrabaine is played]], and the builds are widely varied, sometimes catching opponents off-guard with a stray card that isn't commonly seen in the ladder. Later builds have begun to include [[https://shadowverse-portal.com/card/112032010?lang=en Heaven's Gate]] (to the exclusion of additional Mjerrabaine copies), which can be invoked by passing turn 5 and rewards the player with massive discounts on a single card. The most popular crafts to play Highlander in are typically Dragon and Sword, the former offering ramp to get to play Mjerrabaine as soon as possible, and the later having very good follower quality in general.

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* '''Highlander Decks''', focused around [[https://shadowverse-portal.com/card/110041010?lang=en Mjerrabaine]], are named as such because [[Film/{{Highlander}} there can be only one]] copy of each card in the deck that isn't Mjerrabaine. (Some call this a '''Jerry Deck''', after Mjerrabaine [[NoPronunciationGuide whose name isn't the easiest to pronounce]].pronounce.) The deck plays conservatively to compensate for lack of consistency, and relies on snowballing in advantage by keeping a single follower that slowly gets stronger while Mjerrabaine's effect pings down enemy followers and chips away at the opponent's health. Highlander decks can be of literally any craft and [[ConfusionFu can masquerade as a different deck until Mjerrabaine is played]], and the builds are widely varied, sometimes catching opponents off-guard with a stray card that isn't commonly seen in the ladder. Later builds have begun to include [[https://shadowverse-portal.com/card/112032010?lang=en Heaven's Gate]] (to the exclusion of additional Mjerrabaine copies), which can be invoked by passing turn 5 and rewards the player with massive discounts on a single card. The most popular crafts to play Highlander in are typically Dragon and Sword, the former offering ramp to get to play Mjerrabaine as soon as possible, and the later having very good follower quality in general.
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None


* '''Nephthys Control''' is a control deck focused on [[https://shadowverse-portal.com/card/703541010 Nephthys]]. Rather than focusing on apply early game pressure, Nephthys primarily focuses on having a powerful lategame that involves pulling out high value followers with strong Last Word effects such as [[https://shadowverse-portal.com/card/101531050 Mordecai the Duelist]], [[https://shadowverse-portal.com/card/103521040 Underworld Watchman Khawy]], [[https://shadowverse-portal.com/card/103511050 Attendant of Night]], and [[https://shadowverse-portal.com/card/100521020 Hell's Unleasher]], thus filling the board with multiple [[https://shadowverse-portal.com/card/900511040 Liches]] and Mordecai copies while clearing out the opponent's board at the same time. Due to the stickness of Mordecai, Nephthys decks are relatively hard to deal with once Nephthys is landed, which can only be countered by either banishes from Havencraft, BalefulPolymorph effects from Runecraft, or playing a combo deck such as Dimension Shift or OTK Roach. It also has an awkward early game due to its difficulty in contesting the board then, and has a high risk of getting hands filled with high-cost cards that render it very vulnerable.

to:

* '''Nephthys Control''' is a control deck focused on [[https://shadowverse-portal.com/card/703541010 Nephthys]]. Rather than focusing on apply early game pressure, Nephthys primarily focuses on having a powerful lategame that involves pulling out high value followers with strong Last Word effects such as [[https://shadowverse-portal.com/card/101531050 Mordecai the Duelist]], [[https://shadowverse-portal.com/card/103521040 Underworld Watchman Khawy]], [[https://shadowverse-portal.com/card/103511050 Attendant of Night]], and [[https://shadowverse-portal.com/card/100521020 Hell's Unleasher]], thus filling the board with multiple [[https://shadowverse-portal.com/card/900511040 Liches]] and Mordecai copies while clearing out the opponent's board at the same time. Due to the stickness of Mordecai, Nephthys decks are relatively hard to deal with once Nephthys is landed, which can only be countered by either banishes from Havencraft, BalefulPolymorph ForcedTransformation effects from Runecraft, or playing a combo deck such as Dimension Shift or OTK Roach. It also has an awkward early game due to its difficulty in contesting the board then, and has a high risk of getting hands filled with high-cost cards that render it very vulnerable.



* '''Seraph Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102743010 Enstatued Seraph]] to win the game instantly on the next turn after being played by using countdown reduction spells and effects three times on the amulet such as [[https://shadowverse-portal.com/card/100714010 Hollowed Dogma]], [[https://shadowverse-portal.com/card/101714020 Healing Prayer]], [[https://shadowverse-portal.com/card/101711030 Sister Initiate]], and [[https://shadowverse-portal.com/card/106724010 Star Torrent]]. This deck is considered to be DifficultButAwesome because it requires the player to play super defensively early game in order to safely play Seraph on turn 8. Furthermore, while destroying the amulet will hasten the countdown to victory, ''banishing'' the amulet such as [[https://shadowverse-portal.com/card/102041020 Odin]] or using BalefulPolymorph effects such as [[https://shadowverse-portal.com/card/101324050 Petrification]] (which can also banish the amulet when an Earth Sigil is in play) can effectively counter Seraph's gameplan. Some Seraph decks in Unlimited utilize the Storm Haven package since it allows the Haven player to establish early to midgame tempo that will allow the player to drop the Seraph amulet on board safely (not to mention, most Storm Haven decks run spells and effects that reduce countdowns on amulets anyways). A variation of Seraph Haven in Rotation utilizes [[https://shadowverse-portal.com/card/110741010?lang=en Lapis, Glorious Seraph]], which has an advantage over the Seraph amulet of having a threatening follower on board which summons the said amulet if the follower is destroyed or banished, and is often incorporated into Tenko Haven lists since [[https://shadowverse-portal.com/card/108732010?lang=en Tenko Shrine]] allows the opponent's board to be safely cleared for Seraph to come into play.

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* '''Seraph Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102743010 Enstatued Seraph]] to win the game instantly on the next turn after being played by using countdown reduction spells and effects three times on the amulet such as [[https://shadowverse-portal.com/card/100714010 Hollowed Dogma]], [[https://shadowverse-portal.com/card/101714020 Healing Prayer]], [[https://shadowverse-portal.com/card/101711030 Sister Initiate]], and [[https://shadowverse-portal.com/card/106724010 Star Torrent]]. This deck is considered to be DifficultButAwesome because it requires the player to play super defensively early game in order to safely play Seraph on turn 8. Furthermore, while destroying the amulet will hasten the countdown to victory, ''banishing'' the amulet such as [[https://shadowverse-portal.com/card/102041020 Odin]] or using BalefulPolymorph ForcedTransformation effects such as [[https://shadowverse-portal.com/card/101324050 Petrification]] (which can also banish the amulet when an Earth Sigil is in play) can effectively counter Seraph's gameplan. Some Seraph decks in Unlimited utilize the Storm Haven package since it allows the Haven player to establish early to midgame tempo that will allow the player to drop the Seraph amulet on board safely (not to mention, most Storm Haven decks run spells and effects that reduce countdowns on amulets anyways). A variation of Seraph Haven in Rotation utilizes [[https://shadowverse-portal.com/card/110741010?lang=en Lapis, Glorious Seraph]], which has an advantage over the Seraph amulet of having a threatening follower on board which summons the said amulet if the follower is destroyed or banished, and is often incorporated into Tenko Haven lists since [[https://shadowverse-portal.com/card/108732010?lang=en Tenko Shrine]] allows the opponent's board to be safely cleared for Seraph to come into play.
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Up To Eleven is a defunct trope


* '''Aggro Forest''' turns the ZergRush factor of Forest UpToEleven. It plays as many cheap followers as possible and optimally buffs the board with [[https://shadowverse-portal.com/card/106124010 Elf Song]], making their unassuming Fairies twice as strong and a little more difficult to deal with. On later turns it supplants with burst damage from [[https://shadowverse-portal.com/card/104111040 Beetle Warrior]] or Rhinoceroach, and when the going gets tough and it needs to end the game quickly, it plays [[https://shadowverse-portal.com/card/105131020 Fairy Driver]] to turn a hand of Fairies into game-ending burst damage. As with most aggressive decks in the game, a poor opening hand deprives it of a lot of momentum. However, unlike most aggro decks, aggro Forest is one of the few decks that does relatively well going 2nd with plays with [[https://shadowverse-portal.com/card/105123010?lang=en Wood of Brambles]] and Airbound Barrage to help contest the board early game, and is one of the few playable aggro decks in Rotation. Aggro Forest is considered be one of the easiest decks to play ''and'' easiest decks to assemble since Aggro Forest generally does not run a lot of Legendary rarity cards and have SimpleYetAwesome combos to execute. However, after several key aggro cards were rotated out in the Rotation format (i.e. Fairy Driver, Wood of Brambles, Elf Song, and Airbound Barrage), combined with the strong presence of board clears from Dragoncraft and Mysteria Rune during the ''Altersphere'' expansion, the deck fell out of favor in the Rotation format, although the buff to [[https://shadowverse-portal.com/card/108141030?lang=en Greenglen Axeman]] (a card that was once commonly used in aggro Forest in the Rotation format) and the introduction to [[https://shadowverse-portal.com/card/111131030?lang=en Lina & Lena, Twin Souls]], [[https://shadowverse-portal.com/card/110131030?lang=en Lily, Crystalian, Conductor]], and [[https://shadowverse-portal.com/card/111111030?lang=en Lila, Arborist]] saw a small revival of aggro Forest, although not as strong when compared to the previous Rotation formats.

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* '''Aggro Forest''' turns the ZergRush factor of Forest UpToEleven.up. It plays as many cheap followers as possible and optimally buffs the board with [[https://shadowverse-portal.com/card/106124010 Elf Song]], making their unassuming Fairies twice as strong and a little more difficult to deal with. On later turns it supplants with burst damage from [[https://shadowverse-portal.com/card/104111040 Beetle Warrior]] or Rhinoceroach, and when the going gets tough and it needs to end the game quickly, it plays [[https://shadowverse-portal.com/card/105131020 Fairy Driver]] to turn a hand of Fairies into game-ending burst damage. As with most aggressive decks in the game, a poor opening hand deprives it of a lot of momentum. However, unlike most aggro decks, aggro Forest is one of the few decks that does relatively well going 2nd with plays with [[https://shadowverse-portal.com/card/105123010?lang=en Wood of Brambles]] and Airbound Barrage to help contest the board early game, and is one of the few playable aggro decks in Rotation. Aggro Forest is considered be one of the easiest decks to play ''and'' easiest decks to assemble since Aggro Forest generally does not run a lot of Legendary rarity cards and have SimpleYetAwesome combos to execute. However, after several key aggro cards were rotated out in the Rotation format (i.e. Fairy Driver, Wood of Brambles, Elf Song, and Airbound Barrage), combined with the strong presence of board clears from Dragoncraft and Mysteria Rune during the ''Altersphere'' expansion, the deck fell out of favor in the Rotation format, although the buff to [[https://shadowverse-portal.com/card/108141030?lang=en Greenglen Axeman]] (a card that was once commonly used in aggro Forest in the Rotation format) and the introduction to [[https://shadowverse-portal.com/card/111131030?lang=en Lina & Lena, Twin Souls]], [[https://shadowverse-portal.com/card/110131030?lang=en Lily, Crystalian, Conductor]], and [[https://shadowverse-portal.com/card/111111030?lang=en Lila, Arborist]] saw a small revival of aggro Forest, although not as strong when compared to the previous Rotation formats.
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* '''Holy Lion Haven''' is a deck archetype that has a more GradualGrinder approach by continuously playing [[https://shadowverse-portal.com/card/108714010?lang=en Holy Lion Crystals]] that will eventually spawn [[https://shadowverse-portal.com/card/900731020?lang=en Holy King Lion]] in the mid to lategame to help close out games. Despite the deck's seemingly low curve [[note]]Most Holy Lion Haven decks usually don't have cards that go past 3pp, as its main goal is to spam Holy Lion Crystals to eventually get the Holy Lion King[[/note]], the deck plays like a midrange when generating Holy Lion Crystals with effects and followers such as [[https://shadowverse-portal.com/card/109724010?lang=en Prism Swing]], [[https://shadowverse-portal.com/card/108722010?lang=en Temple of the Holy Lion]], and [[https://shadowverse-portal.com/card/108721010?lang=en Peaceweaver]] and grind out the opponent by spamming Holy Lion Crystals that spawn from a [[https://shadowverse-portal.com/card/900711130?lang=en 2/2 follower]] to a [[https://shadowverse-portal.com/card/900721030?lang=en 4/4 follower]] and eventually the aforementioned Holy King Lion that has Storm to either contest the board or close out the game.

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* '''Holy Lion Haven''' is a deck archetype that has a more GradualGrinder an approach by that involves continuously playing [[https://shadowverse-portal.com/card/108714010?lang=en Holy Lion Crystals]] that will eventually spawn [[https://shadowverse-portal.com/card/900731020?lang=en Holy King Lion]] in the mid to lategame to help close out games. Despite the deck's seemingly low curve [[note]]Most Holy Lion Haven decks usually don't have cards that go past 3pp, as its main goal is to spam Holy Lion Crystals to eventually get the Holy Lion King[[/note]], the deck plays like a midrange when generating Holy Lion Crystals with effects and followers such as [[https://shadowverse-portal.com/card/109724010?lang=en Prism Swing]], [[https://shadowverse-portal.com/card/108722010?lang=en Temple of the Holy Lion]], and [[https://shadowverse-portal.com/card/108721010?lang=en Peaceweaver]] and grind out the opponent by spamming Holy Lion Crystals that spawn from a [[https://shadowverse-portal.com/card/900711130?lang=en 2/2 follower]] to a [[https://shadowverse-portal.com/card/900721030?lang=en 4/4 follower]] and eventually the aforementioned Holy King Lion that has Storm to either contest the board or close out the game.



* '''Lishenna Portal''' is a control deck that utilizes the namesake [[https://shadowverse-portal.com/card/110841010?lang=en Lishenna, Omen of Destruction]]. The objective is to discount her signature amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]] by getting your own followers destroyed, [[ThanatosGambit deliberately]] or [[TakingYouWithMe otherwise]]. The deck is often seen using the Puppet engine, due to the sheer volume of 0-cost Puppets that will destroy themselves, either in combat or by their own self-destruction effect. Once in play, Destruction in White gradually heals the leader, while Destruction in Black deals a massive '''10''' damage to the enemy board and leader. Because the amulets are indestructible, the only effective way to counter the amulets is utilizing targeted spells and effects that transform or banish amulets akin to Seraph Haven counters (such as Valse's [[https://shadowverse-portal.com/card/900224010?lang=en Holy Purebomb]] and [[https://shadowverse-portal.com/card/107034010?lang=en Fall from Grace]]), but because such effects are a luxury in the Rotation format, many decks will struggle against Lishenna Portal. That being said, pure Lishenna decks lack consistency due to the inability to tutor Lishenna and the need to conserve an evolve point to even access her Destruction Amulets; some variants supplant this with the standard Puppet or aggressive Artifact synergies, playing like their original variant focused on chipping the enemy leader to death, and switching to the GradualGrinder Destruction amulets when things go awry. The ''Altersphere'' mini-expansion introduced [[https://shadowverse-portal.com/card/111831030?lang=en Maisha, Hero of Purgation]], which gives Portal an actual secondary win condition should the Lishenna amulets be answered, giving Lishenna Portal more consistency.

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* '''Lishenna Portal''' is a control deck that utilizes the namesake [[https://shadowverse-portal.com/card/110841010?lang=en Lishenna, Omen of Destruction]]. The objective is to discount her signature amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]] by getting your own followers destroyed, [[ThanatosGambit deliberately]] or [[TakingYouWithMe otherwise]]. The deck is often seen using the Puppet engine, due to the sheer volume of 0-cost Puppets that will destroy themselves, either in combat or by their own self-destruction effect. Once in play, Destruction in White gradually heals the leader, while Destruction in Black deals a massive '''10''' damage to the enemy board and leader. Because the amulets are indestructible, the only effective way to counter the amulets is utilizing targeted spells and effects that transform or banish amulets akin to Seraph Haven counters (such as Valse's [[https://shadowverse-portal.com/card/900224010?lang=en Holy Purebomb]] and [[https://shadowverse-portal.com/card/107034010?lang=en Fall from Grace]]), but because such effects are a luxury in the Rotation format, many decks will struggle against Lishenna Portal. That being said, pure Lishenna decks lack consistency due to the inability to tutor Lishenna and the need to conserve an evolve point to even access her Destruction Amulets; some variants supplant this with the standard Puppet or aggressive Artifact synergies, playing like their original variant focused on chipping the enemy leader to death, and switching to the GradualGrinder Destruction amulets when things go awry. The ''Altersphere'' mini-expansion introduced [[https://shadowverse-portal.com/card/111831030?lang=en Maisha, Hero of Purgation]], which gives Portal an actual secondary win condition should the Lishenna amulets be answered, giving Lishenna Portal more consistency.



* '''Paradigm Portal''' is a variation of Artifact Portal that took root in the ''World Uprooted'' expansion. The deck's key cards are [[https://shadowverse-portal.com/card/114841020?lang=en Absolute Modesty]] and [[https://shadowverse-portal.com/card/115841030?lang=en Vertex Colony]], legendary cards that scale based on the number of destroyed Artifacts with unique names. Instead of taking the extra steps to shuffle and redraw Artifacts, a lot of the deck's cards directly summon Artifacts themselves, using cards like [[https://shadowverse-portal.com/card/116811020?lang=en Magic Gunsmith]] and [[https://shadowverse-portal.com/card/116834010?lang=en Rebel Against Fate]]. The deck itself is named after cards that generate a [[https://shadowverse-portal.com/card/900814010?lang=en Paradigm Shift]] token spell, which discounts itself with each Artifact's death and adds to the win condition by summoning one of three new unique Artifacts. All in all, it's a GradualGrinder midrange build that is more straightforward than the original Artifact design.

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* '''Paradigm Portal''' is a variation of Artifact Portal that took root in the ''World Uprooted'' expansion. The deck's key cards are [[https://shadowverse-portal.com/card/114841020?lang=en Absolute Modesty]] and [[https://shadowverse-portal.com/card/115841030?lang=en Vertex Colony]], legendary cards that scale based on the number of destroyed Artifacts with unique names. Instead of taking the extra steps to shuffle and redraw Artifacts, a lot of the deck's cards directly summon Artifacts themselves, using cards like [[https://shadowverse-portal.com/card/116811020?lang=en Magic Gunsmith]] and [[https://shadowverse-portal.com/card/116834010?lang=en Rebel Against Fate]]. The deck itself is named after cards that generate a [[https://shadowverse-portal.com/card/900814010?lang=en Paradigm Shift]] token spell, which discounts itself with each Artifact's death and adds to the win condition by summoning one of three new unique Artifacts. All in all, it's a GradualGrinder midrange build that is more straightforward than the original Artifact design.



** '''Natura Blood''' presents as a GradualGrinder control build that is less concerned with the number of Tree tokens played or destroyed, and focuses more on enabling its '''Avarice''' conditions. Naturally, the Trees serve as convenient cheap draw power that can enable Avarice for low cost. The key player is [[https://shadowverse-portal.com/card/114641020?lang=en Cradle of Dark Divinity]] which can be evolved for free if a Tree is in play and grants a constant stream of card advantage and the ability to close the game with excess cards. It also boasts a lot of healing so that it can survive long enough to play its key cards. Natura Blood in isolation doesn't have a bursty win condition, but it has the tools that allow it to use several other finishers, most notably [[https://shadowverse-portal.com/card/113041020?lang=en Zeus]] from the many free evolves that the deck gains.

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** '''Natura Blood''' presents as a GradualGrinder control build that is less concerned with the number of Tree tokens played or destroyed, and focuses more on enabling its '''Avarice''' conditions. Naturally, the Trees serve as convenient cheap draw power that can enable Avarice for low cost. The key player is [[https://shadowverse-portal.com/card/114641020?lang=en Cradle of Dark Divinity]] which can be evolved for free if a Tree is in play and grants a constant stream of card advantage and the ability to close the game with excess cards. It also boasts a lot of healing so that it can survive long enough to play its key cards. Natura Blood in isolation doesn't have a bursty win condition, but it has the tools that allow it to use several other finishers, most notably [[https://shadowverse-portal.com/card/113041020?lang=en Zeus]] from the many free evolves that the deck gains.

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* '''Dimension Shift''' is the signature Spellboost combo deck of the game, focused on drawing and boosting [[https://shadowverse-portal.com/card/101334020 its titular card]] as much as possible so that it can take {{Extra Turn}}s while dropping free [[https://shadowverse-portal.com/card/100321010 Flame Destroyers]] and [[https://shadowverse-portal.com/card/104321040 Chimeras]] to end the game. While it is doing so, it is very focused on controlling the board and drawing through its deck to find the rest of its combo pieces, relying on removal spells like [[https://shadowverse-portal.com/card/100314040 Wind Blast]] and [[https://shadowverse-portal.com/card/100314070 Fiery Embrace]] to pick off threats. It has very little in the way of followers and Wards, and is vulnerable to a wide board of attackers, so it is very easily defeated by any aggro deck; control decks, on the other hand, are usually unable to defeat Dimension Shift before the combo goes off. Unlike OTK Roach, Dimension Shift doesn't have a way to consistently pull Dimension Shift, meaning this combo can fall flat if the player doesn't draw Dimension Shift in their first few turns. Fortunately, some Dimension Shift decks incorporate [[https://shadowverse-portal.com/card/108341010?lang=en Runie, Destiny's Bard]] and/or [[https://shadowverse-portal.com/card/106341020?lang=en Giant Chimera]], giving the deck alternative grand Spellboost targets to fall back on or to use with Dimension Shift itself.
** A variation of the D-Shift deck is the use of the '''Shikigami''' package introduced in the ''Ultimate Colosseum'' expansion. The Shikigami package addresses the deck's main issue: lack of early game followers and Wards to contest the board. More specifically, the introduction of [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]], and [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] allow traditional D-Shift vs. aggro matchups to shift from a traditionally bad matchup for D-Shift to a signficiantly favored matchup against aggro decks. Even if the player isn't able to draw D-Shift in their deck, the player can resort to spellboosting Kuon and the Shikigami tokens to seal games by resorting to tempo if necessary (especially against aggro decks).
* '''Dirt Rune''' is used to refer to any Earth Rite deck in the game. In the early days of ''Shadowverse'', this deck focused on generating many Ward followers with its Earth Rite effects, most notably using [[https://shadowverse-portal.com/card/101333010 Juno's Secret Laboratory]] and [[https://shadowverse-portal.com/card/102321010 Remi & Rami]], but suffered from an overdependence on evolves and a lack of a game-ender unless it was [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]] or [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]]. More modern versions of Earth Rite Rune run through their Sigils a lot faster to build up a powerful hit with [[https://shadowverse-portal.com/card/115341030?lang=en Forbidden Darkmage]].

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* '''Dimension Shift''' '''Spellboost Rune''' is the basic Rune strategy, using cheap spells like [[https://shadowverse-portal.com/card/100314010?lang=en Insight]] and [[https://shadowverse-portal.com/card/100314020?lang=en Magic Missile]] to control the board and maintain hand advantage while gathering and boosting their cards for extra value. Frequent popular Spellboost targets are those that enjoy a ReducedManaCost like [[https://shadowverse-portal.com/card/101314020?lang=en Fate's Hand]] and [[https://shadowverse-portal.com/card/100314070?lang=en Fiery Embrace]], and the endgame payloads are cards that benefit massively off being heavily spellboosted, ranging from Giant Chimera to [[https://shadowverse-portal.com/card/117341030?lang=en Runie]] to [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]] and [[https://shadowverse-portal.com/card/120341020?lang=en Ghios]]. There is typically one such payload per Rotation expansion to keep Spellboost relevant, and each Spellboost list per format will contain the same general skeleton and switch its contents to accommodate them.
** '''D-Shift Rune'''
is the signature Spellboost combo deck of the game, focused on drawing and boosting [[https://shadowverse-portal.com/card/101334020 its titular card]] Dimension Shift]] as much as possible so that it can take {{Extra Turn}}s while dropping free [[https://shadowverse-portal.com/card/100321010 Flame Destroyers]] and [[https://shadowverse-portal.com/card/104321040 Chimeras]] to end the game. While it is doing so, it is very focused on controlling the build a board and drawing through off its deck to find the rest of its combo pieces, relying on removal spells like [[https://shadowverse-portal.com/card/100314040 Wind Blast]] and [[https://shadowverse-portal.com/card/100314070 Fiery Embrace]] to pick off threats. It has very little in the way of discounted followers and Wards, and is vulnerable to a wide board of attackers, so it is very easily defeated by any aggro deck; control decks, on at the other hand, are usually unable to defeat Dimension same time, delivering lethal once Shift before the combo goes off. Unlike OTK Roach, Dimension Shift doesn't have a way to consistently pull Dimension Shift, meaning this combo can fall flat if the player doesn't draw Dimension Shift in their first few turns. Fortunately, some Dimension Shift decks incorporate [[https://shadowverse-portal.com/card/108341010?lang=en Runie, Destiny's Bard]] and/or [[https://shadowverse-portal.com/card/106341020?lang=en Giant Chimera]], giving the deck alternative grand Spellboost targets to fall back on or to use happens. It frequently gets paired with Dimension Shift itself.
** A variation of the D-Shift deck is the use of the '''Shikigami''' package introduced in the ''Ultimate Colosseum'' expansion. The Shikigami package addresses the deck's main issue: lack of early game followers and Wards to contest the board. More specifically, the introduction of
[[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], Kuon]] who can build a board entirely on their own -- Kuon with Shift on an undefended board is at least 17 damage, which can spell instant game. The deck is a little lacking in early-game presence, but holds its own with cheap control spells to negotiate the early game before it can start dropping midrange followers to negotiate the board. It also aims to draw its way to 20 cards so that [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]], com/card/118311030?lang=en Crystal Fencer]] gives a whopping 5 boosts for 3pp, almost instantly jumpstarting the last boosts for Shift and Kuon to be extremely efficient. It is a little lacking in healing and defenses, and is vulnerable to decks with extremely fast burst damage. A poor opening hand can ''royally'' screw up D-Shift and leave it undefended for an excessive number of turns.
** '''Daria Rune''' is initially named after [[https://shadowverse-portal.com/card/103341010 Daria herself]], eschewing the high-boost payloads in favor of other followers that deliver heavy Storm damage. Expect its payloads to be [[https://shadowverse-portal.com/card/111311020?lang=en Zealot of Truth]], [[https://shadowverse-portal.com/card/103311060?lang=en Blade Mage]]
and [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] allow traditional D-Shift vs. aggro matchups com/card/113311020?lang=en Twinblade Mage]], augmented by a discounted [[https://shadowverse-portal.com/card/104324010?lang=en Enchanted Sword]] to shift from a traditionally bad matchup crush the opposition. After it's exhausted its supplies, Daria gets played for D-Shift a fresh and boosted hand. It loses out in spectacle in favor of lower vulnerability to a signficiantly favored matchup against aggro decks. Even if dead hands since it takes fewer boosts to start beating away. Some decks even turn Daria herself into TheArtifact, eschewing her for the player isn't able to draw D-Shift in their deck, the player can resort to spellboosting Kuon and the Shikigami tokens to seal games by resorting to tempo if necessary (especially against aggro decks).increasing library of Spellboosting followers.
* '''Dirt Rune''' is used to refer to any Earth Rite deck in the game. game.
**
In the early days of ''Shadowverse'', this deck focused on generating many Ward followers with its Earth Rite effects, most notably using [[https://shadowverse-portal.com/card/101333010 Juno's Secret Laboratory]] and [[https://shadowverse-portal.com/card/102321010 Remi & Rami]], but suffered from an overdependence on evolves and a lack of a game-ender unless it was [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]] or [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]]. More modern versions of Earth Rite Rune run through their Sigils a lot faster to build up a powerful hit with [[https://shadowverse-portal.com/card/115341030?lang=en Forbidden Darkmage]].



* '''Daria Tempo''', designed around the [[https://shadowverse-portal.com/card/103341010 titular card]], is another Spellboost deck, but this time focused on reducing the cost of many of its Spellboost followers. Signature plays include [[https://shadowverse-portal.com/card/103311030 Craig]] and [[https://shadowverse-portal.com/card/103321040 Clarke]] boosting the cards in their hand while still being reasonably-sized followers for their cost, often to drop Daria on turn 4 or 5, and drawing a fresh hand of highly discounted [[https://shadowverse-portal.com/card/103311050 Oglers]] and [[https://shadowverse-portal.com/card/103311060 Blade Mages]], setting up a board full of threats that can only be answered by strong board wipes. Also keeping this deck in infamy is the [[https://shadowverse-portal.com/card/102331010 Levi]] + [[https://shadowverse-portal.com/card/103324010 Piercing Rune]] combo, which lets it kill a total of 3 enemy followers when evolving on turn 4, before Piercing Rune's nerf.
** The deck proceeded to gain a resurgence in popularity months after its initial prime, as it now focuses on boosting high-cost cards with Storm like [[https://shadowverse-portal.com/card/111311020?lang=en Zealot of Truth]] and [[https://shadowverse-portal.com/card/113311020?lang=en Twinblade Mage]]. Now it aims to deliver game-ending burst damage, and supplants this with [[https://shadowverse-portal.com/card/104324010?lang=en Enchanted Sword]] or [[https://shadowverse-portal.com/card/112331020?lang=en new Clarke's]] Accelerate effects.
** A curious version of the deck actually eschews ''Daria herself'' in place of [[https://shadowverse-portal.com/card/114331020?lang=en Chaos Wielder]], for a few reasons: Wielder has a lower base cost, still keeps up the hand advantage, and doesn't dispose of the other partially-boosted cards on play. This allows the deck to continue to stock Spellboosts on its other cards to deliver game-ending burst damage.



* '''Shikigami Rune''' (sometimes referred as '''Kuon Rune''') is a midrange centric spellboost deck that utilizes the Shikigami tokens introduced in ''Ultimate Colosseum''. More importantly, it's primarily built around [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], who summons [[https://shadowverse-portal.com/card/900311090?lang=en three]] [[https://shadowverse-portal.com/card/900311100?lang=en different]] [[https://shadowverse-portal.com/card/900341020?lang=en Shikigami]] tokens when played on board (and gives two of them Storm with the other having Ward). Because all of the Shikigami tokens have a Last Words effect of spellboosting the player's cards in hand, any Shikigami tokens destroyed during the match will significantly spellboost the player's hand quickly. Other spellboost followers and spells that utilize or summon Shikigami tokens include [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]] that gives any Shikigami tokens Wards; [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] that allow Shikigami tokens to contest the board; and [[https://shadowverse-portal.com/card/115314010?lang=en Shikigami Summons]] that have strong synergy with all the Shikigami related followers (including Kuon). The combination of strong removal tools of Runecraft and spellboost followers that summon Shikigami tokens allows Shikigami Rune to be one of the most versatile decks in the ''Ultimate Colosseum'' Rotation format.

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* '''Shikigami '''Void Rune''' (sometimes referred as '''Kuon Rune''') is a midrange centric spellboost deck that utilizes uses the Shikigami tokens introduced in ''Ultimate Colosseum''. More importantly, it's primarily built ''Vellsar''-twisted Mysteria characters to destroy its own deck. Built around the warped versions of [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], who summons [[https://shadowverse-portal.com/card/900311090?lang=en three]] [[https://shadowverse-portal.com/card/900311100?lang=en different]] [[https://shadowverse-portal.com/card/900341020?lang=en Shikigami]] tokens when played on board (and gives two of them Storm with the other having Ward). Because all of the Shikigami tokens have a Last Words effect of spellboosting the player's cards in hand, any Shikigami tokens destroyed during the match will significantly spellboost the player's hand quickly. Other spellboost followers and spells that utilize or summon Shikigami tokens include [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]] that gives any Shikigami tokens Wards; [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] that allow Shikigami tokens to contest the board; com/card/120341010?lang=en Anne]] and [[https://shadowverse-portal.com/card/115314010?lang=en Shikigami Summons]] com/card/120331010?lang=en Grea]], it benefits off banishing cards right from the deck until it has the bare minimum of five so that have strong synergy with all the Shikigami related followers (including Kuon). The combination of strong removal tools of Runecraft Anne's and spellboost followers that summon Shikigami tokens allows Shikigami Rune to be one of the most versatile decks in the ''Ultimate Colosseum'' Rotation format.Grea's signature cards can hit for full power. Three full hits from either, on turn 9, will completely destroy a player without any damage reduction or additional defense buffs.



*** '''Disdain Dragon''' is the Rotation counterpart of Storm Ramp. The main goal of this deck is to utilize [[https://shadowverse-portal.com/card/110441010?lang=en Gaimieux, Omen of Disdain]] and [[https://shadowverse-portal.com/card/110431010?lang=en Apostle of Disdain]] to push large amounts of face damage, with effects that deliberately damage their own followers such as [[https://shadowverse-portal.com/card/110421030?lang=en Disciple of Disdain]] and [[https://shadowverse-portal.com/card/110434010?lang=en Disdainful Rending]]. Gaimieux herself has an Enhance effect that serves as an effective board clear which allows her to automatically evolve herself with an effect that deals 3 damage to an enemy follower whenever she takes damage and deal 3 damage to the enemy leader at the same time. The deck also uses the aforementioned Azi Dahaka and Zooey as a backup finisher should either Galmieux or Apostle of Disdain fail to finish the opponent off.
** '''Dread Queen OTK''' instead focuses on playing the titular [[https://shadowverse-portal.com/card/105041020 Queen of the Dread Sea]], followed by playing Genesis Dragon, attacking, and following up with [[https://shadowverse-portal.com/card/104031010 Arriet]] granting it a second attack. Combined, the combo can do 14 damage to an unprotected player, or 18 if Genesis Dragon got evolved. The whole OTK concept got crippled with changes to its titular card, killing the archetype for good.

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*** '''Disdain Dragon''' is the Rotation Omen counterpart of Storm Ramp. The main goal of this deck is to utilize [[https://shadowverse-portal.com/card/110441010?lang=en Gaimieux, Omen of Disdain]] and [[https://shadowverse-portal.com/card/110431010?lang=en Apostle of Disdain]] to push large amounts of face damage, with effects that deliberately damage their own followers such as [[https://shadowverse-portal.com/card/110421030?lang=en Disciple of Disdain]] and [[https://shadowverse-portal.com/card/110434010?lang=en Disdainful Rending]]. Gaimieux herself has an Enhance effect that serves as an effective board clear which allows her to automatically evolve herself with an effect that deals 3 damage to an enemy follower whenever she takes damage and deal 3 damage to the enemy leader at the same time. The deck also uses the aforementioned Azi Dahaka and Zooey as a backup finisher should either Galmieux or Apostle of Disdain fail to finish the opponent off.
*** '''Bike Dragon''' is the Rivayle version, combining the follower-buffing amulets with as many ramp options as possible to play and buff as many followers as possible. [[https://shadowverse-portal.com/card/118441020?lang=en Reggie]] stands out for being able to boost the board while ramping for fantastic midgame tempo. At the top-end, it uses [[https://shadowverse-portal.com/card/118441030?lang=en Georgius]] and [[https://shadowverse-portal.com/card/115441030?lang=en Darkprison Dragon]] to deliver over 10 damage in one go, or even fall back on [[https://shadowverse-portal.com/card/119421020?lang=en Ghandagoza]] to deliver lethal through a ward. Newer builds use [[https://shadowverse-portal.com/card/120431010?lang=en Roy, Dragonreaver]] as an alternate ramp option, and curve his Enhance ability into [[https://shadowverse-portal.com/card/120441010?lang=en Forte's]] Crystallize to wipe the opponent's board, deal damage, and present a nearly-impenetrable board of your own.
** '''Dread Queen OTK''' instead focuses on playing the titular [[https://shadowverse-portal.com/card/105041020 Queen of the Dread Sea]], followed by playing Genesis Dragon, attacking, and following up with [[https://shadowverse-portal.com/card/104031010 Arriet]] granting it a second attack. Combined, the combo can do 14 damage to an unprotected player, or 18 if Genesis Dragon got evolved. The whole OTK concept got crippled with changes to its titular card, killing the archetype deck for good.



** '''Whale OTK''' combines [[https://shadowverse-portal.com/card/119441020?lang=en Disrestan]] with [[https://shadowverse-portal.com/card/118434010?lang=en Encounter of the Deep]]. The deck first ramps as close as it can to 10pp before using Encounter to fish out Disrestan (the only Dragoncraft follower it has) so that it gets Storm. A couple turns at 10pp with Disrestan in hand will discount it all the way to 0pp, and almost no board can stop its -10/-10, leaving the opponent vulnerable to 13 Storm damage. Combine two and the opponent is sure to be knocked out rightaway. Post-''Vellsar'' buils use the Neutral evolve-centric follower core, with [[https://shadowverse-portal.com/card/120031010?lang=en Grimnir]] to deliver the finishing blow and make it less reliant on having two or more Disrestan. The deck is prone to bricking when it draws all its Disrestan before getting any with Encounter, forcing it to rely on a backup plan.



** The '''Dagon OTK''' combo uses Roost to discount [[https://shadowverse-portal.com/card/112441030?lang=en Dagon]] to 5pp, and [[https://shadowverse-portal.com/card/104421030?lang=en Wind Reader Zell]] to 2pp. By playing Roost at 6pp, the deck gets to play both Dagon and Zell next turn for a total of 7pp, and then evolve Zell to give Dagon Storm and deliver three powerful 10-damage hits. If any Wards are in the way, Zell himself, being a freshly evolved unit, can clear the way for Dagon. This combo can complete itself as early as turn 5 or 6 depending on how much earlygame ramp was used.

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** The '''Dagon OTK''' combo uses Roost to discount [[https://shadowverse-portal.com/card/112441030?lang=en Dagon]] to 5pp, and [[https://shadowverse-portal.com/card/104421030?lang=en Wind Reader Zell]] to 2pp. By playing Roost at 6pp, the deck gets to play both Dagon and Zell next turn for a total of 7pp, and then evolve Zell to give Dagon Storm and deliver three powerful 10-damage hits. If any Wards are in the way, Zell himself, being a freshly evolved unit, can clear the way for Dagon. This combo can complete itself as early as turn 5 or 6 depending on how much earlygame ramp was used. Other variants of Dagon OTK combine Phoenix Roost with [[https://shadowverse-portal.com/card/118434010?lang=en Encounter of the Deep]] to fish out Dagon and deliver lethal as soon as turn 6 without needing to rely on a Zell evolve, and sometimes combines it with Zooey combo as a safeguard.

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* '''Dirt Rune''' is used to refer to any Earth Rite deck in the game. In the early days of ''Shadowverse'', this deck focused on generating many Ward followers with its Earth Rite effects, most notably using [[https://shadowverse-portal.com/card/101333010 Juno's Secret Laboratory]] and [[https://shadowverse-portal.com/card/102321010 Remi & Rami]], but suffered from an overdependence on evolves and a lack of a game-ender unless it was [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]] or [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]].

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* '''Dirt Rune''' is used to refer to any Earth Rite deck in the game. In the early days of ''Shadowverse'', this deck focused on generating many Ward followers with its Earth Rite effects, most notably using [[https://shadowverse-portal.com/card/101333010 Juno's Secret Laboratory]] and [[https://shadowverse-portal.com/card/102321010 Remi & Rami]], but suffered from an overdependence on evolves and a lack of a game-ender unless it was [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]] or [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]]. More modern versions of Earth Rite Rune run through their Sigils a lot faster to build up a powerful hit with [[https://shadowverse-portal.com/card/115341030?lang=en Forbidden Darkmage]].


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* '''Discard Dragon''' was initially introduced in ''Darkness Evolved'', often supplementing the aggro builds as they can pitch away un-needed low-cost cards for benefits like removal or much-needed card draw. The archetype faced its share of problems, especially when the player had nearly no control over what they can discard. It faded into obscurity when discard support ceased over time, only to return to relevance by ''Verdant Conflict'' and subsequent packs. Key cards include [[https://shadowverse-portal.com/card/116441020?lang=en Shipsbane Plesiosaurus]] which rewards discards in the form of damage, and [[https://shadowverse-portal.com/card/117441020?lang=en Turncoat Dragon Summoner]] serves as both discard source and discard fodder as it creates useful tokens in either scenario. The damage from discarding alone usually isn't enough to win a game, but it clears the path for cheap Storm followers to secure the kill.


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* '''Ward Haven''' is an archetype established in ''Ultimate Colosseum'', built around summoning wave after wave of Ward followers, aiming to wear down the opponent through attrition. The initial key card is [[https://shadowverse-portal.com/card/115741010?lang=en Wilbert]], who establishes a lingering effect that damages the opponent for attacking into Ward followers -- this allows the deck to play more passively instead of taking the initiative to make trades. Subsequent additions have reinforced the deck -- [[https://shadowverse-portal.com/card/117741020?lang=en Sarissa]] can strengthen as the opponent beats through your Wards, and can resurrect your strongest Ward follower; [[https://shadowverse-portal.com/card/117741030?lang=en Ra]] provides an increasingly powerful DamageOverTime to provide inevitability to the end goal; [[https://shadowverse-portal.com/card/118741020?lang=en Anvelt]] can Crystallize very early and cleans out the enemy lines on entry. The deck is punishing towards combat-oriented opponents, but is vulnerable to removal dispatching their defenses without triggering retaliatory damage.
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* '''Dimension Shift''' is the signature spellboost combo deck of the game, focused on drawing and boosting [[https://shadowverse-portal.com/card/101334020 its titular card]] as much as possible so that it can take {{Extra Turn}}s while dropping free [[https://shadowverse-portal.com/card/100321010 Flame Destroyers]] and [[https://shadowverse-portal.com/card/104321040 Chimeras]] to end the game. While it is doing so, it is very focused on controlling the board and drawing through its deck to find the rest of its combo pieces, relying on removal spells like [[https://shadowverse-portal.com/card/100314040 Wind Blast]] and [[https://shadowverse-portal.com/card/100314070 Fiery Embrace]] to pick off threats. It has very little in the way of followers and Wards, and is vulnerable to a wide board of attackers, so it is very easily defeated by any aggro deck; control decks, on the other hand, are usually unable to defeat Dimension Shift before the combo goes off. Unlike OTK Roach, Dimension Shift does not a way to consistently pull Dimension Shift, meaning this combo can fall flat if the player doesn't draw Dimension Shift in their first few turns. Fortunately, some Dimension Shift decks incorporate [[https://shadowverse-portal.com/card/108341010?lang=en Runie, Destiny's Bard]] and/or [[https://shadowverse-portal.com/card/106341020?lang=en Giant Chimera]], giving the deck alternative grand spellboost targets to fall back on or to use with Dimension Shift itself.
** A variation of the D-Shift deck is the use of the '''Shikigami''' package introduced in the ''Ultimate Colosseum'' expansion. The Shikigami package addresses the deck's issue of lack of early game followers and Wards to contest the board. More specifically, the introduction of [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]], and [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] allow traditional D-Shift vs. aggro matchup to shift from a traditionally bad matchup for D-Shift to a signficiantly favored matchup against aggro decks. Even if the player isn't able to draw D-Shift in their deck, the player can resort to spellboosting Kuon and the Shikigami tokens to seal games by resorting to tempo if necessary (especially against aggro decks).

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* '''Dimension Shift''' is the signature spellboost Spellboost combo deck of the game, focused on drawing and boosting [[https://shadowverse-portal.com/card/101334020 its titular card]] as much as possible so that it can take {{Extra Turn}}s while dropping free [[https://shadowverse-portal.com/card/100321010 Flame Destroyers]] and [[https://shadowverse-portal.com/card/104321040 Chimeras]] to end the game. While it is doing so, it is very focused on controlling the board and drawing through its deck to find the rest of its combo pieces, relying on removal spells like [[https://shadowverse-portal.com/card/100314040 Wind Blast]] and [[https://shadowverse-portal.com/card/100314070 Fiery Embrace]] to pick off threats. It has very little in the way of followers and Wards, and is vulnerable to a wide board of attackers, so it is very easily defeated by any aggro deck; control decks, on the other hand, are usually unable to defeat Dimension Shift before the combo goes off. Unlike OTK Roach, Dimension Shift does not doesn't have a way to consistently pull Dimension Shift, meaning this combo can fall flat if the player doesn't draw Dimension Shift in their first few turns. Fortunately, some Dimension Shift decks incorporate [[https://shadowverse-portal.com/card/108341010?lang=en Runie, Destiny's Bard]] and/or [[https://shadowverse-portal.com/card/106341020?lang=en Giant Chimera]], giving the deck alternative grand spellboost Spellboost targets to fall back on or to use with Dimension Shift itself.
** A variation of the D-Shift deck is the use of the '''Shikigami''' package introduced in the ''Ultimate Colosseum'' expansion. The Shikigami package addresses the deck's issue of main issue: lack of early game followers and Wards to contest the board. More specifically, the introduction of [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]], and [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] allow traditional D-Shift vs. aggro matchup matchups to shift from a traditionally bad matchup for D-Shift to a signficiantly favored matchup against aggro decks. Even if the player isn't able to draw D-Shift in their deck, the player can resort to spellboosting Kuon and the Shikigami tokens to seal games by resorting to tempo if necessary (especially against aggro decks).



* '''Daria Tempo''', designed around the [[https://shadowverse-portal.com/card/103341010 titular card]], is another spellboost deck, but this time focused on reducing the cost of many of its spellboost followers. Signature plays include [[https://shadowverse-portal.com/card/103311030 Craig]] and [[https://shadowverse-portal.com/card/103321040 Clarke]] boosting the cards in their hand while still being reasonably-sized followers for their cost, often to drop Daria on turn 4 or 5, and drawing a fresh hand of highly discounted [[https://shadowverse-portal.com/card/103311050 Oglers]] and [[https://shadowverse-portal.com/card/103311060 Blade Mages]], setting up a board full of threats that can only be answered by strong board wipes. Also keeping this deck in infamy is the [[https://shadowverse-portal.com/card/102331010 Levi]] + [[https://shadowverse-portal.com/card/103324010 Piercing Rune]] combo, which lets it kill a total of 3 enemy followers when evolving on turn 4, before Piercing Rune's nerf.

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* '''Daria Tempo''', designed around the [[https://shadowverse-portal.com/card/103341010 titular card]], is another spellboost Spellboost deck, but this time focused on reducing the cost of many of its spellboost Spellboost followers. Signature plays include [[https://shadowverse-portal.com/card/103311030 Craig]] and [[https://shadowverse-portal.com/card/103321040 Clarke]] boosting the cards in their hand while still being reasonably-sized followers for their cost, often to drop Daria on turn 4 or 5, and drawing a fresh hand of highly discounted [[https://shadowverse-portal.com/card/103311050 Oglers]] and [[https://shadowverse-portal.com/card/103311060 Blade Mages]], setting up a board full of threats that can only be answered by strong board wipes. Also keeping this deck in infamy is the [[https://shadowverse-portal.com/card/102331010 Levi]] + [[https://shadowverse-portal.com/card/103324010 Piercing Rune]] combo, which lets it kill a total of 3 enemy followers when evolving on turn 4, before Piercing Rune's nerf.



** A curious version of the deck actually eschews ''Daria herself'' in place of [[https://shadowverse-portal.com/card/114331020?lang=en Chaos Wielder]], for a few reasons: Wielder has a lower base cost, still keeps up the hand advantage, and doesn't dispose of the other partially-boosted cards on play. This allows the deck to continue to stock spellboosts on its other cards to deliver game-ending burst damage.

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** A curious version of the deck actually eschews ''Daria herself'' in place of [[https://shadowverse-portal.com/card/114331020?lang=en Chaos Wielder]], for a few reasons: Wielder has a lower base cost, still keeps up the hand advantage, and doesn't dispose of the other partially-boosted cards on play. This allows the deck to continue to stock spellboosts Spellboosts on its other cards to deliver game-ending burst damage.



* '''Shikigami Rune''' (sometimes referred as '''Kuon Rune''') is a midrange centric spellboost deck that utilizes the Shikigami tokens introduced in the ''Ultimate Colosseum'' Rotation format. More importantly, it is primarily built around [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], who summons [[https://shadowverse-portal.com/card/900311090?lang=en three]] [[https://shadowverse-portal.com/card/900311100?lang=en different]] [[https://shadowverse-portal.com/card/900341020?lang=en Shikigami]] tokens when played on board (and bestows two of them with Storm with one of them having Ward). Because all of the Shikigami tokens have a Last Words effect of spellboosting the player's cards in hand, any Shikigami tokens destroyed during the match will significantly spellboost the player's hand quickly. Other spellboost followers and spells that utilize or summon Shikigami tokens include [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]] that gives any Shikigami tokens Wards; [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] that allow Shikigami tokens to contest the board; and [[https://shadowverse-portal.com/card/115314010?lang=en Shikigami Summons]] that have strong synergy with all the Shikigami related followers (including Kuon). The combination of strong removal tools of Runecraft and spellboost followers that summon Shikigami tokens allows Shikigami Rune to be one of the most versatile decks in the ''Ultimate Colosseum'' Rotation format.

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* '''Shikigami Rune''' (sometimes referred as '''Kuon Rune''') is a midrange centric spellboost deck that utilizes the Shikigami tokens introduced in the ''Ultimate Colosseum'' Rotation format. Colosseum''. More importantly, it is it's primarily built around [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], who summons [[https://shadowverse-portal.com/card/900311090?lang=en three]] [[https://shadowverse-portal.com/card/900311100?lang=en different]] [[https://shadowverse-portal.com/card/900341020?lang=en Shikigami]] tokens when played on board (and bestows gives two of them with Storm with one of them the other having Ward). Because all of the Shikigami tokens have a Last Words effect of spellboosting the player's cards in hand, any Shikigami tokens destroyed during the match will significantly spellboost the player's hand quickly. Other spellboost followers and spells that utilize or summon Shikigami tokens include [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]] that gives any Shikigami tokens Wards; [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] that allow Shikigami tokens to contest the board; and [[https://shadowverse-portal.com/card/115314010?lang=en Shikigami Summons]] that have strong synergy with all the Shikigami related followers (including Kuon). The combination of strong removal tools of Runecraft and spellboost followers that summon Shikigami tokens allows Shikigami Rune to be one of the most versatile decks in the ''Ultimate Colosseum'' Rotation format.
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* '''Aggro Shadow''' is an aggro deck that utilizes [[https://shadowverse-portal.com/card/704541010 Cerberus]] to put [[https://shadowverse-portal.com/card/900544020 Coco]] and [[https://shadowverse-portal.com/card/900544010 Mimi]] into the player's hand and uses the [[https://shadowverse-portal.com/card/101534010 Phantom Howl]] + Coco + Mimi combo in the next to push for a total of 13 burst damage (15 if [[https://shadowverse-portal.com/card/105011010 Ephemera, Angelic Slacker]] is used). Aggro Shadow also has a good number of early game followers such as [[https://shadowverse-portal.com/card/101511110 Lesser Mummy]], [[https://shadowverse-portal.com/card/101511040 Rabbit Necromancer]], [[https://shadowverse-portal.com/card/101511120 Skull Beast]], [[https://shadowverse-portal.com/card/101521010 Skeleton Fighter]], [[https://shadowverse-portal.com/card/102511010 Dark Conjurer]] and [[https://shadowverse-portal.com/card/102521040 Bone Chimera]] to build up shadows needed for the Phantom Howl combo. Aggro Shadow also utilizes [[https://shadowverse-portal.com/card/103531030 Shadow Reaper]] for a difficult follower to deal with, allowing Aggro Shadow to easily trade their followers in to boost Shadow Reaper as well as utilizing [[https://shadowverse-portal.com/card/104521030 Prince Catacomb]] to help add fuel to Shadow Reaper. A deck that was once popular during ''Rise of Bahamut'' and ''Tempest of the Gods'' expansions, Aggro Shadow mostly fell off in the meta due to Aggro Shadow not having a lot of Storm and burn options likeA ggro Sword and Blood, the predictability of the Phantom Howl combo, and the nerfs to both Prince Catacombs and Shadow Reaper significantly weakened aggro Shadow's early game potential.
* '''Midrange Shadow''' plays to the class strength of Necromancy effects. Based on the framework from aAgro Shadow during the ''Rise of Bahamut'' expansion [[note]]subsequent expansions after Tempest of the Gods introduced more defensive options for Midrange Shadow that allows further differentiation between aggro Shadow and midrange Shadow[[/note]], Midrange Shadow is a JackOfAllTrades deck that has an early game to contest and control the board that will allow them to build shadows for mid to late game plays such as [[https://shadowverse-portal.com/card/101534030 Death's Breath]], [[https://shadowverse-portal.com/card/104531030 Immortal Thane]], and [[https://shadowverse-portal.com/card/104541020 Demonlord Eachtar]] as well as being able to maintain a sticky board thanks to the said Prince Catacombs and Bone Chimera from Aggro Shadow. The deck also has various defensive options such as [[https://shadowverse-portal.com/card/104531020 Little Soulsquasher]], [[https://shadowverse-portal.com/card/103521030 Lurching Corpse]], [[https://shadowverse-portal.com/card/106531010 Ceres of the Night]], and [[https://shadowverse-portal.com/card/106511010 Dark Bladefiend]] to punish any aggressive decks as well. Due to the sheer versatility of Midrange Shadow, this deck is considered one of the strongest decks in both ladder and competitive play. However, after ''Dawnbreak Nightedge'' expansion, this playstyle has fallen off in the Rotation competitive scene due to the loss of effective hard removal against large threats, the nerfs to Midrange Shadow's powerful cards, lack of reliable healing and board clear, inability to maintain early game board tempo, and incredibly low value followers, making Midrange Shadow drop from JackOfAllTrades to MasterOfNone. However, midrange Shadowcraft still continued to thrive in the Unlimited format ever since the ''Bridgade of the Sky'' expansion with more defensive tools such as [[https://shadowverse-portal.com/card/109521020?lang=en Lady Grey, Deathweaver]], [[https://shadowverse-portal.com/card/110521020?lang=en Disciple of Silence]], and [[https://shadowverse-portal.com/card/112541010?lang=en Ceres, Eternal Blade]] to hunt down the abundance of aggro decks in the Unlimited format with having impactful midgame followers such as [[https://shadowverse-portal.com/card/110541010?lang=en Cerberus, Hound of Hades]] and [[https://shadowverse-portal.com/card/109541030?lang=en Gremory]] to apply strong midgame pressure, although the dominance of OTK Roach (which now has a powerful [=AoE=] board clear and a faster variation of Roach) and Artifact Portal after the ''Steel Rebellion'' expansion in the Unlimited format caused Midrange Shadow to fall off in the Unlimited meta.

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* '''Aggro Shadow''' is an aggro deck that utilizes [[https://shadowverse-portal.com/card/704541010 Cerberus]] to put [[https://shadowverse-portal.com/card/900544020 Coco]] and [[https://shadowverse-portal.com/card/900544010 Mimi]] into the player's hand and uses the [[https://shadowverse-portal.com/card/101534010 Phantom Howl]] + Coco + Mimi combo in the next to push for a total of 13 burst damage (15 if [[https://shadowverse-portal.com/card/105011010 Ephemera, Angelic Slacker]] is used). Aggro Shadow also has a good number of early game followers such as [[https://shadowverse-portal.com/card/101511110 Lesser Mummy]], [[https://shadowverse-portal.com/card/101511040 Rabbit Necromancer]], [[https://shadowverse-portal.com/card/101511120 Skull Beast]], [[https://shadowverse-portal.com/card/101521010 Skeleton Fighter]], [[https://shadowverse-portal.com/card/102511010 Dark Conjurer]] and [[https://shadowverse-portal.com/card/102521040 Bone Chimera]] to build up shadows needed for the Phantom Howl combo. Aggro Shadow also utilizes [[https://shadowverse-portal.com/card/103531030 Shadow Reaper]] for a difficult follower to deal with, allowing Aggro Shadow to easily trade their followers in to boost Shadow Reaper as well as utilizing [[https://shadowverse-portal.com/card/104521030 Prince Catacomb]] to help add fuel to Shadow Reaper. A deck that was once popular during ''Rise of Bahamut'' and ''Tempest of the Gods'' expansions, Aggro Shadow mostly fell off in the meta due to Aggro Shadow not having a lot of Storm and burn options likeA ggro like Aggro Sword and Blood, the predictability of the Phantom Howl combo, and the nerfs to both Prince Catacombs and Shadow Reaper significantly weakened aggro Shadow's early game potential.
* '''Midrange Shadow''' plays to the class strength of Necromancy effects. Based on the framework from aAgro Aggro Shadow during the ''Rise of Bahamut'' expansion [[note]]subsequent expansions after Tempest of the Gods introduced more defensive options for Midrange Shadow that allows further differentiation between aggro Shadow and midrange Shadow[[/note]], Midrange Shadow is a JackOfAllTrades deck that has an early game to contest and control the board that will allow them to build shadows for mid to late game plays such as [[https://shadowverse-portal.com/card/101534030 Death's Breath]], [[https://shadowverse-portal.com/card/104531030 Immortal Thane]], and [[https://shadowverse-portal.com/card/104541020 Demonlord Eachtar]] as well as being able to maintain a sticky board thanks to the said Prince Catacombs and Bone Chimera from Aggro Shadow. The deck also has various defensive options such as [[https://shadowverse-portal.com/card/104531020 Little Soulsquasher]], [[https://shadowverse-portal.com/card/103521030 Lurching Corpse]], [[https://shadowverse-portal.com/card/106531010 Ceres of the Night]], and [[https://shadowverse-portal.com/card/106511010 Dark Bladefiend]] to punish any aggressive decks as well. Due to the sheer versatility of Midrange Shadow, this deck is considered one of the strongest decks in both ladder and competitive play. However, after ''Dawnbreak Nightedge'' expansion, this playstyle has fallen off in the Rotation competitive scene due to the loss of effective hard removal against large threats, the nerfs to Midrange Shadow's powerful cards, lack of reliable healing and board clear, inability to maintain early game board tempo, and incredibly low value followers, making Midrange Shadow drop from JackOfAllTrades to MasterOfNone. However, midrange Shadowcraft still continued to thrive in the Unlimited format ever since the ''Bridgade of the Sky'' expansion with more defensive tools such as [[https://shadowverse-portal.com/card/109521020?lang=en Lady Grey, Deathweaver]], [[https://shadowverse-portal.com/card/110521020?lang=en Disciple of Silence]], and [[https://shadowverse-portal.com/card/112541010?lang=en Ceres, Eternal Blade]] to hunt down the abundance of aggro decks in the Unlimited format with having impactful midgame followers such as [[https://shadowverse-portal.com/card/110541010?lang=en Cerberus, Hound of Hades]] and [[https://shadowverse-portal.com/card/109541030?lang=en Gremory]] to apply strong midgame pressure, although the dominance of OTK Roach (which now has a powerful [=AoE=] board clear and a faster variation of Roach) and Artifact Portal after the ''Steel Rebellion'' expansion in the Unlimited format caused Midrange Shadow to fall off in the Unlimited meta.
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* '''Artifact Portal''' is a midrange deck that takes advantage of the token generation of Artifacts utilizing followers such as [[https://shadowverse-portal.com/card/107811100 Mech Wing Swordsman]], [[https://shadowverse-portal.com/card/107821030 Icarus]], [[https://shadowverse-portal.com/card/100811070 Magisteel Lion]], [[https://shadowverse-portal.com/card/107811070 Iron Staff Mechanic]], [[https://shadowverse-portal.com/card/107811050 Cat Cannoneer]], and [[https://shadowverse-portal.com/card/100811040 Ironforged Fighter]] to help generate Artifacts such as [[https://shadowverse-portal.com/card/900811040 Radiant Artifact]], [[https://shadowverse-portal.com/card/900811010 Ancient Artifact]], [[https://shadowverse-portal.com/card/900811020 Mystic Artifact]], and [[https://shadowverse-portal.com/card/900811030 Analyzing Artifact]] in the player's deck. [[https://shadowverse-portal.com/card/107841030 Deus Ex Machina]] will often be played on curve with Resonance active in order to help the player shuffle through their deck to get the Artifacts needed with cards such as [[https://shadowverse-portal.com/card/107841020 Spinaria]] and [[https://shadowverse-portal.com/card/107813030 Acceleratium]] to help contest the board during the midgame. Because many Artifacts will be destroyed during the game for contesting the board, this helps power up some of Portalcraft's lategame cards such as [[https://shadowverse-portal.com/card/107831010 Safira]] and [[https://shadowverse-portal.com/card/107841010 Magna Legacy]]. This deck is notorious for being [[DifficultButAwesome the hardest deck to play properly]] ([[BeyondTheImpossible even harder than OTK Roach as mentioned above]]) mainly because putting too many Artifact tokens in the deck will make it harder to get the lategame cards needed while not having enough Artifacts in the deck can inappropriately result in the player decking themselves out when Resonance effect is activated via Deus Ex Machina. Furthermore, discarding several important key cards in your hand can backfire on the player as the game progress further into the lategame.
* '''Puppet Portal''' is a combo deck that take use of Portalcraft's [[https://shadowverse-portal.com/card/900811050 Puppet]] tokens and the use of Resonance effects to control the board. Cards such as [[https://shadowverse-portal.com/card/100811020 Puppeteer]], [[https://shadowverse-portal.com/card/107821020 Flower Doll]], [[https://shadowverse-portal.com/card/100811010 Toy Soldier]], [[https://shadowverse-portal.com/card/100811030 Automaton Knight]], [[https://shadowverse-portal.com/card/107813020 Puppet Room]], [[https://shadowverse-portal.com/card/107821100 Automaton Soldier]], and [[https://shadowverse-portal.com/card/100824010 Puppeteer's Strings]] to generate Puppets, which the Puppets can be used to help control the board during the midgame since they don't cost any play points and have Rush. As the game hits turn seven, the deck conserves puppets with the use of Zwei, Murderous Puppet who provides excellent board control, and then has [[https://shadowverse-portal.com/card/108841010?lang=en Orchis]] hold the board with her Lloyd token or push for damage with Marionettes Uno and Due. The endgame goal for this deck to use [[https://shadowverse-portal.com/card/107821060 Vengeful Puppeteer Noah]] to achieve a OTK combo effect with the Puppets by having the Puppets push a significant amount of face damage. This deck requires the Puppets' attack to be boosted a significant amount, which unlike Dimension Shift or OTK Roach, the combo can only be pulled off past turn 9 or turn 10. In the ''Brigade of the Sky'' expansion, the introduction of strong early game followers combined with the introduction of [[https://shadowverse-portal.com/card/109841010?lang=en Silvia, Ardent Sniper]] allows Puppet Portal to play closer to an aggro or midrange deck in the early game in a similar vein like Arcus Shadow before transitioning to their lategame combo with their Puppets, thus making it easier for Puppet Portal to pull off their OTK combo with their puppets thanks to the constant chip damage of Silva's Accelerate effect. After the nerfs to several of Puppet Portal key cards during the Brigade of the Sky expansion and the introduction to Lishenna, many Puppet decks have shifted from a midrange centric deck to a more control oriented deck (see Lishenna Portal below).

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* '''Artifact Portal''' is a midrange deck that takes advantage of the token generation of Artifacts utilizing followers such as [[https://shadowverse-portal.com/card/107811100 Mech Wing Swordsman]], [[https://shadowverse-portal.com/card/107821030 Icarus]], [[https://shadowverse-portal.com/card/100811070 Magisteel Lion]], [[https://shadowverse-portal.com/card/107811070 Iron Staff Mechanic]], [[https://shadowverse-portal.com/card/107811050 Cat Cannoneer]], and [[https://shadowverse-portal.com/card/100811040 Ironforged Fighter]] to help generate put Artifacts such as [[https://shadowverse-portal.com/card/900811040 Radiant Artifact]], [[https://shadowverse-portal.com/card/900811010 Ancient Artifact]], [[https://shadowverse-portal.com/card/900811020 Mystic Artifact]], and [[https://shadowverse-portal.com/card/900811030 Analyzing Artifact]] in the player's deck. [[https://shadowverse-portal.com/card/107841030 Deus Ex Machina]] will often be played on curve with Resonance active in order to help the player shuffle draw through their deck to get the Artifacts needed with cards such as [[https://shadowverse-portal.deck. Cards like[[https://shadowverse-portal.com/card/107841020 Spinaria]] and [[https://shadowverse-portal.com/card/107813030 Acceleratium]] to help contest the board during the midgame. Because many Artifacts will be destroyed during the game for contesting the board, game, this helps power up some of Portalcraft's lategame cards such as [[https://shadowverse-portal.com/card/107831010 Safira]] and [[https://shadowverse-portal.com/card/107841010 Magna Legacy]]. This deck is notorious for being [[DifficultButAwesome the hardest deck to play properly]] ([[BeyondTheImpossible even harder than OTK Roach as mentioned above]]) mainly because putting too many Artifact tokens in the deck will make it harder to get the lategame cards needed while not having enough Artifacts in the deck can inappropriately result in the player decking themselves out when the Resonance effect is activated via Deus Ex Machina. Furthermore, discarding several important key cards in your hand can backfire on the player as the game progress further into the lategame.
further.
* '''Puppet Portal''' is a combo deck that take use of uses Portalcraft's [[https://shadowverse-portal.com/card/900811050 Puppet]] tokens and the use of Resonance effects to control the board. Cards such as [[https://shadowverse-portal.com/card/100811020 Puppeteer]], [[https://shadowverse-portal.com/card/107821020 Flower Doll]], [[https://shadowverse-portal.com/card/100811010 Toy Soldier]], [[https://shadowverse-portal.com/card/100811030 Automaton Knight]], [[https://shadowverse-portal.com/card/107813020 Puppet Room]], [[https://shadowverse-portal.com/card/107821100 Automaton Soldier]], and [[https://shadowverse-portal.com/card/100824010 Puppeteer's Strings]] to generate Puppets, which the Puppets can be used to help control the board during the midgame since they don't cost any play points and have Rush. As the game hits turn seven, the deck conserves puppets with the use of [[https://shadowverse-portal.com/card/108831010?lang=en Zwei, Murderous Puppet Puppet]] who provides excellent board control, and then has [[https://shadowverse-portal.com/card/108841010?lang=en Orchis]] hold the board with her Lloyd token or push for damage with Marionettes Uno and Due. The endgame goal for this deck to use [[https://shadowverse-portal.com/card/107821060 Vengeful Puppeteer Noah]] to achieve a OTK combo effect with the Puppets by having the Puppets push a significant amount of face damage. Puppets . This deck requires the Puppets' attack to be boosted a significant amount, which unlike Dimension Shift or OTK Roach, the combo can only be pulled off past turn 9 or turn 10.at the earliest. In the ''Brigade of the Sky'' expansion, the introduction of strong early game followers combined with the introduction of [[https://shadowverse-portal.com/card/109841010?lang=en Silvia, Ardent Sniper]] allows Puppet Portal to play closer to an aggro or midrange deck in the early game in a similar vein like Arcus Shadow before transitioning to their lategame combo with their Puppets, thus making it easier for Puppet Portal to pull off their OTK combo with their puppets thanks to the constant chip damage of Silva's Accelerate effect. After the nerfs to several of Puppet Portal key cards during the Brigade of the Sky expansion and the introduction to Lishenna, many Puppet decks have shifted from a midrange centric deck to a more control oriented deck (see Lishenna Portal below).
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* '''Tenko Haven''' is built around the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to Support Cannon. Whenever an ally is healed, the Shrine will deal 2 damage to a random enemy follower, or strike the enemy leader if there's no enemy followers left. Due to Haven's large access to healing effects such as [[https://shadowverse-portal.com/card/108733010?lang=en Whitefang Temple]], [[https://shadowverse-portal.com/card/109741010?lang=en De La Fille, Gem Princess]], and [[https://shadowverse-portal.com/card/105721010?lang=en Tenko]], it allows the amulet to clear off any aggressive and midrange boards in the early to midgame. Followers with an innate HealingFactor like [[https://shadowverse-portal.com/card/109711010?lang=en Bashful Al-mi'raj]] also trigger the Shrine. Tenko Haven is seen as a SuperiorSuccessor to Elana Haven in both Unlimited and Rotation formats due to the amulet that rewards reactive plays by restoring defense to the player and clearing the board at the same time, and is one of the few decks that can consistently fend off aggro Forest and PDK Dragon in the Rotation format during the ''Dawnbreak, Nightedge'' expansion. Some variants of Tenko Haven incorporate the Temple Summit engine, using Heavenly Knight as a finisher while keeping the defense of its followers fresh with numerous healing effects available, while others simply stall and clear the board until they can play [[https://shadowverse-portal.com/card/110741010?lang=en Lapis]] as a backup win condition.

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* '''Tenko Haven''' is built around the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to [[https://shadowverse-portal.com/card/104232010?lang=en Support Cannon.Cannon]]. Whenever an ally is healed, the Shrine will deal 2 damage to a random enemy follower, or strike the enemy leader if there's no enemy followers left. Due to Because of Haven's large access to healing effects such as [[https://shadowverse-portal.com/card/108733010?lang=en Whitefang Temple]], [[https://shadowverse-portal.com/card/109741010?lang=en De La Fille, Gem Princess]], and [[https://shadowverse-portal.com/card/105721010?lang=en Tenko]], it allows the amulet to clear off any aggressive and midrange boards in the early to midgame. Followers with an innate HealingFactor like [[https://shadowverse-portal.com/card/109711010?lang=en Bashful Al-mi'raj]] also trigger the Shrine. Tenko Haven is seen as a SuperiorSuccessor to Elana Haven in both Unlimited and Rotation formats due to because the amulet that rewards reactive plays by restoring defense to the player and clearing the board at the same time, and is one of the few decks that can could consistently fend off aggro Aggro Forest and PDK Dragon in the Rotation format during the ''Dawnbreak, Nightedge'' expansion. Some variants of Tenko Haven incorporate the Temple [[https://shadowverse-portal.com/card/107732010?lang=en Summit Temple]] engine, using [[https://shadowverse-portal.com/card/107741020?lang=en Heavenly Knight Knight]] as a finisher while keeping the defense of its followers fresh with the numerous healing effects available, while others simply stall and clear the board until they can play [[https://shadowverse-portal.com/card/110741010?lang=en Lapis]] as a backup win condition.



* '''Holy Mage Haven''' is a unique breed that plays unlike many other of Haven's other archetypes. Its key cards are [[https://shadowverse-portal.com/card/101721080?lang=en Holy Mage]] and [[https://shadowverse-portal.com/card/110732010?lang=en City of Gold]], with its general game plan involving invoking City of Gold by passing turn 2, playing Holy Mage on turn 3, and then playing all manner of cheap, low-countdown amulets to quickly build up Holy Mage's stats such that she dodges most forms of non-targeting damage. One or two City of Gold pretty much allows the deck to instantly reap the benefits of its Countdown amulets without needing to wait or consume unnecessary board space. The deck packs draw power like [[https://shadowverse-portal.com/card/106733010?lang=en Globe of the Starways]], [[https://shadowverse-portal.com/card/108713010?lang=en Moriae Econium]], and [[https://shadowverse-portal.com/card/109713010?lang=en Sealed Tome]] to keep its hand fresh, removal amulets like [[https://shadowverse-portal.com/card/101713030?lang=en Heretical Inquiry]], [[https://shadowverse-portal.com/card/102723020?lang=en Forbidden Ritual]], and [[https://shadowverse-portal.com/card/101723020?lang=en Death Sentence]] to clear enemy boards and Wards, and supplants Holy Mage with burst damage from [[https://shadowverse-portal.com/card/101713010?lang=en Pinion Prayer]] and [[https://shadowverse-portal.com/card/101713050?lang=en Divine Birdsong]]. This deck can be countered by utilizing spells and effects that can remove Holy Mage on the board (i.e. destroying a [[https://shadowverse-portal.com/card/103521030?lang=en Lurching Corpse]]) or utilizing amulet destruction to remove City of Gold. That being said, should Holy Mage be removed on the board, the deck can resort to other alternative win conditions such as utilization of Storm followers akin to Storm Haven and some variations would utilize Enstatued Seraph as an alternative win condition and utilize the amulets to control the board.

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* '''Holy Mage Haven''' is a unique breed that plays unlike many other of Haven's other archetypes. Its key cards are [[https://shadowverse-portal.com/card/101721080?lang=en Holy Mage]] and [[https://shadowverse-portal.com/card/110732010?lang=en City of Gold]], with its general game plan involving invoking City of Gold by passing turn 2, playing Holy Mage on turn 3, and then playing all manner of cheap, low-countdown amulets to quickly build up Holy Mage's stats such that she dodges most forms of non-targeting damage. One or two City of Gold Golds pretty much allows the deck to instantly reap the benefits of its Countdown amulets without needing to wait or consume unnecessary board space. The deck packs draw power like [[https://shadowverse-portal.com/card/106733010?lang=en Globe of the Starways]], [[https://shadowverse-portal.com/card/108713010?lang=en Moriae Econium]], and [[https://shadowverse-portal.com/card/109713010?lang=en Sealed Tome]] to keep its hand fresh, removal amulets like [[https://shadowverse-portal.com/card/101713030?lang=en Heretical Inquiry]], [[https://shadowverse-portal.com/card/102723020?lang=en Forbidden Ritual]], and [[https://shadowverse-portal.com/card/101723020?lang=en Death Sentence]] to clear enemy boards and Wards, and supplants Holy Mage with burst damage from [[https://shadowverse-portal.com/card/101713010?lang=en Pinion Prayer]] and [[https://shadowverse-portal.com/card/101713050?lang=en Divine Birdsong]]. This deck can be countered by utilizing spells and effects that can remove Holy Mage on the board (i.e. destroying a [[https://shadowverse-portal.com/card/103521030?lang=en Lurching Corpse]]) or utilizing amulet destruction to remove City of Gold. That being said, should Holy Mage be removed on the board, removed, the deck can resort to other alternative win conditions such as utilization of using Storm followers akin to Storm Haven and some variations would utilize [[https://shadowverse-portal.com/card/102743010?lang=en Enstatued Seraph Seraph]] as an alternative win condition and utilize the instead utilizing its amulets to control the board.



* '''Paradigm Portal''' is a variation of Artifact Portal that took root in the ''World Uprooted'' expansion. The deck's key cards are [[https://shadowverse-portal.com/card/114841020?lang=en Absolute Modesty]] and [[https://shadowverse-portal.com/card/115841030?lang=en Vertex Colony]], legendary cards that scale based on the number of destroyed Artifacts with unique names. Instead of taking the extra steps to shuffle and redraw Artifacts, a lot of the deck's material directly summons Artifacts themselves, using cards like [[https://shadowverse-portal.com/card/116811020?lang=en Magic Gunsmith]] and [[https://shadowverse-portal.com/card/116834010?lang=en Rebel Against Fate]]. The deck itself is named after cards that generate a [[https://shadowverse-portal.com/card/900814010?lang=en Paradigm Shift]] token spell, which discounts itself with each Artifact's death and adds to the win condition by summoning one of three new unique Artifacts. All in all, it's a GradualGrinder midrange build that is more straightforward than the original Artifact design.

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* '''Paradigm Portal''' is a variation of Artifact Portal that took root in the ''World Uprooted'' expansion. The deck's key cards are [[https://shadowverse-portal.com/card/114841020?lang=en Absolute Modesty]] and [[https://shadowverse-portal.com/card/115841030?lang=en Vertex Colony]], legendary cards that scale based on the number of destroyed Artifacts with unique names. Instead of taking the extra steps to shuffle and redraw Artifacts, a lot of the deck's material cards directly summons summon Artifacts themselves, using cards like [[https://shadowverse-portal.com/card/116811020?lang=en Magic Gunsmith]] and [[https://shadowverse-portal.com/card/116834010?lang=en Rebel Against Fate]]. The deck itself is named after cards that generate a [[https://shadowverse-portal.com/card/900814010?lang=en Paradigm Shift]] token spell, which discounts itself with each Artifact's death and adds to the win condition by summoning one of three new unique Artifacts. All in all, it's a GradualGrinder midrange build that is more straightforward than the original Artifact design.



* '''Machina decks''' are decks that focuses on Machina synergy which was introduced in the ''Steel Rebellion'' expansion. Machina decks focuses on generating unique Machina tokens, [[https://shadowverse-portal.com/card/900011080?lang=en Assembly Droid]] for board flooding, and [[https://shadowverse-portal.com/card/900014010?lang=en Repair Mode]] to either keep a Machina follower healthy or serve as a self-heal spell. Machina decks focus on [[ZergRush flooding the board with multiple tokens]], and typically function like a midrange deck.

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* '''Machina decks''' are decks that focuses focus on Machina synergy which was introduced in the ''Steel Rebellion'' expansion. Machina decks focuses focus on generating unique Machina tokens, [[https://shadowverse-portal.com/card/900011080?lang=en Assembly Droid]] for board flooding, and [[https://shadowverse-portal.com/card/900014010?lang=en Repair Mode]] to either keep a Machina follower healthy or serve as a self-heal spell. Machina decks focus on [[ZergRush flooding the board with multiple tokens]], and typically function like a midrange deck.



** '''Machina Sword''' is a variation of midrange Sword, which differs from most traditional midrange decks. While many midrange Sword lists focuses on high value followers and out-valuing the opponent in the lategame through early game pressure, Machina Sword has a more board centric strategy with flooding the board with Assembly Droids such [[https://shadowverse-portal.com/card/112231010?lang=en Stampeding Fortress]] and [[https://shadowverse-portal.com/card/112211010?lang=en Cybercannoneer]]. The Assembly Droids have strong synergy with [[https://shadowverse-portal.com/card/111241010?lang=en Blazing Lion Admiral]] and [[https://shadowverse-portal.com/card/109241020?lang=en Latham, Honorable Knight]], as they can receive Storm from Latham and come in enough numbers to satisfy Blazing Lion Admiral's Invoke condition. This combination allows Machina Sword to easily contest the board mid to lategame and establish threatening boards with Blazing Lion Admiral and Latham's effect active.

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** '''Machina Sword''' is a variation of midrange Midrange Sword, which differs from most traditional midrange decks. While many midrange Midrange Sword lists focuses on high value followers and out-valuing the opponent in the lategame through early game pressure, Machina Sword has a more board centric strategy with flooding the board with Assembly Droids such [[https://shadowverse-portal.com/card/112231010?lang=en Stampeding Fortress]] and [[https://shadowverse-portal.com/card/112211010?lang=en Cybercannoneer]]. The Assembly Droids have strong synergy with [[https://shadowverse-portal.com/card/111241010?lang=en Blazing Lion Admiral]] and [[https://shadowverse-portal.com/card/109241020?lang=en Latham, Honorable Knight]], as they can receive Storm from Latham and come in enough numbers to satisfy Blazing Lion Admiral's Invoke condition. This combination allows Machina Sword to easily contest the board mid to lategame and establish threatening boards with Blazing Lion Admiral and Latham's effect active.



** '''Machina Shadow''' is a Shadowcraft deck that focuses on board flooding in a similar vein like a typical midrange Shadow deck. Unlike Arcus Shadow, Machina Shadow is more board centric and focuses on contesting the board in the early game and establishing board presence with flooding multiple tokens on board. The main appeal of the deck, is [[https://shadowverse-portal.com/card/112541020?lang=en Aenea, Amethyst Rebel]], where she bestows the player [[https://shadowverse-portal.com/card/900544060?lang=en a unique spell]] ([[https://shadowverse-portal.com/card/900541090?lang=en she also spawns her robot friend]] that makes it even more difficult to take her down since he reduces all incoming damage taken to 1). When the spell is played on it's Enhance effect, it floods the board with 4 different Machina followers except Aenea herself, which these followers can be used to setup lethal with either Gilnelise or Ferry, Spirit Maiden in the next turn should any of the followers survive. The spell also have strong defensive properties, as it protect the player from any lategame burst damage potential such as Anne's Sorcery or Darkfeast Bat.
** '''Machina Haven''' is a Havencraft that plays differently from most Machina decks, as unlike most Machina decks, Machina Haven plays more like a control deck rather than a midrange deck. Its goal is to evolve [[https://shadowverse-portal.com/card/112741020?lang=en Limonia, Flawed Saint]] and play enough [[https://shadowverse-portal.com/card/900744010?lang=en Salvation Ex Limonia]] cards to put the invulnerable [[https://shadowverse-portal.com/card/104741020?lang=en Heavenly Aegis]] into the player's hand. The spell can also be used to discount any high play point Havencraft followers (including Aegis himself), which allows Havencraft to player their lategame followers sooner or smooth out a clunky curve. Since many of Havencraft Machina cards bestow Repair Mode spells, it has strong synergy with Elana's Prayer, and Elana decks in Rotation are usually backed up with Haven's Machina package.

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** '''Machina Shadow''' is a Shadowcraft deck that focuses on board flooding in a similar vein like a typical midrange Midrange Shadow deck. Unlike Arcus Shadow, Machina Shadow is more board centric and focuses on contesting the board in the early game and establishing board presence with flooding byflooding multiple tokens on board. The main appeal of the deck, deck is [[https://shadowverse-portal.com/card/112541020?lang=en Aenea, Amethyst Rebel]], where she bestows the player [[https://shadowverse-portal.com/card/900544060?lang=en a unique spell]] ([[https://shadowverse-portal.com/card/900541090?lang=en she also spawns her robot friend]] that makes it even more difficult to take her down since he reduces all incoming damage taken to 1). When the spell is played on it's with its Enhance effect, it floods the board with 4 different Machina followers except Aenea herself, which these followers can be used to setup lethal with either Gilnelise [[https://shadowverse-portal.com/card/110041020?lang=en Gilnelise]] or [[https://shadowverse-portal.com/card/109541010?lang=en Ferry, Spirit Maiden Maiden]] in the next turn should any of the followers survive. The spell also have has strong defensive properties, as it protect protects the player from any lategame burst damage potential such as [[https://shadowverse-portal.com/card/900334040?lang=en Anne's Sorcery Sorcery]] or [[https://shadowverse-portal.com/card/108641020?lang=en Darkfeast Bat.
Bat]].
** '''Machina Haven''' is a Havencraft that plays differently from most Machina decks, as unlike most Machina decks, Machina Haven plays more like a control deck rather than a midrange deck. Its goal is to evolve [[https://shadowverse-portal.com/card/112741020?lang=en Limonia, Flawed Saint]] and play enough [[https://shadowverse-portal.com/card/900744010?lang=en Salvation Ex Limonia]] cards to put the invulnerable [[https://shadowverse-portal.com/card/104741020?lang=en Heavenly Aegis]] into the player's hand. The spell can also be used to discount any high play point Havencraft followers (including Aegis himself), which allows Havencraft to player their lategame followers sooner or smooth out a clunky curve. Since many of Havencraft Machina cards bestow [[https://shadowverse-portal.com/card/900014010?lang=en Repair Mode spells, Modes]], it has strong synergy with [[https://shadowverse-portal.com/card/102732020?lang=en Elana's Prayer, Prayer]], and Elana decks in Rotation are usually backed up with Haven's Machina package.
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* '''Aggro Blood''' is focused on applying early game pressure with [[ZergRush flooding the board with cheap followers]] like Aggro Sword with cards such as Summon Bloodkin, [[https://shadowverse-portal.com/card/106634010 Trial of the Gorgons]], and [[https://shadowverse-portal.com/card/106641010 Venomfang Medusa]]. However, while Sword primarily focuses on applying direct damage to the enemy leader with Storm followers, aggro Blood supplements this with cards that directly damage the enemy leader. Examples include [[https://shadowverse-portal.com/card/101614020 Summon Bloodkin]] and [[https://shadowverse-portal.com/card/101624010 Night Horde]] in conjunction with [[https://shadowverse-portal.com/card/102631030 Vania]] or [[https://shadowverse-portal.com/card/102632020 Vampiric Fortress]], [[https://shadowverse-portal.com/card/102632020 Razory Claw]] and [[https://shadowverse-portal.com/card/702624010 Snarling Chains]], [[https://shadowverse-portal.com/card/103611030 Yurius]] which is very effective on opposing ZergRush strategies such as aggro Sword and aggro Forest, and [[https://shadowverse-portal.com/card/105641010 Carabosse]] as a curve-topper that provides additional card draw. Much like aggro Sword, aggro Blood has a relatively low learning curve that is easy to play, but its additional reach lets it kill opponents hiding behind Wards, meaning the only effective way to counter aggro Blood is to run a deck that utilize a lot of healing (for example, Elana Haven, control Blood, and several Ramp Dragon decks).
** '''Aggro Bat Blood''' is a variation of aggro Blood in Rotation format in the ''Dawnbreak Nightedge'' expansion. Rather than focusing on spells and effects that deal direct damage to the enemy leader, this variation focuses on dealing burst damage into the enemy leader in a single turn combo around turn 6 using [[https://shadowverse-portal.com/card/108631010?lang=en Oldblood King]] that bestows [[https://shadowverse-portal.com/card/900611010?lang=en Forest Bats]] Storm and +1 attack on the player's turn which can be used in conjunction with various Bat synergy in the deck's arsenal such as the [[https://shadowverse-portal.com/card/108614010?lang=en reprinted Summon Bloodkin]], [[https://shadowverse-portal.com/card/108624010?lang=en Red Talonstrike]], [[https://shadowverse-portal.com/card/108634010?lang=en Gift for Bloodkin]], and [[https://shadowverse-portal.com/card/108641010?lang=en Vania, Nightshade Vampire]]. Some variations of this deck choose to forgo various Bloodcraft followers and fill the deck with low curve neutral followers so that [[https://shadowverse-portal.com/card/104621020?lang=en Baphomet]] can consistently pull Oldblood King. Because Oldblood King has Ambush, this variation of aggro Blood can punish decks that lack strong early game or hard removals to deal with Oldbood King (such as most Shadowcraft decks, Giant Chimera Rune, and ramp Dragon) but struggles against decks that have various defensive tools or have a high value early game to contest aggro Blood's board (for example, Control Forestcraft and midrange Sword).
** '''Handbuff Blood''' is a variation of aggro Blood that first introduced in ''Altersphere.'' It focuses on buffing the player's followers in player's hand (generally followers with Storm such as [[https://shadowverse-portal.com/card/101611050?lang=en Blood Wolf]], [[https://shadowverse-portal.com/card/107611020?lang=en Savage Wolf]], and [[https://shadowverse-portal.com/card/111641030?lang=en Laura, Enraged Commander]] with followers that can buff the attack stat of the player's own followers such as [[https://shadowverse-portal.com/card/111631010?lang=en Vuella, One-Eyed Demon]], [[https://shadowverse-portal.com/card/112621010?lang=en Hellblaze Demon]], and [[https://shadowverse-portal.com/card/111611010?lang=en Furfur]]. The Handbuff Blood decks puts emphasis on early to midgame burst damage with Storm followers similar to Face Dragon, making Handbuff Blood very potent against most combo decks, but loses to many midrange and control decks that can easily Ward up to prevent the opponent's Storm damage (such as midrange Shadow and Sword).
* '''Vengeance Blood''' plays to Bloodcraft's main mechanic of Vengeance. This deck utilizes cards that help puts them into relatively low health (usually with activators such as [[https://shadowverse-portal.com/card/104641010 Belphegor]] or [[https://shadowverse-portal.com/card/101641020 Soul Dealer]], or utilizing Blood's CastFromHitPoints spells and effects) in order to utilize strong Vengeance effects such as [[https://shadowverse-portal.com/card/104621040 Dark Airjammer]] [[note]]Decks that run this follower will opt not to run any 1pp followers with [[https://shadowverse-portal.com/card/101611050 Blood Wolf]], [[https://shadowverse-portal.com/card/104611020 Spiderweb Imp]], and [[https://shadowverse-portal.com/card/103611030 Yurius]] in order to fully maximize Dark Airjammer's effect[[/note]], [[https://shadowverse-portal.com/card/101634010 Diabolic Drain]], [[https://shadowverse-portal.com/card/100611050 Dark General]], and [[https://shadowverse-portal.com/card/105631010 Emeralda]] for powerful midgame plays. The deck is considered to be DifficultButAwesome mainly because inappropriately putting the player in Vengeance can punish the player hard (for example, not having the Wards needed will result in defeat from aggro Sword or OTK Roach) and inappropriately putting the player out of Vengeance will make their midgame plays even weaker. Most Vengeance Blood decks plays closer like a midrange deck, although there are some variations that incorporate some elements of aggro Blood as well.
* '''Control Blood''' is a control deck that focuses on out-sustaining and out-valuing the opponent. The deck utilizes various removal spells and similar effects that also heals the leader such as [[https://shadowverse-portal.com/card/102614050 Vampiric Kiss]], [[https://shadowverse-portal.com/card/101631050 Temptress Vampire]], [[https://shadowverse-portal.com/card/105621010 Scarlet Sabreur]], and [[https://shadowverse-portal.com/card/101634010 Diabolic Drain]]. Control Blood will often use [[https://shadowverse-portal.com/card/104633010 Blood Moon]] to help trigger powerful Vengeance effects such as [[https://shadowverse-portal.com/card/101631040 Righteous Devil]], [[https://shadowverse-portal.com/card/703641010 Belphegor]], and [[https://shadowverse-portal.com/card/101634020 Revelation]] without putting themselves in low health. Control will also run several lategame finishers such as [[https://shadowverse-portal.com/card/103041010 Bahamut]] and [[https://shadowverse-portal.com/card/105641020 Spawn of the Abyss]] to help close out long games. Control Blood counters a lot of aggro decks and some midrange decks since Control Blood can outsustain the opponent with card draws, healing, and board wipes, but is vulnerable to combo decks since a lot of control Blood's defensive options come from follower removal and have very limited options to mitigate face damage across from [[https://shadowverse-portal.com/card/104611020 Spiderweb Imp]], [[https://shadowverse-portal.com/card/106611020 Fanged Serpent]], and [[https://shadowverse-portal.com/card/104623010 Mask of the Black Death]].
* '''Jormungand Blood''' is designed around its [[https://shadowverse-portal.com/card/106641020?lang=en titular legendary]] and its synergies with Blood's penchant for self-damage. It uses cards like [[https://shadowverse-portal.com/card/107641010?lang=en Nacht]] that inflict both players with a self-damage ability, [[https://shadowverse-portal.com/card/100614010?lang=en Blood Pact]] to draw into its combo pieces, [[https://shadowverse-portal.com/card/109631010?lang=en Evil Eye Demon]] to clear the board and function as emergency spot removal, and [[https://shadowverse-portal.com/card/106621030?lang=en Demonic Ram]] to keep itself alive, and has [[https://shadowverse-portal.com/card/108641020?lang=en Darkfeast Bat]] as a finisher to do burst damage based on its sheer quantity of self-damage. The Jormungand combo suffers from vulnerability to banish effects that neutralize Nacht and Jormungand, but it is often seen running [[https://shadowverse-portal.com/card/106041020?lang=en Zodiac Demon]] to forcibly enable their Last Word effects. After modifications to Jormungand that dramatically alter its behavior, the deck has been improved for better overall survivability, as it now only needs one Jormungand to die to get to work, and it no longer needs to inflict self-damage so many times to maintain board control.
* '''Darkfeast OTK''' is a self-damage variant that eschews Jormungand entirely by racking up the quantity of self-damage through things like [[https://shadowverse-portal.com/card/101611040?lang=en Ambling Wraith]] and [[https://shadowverse-portal.com/card/101623010?lang=en Bloodfed Flowerbed]] to build up Darkfeast's damage as fast as possible. The chip damage over time pushes the opponent closer to lethal range without needing Darkfeast to hit for a full 20 damage, and the deck keeps itself afloat using various healing tools available to the craft. Formerly restricted to Unlimited due to its reliance of Classic 1pp cards to accumulate Darkfeast damage, the deck has been given new life in Rotation with the entire Lust archetype from ''Omen of the Ten'', featuring [[https://shadowverse-portal.com/card/110621020?lang=en Disiple of Lust]] and [[https://shadowverse-portal.com/card/110611030?lang=en Servant of Lust]] for quick early chip damage, and [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] serving as removal and a snowballing threat, which in turn caused the deck with shift from purely a combo deck, to a combo deck with an aggressive early game tempo.
** A variation of the Darkfeast deck is named '''Flauros Turbo''', with the aim of getting many instances of 1-point self-damage to invoke [[https://shadowverse-portal.com/card/110631020?lang=en Flauros]] as early as possible. Even though Flauros has restrictions that prevent the player from getting him any earlier than turn 3, a turn 3 (and/or turn 4) free Flauros can apply enough tempo to snowball into a victory without needing to play Darkfeast Bat. Even if Flauros gets dealt with, the whole process of trying to invoke him is guaranteed to quickly accumulate at least 7 instances of self-damage for [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] to be used as burst damage and removal at once.

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* '''Aggro Blood''' is focused on applying early game pressure with by [[ZergRush flooding the board with cheap followers]] like Aggro Sword with cards such as Summon Bloodkin, [[https://shadowverse-portal.com/card/101614020?lang=en Summon Bloodkin]], [[https://shadowverse-portal.com/card/106634010 Trial of the Gorgons]], and [[https://shadowverse-portal.com/card/106641010 Venomfang Medusa]]. However, while Sword primarily focuses on applying direct damage to the enemy leader with Storm followers, aggro Aggro Blood supplements this with cards that directly damage the enemy leader. Examples include [[https://shadowverse-portal.com/card/101614020 Summon Bloodkin]] and [[https://shadowverse-portal.com/card/101624010 Night Horde]] in conjunction with [[https://shadowverse-portal.com/card/102631030 Vania]] or [[https://shadowverse-portal.com/card/102632020 Vampiric Fortress]], [[https://shadowverse-portal.com/card/102632020 Razory Claw]] and [[https://shadowverse-portal.com/card/702624010 Snarling Chains]], [[https://shadowverse-portal.com/card/103611030 Yurius]] which is very effective on opposing against ZergRush strategies such as aggro Aggro Sword and aggro Aggro Forest, and [[https://shadowverse-portal.com/card/105641010 Carabosse]] as a curve-topper that provides additional card draw. Much like aggro Aggro Sword, aggro Aggro Blood has a relatively low learning curve that is easy to play, but its additional reach lets it kill opponents hiding behind Wards, meaning the only effective way to counter aggro aAggro Blood is to run a deck that utilize utilizes a lot of healing (for example, Elana Haven, control Control Blood, and several Ramp Dragon decks).
** '''Aggro Bat Blood''' is a variation of aggro Blood in Rotation format in the ''Dawnbreak Nightedge'' expansion. Rather than focusing on spells and effects that deal direct damage to the enemy leader, this variation focuses on dealing burst damage into the enemy leader in a single turn combo around turn 6 using [[https://shadowverse-portal.com/card/108631010?lang=en Oldblood King]] that bestows [[https://shadowverse-portal.com/card/900611010?lang=en Forest Bats]] Storm and +1 attack on the player's turn which can be used in conjunction with various Bat synergy in the deck's arsenal such as the [[https://shadowverse-portal.com/card/108614010?lang=en reprinted Summon Bloodkin]], [[https://shadowverse-portal.com/card/108624010?lang=en Red Talonstrike]], [[https://shadowverse-portal.com/card/108634010?lang=en Gift for Bloodkin]], and [[https://shadowverse-portal.com/card/108641010?lang=en Vania, Nightshade Vampire]]. Some variations of this deck choose to forgo various Bloodcraft followers and fill the deck with low curve neutral followers so that [[https://shadowverse-portal.com/card/104621020?lang=en Baphomet]] can consistently pull Oldblood King. Because Oldblood King has Ambush, this variation of aggro Aggro Blood can punish decks that lack strong early game or hard removals to deal with Oldbood King (such as most Shadowcraft decks, Giant Chimera Rune, and ramp Ramp Dragon) but struggles against decks that have various defensive tools or have a high value early game to contest aggro Aggro Blood's board (for example, Control Forestcraft and midrange Midrange Sword).
** '''Handbuff Blood''' is a variation of aggro Blood that was first introduced in ''Altersphere.'' It focuses on buffing the player's followers in player's the hand (generally followers with Storm such as [[https://shadowverse-portal.com/card/101611050?lang=en Blood Wolf]], [[https://shadowverse-portal.com/card/107611020?lang=en Savage Wolf]], and [[https://shadowverse-portal.com/card/111641030?lang=en Laura, Enraged Commander]] with followers that can buff the attack stat of the player's own followers such as [[https://shadowverse-portal.com/card/111631010?lang=en Vuella, One-Eyed Demon]], [[https://shadowverse-portal.com/card/112621010?lang=en Hellblaze Demon]], and [[https://shadowverse-portal.com/card/111611010?lang=en Furfur]]. The Handbuff Blood decks deck puts emphasis on early to midgame burst damage with Storm followers similar to Face Dragon, making Handbuff Blood very potent against most combo decks, but loses to many midrange and control decks that can easily Ward up to prevent the opponent's Storm damage (such as midrange Midrange Shadow and Sword).
* '''Vengeance Blood''' plays to Bloodcraft's main mechanic of Vengeance. This deck utilizes cards that help puts them into relatively low health (usually with activators such as [[https://shadowverse-portal.com/card/104641010 Belphegor]] or [[https://shadowverse-portal.com/card/101641020 Soul Dealer]], or utilizing Blood's CastFromHitPoints spells and effects) in order to utilize strong Vengeance effects such as [[https://shadowverse-portal.com/card/104621040 Dark Airjammer]] [[note]]Decks that run this follower will opt not to run any 1pp followers with [[https://shadowverse-portal.com/card/101611050 Blood Wolf]], [[https://shadowverse-portal.com/card/104611020 Spiderweb Imp]], and [[https://shadowverse-portal.com/card/103611030 Yurius]] in order to fully maximize Dark Airjammer's effect[[/note]], [[https://shadowverse-portal.com/card/101634010 Diabolic Drain]], [[https://shadowverse-portal.com/card/100611050 Dark General]], and [[https://shadowverse-portal.com/card/105631010 Emeralda]] for powerful midgame plays. The deck is considered to be DifficultButAwesome mainly because inappropriately putting the player in Vengeance can punish the player hard (for example, not having the Wards needed will result in defeat from aggro Aggro Sword or OTK Roach) and inappropriately putting the player out of Vengeance will make their midgame plays even weaker. Most Vengeance Blood decks plays play closer like to a midrange deck, although there are some variations that incorporate some elements of aggro Aggro Blood as well.
* '''Control Blood''' is a control deck that focuses on out-sustaining and out-valuing the opponent. The deck utilizes various removal spells and similar effects that also heals heal the leader such as [[https://shadowverse-portal.com/card/102614050 Vampiric Kiss]], [[https://shadowverse-portal.com/card/101631050 Temptress Vampire]], [[https://shadowverse-portal.com/card/105621010 Scarlet Sabreur]], and [[https://shadowverse-portal.com/card/101634010 Diabolic Drain]]. Control Blood will often use [[https://shadowverse-portal.com/card/104633010 Blood Moon]] to help trigger powerful Vengeance effects such as [[https://shadowverse-portal.com/card/101631040 Righteous Devil]], [[https://shadowverse-portal.com/card/703641010 Belphegor]], and [[https://shadowverse-portal.com/card/101634020 Revelation]] without putting themselves in low health. Control will also run several lategame finishers such as [[https://shadowverse-portal.com/card/103041010 Bahamut]] and [[https://shadowverse-portal.com/card/105641020 Spawn of the Abyss]] to help close out long games. Control Blood counters a lot of aggro decks and some midrange decks since Control Blood can outsustain the opponent with card draws, healing, and board wipes, but is vulnerable to combo decks since a lot of control Blood's defensive options come from follower removal and have very limited options to mitigate face damage across from [[https://shadowverse-portal.com/card/104611020 Spiderweb Imp]], [[https://shadowverse-portal.com/card/106611020 Fanged Serpent]], and [[https://shadowverse-portal.com/card/104623010 Mask of the Black Death]].
* '''Jormungand Blood''' is designed around its [[https://shadowverse-portal.com/card/106641020?lang=en titular legendary]] and its synergies with Blood's penchant for self-damage. It uses cards like [[https://shadowverse-portal.com/card/107641010?lang=en Nacht]] that inflict gives both players with a self-damage self-damaging ability, [[https://shadowverse-portal.com/card/100614010?lang=en Blood Pact]] to draw into its combo pieces, [[https://shadowverse-portal.com/card/109631010?lang=en Evil Eye Demon]] to clear the board and function as emergency spot removal, and [[https://shadowverse-portal.com/card/106621030?lang=en Demonic Ram]] to keep itself alive, and has [[https://shadowverse-portal.com/card/108641020?lang=en Darkfeast Bat]] as a finisher to do burst damage based on its sheer quantity of self-damage.damage. The Jormungand combo suffers from vulnerability to banish effects that neutralize Nacht and Jormungand, but it is often seen running [[https://shadowverse-portal.com/card/106041020?lang=en Zodiac Demon]] to forcibly enable their Last Word effects. After modifications to Jormungand that dramatically alter altered its behavior, the deck has been improved for better overall survivability, as it now only needs one Jormungand to die to get to work, and it no longer needs to inflict self-damage so many times to maintain board control.
* '''Darkfeast OTK''' is a self-damage variant that eschews Jormungand entirely by racking up the quantity of self-damage through things like [[https://shadowverse-portal.com/card/101611040?lang=en Ambling Wraith]] and [[https://shadowverse-portal.com/card/101623010?lang=en Bloodfed Flowerbed]] to build up Darkfeast's damage as fast as possible. The chip damage over time pushes the opponent closer to lethal range without needing Darkfeast to hit for a full 20 damage, and the deck keeps itself afloat using various healing tools available to the craft. Formerly restricted to Unlimited due to its reliance of Classic 1pp cards to accumulate Darkfeast damage, the deck has been given new life in Rotation with the entire Lust archetype from ''Omen of the Ten'', featuring [[https://shadowverse-portal.com/card/110621020?lang=en Disiple Disciple of Lust]] and [[https://shadowverse-portal.com/card/110611030?lang=en Servant of Lust]] for quick early chip damage, and [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] serving as removal and a snowballing threat, which in turn caused the deck with to shift from purely a pure combo deck, deck to a combo deck with an with aggressive early game tempo.
** A variation of the Darkfeast deck is named '''Flauros Turbo''', with the aim goal of getting many 4 instances of 1-point self-damage to invoke [[https://shadowverse-portal.com/card/110631020?lang=en Flauros]] as early as possible. Even though Flauros has restrictions that prevent the player from getting him any earlier than turn 3, a turn 3 (and/or turn 4) free Flauros can apply enough tempo to snowball into a victory without needing to play Darkfeast Bat. Even if Flauros gets dealt with, the whole process of trying to invoke him is guaranteed to quickly accumulate at least 7 instances of self-damage for [[https://shadowverse-portal.com/card/110641010?lang=en Valnareik]] to be used as burst damage and removal at once.



* '''Guardian Sun''' is a control deck focused on the namesake [[https://shadowverse-portal.com/card/101722010 Guardian Sun]]. Because many of Havencraft's followers have a high defense rating, Guardian Sun will bestow them with Ward when they're played, thus [[YouShallNotPass preventing aggro decks from attacking face]] and using [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]] as a lategame finisher. Originally popular during the ''Darkness Evolved'' meta, this deck subsequently fell out of the meta due to the fact the amulet itself is relatively easy to deal with (such as destruction and banishing effects) and there are better alternative win conditions for Haven (such as Seraph and Aegis).
* '''Storm Haven''' is an aggro deck that plays differently from other aggro decks and the rest of Haven's decks in general. While most aggro decks puts emphasis on playing cheap, multiple followers on board (such as Sword and Forest) or pushing burn damage (like aggro Blood and Dirt Rune), Storm Haven instead puts more emphasis on midgame burst and tempo plays by playing amulets on curve such as [[https://shadowverse-portal.com/card/101713010 Pinion Prayer]], [[https://shadowverse-portal.com/card/102723010 Beastcall Aria]], and [[https://shadowverse-portal.com/card/101713050 Divine Birdsong]] to spawn followers with Storm like [[https://shadowverse-portal.com/card/900711060 Regal Falcon]] and [[https://shadowverse-portal.com/card/900711010 Holy Falcon]] when the amulets pop (Beastcall Aria also spawns [[https://shadowverse-portal.com/card/900711020 Holyflame Tiger]], which gives Storm Haven a threatening follower the opponent has to deal with during the midgame). Storm Haven also uses powerful midgame tools to burst the opponent down such as [[https://shadowverse-portal.com/card/105723010 March Hare's Teatime]], [[https://shadowverse-portal.com/card/102731030 Winged Sentinel Garuda]], [[https://shadowverse-portal.com/card/101741020 Moon Al-mi'raj]], [[https://shadowverse-portal.com/card/106731020 Taurus the Great]], and [[https://shadowverse-portal.com/card/104741010 Dark Jeanne]]. Because of Storm Haven's heavy use of playing amulets in the early game, Storm Haven is vulnerable to hyper aggressive decks such as Aggro Sword and Aggro Blood, but is very powerful in punishing slower midrange and combo decks due to the strong tempo when the amulets pop and their more proactive plays.
* '''Seraph Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102743010 Enstatued Seraph]] to win the game instantly on the next turn after being played by using countdown reduction spells and effects three times on the amulet such as [[https://shadowverse-portal.com/card/100714010 Hollowed Dogma]], [[https://shadowverse-portal.com/card/101714020 Healing Prayer]], [[https://shadowverse-portal.com/card/101711030 Sister Initiate]], and [[https://shadowverse-portal.com/card/106724010 Star Torrent]]. This deck is considered to be DifficultButAwesome because it requires the player to play super defensively early game in order to safely play Seraph on turn 8. Furthermore, while destroying the amulet will hasten the countdown to victory, ''banishing'' the amulet such as [[https://shadowverse-portal.com/card/102041020 Odin]] or using BalefulPolymorph effects such as [[https://shadowverse-portal.com/card/101324050 Petrification]] (which can also banish the amulet when an Earth Sigil is in play) can effectively counter Seraph's gameplan. Some Seraph decks in Unlimited utilize the Storm Haven package since it allows the Haven player to establish early to midgame tempo that will allow the player to drop the Seraph amulet on board safely (not to mention, most Storm Haven decks run spells and effects that reduces countdown on amulets anyways). A variation of Seraph Haven in Rotation utilizes [[https://shadowverse-portal.com/card/110741010?lang=en Lapis, Glorious Seraph]], which has an advantage over the Seraph amulet of having a threatening follower on board which summons the said amulet if the follower is destroyed or banished, and is often incorporated into Tenko Haven lists since the Tenko Shrine allows the opponent's board to be safely cleared for Seraph to come into play.
* '''Elana Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102732020 Elana's Prayer]] where followers receive a +1/+1 buff whenever their leader is healed. Havencraft has access a to wide variety of [[HealingFactor healing spells and effects]] such as [[https://shadowverse-portal.com/card/105721010 Tenko]], [[https://shadowverse-portal.com/card/103711050 Frog Cleric]], [[https://shadowverse-portal.com/card/102721030 Radiance Angel]], [[https://shadowverse-portal.com/card/101711010 Rabbit Healer]], [[https://shadowverse-portal.com/card/100711020 Curate]], and [[https://shadowverse-portal.com/card/102714040 Monastic Holy Water]], which means Havencraft's followers will be insanely buffed up and strong whenever the leader is healed. The deck primarily counters aggro decks that heavily utilize burn damage (such as aggro Blood and Dirt Rune), but loses to other control decks that can consistently clear out the board to prevent Elana from having powerful followers on board.
** The ''Rebirth of Glory'' expansion adds [[https://shadowverse-portal.com/card/113741020?lang=en Elana]] herself as a follower that generates the deck-defining amulet, allowing the deck to be viable in Rotation and adding more viable synergies to use in Unlimited. Other key additions include the entire Machina package which generates 1pp healing tokens, [[https://shadowverse-portal.com/card/113731010?lang=en Kel, Holy Marksman]] to clear enemy boards, and [[https://shadowverse-portal.com/card/113711010?lang=en Tender Rabbit Healer]] as a cheap body that also provides healing.
* '''Aegis Haven''' is a label applied to a large number of Haven control decks that focus on using [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a lategame win condition. Aegis is a giant follower that is [[NighInvulnerable immune to everything]], meaning Aegis can effectively close out games once he's played. The introduction of [[https://shadowverse-portal.com/card/106741010 Aether of the White Wing]] makes it significantly easier to pull Aegis out when the player has 10 play points. Despite Aegis's NighInvulnerability, Aegis is countered by decks that can reduce follower's attack stat such as [[https://shadowverse-portal.com/card/106011020 Mr. Full Moon]] or damage reduction effects such as [[https://shadowverse-portal.com/card/900242010 Durandal]]. Conversely, because Aegis can only be affected by stat boosting/reduction effects, many Aegis decks often incorporate elements of Elana's Prayer as mentioned above in order to boost Aegis's attack stat whenever the leader is healed, making it an IncreasinglyLethalEnemy while also getting to heal off any early-game damage.
* '''Temple Haven''' (sometimes referred as '''[[IncrediblyLamePun Tempo]]''' Haven) is a midrange deck that utilizes the namesake amulet [[https://shadowverse-portal.com/card/107732010?lang=en Summit Temple]]. This deck focuses on playing high defense Havencraft followers where Haven's reactive plays becomes more proactive since their high defense followers will deal damage equal the follower's defense, making their own high-defense followers more threatening during the midgame. The deck utilizes [[https://shadowverse-portal.com/card/107713010?lang=en Gemstone Carpace]], an amulet that summons [[https://shadowverse-portal.com/card/900711100?lang=en Bejeweled Tortoise]] which is a reasonably tough threat with Temple in play. The deck is also commonly seen using [[https://shadowverse-portal.com/card/108741020?lang=en Ceryneian Hind]] (and its Choose forms) as a midgame threat, and [[https://shadowverse-portal.com/card/107741020?lang=en Heavenly Knight]] as a source of lategame burst damage, both of which are even more dangerous with Summit Temple. Unlike most Haven decks, Temple Haven has the capacity to end games as early as turn 6 or 7 because Temple can present very threatening boards that the opponent needs to deal with and only using [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a backup lategame finisher if needed. That said, intentionally damaging but not killing the Temple player's followers can leave them with a weakened board, forcing them to trade off their own followers before they can get back to pressuring with fresh ones. Fortunately, Temple Haven has various tools that help restore defense of their own followers such as [[https://shadowverse-portal.com/card/107731010?lang=en Pegasus Dullahan]] which can revive itself from any amulets that are on board or [[https://shadowverse-portal.com/card/107741010?lang=en Jeanne, Beacon of Salvation]] which also serves as an effective board clear.

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* '''Guardian Sun''' is a control deck focused on the namesake [[https://shadowverse-portal.com/card/101722010 Guardian Sun]]. Because many of Havencraft's followers have a high defense rating, defense, Guardian Sun will bestow them with Ward when they're played, thus [[YouShallNotPass preventing aggro decks from attacking face]] and using [[https://shadowverse-portal.com/card/101041030 Prince of Darkness]] as a lategame finisher. Originally popular during the ''Darkness Evolved'' meta, this deck subsequently fell out of the meta due to the fact because the amulet itself is relatively easy to deal with (such as destruction and banishing effects) and there are better alternative win conditions for Haven (such as Seraph and Aegis).
* '''Storm Haven''' is an aggro deck that plays differently from other aggro decks and the rest of Haven's decks in general. While most aggro decks puts put emphasis on playing cheap, multiple followers on board (such as Sword and Forest) or pushing burn damage (like aggro Aggro Blood and Dirt Rune), Storm Haven instead puts more emphasis on midgame burst and tempo plays by playing amulets on curve such as [[https://shadowverse-portal.com/card/101713010 Pinion Prayer]], [[https://shadowverse-portal.com/card/102723010 Beastcall Aria]], and [[https://shadowverse-portal.com/card/101713050 Divine Birdsong]] to spawn followers with Storm like [[https://shadowverse-portal.com/card/900711060 Regal Falcon]] and [[https://shadowverse-portal.com/card/900711010 Holy Falcon]] when the amulets pop (Beastcall Aria also spawns [[https://shadowverse-portal.com/card/900711020 Holyflame Tiger]], which gives Storm Haven a threatening follower the opponent has to deal with during the midgame). Storm Haven also uses powerful midgame tools to burst the opponent down such as [[https://shadowverse-portal.com/card/105723010 March Hare's Teatime]], [[https://shadowverse-portal.com/card/102731030 Winged Sentinel Garuda]], [[https://shadowverse-portal.com/card/101741020 Moon Al-mi'raj]], [[https://shadowverse-portal.com/card/106731020 Taurus the Great]], and [[https://shadowverse-portal.com/card/104741010 Dark Jeanne]]. Because of Storm Haven's heavy use of playing amulets in the early game, Storm Haven is vulnerable to hyper aggressive decks such as Aggro Sword and Aggro Blood, but is very powerful in punishing slower midrange and combo decks due to the strong tempo when the amulets pop and their more proactive plays.
* '''Seraph Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102743010 Enstatued Seraph]] to win the game instantly on the next turn after being played by using countdown reduction spells and effects three times on the amulet such as [[https://shadowverse-portal.com/card/100714010 Hollowed Dogma]], [[https://shadowverse-portal.com/card/101714020 Healing Prayer]], [[https://shadowverse-portal.com/card/101711030 Sister Initiate]], and [[https://shadowverse-portal.com/card/106724010 Star Torrent]]. This deck is considered to be DifficultButAwesome because it requires the player to play super defensively early game in order to safely play Seraph on turn 8. Furthermore, while destroying the amulet will hasten the countdown to victory, ''banishing'' the amulet such as [[https://shadowverse-portal.com/card/102041020 Odin]] or using BalefulPolymorph effects such as [[https://shadowverse-portal.com/card/101324050 Petrification]] (which can also banish the amulet when an Earth Sigil is in play) can effectively counter Seraph's gameplan. Some Seraph decks in Unlimited utilize the Storm Haven package since it allows the Haven player to establish early to midgame tempo that will allow the player to drop the Seraph amulet on board safely (not to mention, most Storm Haven decks run spells and effects that reduces countdown reduce countdowns on amulets anyways). A variation of Seraph Haven in Rotation utilizes [[https://shadowverse-portal.com/card/110741010?lang=en Lapis, Glorious Seraph]], which has an advantage over the Seraph amulet of having a threatening follower on board which summons the said amulet if the follower is destroyed or banished, and is often incorporated into Tenko Haven lists since the since [[https://shadowverse-portal.com/card/108732010?lang=en Tenko Shrine Shrine]] allows the opponent's board to be safely cleared for Seraph to come into play.
* '''Elana Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102732020 Elana's Prayer]] where followers receive a +1/+1 buff whenever their leader is healed. Havencraft has access a to wide variety of [[HealingFactor healing spells and effects]] such as [[https://shadowverse-portal.com/card/105721010 Tenko]], [[https://shadowverse-portal.com/card/103711050 Frog Cleric]], [[https://shadowverse-portal.com/card/102721030 Radiance Angel]], [[https://shadowverse-portal.com/card/101711010 Rabbit Healer]], [[https://shadowverse-portal.com/card/100711020 Curate]], and [[https://shadowverse-portal.com/card/102714040 Monastic Holy Water]], which means Havencraft's followers will be insanely buffed up and strong whenever the leader is healed. The deck primarily counters aggro decks that heavily utilize burn damage (such as aggro Aggro Blood and Dirt Rune), but loses to other control decks that can consistently clear out the board to prevent Elana from having powerful followers on board.
** The ''Rebirth of Glory'' expansion adds [[https://shadowverse-portal.com/card/113741020?lang=en Elana]] herself as a follower that generates the deck-defining amulet, allowing the deck to be viable in Rotation and adding more viable synergies to use in Unlimited. Other key additions include the entire Machina package which generates 1pp healing tokens, [[https://shadowverse-portal.com/card/900014010?lang=en 1pp healing spells]], [[https://shadowverse-portal.com/card/113731010?lang=en Kel, Holy Marksman]] to clear enemy boards, and [[https://shadowverse-portal.com/card/113711010?lang=en Tender Rabbit Healer]] as a cheap body that also provides healing.
* '''Aegis Haven''' is a label applied to a large number of Haven control decks that focus on using [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a lategame win condition. Aegis is a giant follower that is [[NighInvulnerable immune to everything]], meaning Aegis can effectively close out games once he's played. The introduction of [[https://shadowverse-portal.com/card/106741010 Aether of the White Wing]] makes it significantly easier to pull Aegis out when the player has 10 play points. Despite Aegis's NighInvulnerability, Aegis is countered by decks that can reduce follower's followers' attack stat such as [[https://shadowverse-portal.com/card/106011020 Mr. Full Moon]] or damage reduction effects such as [[https://shadowverse-portal.com/card/900242010 Durandal]]. Conversely, because Aegis can only be affected by stat boosting/reduction effects, many Aegis decks often incorporate elements of Elana's Prayer as mentioned above in order to boost Aegis's attack stat attac whenever the leader is healed, making it an IncreasinglyLethalEnemy while also getting to heal off any early-game damage.
* '''Temple Haven''' (sometimes referred as '''[[IncrediblyLamePun Tempo]]''' Haven) is a midrange deck that utilizes the namesake amulet [[https://shadowverse-portal.com/card/107732010?lang=en Summit Temple]]. This deck focuses on playing high defense Havencraft followers where Haven's reactive plays becomes more proactive since their high defense followers will deal damage equal the follower's defense, making their own high-defense followers more threatening during the midgame. The deck utilizes [[https://shadowverse-portal.com/card/107713010?lang=en Gemstone Carpace]], an amulet that summons [[https://shadowverse-portal.com/card/900711100?lang=en Bejeweled Tortoise]] which is a reasonably tough threat with Temple in play. The deck is also commonly seen using [[https://shadowverse-portal.com/card/108741020?lang=en Ceryneian Hind]] (and its Choose forms) as a midgame threat, and [[https://shadowverse-portal.com/card/107741020?lang=en Heavenly Knight]] as a source of lategame burst damage, both of which are even more dangerous with Summit Temple. Unlike most Haven decks, Temple Haven has the capacity to end games as early as turn 6 or 7 because Temple can present very threatening boards that the opponent needs to deal with and only using [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a backup lategame finisher if needed. That said, intentionally damaging but not killing the Temple player's followers can leave them with a weakened board, forcing them to trade off their own followers before they can get back to pressuring with fresh ones. Fortunately, Temple Haven has various tools that help restore the defense of their own followers such as [[https://shadowverse-portal.com/card/107731010?lang=en Pegasus Dullahan]] which can revive itself from any amulets that are on board or [[https://shadowverse-portal.com/card/107741010?lang=en Jeanne, Beacon of Salvation]] which also serves as an effective board clear.
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** '''Natura Blood''' presents as a GradualGrinder control build that is less concerned with the number of Tree tokens played or destroyed, and focuses more on enabling its '''Avarice''' conditions. Naturally, the Trees serve as convenient cheap draw power that can enable Avarice for low cost. The key player is [[https://shadowverse-portal.com/card/114641020?lang=en Cradle of Dark Divinity]] which can be evolved for free if a Tree is in play and grants a constant stream of card advantage and the ability to close the game with excess cards. It also boasts a lot of healing so that it can survive long enough to play its key cards. Natura Blood in isolation doesn't have a bursty win condition, but it has the tools that allow it to use several other finishers, most notably [https://shadowverse-portal.com/card/113041020?lang=en Zeus]] from the many free evolves that the deck gains.

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** '''Natura Blood''' presents as a GradualGrinder control build that is less concerned with the number of Tree tokens played or destroyed, and focuses more on enabling its '''Avarice''' conditions. Naturally, the Trees serve as convenient cheap draw power that can enable Avarice for low cost. The key player is [[https://shadowverse-portal.com/card/114641020?lang=en Cradle of Dark Divinity]] which can be evolved for free if a Tree is in play and grants a constant stream of card advantage and the ability to close the game with excess cards. It also boasts a lot of healing so that it can survive long enough to play its key cards. Natura Blood in isolation doesn't have a bursty win condition, but it has the tools that allow it to use several other finishers, most notably [https://shadowverse-portal.[[https://shadowverse-portal.com/card/113041020?lang=en Zeus]] from the many free evolves that the deck gains.

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** An Unlimited variant surfaced during the launch of ''World Uprooted'' after the alterations to [[https://shadowverse-portal.com/card/104541010?lang=en Minthe]] made her compatible with the amulet's activation condition. The deck combines Minthe's ability with a series of DiscardAndDraw effects to quickly accumulate Shadows for Path to Purgatory and [[https://shadowverse-portal.com/card/116541010?lang=en Gremory's]] leader effect. Usually, Minthe is combined with [[https://shadowverse-portal.com/card/111534010?lang=en Sonata of Silence]] to ensure the player keeps her 20 free shadows, and other times she is easily reanimated by [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] or [[https://shadowverse-portal.com/card/116534010?lang=en Friends Forever]]. Once Gremory's effect is in place, it can also use high-Shadow Necromancy abilities like those of [[https://shadowverse-portal.com/card/103524010?lang=en Ghostly Grasp]] and [[https://shadowverse-portal.com/card/101531040?lang=en Deathly Tyrant]] to cheat around play point limitations for deadly combos. The deck suffers from a poor early game as it is bound to spend its first few turns simply drawing cards to get to its combo pieces.



* '''Jormungand Blood''' is designed around its [[https://shadowverse-portal.com/card/106641020?lang=en titular legendary]] and its synergies with Blood's penchant for self-damage. It uses cards like [[https://shadowverse-portal.com/card/107641010?lang=en Nacht]] that inflict both players with a self-damage ability, [[https://shadowverse-portal.com/card/100614010?lang=en Blood Pact]] to draw into its combo pieces, [[https://shadowverse-portal.com/card/109631010?lang=en Evil Eye Demon]] to clear the board and function as emergency spot removal, and [[https://shadowverse-portal.com/card/106621030?lang=en Demonic Ram]] to keep itself alive, and has [[https://shadowverse-portal.com/card/108641020?lang=en Darkfeast Bat]] as a finisher to do burst damage based on its sheer quantity of self-damage. The Jormungand combo suffers from vulnerability to banish effects that neutralize Nacht and Jormungand, but it is often seen running [[https://shadowverse-portal.com/card/106041020?lang=en Zodiac Demon]] to forcibly enable their Last Word effects.

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* '''Jormungand Blood''' is designed around its [[https://shadowverse-portal.com/card/106641020?lang=en titular legendary]] and its synergies with Blood's penchant for self-damage. It uses cards like [[https://shadowverse-portal.com/card/107641010?lang=en Nacht]] that inflict both players with a self-damage ability, [[https://shadowverse-portal.com/card/100614010?lang=en Blood Pact]] to draw into its combo pieces, [[https://shadowverse-portal.com/card/109631010?lang=en Evil Eye Demon]] to clear the board and function as emergency spot removal, and [[https://shadowverse-portal.com/card/106621030?lang=en Demonic Ram]] to keep itself alive, and has [[https://shadowverse-portal.com/card/108641020?lang=en Darkfeast Bat]] as a finisher to do burst damage based on its sheer quantity of self-damage. The Jormungand combo suffers from vulnerability to banish effects that neutralize Nacht and Jormungand, but it is often seen running [[https://shadowverse-portal.com/card/106041020?lang=en Zodiac Demon]] to forcibly enable their Last Word effects. After modifications to Jormungand that dramatically alter its behavior, the deck has been improved for better overall survivability, as it now only needs one Jormungand to die to get to work, and it no longer needs to inflict self-damage so many times to maintain board control.



* The '''Evolve Deck''' is a term used to encompass a multitude of decks across different crafts that use as many Evolve synergies as possible, including effects that let them evolve without consuming their very limited Evolve Points. The groundwork was first laid in ''Steel Rebellion'' with [[https://shadowverse-portal.com/card/112011020?lang=en Hnikar]] and [[https://shadowverse-portal.com/card/112021020?lang=en Jafnhar]] as the core duo that provide free evolve procs, [[https://shadowverse-portal.com/card/112031020?lang=en Grimnir]] who serves as an early ward and lategame board clear, and [[https://shadowverse-portal.com/card/112041020?lang=en Odin]] as the finisher. ''Rebirth of Glory'' then added [[https://shadowverse-portal.com/card/113041020?lang=en Zeus]] as a more powerful finisher, and [[https://shadowverse-portal.com/card/113041010?lang=en Olivia]] as a way to get more evolves in the late game. Many decks across different crafts play a little differently in the early to midgame, but they all converge on Zeus to close the game.

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* The '''Evolve Deck''' is a term used to encompass a multitude of decks across different crafts that use as many Evolve synergies as possible, including effects that let them evolve without consuming their very limited Evolve Points. The groundwork was first laid in ''Steel Rebellion'' with [[https://shadowverse-portal.com/card/112011020?lang=en Hnikar]] and [[https://shadowverse-portal.com/card/112021020?lang=en Jafnhar]] as the core duo that provide free evolve procs, [[https://shadowverse-portal.com/card/112031020?lang=en Grimnir]] who serves as an early ward and lategame board clear, and [[https://shadowverse-portal.com/card/112041020?lang=en Odin]] as the finisher. ''Rebirth of Glory'' then added [[https://shadowverse-portal.com/card/113041020?lang=en Zeus]] as a more powerful finisher, and [[https://shadowverse-portal.com/card/113041010?lang=en Olivia]] as a way to get more evolves in the late game. ''Ultimate Colosseum'' throws some of the biggest synergies with its '''Union Burst''' mechanic that comes online sooner as the player evolves their followers over the match, while the other expansions slowly add on to the strategy with more cards that evolve for free. Many decks across different crafts play a little differently in the early to midgame, but they all converge on Zeus to close the game.



** '''Evolve Blood''' isn't a standalone archetype, as it is commonly observed as a hybrid with another of the existing archetypes. [[https://shadowverse-portal.com/card/112631010?lang=en Destructive Succubus]] is its signature card as she gets cheaper with evolves and serves as a more consistent boardwipe than Grimnir, while also hitting the enemy leader and boasting stronger stats than him. [[https://shadowverse-portal.com/card/110631030?lang=en Trill]] is also played as her Choice options offer a token that evolves her for free or a boardwipe to erase weakened enemy followers. Blood's evolve synergies were formerly used to supplant the Machina archetype before new additions allowed for a more pure variant to become viable. Now, the evolve synergies can either be seen in either Machina or Vengeance builds (sometimes with ''all three combined'') leading to many variations now known as '''Hybrid Blood'''.

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** '''Evolve Blood''' isn't a standalone archetype, as it is commonly observed as a hybrid with another of the existing archetypes. [[https://shadowverse-portal.com/card/112631010?lang=en Destructive Succubus]] is its signature card as she gets cheaper with evolves and serves as a more consistent boardwipe than Grimnir, while also hitting the enemy leader and boasting stronger stats than him. [[https://shadowverse-portal.com/card/110631030?lang=en Trill]] is also played as her Choice options offer a token that evolves her for free or a boardwipe to erase weakened enemy followers. Blood's evolve synergies were formerly used to supplant the Machina archetype before new additions allowed for a more pure variant to become viable. Now, the evolve synergies can either be seen in either Machina Machina, Natura or Vengeance builds (sometimes with ''all three ''three of the above combined'') leading to many variations now known as '''Hybrid Blood'''.



** '''Evolve Sword''' is a deck introduced in ''Ultimate Colosseum'' that plays differently from other evolve centric decks. It is a midrange focused deck that cares little about how many evolves for lategame Zeus (in fact, Evolve Sword does not run any neutral related evolve followers). Instead, evolve Sword takes advantage of the new Union Burst mechanic where it's turn number requirement is reduced based on how many times the player has evolved during the match (i.e. [[https://shadowverse-portal.com/card/115241020?lang=en Pecorine]] and [[https://shadowverse-portal.com/card/115231020?lang=en Shizuru]]). One of their main win conditions is to get enough evolves to power up [[https://shadowverse-portal.com/card/115241010?lang=en Kagemitsu]] and sacrifice him with his Last Words effect of summoning him evolved in the next turn in order to setup a lethal turn in conjunction with [[https://shadowverse-portal.com/card/114241010?lang=en Regal Wildcat]] (since Kagemitsu gain additional stats based on how many times the player has evolved during the match). Even without the Kagemitsu and Regal Wildcat combo, the deck has a plethora of good followers to evolve with immense value, some even for free with certain conditions (i.e. [[https://shadowverse-portal.com/card/115231010?lang=en Steadfast Samurai]], [[https://shadowverse-portal.com/card/115221020?lang=en Twinsword Master]], [[https://shadowverse-portal.com/card/112241010?lang=en Lecia, Sky Saber]], and the aforementioned Shizuru).

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** '''Evolve Sword''' is a deck introduced in ''Ultimate Colosseum'' that plays differently from other evolve centric decks. It is a midrange focused deck that cares little about how many evolves for lategame Zeus (in fact, Evolve Sword does not run any neutral related evolve followers). Instead, evolve Sword takes advantage of the new Union Burst mechanic where it's turn number requirement is reduced based on how many times which becomes available sooner as the player has evolved during the match evolves their followers (i.e. [[https://shadowverse-portal.com/card/115241020?lang=en Pecorine]] and [[https://shadowverse-portal.com/card/115231020?lang=en Shizuru]]). One of their main win conditions is to get enough evolves to power up [[https://shadowverse-portal.com/card/115241010?lang=en Kagemitsu]] and sacrifice him with his Last Words effect of summoning him evolved in the next turn in order to setup a lethal turn in conjunction with [[https://shadowverse-portal.com/card/114241010?lang=en Regal Wildcat]] (since Kagemitsu gain additional stats based on how many times the player has evolved during the match). Even without the Kagemitsu and Regal Wildcat combo, the deck has a plethora of good followers to evolve with immense value, some even for free with certain conditions (i.e. [[https://shadowverse-portal.com/card/115231010?lang=en Steadfast Samurai]], [[https://shadowverse-portal.com/card/115221020?lang=en Twinsword Master]], [[https://shadowverse-portal.com/card/112241010?lang=en Lecia, Sky Saber]], and the aforementioned Shizuru). When games go long, [[https://shadowverse-portal.com/card/115241030?lang=en Luxblade Arriet]] is played to turn the game around, and [[https://shadowverse-portal.com/card/115234010?lang=en Courtly Dance]] shows up for three free evolves on the spot.



** '''Natura Blood''' presents as a GradualGrinder control build that is less concerned with the number of Tree tokens played or destroyed, and focuses more on enabling its '''Avarice''' conditions. Naturally, the Trees serve as convenient cheap draw power that can enable Avarice for low cost. The key player is [[https://shadowverse-portal.com/card/114641020?lang=en Cradle of Dark Divinity]] which can be evolved for free if a Tree is in play and grants a constant stream of card advantage and the ability to close the game with excess cards. It also boasts a lot of healing so that it can survive long enough to play its key cards. Natura Blood in isolation doesn't have a bursty win condition, but it has the tools that allow it to use several other finishers, most notably [https://shadowverse-portal.com/card/113041020?lang=en Zeus]] from the many free evolves that the deck gains.



The ''World Uprooted'' expansion gave us the '''Natura/Machina package''' with the introduction of [[https://shadowverse-portal.com/card/116031010 Changeling Cherub]] and [[https://shadowverse-portal.com/card/116041020?lang=en Natur Al'machinus]]. Since they have both the Machina and Natura traits, they're a perfect fit for both decks. Changeling Cherub is better in Machina decks because the 2 damage to an enemy follower is better than 2 life and adds either an Assembly Droid or Naterran Great Tree to your hand when it evolves. This combos perfectly with Natur Al'machinus, which fuses away Machina and Natura cards (especially the extra copies of Assembly Droid and Repair Mode) to deal damage to an enemy follower and add Machina or Natura followers from your deck to your hand based on the number of cards fused. In addition, if it's fused with both a Natura and a Machina card (fairly simple to do since you can always pitch extra copies to itself), you get a 3 play point discount on their costs. Both of these cards have energized Machina decks since their release.

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* The ''World Uprooted'' expansion gave us the '''Natura/Machina package''' with the introduction of [[https://shadowverse-portal.com/card/116031010 Changeling Cherub]] and [[https://shadowverse-portal.com/card/116041020?lang=en Natur Al'machinus]]. Since they have both the Machina and Natura traits, they're a perfect fit for both decks. Changeling Cherub is better in Machina decks because the 2 damage to an enemy follower is better than 2 life and adds either an Assembly Droid or Naterran Great Tree to your hand when it evolves. This combos perfectly with Natur Al'machinus, which fuses away Machina and Natura cards (especially the extra copies of Assembly Droid and Repair Mode) to deal damage to an enemy follower and add Machina or Natura followers from your deck to your hand based on the number of cards fused. In addition, if it's fused with both a Natura and a Machina card (fairly simple to do since you can always pitch extra copies to itself), you get a 3 play point discount on their costs. Both of these cards have energized Machina decks since their release.
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The ''World Uprooted'' expansion gave us the '''Natura/Machina package''' with the introduction of [[https://shadowverse-portal.com/card/116031010 Changeling Cherub]] and [[https://shadowverse-portal.com/card/116041020?lang=en Natur Al'machinus]]. Since they have both the Machina and Natura traits, they're a perfect fit for both decks. Changeling Cherub is better in Machina decks because the 2 damage to an enemy follower is better than 2 life and adds either an Assembly Droid or Naterran Great Tree to your hand when it evolves. This combos perfectly with Natur Al'machinus, which fuses away Machina and Natura cards (especially the extra copies of Assembly Droid and Repair Mode) to deal damage to an enemy follower and add Machina or Natura followers from your deck to your hand based on the number of cards fused. In addition, if it's fused with both a Natura and a Machina card (fairly simple to do since you can always pitch extra copies to itself), you get a 3 play point discount on their costs. Both of these cards have energized Machina decks since their release.

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The ''World Uprooted'' expansion gave us the '''Natura/Machina package''' with the introduction of [[https://shadowverse-portal.com/card/116031010 Changeling Cherub]] and [[https://shadowverse-portal.com/card/116041020?lang=en Natur Al'machinus]]. Since they have both the Machina and Natura traits, they're a perfect fit for both decks. Changeling Cherub is better in Machina decks because the 2 damage to an enemy follower is better than 2 life and adds either an Assembly Droid or Naterran Great Tree to your hand when it evolves. This combos perfectly with Natur Al'machinus, which fuses away Machina and Natura cards (especially the extra copies of Assembly Droid and Repair Mode) to deal damage to an enemy follower and add Machina or Natura followers from your deck to your hand based on the number of cards fused. In addition, if it's fused with both a Natura and a Machina card (fairly simple to do since you can always pitch extra copies to itself), you get a 3 play point discount on their costs. Both of these cards have energized Machina decks since their release.release.
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** '''Evolve Dragon''' combines free evolutions with discard effects to rip through the deck to overwhelm the opponent or end the game in a single attack with [[https://shadowverse-portal.com/card/113041020?lang=en Zeus, the Supreme]]. While the deck was gradually built over time, ''World Uprooted'' gave the deck the push it needed to break into the meta. The deck combines discard effects from cards like [[https://shadowverse-portal.com/card/112431010?lang=en Soaring Dragonnewt]] and [[https://shadowverse-portal.com/card/116424010?lang=en Scalebound Plight]] to quickly draw through their deck, along with cards with discard effects like [[https://shadowverse-portal.com/card/116414010?lang=en Dragonfolk's Wail]] and [[https://shadowverse-portal.com/card/116411010?lang=en Dragoon Medic]]. [[https://shadowverse-portal.com/card/116441020?lang=en Shipsbane Plesiosaurus]] gives the deck additional reach by dealing damage to enemy followers and the enemy leader whenever the player discards a card. The goal is to find [[https://shadowverse-portal.com/card/116024010?lang=en Goblin Warpack]] and play it for 9, summoning 5 Goblins and evolving them. That's usually enough to clear the board before attacking with a Zeus next turn for lethal.



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[[/folder]]The ''World Uprooted'' expansion gave us the '''Natura/Machina package''' with the introduction of [[https://shadowverse-portal.com/card/116031010 Changeling Cherub]] and [[https://shadowverse-portal.com/card/116041020?lang=en Natur Al'machinus]]. Since they have both the Machina and Natura traits, they're a perfect fit for both decks. Changeling Cherub is better in Machina decks because the 2 damage to an enemy follower is better than 2 life and adds either an Assembly Droid or Naterran Great Tree to your hand when it evolves. This combos perfectly with Natur Al'machinus, which fuses away Machina and Natura cards (especially the extra copies of Assembly Droid and Repair Mode) to deal damage to an enemy follower and add Machina or Natura followers from your deck to your hand based on the number of cards fused. In addition, if it's fused with both a Natura and a Machina card (fairly simple to do since you can always pitch extra copies to itself), you get a 3 play point discount on their costs. Both of these cards have energized Machina decks since their release.
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Grammar, Spelling, Clarification


*** '''Disdain Dragon''' is Rotation counterpart of Storm Ramp. The main goal of this deck is to utilize [[https://shadowverse-portal.com/card/110441010?lang=en Gaimieux, Omen of Disdain]] and [[https://shadowverse-portal.com/card/110431010?lang=en Apostle of Disdain]] to push large amounts of face damage, with effects that deliberately damage their own followers such as [[https://shadowverse-portal.com/card/110421030?lang=en Disciple of Disdain]] and [[https://shadowverse-portal.com/card/110434010?lang=en Disdainful Rending]]. Gaimieux herself has an Enhance effect that serves as an effective board clear which allows her to automatically evolve herself with an effect that deals 3 damage to an enemy follower whenever she takes damage and deal 3 damage to the enemy leader at the same time. The deck also uses the aforementioned Azi Dahaka and Zooey as a backup finisher should either Galmieux or Apostle of Disdain fail to finish the opponent off.

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*** '''Disdain Dragon''' is the Rotation counterpart of Storm Ramp. The main goal of this deck is to utilize [[https://shadowverse-portal.com/card/110441010?lang=en Gaimieux, Omen of Disdain]] and [[https://shadowverse-portal.com/card/110431010?lang=en Apostle of Disdain]] to push large amounts of face damage, with effects that deliberately damage their own followers such as [[https://shadowverse-portal.com/card/110421030?lang=en Disciple of Disdain]] and [[https://shadowverse-portal.com/card/110434010?lang=en Disdainful Rending]]. Gaimieux herself has an Enhance effect that serves as an effective board clear which allows her to automatically evolve herself with an effect that deals 3 damage to an enemy follower whenever she takes damage and deal 3 damage to the enemy leader at the same time. The deck also uses the aforementioned Azi Dahaka and Zooey as a backup finisher should either Galmieux or Apostle of Disdain fail to finish the opponent off.



* '''Face Dragon''' is an aggro archetype of Dragoncraft that was mostly played prior to the ''Tempest of the Gods'' expansion. The main core of the deck is it's midgame burst damage potential with several of their midgame Storm followers such as [[https://shadowverse-portal.com/card/101441020 Dark Dragoon Forte]], [[https://shadowverse-portal.com/card/105421010 Hippogryph Rider]], and [[https://shadowverse-portal.com/card/104431020 Phoenix Rider Aina]]. Face Dragon have several key early game cards that makes this deck possible such as [[https://shadowverse-portal.com/card/102411020 Mushussu]] that can snowball out of control if left unanswered, [[https://shadowverse-portal.com/card/104411020 Aqua Nereid]], [[https://shadowverse-portal.com/card/108424010?lang=en Waters of the Orca]], and [[https://shadowverse-portal.com/card/107411010 Dragon Aficionado]] to help push for wide boards to reap the benefits of Hippogryph Rider and Phoenix Rider Aina (which Aina can be used to punish your opponent's wide boards), [[https://shadowverse-portal.com/card/107424010 Dragon Horde]] to put [[https://shadowverse-portal.com/card/101411020 Maelstrom Dragon]] into the player's hand, and [[https://shadowverse-portal.com/card/102421020 Siegfried]] and [[https://shadowverse-portal.com/card/104411030 Dragoon Scyther]] for effective removal (with the later gaining Storm when Overflow is active). Face Dragon mostly fell off after the ''Tempest of the Gods'' expansion since ramp Dragon is more consistent and plays to Dragon's main strengths. In the ''Chronogenesis'' expansion, however, Face Dragon has gotten some form of revival in Unlimited format, mainly because ramp Dragon is considered to be too slow in a meta that is hyperaggressive and several of ramp Dragon's key cards were nerfed to the point that it can be countered easily with combo decks (which is also prevalent in the Unlimited format).

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* '''Face Dragon''' is an aggro archetype of Dragoncraft that was mostly played prior to the ''Tempest of the Gods'' expansion. The main core of the deck is it's its midgame burst damage potential with several of their midgame Storm followers such as [[https://shadowverse-portal.com/card/101441020 Dark Dragoon Forte]], [[https://shadowverse-portal.com/card/105421010 Hippogryph Rider]], and [[https://shadowverse-portal.com/card/104431020 Phoenix Rider Aina]]. Face Dragon have several key early game cards that makes this deck possible such as [[https://shadowverse-portal.com/card/102411020 Mushussu]] that can snowball out of control if left unanswered, [[https://shadowverse-portal.com/card/104411020 Aqua Nereid]], [[https://shadowverse-portal.com/card/108424010?lang=en Waters of the Orca]], and [[https://shadowverse-portal.com/card/107411010 Dragon Aficionado]] to help push for wide boards to reap the benefits of Hippogryph Rider and Phoenix Rider Aina (which Aina can be used to punish your opponent's wide boards), [[https://shadowverse-portal.com/card/107424010 Dragon Horde]] to put [[https://shadowverse-portal.com/card/101411020 Maelstrom Dragon]] into the player's hand, and [[https://shadowverse-portal.com/card/102421020 Siegfried]] and [[https://shadowverse-portal.com/card/104411030 Dragoon Scyther]] for effective removal (with the later gaining Storm when Overflow is active). Face Dragon mostly fell off after the ''Tempest of the Gods'' expansion since ramp Dragon is more consistent and plays to Dragon's main strengths. In the ''Chronogenesis'' expansion, however, Face Dragon has gotten some form of revival in Unlimited format, mainly because ramp Dragon is considered to be too slow in a meta that is hyperaggressive and several of ramp Dragon's key cards were nerfed to the point that it can be countered easily with combo decks (which is also prevalent in the Unlimited format).



* '''Aggro Shadow''' is an aggro deck that utilize [[https://shadowverse-portal.com/card/704541010 Cerberus]] to put [[https://shadowverse-portal.com/card/900544020 Coco]] and [[https://shadowverse-portal.com/card/900544010 Mimi]] into the player's hand and use [[https://shadowverse-portal.com/card/101534010 Phantom Howl]] + Coco + Mimi combo in the next to push for a total of 13 burst damage (15 if [[https://shadowverse-portal.com/card/105011010 Ephemera, Angelic Slacker]] is used). Aggro Shadow also a good number of early game followers such as [[https://shadowverse-portal.com/card/101511110 Lesser Mummy]], [[https://shadowverse-portal.com/card/101511040 Rabbit Necromancer]], [[https://shadowverse-portal.com/card/101511120 Skull Beast]], [[https://shadowverse-portal.com/card/101521010 Skeleton Fighter]], [[https://shadowverse-portal.com/card/102511010 Dark Conjurer]] and [[https://shadowverse-portal.com/card/102521040 Bone Chimera]] to build up shadows needed for the Phantom Howl combo. Aggro Shadow also utilize [[https://shadowverse-portal.com/card/103531030 Shadow Reaper]] for a difficult follower to deal with, allowing aggro Shadow to easily trade their followers in to boost Shadow Reaper as well as utilizing [[https://shadowverse-portal.com/card/104521030 Prince Catacomb]] to help add fuel to Shadow Reaper. A deck that was once popular during ''Rise of Bahamut'' and ''Tempest of the Gods'' expansions, aggro Shadow mostly fall off in the meta due to aggro Shadow not having a lot of Storm and burn options like what aggro Sword and Blood has, the predictability of the Phantom Howl combo, and the nerfs to both Prince Catacombs and Shadow Reaper significantly weakens aggro Shadow's early game potential.
* '''Midrange Shadow''' plays to the class strength of Necromancy effects. Based on the framework from aggro Shadow during the ''Rise of Bahamut'' expansion [[note]]subsequent expansions after Tempest of the Gods introduced more defensive options for midrange Shadow that allows further differentiation between aggro Shadow and midrange Shadow[[/note]], midrange Shadow is a JackOfAllTrades deck that has an early game to contest and control the board that will allow them to build shadows for mid to late game plays such as [[https://shadowverse-portal.com/card/101534030 Death's Breath]], [[https://shadowverse-portal.com/card/104531030 Immortal Thane]], and [[https://shadowverse-portal.com/card/104541020 Demonlord Eachtar]] as well as being able to maintain a sticky board thanks to the said Prince Catacombs and Bone Chimera from aggro Shadow. The deck also has various defensive options such as [[https://shadowverse-portal.com/card/104531020 Little Soulsquasher]], [[https://shadowverse-portal.com/card/103521030 Lurching Corpse]], [[https://shadowverse-portal.com/card/106531010 Ceres of the Night]], and [[https://shadowverse-portal.com/card/106511010 Dark Bladefiend]] to punish any aggressive decks as well. Due to the sheer versatility of midrange Shadow, this deck is considered one of the strongest decks in both ladder and competitive play. However, after ''Dawnbreak Nightedge'' expansion, this playstyle has fallen off in the Rotation competitive scene due to the loss of effective hard removal against large threats, the nerfs to midrange Shadow's powerful cards, lack of reliable healing and board clear, inability to maintain early game board tempo, and incredibly low value followers, making this Midrange Shadow drop from JackOfAllTrades to MasterOfNone. However, midrange Shadowcraft still continue to thrive in the Unlimited format ever since ''Bridgade of the Sky'' expansion with more defensive tools such as [[https://shadowverse-portal.com/card/109521020?lang=en Lady Grey, Deathweaver]], [[https://shadowverse-portal.com/card/110521020?lang=en Disciple of Silence]], and [[https://shadowverse-portal.com/card/112541010?lang=en Ceres, Eternal Blade]] to hunt down the abundance of aggro decks in the Unlimited format with having impactful midgame followers such as [[https://shadowverse-portal.com/card/110541010?lang=en Cerberus, Hound of Hades]] and [[https://shadowverse-portal.com/card/109541030?lang=en Gremory]] to apply strong midgame pressure, although the dominance of OTK Roach (which now have a powerful [=AoE=] board clear and a faster variation of Roach) and Artifact Portal after the ''Steel Rebellion'' expansion in the Unlimited format caused midrange Shadow to fall off in the Unlimited meta.

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* '''Aggro Shadow''' is an aggro deck that utilize utilizes [[https://shadowverse-portal.com/card/704541010 Cerberus]] to put [[https://shadowverse-portal.com/card/900544020 Coco]] and [[https://shadowverse-portal.com/card/900544010 Mimi]] into the player's hand and use uses the [[https://shadowverse-portal.com/card/101534010 Phantom Howl]] + Coco + Mimi combo in the next to push for a total of 13 burst damage (15 if [[https://shadowverse-portal.com/card/105011010 Ephemera, Angelic Slacker]] is used). Aggro Shadow also has a good number of early game followers such as [[https://shadowverse-portal.com/card/101511110 Lesser Mummy]], [[https://shadowverse-portal.com/card/101511040 Rabbit Necromancer]], [[https://shadowverse-portal.com/card/101511120 Skull Beast]], [[https://shadowverse-portal.com/card/101521010 Skeleton Fighter]], [[https://shadowverse-portal.com/card/102511010 Dark Conjurer]] and [[https://shadowverse-portal.com/card/102521040 Bone Chimera]] to build up shadows needed for the Phantom Howl combo. Aggro Shadow also utilize utilizes [[https://shadowverse-portal.com/card/103531030 Shadow Reaper]] for a difficult follower to deal with, allowing aggro Aggro Shadow to easily trade their followers in to boost Shadow Reaper as well as utilizing [[https://shadowverse-portal.com/card/104521030 Prince Catacomb]] to help add fuel to Shadow Reaper. A deck that was once popular during ''Rise of Bahamut'' and ''Tempest of the Gods'' expansions, aggro Aggro Shadow mostly fall fell off in the meta due to aggro Aggro Shadow not having a lot of Storm and burn options like what aggro likeA ggro Sword and Blood has, Blood, the predictability of the Phantom Howl combo, and the nerfs to both Prince Catacombs and Shadow Reaper significantly weakens weakened aggro Shadow's early game potential.
* '''Midrange Shadow''' plays to the class strength of Necromancy effects. Based on the framework from aggro aAgro Shadow during the ''Rise of Bahamut'' expansion [[note]]subsequent expansions after Tempest of the Gods introduced more defensive options for midrange Midrange Shadow that allows further differentiation between aggro Shadow and midrange Shadow[[/note]], midrange Midrange Shadow is a JackOfAllTrades deck that has an early game to contest and control the board that will allow them to build shadows for mid to late game plays such as [[https://shadowverse-portal.com/card/101534030 Death's Breath]], [[https://shadowverse-portal.com/card/104531030 Immortal Thane]], and [[https://shadowverse-portal.com/card/104541020 Demonlord Eachtar]] as well as being able to maintain a sticky board thanks to the said Prince Catacombs and Bone Chimera from aggro Aggro Shadow. The deck also has various defensive options such as [[https://shadowverse-portal.com/card/104531020 Little Soulsquasher]], [[https://shadowverse-portal.com/card/103521030 Lurching Corpse]], [[https://shadowverse-portal.com/card/106531010 Ceres of the Night]], and [[https://shadowverse-portal.com/card/106511010 Dark Bladefiend]] to punish any aggressive decks as well. Due to the sheer versatility of midrange Midrange Shadow, this deck is considered one of the strongest decks in both ladder and competitive play. However, after ''Dawnbreak Nightedge'' expansion, this playstyle has fallen off in the Rotation competitive scene due to the loss of effective hard removal against large threats, the nerfs to midrange Midrange Shadow's powerful cards, lack of reliable healing and board clear, inability to maintain early game board tempo, and incredibly low value followers, making this Midrange Shadow drop from JackOfAllTrades to MasterOfNone. However, midrange Shadowcraft still continue continued to thrive in the Unlimited format ever since the ''Bridgade of the Sky'' expansion with more defensive tools such as [[https://shadowverse-portal.com/card/109521020?lang=en Lady Grey, Deathweaver]], [[https://shadowverse-portal.com/card/110521020?lang=en Disciple of Silence]], and [[https://shadowverse-portal.com/card/112541010?lang=en Ceres, Eternal Blade]] to hunt down the abundance of aggro decks in the Unlimited format with having impactful midgame followers such as [[https://shadowverse-portal.com/card/110541010?lang=en Cerberus, Hound of Hades]] and [[https://shadowverse-portal.com/card/109541030?lang=en Gremory]] to apply strong midgame pressure, although the dominance of OTK Roach (which now have has a powerful [=AoE=] board clear and a faster variation of Roach) and Artifact Portal after the ''Steel Rebellion'' expansion in the Unlimited format caused midrange Midrange Shadow to fall off in the Unlimited meta.



* '''Reanimate Shadow''' is a new deck archetype introduced in ''Chronogenesis'' expansion that utilize Shadow's two new mechanics: Reanimate and Burial Rite. Cards with Burial Rite effects such [[https://shadowverse-portal.com/card/107511010?lang=en Gloomy Necromancer]] and [[https://shadowverse-portal.com/card/108531020?lang=en Everdark Stryx]] to kill off either [[https://shadowverse-portal.com/card/104041010?lang=en Zeus]] (subsequent expansions after ''Brigade of the Sky'' use [[https://shadowverse-portal.com/card/109541020?lang=en Mordecai, Eternal Duelist]] or [[https://shadowverse-portal.com/card/109041010?lang=en Proto Bahamut]] as a replacement of Zeus after he was rotated out) and sometimes [[https://shadowverse-portal.com/card/108541020?lang=en Hinterland Ghoul]] in the player's hand so Reanimate effects such [[https://shadowverse-portal.com/card/107534010?lang=en Sow Death, Reap Life]] and [[https://shadowverse-portal.com/card/107531010?lang=en Death Dragon Caller]] can pull lategame threats earlier on curve. [[https://shadowverse-portal.com/card/108541010?lang=en Ceridwen, Eternity Hunter]] helps encourage this playstyle with an option of either [[https://shadowverse-portal.com/card/900544030?lang=en 5pp Reanimate spell that puts the highest cost follower on board]] (thus guaranteeing Zeus being played around turn 7) or a [[https://shadowverse-portal.com/card/900544040?lang=en 1pp Burial Rite spell that serves a removal]]. In Rotation format, Reanimate Shadow plays more like a control deck, as Reanimate Shadow needs to survive the early game in order to play their lategame threats in an earlier curve and many of the Reaniamte and Burial Rite tools tend to be more defensive in nature while the Reanimate mechanics is more or less incorporated into Atomy decks as mentioned above. However, much like Nephthys Control, Reanimate Shadow has incredibly difficult time contesting the board and has an incredibly awkward early game, and not getting the key important cards such as their lategame Reanimate target, Burial Rite, and Reanimate effects can more or less ruin the gameplan. Furthermore, Shadow in Rotation format lacks any early game tempo and lack reliable hard removal and board clears, making it even harder for Reanimate Shadow to contest the board in both the early game and lategame. Reanimate Shadow as a deck archetype fell off in Rotation and Unlimited formats due to the lack of early game tempo, the nerfs to several key Reanimate cards, and the fact that Arcus outclass Reanimate Shadow in every form in the Rotation format.
* '''Arcus Shadow''' (sometimes referred as '''Arcus OTK''') is Shadowcraft's combo deck in Rotation that utilize the namesake [[https://shadowverse-portal.com/card/108541030?lang=en Arcus, Ghostly Manager]], which grants the player an effect of destroying any follower that cost 3pp or less that comes into play and spawn [[https://shadowverse-portal.com/card/900511020?lang=en Ghosts]] based on the destroyed follower's play point cost. The end game goal is to survive until turn 10 to activate the OTK combo by utilizing [[https://shadowverse-portal.com/card/109541010?lang=en Ferry, Spirit Maiden]] that will bestow the Ghosts the ability to attack three times and used in conjunction with [[https://shadowverse-portal.com/card/105011010?lang=en Ephemera, Angelic Slacker]] (who was later replaced with [[https://shadowverse-portal.com/card/110041020?lang=en Gilnelise, Omen of Craving]] when Ephemera was rotated out, which makes the Arcus deck more consistent since she has Ambush and card draw effect that helps the player set up lethal. Not to mention, she can easily be pulled with [[https://shadowverse-portal.com/card/109031010?lang=en Lyria, Azure Maiden]], especially when Arcus's effect is active) or [[https://shadowverse-portal.com/card/109541030?lang=en Gremory]]'s Enhance effect[[note]]The said Enhance effect can also be used for additional card draw engine on curve prior to playing Arcus as well as evolving all the followers on board, providing if the player manages to establish a board beforehand.[[/note]] to preform an OTK combo that drops your opponent's health from 20 to 0. As with any combo deck in a similar vein like Forestcraft's OTK Roach, Arcus Shadow is susceptible to early aggression and like OTK Roach combo, it is vulnerable to sturdy Wards that can prevent the combo (although the inclusion of [[https://shadowverse-portal.com/card/109533010?lang=en Plagued City]] can serve as a stalling tool and help negate any sturdy Ward followers or any Storm finishers that come into play until the amulet duration runs out). Unlike OTK Roach, however, Arcus Shadow has a reasonable early game curve since the deck runs a lot of 2pp and 3pp followers to help trigger Arcus's effect, meaning Arcus Shadow can play similarly like a midrange deck before transitioning to their combo plan when Arcus comes into play. Arcus Shadow has saw competetive play in the Rotation meta since Omen of the Ten expansion with the introduction of Gilnelise that makes the deck more consistent and the introduction of [[https://shadowverse-portal.com/card/110541010?lang=en Cerberus, Hound of Hades]] help filled the midgame gap that Shadow lost from the previous expansion (not to mention, the tokens spawned themselves help contribute to the Arcus combo gameplan).
* '''[=PtP=] Shadow''' is a control deck that utilizes [[https://shadowverse-portal.com/card/101032010?lang=en Path of Purgatory]] amulet (or [[https://shadowverse-portal.com/card/900541100?lang=en Hades, Father of Purgatory]] in the Rotation format since the ''Rebirth of Glory'' expansion). While Shadowcraft have a lot of various tools generate shadows, this strategy is easily considered AwesomeButImpractical because Shadowcraft gets more value with their Necromancy effects (i.e. [[https://shadowverse-portal.com/card/104541020 Demonlord Eachtar]]), hence preventing Shadowcraft from utilizing the Path to Purgatory win condition should their shadows be consumed for Necromancy. This strategy, however, works better in the Rotation thanks to [[https://shadowverse-portal.com/card/112522010?lang=en an introduction of an amulet]] that makes it easier to gain 30 shadows needed for Path to Purgatory and the lack of powerful Necromancy effects in the Rotation format. The deck, however, is susceptible to amulet removal such as [[https://shadowverse-portal.com/card/113034010?lang=en Angelic Smite]], and has no alternative win conditions should the amulet be answered. Because of it, the deck is generally seen as a weaker version of Lishenna Portal. In the Unlimited format, it's often incorporated into Nephthys decks, as she can potentially pull Hades when played on curve and has an alternative win condition with [[https://shadowverse-portal.com/card/101531050 Mordecai the Duelist]] and [[https://shadowverse-portal.com/card/109541010?lang=en Ferry, Spirit Maiden]] combo should the amulet be answered in any form (and Mordecai being a very sticky follower against decks that don't run banishes or transform effects makes it more convenient to combo with Ferry).
* '''Yokai Shadow''' is an aggressive midrange deck in the Rotation format since ''Ultimate Colosseum'' that utilizes [[https://shadowverse-portal.com/card/115541010?lang=en Ginsetsu]] and [[https://shadowverse-portal.com/card/115531020?lang=en Shuten-Douji]] [[note]]The namesake of the deck is based on the two core cards of the deck, who are based on the famous Japanese demons[[/note]]. The deck almost plays similar to midrange Shadow during the ''Tempest of the Gods'' format, except the deck is less dependent on Last Words and Necromancy effects. Instead, the deck is mostly filled with followers with either 1 attack or 1 defense to utilize Shuten-Douji's evolve effect that bestows the player a leader effect where all followers with 1 attack or 1 defense are given Storm. Since, Ginsetsu's statline synergizes perfectly with Shuten-Douji, this allows the player to boost Ginsetsu with large amount of Storm damage when [[https://shadowverse-portal.com/card/900541120?lang=en her tokens]] are sacrificed. Because the deck runs a lot of 1 attack or 1 defense followers, Yokai Shadow is vulnerable to decks that can field out large followers that are hard to deal with (i.e. Ward Haven and Natura Dragon). However, many of the followers with 1 attack or 1 defense are compensated with strong Fanfare effects that trigger after Storm is applied (i.e. [[https://shadowverse-portal.com/card/115521010?lang=en Yuki-Onma]], [[https://shadowverse-portal.com/card/114541030?lang=en Legendary Skeleton]], and [[https://shadowverse-portal.com/card/115531010?lang=en Miyako]]).

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* '''Reanimate Shadow''' is a new deck archetype introduced in ''Chronogenesis'' expansion that utilize utilizes Shadow's two new mechanics: Reanimate and Burial Rite. Cards with Burial Rite effects such [[https://shadowverse-portal.com/card/107511010?lang=en Gloomy Necromancer]] and [[https://shadowverse-portal.com/card/108531020?lang=en Everdark Stryx]] to kill off either [[https://shadowverse-portal.com/card/104041010?lang=en Zeus]] (subsequent expansions after ''Brigade of the Sky'' use [[https://shadowverse-portal.com/card/109541020?lang=en Mordecai, Eternal Duelist]] or [[https://shadowverse-portal.com/card/109041010?lang=en Proto Bahamut]] as a replacement of Zeus after he was rotated out) and sometimes [[https://shadowverse-portal.com/card/108541020?lang=en Hinterland Ghoul]] in the player's hand so Reanimate effects such [[https://shadowverse-portal.com/card/107534010?lang=en Sow Death, Reap Life]] and [[https://shadowverse-portal.com/card/107531010?lang=en Death Dragon Caller]] can pull lategame threats earlier on curve. [[https://shadowverse-portal.com/card/108541010?lang=en Ceridwen, Eternity Hunter]] helps encourage this playstyle with an option of either [[https://shadowverse-portal.com/card/900544030?lang=en 5pp Reanimate spell that puts the highest cost follower on board]] (thus guaranteeing Zeus being played around turn 7) or a [[https://shadowverse-portal.com/card/900544040?lang=en 1pp Burial Rite spell that serves a removal]]. In Rotation format, Reanimate Shadow plays more like a control deck, as Reanimate Shadow needs to survive the early game in order to play their lategame threats in an earlier curve and many of the Reaniamte Reanimate and Burial Rite tools tend to be more defensive in nature while the Reanimate mechanics mechanic is more or less incorporated into Atomy decks as mentioned above. However, much like Nephthys Control, Reanimate Shadow has an incredibly difficult time contesting the board and has an incredibly awkward early game, and not getting the key important cards such as their lategame Reanimate target, Burial Rite, and Reanimate effects can more or less ruin the gameplan. Furthermore, Shadow in Rotation format lacks any early game tempo and lack lacks reliable hard removal and board clears, making it even harder for Reanimate Shadow to contest the board in both the early game and lategame. Reanimate Shadow as a deck archetype fell off in Rotation and Unlimited formats due to the lack of early game tempo, the nerfs to several key Reanimate cards, and the fact that Arcus outclass outclasses Reanimate Shadow in every form in the Rotation format.
* '''Arcus Shadow''' (sometimes referred as '''Arcus OTK''') is Shadowcraft's combo deck in Rotation that utilize utilizes the namesake [[https://shadowverse-portal.com/card/108541030?lang=en Arcus, Ghostly Manager]], which grants the player an effect of destroying any follower that cost 3pp or less that comes into play and spawn spawns [[https://shadowverse-portal.com/card/900511020?lang=en Ghosts]] based on the destroyed follower's play point cost. The end game goal is to survive until turn 10 to activate the OTK combo by utilizing [[https://shadowverse-portal.com/card/109541010?lang=en Ferry, Spirit Maiden]] that will bestow the Ghosts the ability to attack three times and used in conjunction with [[https://shadowverse-portal.com/card/105011010?lang=en Ephemera, Angelic Slacker]] (who was later replaced with [[https://shadowverse-portal.com/card/110041020?lang=en Gilnelise, Omen of Craving]] when Ephemera was rotated out, which makes the Arcus deck more consistent since she has both Ambush and a card draw effect that helps the player set up lethal. Not to mention, she can easily be pulled with [[https://shadowverse-portal.com/card/109031010?lang=en Lyria, Azure Maiden]], especially when Arcus's effect is active) or [[https://shadowverse-portal.com/card/109541030?lang=en Gremory]]'s Enhance effect[[note]]The said Enhance effect can also be used for additional card draw engine draws on curve prior to before playing Arcus as well as evolving all the followers on board, providing board if the player manages to establish a board beforehand.[[/note]] to preform an OTK combo that drops your opponent's health from 20 to 0. As with any combo deck in a similar vein like Forestcraft's OTK Roach, Arcus Shadow is susceptible to early aggression and like the OTK Roach combo, it is vulnerable to sturdy Wards that can prevent the combo (although the inclusion of [[https://shadowverse-portal.com/card/109533010?lang=en Plagued City]] can serve as a stalling tool and help negate any sturdy Ward followers or any Storm finishers that come into play until the amulet duration runs out). Unlike OTK Roach, however, Arcus Shadow has a reasonable early game curve since the deck runs a lot of 2pp and 3pp followers to help trigger Arcus's effect, meaning Arcus Shadow can play similarly like a midrange deck before transitioning to their combo plan when Arcus comes into play. Arcus Shadow has saw competetive seen competitive play in the Rotation meta since Omen the ''Omen of the Ten Ten'' expansion with the introduction of Gilnelise that makes to make the deck more consistent and the introduction of [[https://shadowverse-portal.com/card/110541010?lang=en Cerberus, Hound of Hades]] Hades]] to help filled fill the midgame gap that Shadow lost from the previous expansion (not to mention, the tokens spawned themselves help contribute to the Arcus combo gameplan).
* '''[=PtP=] Shadow''' is a control deck that utilizes the [[https://shadowverse-portal.com/card/101032010?lang=en Path of Purgatory]] amulet (or [[https://shadowverse-portal.com/card/900541100?lang=en Hades, Father of Purgatory]] in the Rotation format since the ''Rebirth of Glory'' expansion). While Shadowcraft have has a lot of various tools to generate shadows, this strategy is easily considered AwesomeButImpractical because Shadowcraft gets more value with their Necromancy effects (i.e. [[https://shadowverse-portal.com/card/104541020 Demonlord Eachtar]]), hence preventing Shadowcraft from utilizing the Path to Purgatory win condition should their shadows be consumed for Necromancy. This strategy, however, works better in the Rotation thanks to [[https://shadowverse-portal.com/card/112522010?lang=en an introduction of an amulet]] that makes Phantasmal Core]], making it easier to gain the 30 shadows needed for Path to Purgatory and the lack of powerful Necromancy effects in the Rotation format. The deck, however, is susceptible to amulet removal such as [[https://shadowverse-portal.com/card/113034010?lang=en Angelic Smite]], and has no alternative win conditions should the amulet be answered. Because of it, the deck is generally seen as a weaker version of Lishenna Portal. In the Unlimited format, it's often incorporated into Nephthys decks, as she can potentially pull Hades when played on curve and has an alternative win condition with the [[https://shadowverse-portal.com/card/101531050 Mordecai the Duelist]] and [[https://shadowverse-portal.com/card/109541010?lang=en Ferry, Spirit Maiden]] combo should the amulet be answered in any form (and Mordecai being a very sticky follower against decks that don't run banishes or transform effects makes it more convenient to combo with Ferry).
* '''Yokai Shadow''' is an aggressive midrange deck in the Rotation format since ''Ultimate Colosseum'' that utilizes [[https://shadowverse-portal.com/card/115541010?lang=en Ginsetsu]] and [[https://shadowverse-portal.com/card/115531020?lang=en Shuten-Douji]] [[note]]The namesake of the deck is based on the two core cards of the deck, who are based on the famous Japanese demons[[/note]]. The deck almost plays similar similarly to midrange Midrange Shadow during the ''Tempest of the Gods'' format, except the deck is less dependent on Last Words and Necromancy effects. Instead, the deck is mostly filled with followers with either 1 attack or 1 defense to utilize Shuten-Douji's evolve effect that bestows the player a leader effect where all followers the first follower with 1 attack or 1 defense are played that turn is given Storm. Since, Ginsetsu's statline synergizes perfectly with Shuten-Douji, this allows the player to boost Ginsetsu with large amount of Storm damage when [[https://shadowverse-portal.com/card/900541120?lang=en her tokens]] are sacrificed. Because the deck runs a lot of 1 attack or 1 defense followers, Yokai Shadow is vulnerable to decks that can field out large followers that are hard to deal with (i.e. Ward Haven and Natura Dragon). However, many of the followers with 1 attack or 1 defense are compensated with strong Fanfare effects that trigger after Storm is applied (i.e. [[https://shadowverse-portal.com/card/115521010?lang=en Yuki-Onma]], Yuki-Onna]], [[https://shadowverse-portal.com/card/114541030?lang=en Legendary Skeleton]], and [[https://shadowverse-portal.com/card/115531010?lang=en Miyako]]).



* '''Storm Haven''' is an aggro deck that plays differently from other aggro decks and the rest of Haven's decks in general. While most aggro decks puts emphasis on playing cheap, multiple followers on board (such as Sword and Forest) or pushing burn damage (like aggro Blood and Dirt Rune), Storm Haven instead puts more emphasis on midgame burst and tempo plays by playing amulets on curve such as [[https://shadowverse-portal.com/card/101713010 Pinion Prayer]], [[https://shadowverse-portal.com/card/102723010 Beastcall Aria]], and [[https://shadowverse-portal.com/card/101713050 Divine Birdsong]] to spawn followers with Storm like [[https://shadowverse-portal.com/card/900711060 Regal Falcon]] and [[https://shadowverse-portal.com/card/900711010 Holy Falcon]] when the amulets pop (Beastcall Aria also spawns [[https://shadowverse-portal.com/card/900711020 Holyflame Tiger]], which gives Storm Haven a threatening follower the opponent has to deal with during the midgame). Storm Haven also uses powerful midgame tools to burst the opponent down such as [[https://shadowverse-portal.com/card/105723010 March Hare's Teatime]], [[https://shadowverse-portal.com/card/102731030 Winged Sentinel Garuda]], [[https://shadowverse-portal.com/card/101741020 Moon Al-mi'raj]], [[https://shadowverse-portal.com/card/106731020 Taurus the Great]], and [[https://shadowverse-portal.com/card/104741010 Dark Jeanne]]. Because of Storm Haven heavy use of playing amulets in the early game, Storm Haven is vulnerable to hyper aggressive decks such as aggro Sword and aggro Blood, but is very powerful in punishing slower midrange and combo decks due to the strong tempo when the amulets pop and their more proactive plays.
* '''Seraph Haven''' utilize the namesake amulet [[https://shadowverse-portal.com/card/102743010 Enstatued Seraph]] to win the game instantly on the next turn after being played by using countdown reduction spells and effects three times on the amulet such as [[https://shadowverse-portal.com/card/100714010 Hollowed Dogma]], [[https://shadowverse-portal.com/card/101714020 Healing Prayer]], [[https://shadowverse-portal.com/card/101711030 Sister Initiate]], and [[https://shadowverse-portal.com/card/106724010 Star Torrent]]. This deck is considered to be DifficultButAwesome because it requires the player to play super defensively early game in order to safely play Seraph on turn 8. Furthermore, while destroying the amulet will hasten the countdown to victory, ''banishing'' the amulet such as [[https://shadowverse-portal.com/card/102041020 Odin]] or using BalefulPolymorph effects such as [[https://shadowverse-portal.com/card/101324050 Petrification]] (which can also banish the amulet when an Earth Sigil is in play) can effectively counter Seraph's gameplan. Some Seraph decks in Unlimited utilize the Storm Haven package since it allows the Haven player to establish early to midgame tempo that will allow the player to drop the Seraph amulet on board safely (not to mention, most Storm Haven decks run spells and effects that reduces countdown on amulets anyways). A variation of Seraph Haven in Rotation utilize [[https://shadowverse-portal.com/card/110741010?lang=en Lapis, Glorious Seraph]], which has an advantage over the Seraph amulet of having a threatening follower on board which summons the said amulet if the follower is destroyed or banished, and is often incorporated into Tenko Haven lists since the Tenko Shrine allows the opponent's board to be safely cleared for Seraph to come into play.
* '''Elana Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102732020 Elana's Prayer]] where followers receive a +1/+1 buff whenever their leader is healed. Havencraft has access to wide variety of [[HealingFactor healing spells and effects]] such as [[https://shadowverse-portal.com/card/105721010 Tenko]], [[https://shadowverse-portal.com/card/103711050 Frog Cleric]], [[https://shadowverse-portal.com/card/102721030 Radiance Angel]], [[https://shadowverse-portal.com/card/101711010 Rabbit Healer]], [[https://shadowverse-portal.com/card/100711020 Curate]], and [[https://shadowverse-portal.com/card/102714040 Monastic Holy Water]], which means Havencraft's followers will be insanely buffed up and strong whenever the leader is healed. The deck primarily counters aggro decks that heavily utilizes burn damage (such as aggro Blood and Dirt Rune), but loses to other control decks that can consistently clear out the board to prevent Elana from having powerful followers on board.

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* '''Storm Haven''' is an aggro deck that plays differently from other aggro decks and the rest of Haven's decks in general. While most aggro decks puts emphasis on playing cheap, multiple followers on board (such as Sword and Forest) or pushing burn damage (like aggro Blood and Dirt Rune), Storm Haven instead puts more emphasis on midgame burst and tempo plays by playing amulets on curve such as [[https://shadowverse-portal.com/card/101713010 Pinion Prayer]], [[https://shadowverse-portal.com/card/102723010 Beastcall Aria]], and [[https://shadowverse-portal.com/card/101713050 Divine Birdsong]] to spawn followers with Storm like [[https://shadowverse-portal.com/card/900711060 Regal Falcon]] and [[https://shadowverse-portal.com/card/900711010 Holy Falcon]] when the amulets pop (Beastcall Aria also spawns [[https://shadowverse-portal.com/card/900711020 Holyflame Tiger]], which gives Storm Haven a threatening follower the opponent has to deal with during the midgame). Storm Haven also uses powerful midgame tools to burst the opponent down such as [[https://shadowverse-portal.com/card/105723010 March Hare's Teatime]], [[https://shadowverse-portal.com/card/102731030 Winged Sentinel Garuda]], [[https://shadowverse-portal.com/card/101741020 Moon Al-mi'raj]], [[https://shadowverse-portal.com/card/106731020 Taurus the Great]], and [[https://shadowverse-portal.com/card/104741010 Dark Jeanne]]. Because of Storm Haven Haven's heavy use of playing amulets in the early game, Storm Haven is vulnerable to hyper aggressive decks such as aggro Aggro Sword and aggro Aggro Blood, but is very powerful in punishing slower midrange and combo decks due to the strong tempo when the amulets pop and their more proactive plays.
* '''Seraph Haven''' utilize utilizes the namesake amulet [[https://shadowverse-portal.com/card/102743010 Enstatued Seraph]] to win the game instantly on the next turn after being played by using countdown reduction spells and effects three times on the amulet such as [[https://shadowverse-portal.com/card/100714010 Hollowed Dogma]], [[https://shadowverse-portal.com/card/101714020 Healing Prayer]], [[https://shadowverse-portal.com/card/101711030 Sister Initiate]], and [[https://shadowverse-portal.com/card/106724010 Star Torrent]]. This deck is considered to be DifficultButAwesome because it requires the player to play super defensively early game in order to safely play Seraph on turn 8. Furthermore, while destroying the amulet will hasten the countdown to victory, ''banishing'' the amulet such as [[https://shadowverse-portal.com/card/102041020 Odin]] or using BalefulPolymorph effects such as [[https://shadowverse-portal.com/card/101324050 Petrification]] (which can also banish the amulet when an Earth Sigil is in play) can effectively counter Seraph's gameplan. Some Seraph decks in Unlimited utilize the Storm Haven package since it allows the Haven player to establish early to midgame tempo that will allow the player to drop the Seraph amulet on board safely (not to mention, most Storm Haven decks run spells and effects that reduces countdown on amulets anyways). A variation of Seraph Haven in Rotation utilize utilizes [[https://shadowverse-portal.com/card/110741010?lang=en Lapis, Glorious Seraph]], which has an advantage over the Seraph amulet of having a threatening follower on board which summons the said amulet if the follower is destroyed or banished, and is often incorporated into Tenko Haven lists since the Tenko Shrine allows the opponent's board to be safely cleared for Seraph to come into play.
* '''Elana Haven''' utilizes the namesake amulet [[https://shadowverse-portal.com/card/102732020 Elana's Prayer]] where followers receive a +1/+1 buff whenever their leader is healed. Havencraft has access a to wide variety of [[HealingFactor healing spells and effects]] such as [[https://shadowverse-portal.com/card/105721010 Tenko]], [[https://shadowverse-portal.com/card/103711050 Frog Cleric]], [[https://shadowverse-portal.com/card/102721030 Radiance Angel]], [[https://shadowverse-portal.com/card/101711010 Rabbit Healer]], [[https://shadowverse-portal.com/card/100711020 Curate]], and [[https://shadowverse-portal.com/card/102714040 Monastic Holy Water]], which means Havencraft's followers will be insanely buffed up and strong whenever the leader is healed. The deck primarily counters aggro decks that heavily utilizes utilize burn damage (such as aggro Blood and Dirt Rune), but loses to other control decks that can consistently clear out the board to prevent Elana from having powerful followers on board.



* '''Holy Lion Haven''' is a deck archetype that has a more GradualGrinder approach by continuously playing [[https://shadowverse-portal.com/card/108714010?lang=en Holy Lion Crystals]] that will eventually spawn [[https://shadowverse-portal.com/card/900731020?lang=en Holy King Lion]] in the mid to lategame to help close out games. Despite the deck's seemingly low curve [[note]]Most Holy Lion Haven decks usually don't have cards that go past 3pp, as it's main goal is to spam Holy Lion Crystals to eventually get the Holy Lion King[[/note]], the deck plays like a midrange when generating Holy Lion Crystals with effects and followers such as [[https://shadowverse-portal.com/card/109724010?lang=en Prism Swing]], [[https://shadowverse-portal.com/card/108722010?lang=en Temple of the Holy Lion]], and [[https://shadowverse-portal.com/card/108721010?lang=en Peaceweaver]] and grind out the opponent by spamming Holy Lion Crystals that spawn from a [[https://shadowverse-portal.com/card/900711130?lang=en 2/2 follower]] to a [[https://shadowverse-portal.com/card/900721030?lang=en 4/4 follower]] and eventually the aforementioned Holy King Lion that has Storm to either contest the board or close out the game.

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* '''Holy Lion Haven''' is a deck archetype that has a more GradualGrinder approach by continuously playing [[https://shadowverse-portal.com/card/108714010?lang=en Holy Lion Crystals]] that will eventually spawn [[https://shadowverse-portal.com/card/900731020?lang=en Holy King Lion]] in the mid to lategame to help close out games. Despite the deck's seemingly low curve [[note]]Most Holy Lion Haven decks usually don't have cards that go past 3pp, as it's its main goal is to spam Holy Lion Crystals to eventually get the Holy Lion King[[/note]], the deck plays like a midrange when generating Holy Lion Crystals with effects and followers such as [[https://shadowverse-portal.com/card/109724010?lang=en Prism Swing]], [[https://shadowverse-portal.com/card/108722010?lang=en Temple of the Holy Lion]], and [[https://shadowverse-portal.com/card/108721010?lang=en Peaceweaver]] and grind out the opponent by spamming Holy Lion Crystals that spawn from a [[https://shadowverse-portal.com/card/900711130?lang=en 2/2 follower]] to a [[https://shadowverse-portal.com/card/900721030?lang=en 4/4 follower]] and eventually the aforementioned Holy King Lion that has Storm to either contest the board or close out the game.



* '''Aggro Portal''' started as an aggressive variant of Artifact Portal, but didn't fully take root until [[https://shadowverse-portal.com/card/112841020?lang=en Shion, Mercurial Aegis]] had her costs reduced. The deck uses a combination of [[https://shadowverse-portal.com/card/107813030?lang=en Acceleratium]] and [[https://shadowverse-portal.com/card/112834010?lang=en Augmentation Bestowal]] to play as many low cost Artifacts as it can, leading to a ZergRush of [[https://shadowverse-portal.com/card/900811030?lang=en Analyzing Artifacts]] before giving them a +2/+2 boost with Shion's cheap Accelerate. If all goes well, it assembles a full board and buffs it as early as turn 3, crushing the opponent sheer value.

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* '''Aggro Portal''' started as an aggressive variant of Artifact Portal, but didn't fully take root until [[https://shadowverse-portal.com/card/112841020?lang=en Shion, Mercurial Aegis]] had her costs reduced. The deck uses a combination of [[https://shadowverse-portal.com/card/107813030?lang=en Acceleratium]] and [[https://shadowverse-portal.com/card/112834010?lang=en Augmentation Bestowal]] to play as many low cost Artifacts as it can, leading to a ZergRush of [[https://shadowverse-portal.com/card/900811030?lang=en Analyzing Artifacts]] before giving them a +2/+2 boost with Shion's cheap Accelerate. If all goes well, it assembles a full board and buffs it as early as turn 3, crushing the opponent with sheer value.

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* '''Aggro Portal''' is an aggro deck that is similar to Artifact portal, except the deck utilize [[https://shadowverse-portal.com/card/109834010?lang=en Artifact Spark]] to push face damage to the enemy opponent while generating Artifacts tokens as extra fuel for Artifact Spark (wtih [[https://shadowverse-portal.com/card/900811040?lang=en Radiant Artifact]] is the most priortized Artifact for generation). Aggro Portal will utilize [[https://shadowverse-portal.com/card/109841010?lang=en Silvia, Ardent Sniper]]'s Accelerate effect for constant chip damage in conjunction with [[https://shadowverse-portal.com/card/109831020?lang=en Cucouroux, Green Gunsmith]] to apply early game pressure and clear an enemy follower off the board (and Cucouroux's Enhance effect spawns [[https://shadowverse-portal.com/card/900831040?lang=en a follower]] with a Last Words effect that can help clear the board or push face damage). This deck archetype is considered AwesomeButImpractical due to Portalcraft lack of early game aggressive followers (as opposed to the more established classes such as Sword, Forest, and Blood that have a lot of early game aggressive tools), the slower pace of the Rotation meta, and the heavy dependence of Silva's Accelerate effect and Artifact Spark for face damage makes aggro Portal less consistent (not to mention, [[NotTheIntendedUse Portalcraft as a class as originally designed for midrange and control decks]]). Some aggro Portal lists will often incorporate the Lishenna package mentioned above, giving aggro Portalcraft another win condition for longer games ([[NotTheIntendedUse as well an extra fuel for Artifact Spark since the amulets produced by Lishenna with her evolve effect are considered Artifacts]]).

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* '''Float Portal''' is a control archetype introduced in ''Ultimate Colosseum'', built around cards that gain effects that scale with your unexpended play points. Key cards include [[https://shadowverse-portal.com/card/115821010?lang=en Barrage Brawler]] for early pressure, [[https://shadowverse-portal.com/card/115811020?lang=en Gravity Grappler]] for board flood and defense, [[https://shadowverse-portal.com/card/115821020?lang=en Boost Kicker]] as a boardwipe, and [[https://shadowverse-portal.com/card/115841010?lang=en Karula]] to destroy big enemy followers. The deck grinds the opponent out through sheer value, but is quite understaffed as-is; Float Portal tends to include finishers from the other archetypes to close the game.
* '''Aggro Portal''' is started as an aggro deck that is similar to aggressive variant of Artifact portal, except the deck utilize Portal, but didn't fully take root until [[https://shadowverse-portal.com/card/109834010?lang=en Artifact Spark]] to push face damage to the enemy opponent while generating Artifacts tokens as extra fuel for Artifact Spark (wtih com/card/112841020?lang=en Shion, Mercurial Aegis]] had her costs reduced. The deck uses a combination of [[https://shadowverse-portal.com/card/900811040?lang=en Radiant Artifact]] is the most priortized Artifact for generation). Aggro Portal will utilize com/card/107813030?lang=en Acceleratium]] and [[https://shadowverse-portal.com/card/109841010?lang=en Silvia, Ardent Sniper]]'s Accelerate effect for constant chip damage in conjunction with com/card/112834010?lang=en Augmentation Bestowal]] to play as many low cost Artifacts as it can, leading to a ZergRush of [[https://shadowverse-portal.com/card/109831020?lang=en Cucouroux, Green Gunsmith]] to apply com/card/900811030?lang=en Analyzing Artifacts]] before giving them a +2/+2 boost with Shion's cheap Accelerate. If all goes well, it assembles a full board and buffs it as early game pressure and clear an enemy follower off as turn 3, crushing the board (and Cucouroux's Enhance effect spawns opponent sheer value.
* '''Paradigm Portal''' is a variation of Artifact Portal that took root in the ''World Uprooted'' expansion. The deck's key cards are
[[https://shadowverse-portal.com/card/900831040?lang=en a follower]] com/card/114841020?lang=en Absolute Modesty]] and [[https://shadowverse-portal.com/card/115841030?lang=en Vertex Colony]], legendary cards that scale based on the number of destroyed Artifacts with a Last Words effect that can help clear unique names. Instead of taking the board or push face damage). This deck archetype is considered AwesomeButImpractical due extra steps to Portalcraft lack of early game aggressive followers (as opposed to the more established classes such as Sword, Forest, shuffle and Blood that have redraw Artifacts, a lot of early game aggressive tools), the slower pace of deck's material directly summons Artifacts themselves, using cards like [[https://shadowverse-portal.com/card/116811020?lang=en Magic Gunsmith]] and [[https://shadowverse-portal.com/card/116834010?lang=en Rebel Against Fate]]. The deck itself is named after cards that generate a [[https://shadowverse-portal.com/card/900814010?lang=en Paradigm Shift]] token spell, which discounts itself with each Artifact's death and adds to the Rotation meta, and the heavy dependence of Silva's Accelerate effect and Artifact Spark for face damage makes aggro Portal less consistent (not to mention, [[NotTheIntendedUse Portalcraft as a class as originally designed for midrange and control decks]]). Some aggro Portal lists will often incorporate the Lishenna package mentioned above, giving aggro Portalcraft another win condition for longer games ([[NotTheIntendedUse as well an extra fuel for by summoning one of three new unique Artifacts. All in all, it's a GradualGrinder midrange build that is more straightforward than the original Artifact Spark since the amulets produced by Lishenna with her evolve effect are considered Artifacts]]).design.
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** '''Amataz Forest''' is a variation of aggro Forest introduced in ''Verdant of Conflict'' expansion based on it's [[https://shadowverse-portal.com/card/114141010?lang=en namesake card]] and [[https://shadowverse-portal.com/card/114134010?lang=en Divine Smithing]]. The main goal of this deal to bestow Fairies and other 1pp followers Storm in order to push face damage against the opponent. Because of Forestcraft's access to numerous fairy generator spells, followers, and amulets, it is relatively easy for the player to have enough Fairies to trigger Amataz's effect to it's fullest or gain the maximum benefit of Divine Smithing when playing the spell on it's Enhance. As with any Storm related aggro decks, it is vulnerable to decks that can put up defensive Wards to fend off aggro decks (i.e. many midrange and control decks).


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** A variation of the D-Shift deck is the use of the '''Shikigami''' package introduced in the ''Ultimate Colosseum'' expansion. The Shikigami package addresses the deck's issue of lack of early game followers and Wards to contest the board. More specifically, the introduction of [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]], and [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] allow traditional D-Shift vs. aggro matchup to shift from a traditionally bad matchup for D-Shift to a signficiantly favored matchup against aggro decks. Even if the player isn't able to draw D-Shift in their deck, the player can resort to spellboosting Kuon and the Shikigami tokens to seal games by resorting to tempo if necessary (especially against aggro decks).

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new meta, new decks. I'll add more later this week.


* '''Shikigami Rune''' (sometimes referred as '''Kuon Rune''') is a midrange centric spellboost deck that utilizes the Shikigami tokens introduced in the ''Ultimate Colosseum'' Rotation format. More importantly, it is primarily built around [[https://shadowverse-portal.com/card/115341010?lang=en Kuon]], who summons [[https://shadowverse-portal.com/card/900311090?lang=en three]] [[https://shadowverse-portal.com/card/900311100?lang=en different]] [[https://shadowverse-portal.com/card/900341020?lang=en Shikigami]] tokens when played on board (and bestows two of them with Storm with one of them having Ward). Because all of the Shikigami tokens have a Last Words effect of spellboosting the player's cards in hand, any Shikigami tokens destroyed during the match will significantly spellboost the player's hand quickly. Other spellboost followers and spells that utilize or summon Shikigami tokens include [[https://shadowverse-portal.com/card/115321010?lang=en Traditional Sorcerer]] that gives any Shikigami tokens Wards; [[https://shadowverse-portal.com/card/115321020?lang=en Demoncaller]] that allow Shikigami tokens to contest the board; and [[https://shadowverse-portal.com/card/115314010?lang=en Shikigami Summons]] that have strong synergy with all the Shikigami related followers (including Kuon). The combination of strong removal tools of Runecraft and spellboost followers that summon Shikigami tokens allows Shikigami Rune to be one of the most versatile decks in the ''Ultimate Colosseum'' Rotation format.



* '''Yokai Shadow''' is an aggressive midrange deck in the Rotation format since ''Ultimate Colosseum'' that utilizes [[https://shadowverse-portal.com/card/115541010?lang=en Ginsetsu]] and [[https://shadowverse-portal.com/card/115531020?lang=en Shuten-Douji]] [[note]]The namesake of the deck is based on the two core cards of the deck, who are based on the famous Japanese demons[[/note]]. The deck almost plays similar to midrange Shadow during the ''Tempest of the Gods'' format, except the deck is less dependent on Last Words and Necromancy effects. Instead, the deck is mostly filled with followers with either 1 attack or 1 defense to utilize Shuten-Douji's evolve effect that bestows the player a leader effect where all followers with 1 attack or 1 defense are given Storm. Since, Ginsetsu's statline synergizes perfectly with Shuten-Douji, this allows the player to boost Ginsetsu with large amount of Storm damage when [[https://shadowverse-portal.com/card/900541120?lang=en her tokens]] are sacrificed. Because the deck runs a lot of 1 attack or 1 defense followers, Yokai Shadow is vulnerable to decks that can field out large followers that are hard to deal with (i.e. Ward Haven and Natura Dragon). However, many of the followers with 1 attack or 1 defense are compensated with strong Fanfare effects that trigger after Storm is applied (i.e. [[https://shadowverse-portal.com/card/115521010?lang=en Yuki-Onma]], [[https://shadowverse-portal.com/card/114541030?lang=en Legendary Skeleton]], and [[https://shadowverse-portal.com/card/115531010?lang=en Miyako]]).



** '''Evolve Sword''' is a deck introduced in ''Ultimate Colosseum'' that plays differently from other evolve centric decks. It is a midrange focused deck that cares little about how many evolves for lategame Zeus (in fact, Evolve Sword does not run any neutral related evolve followers). Instead, evolve Sword takes advantage of the new Union Burst mechanic where it's turn number requirement is reduced based on how many times the player has evolved during the match (i.e. [[https://shadowverse-portal.com/card/115241020?lang=en Pecorine]] and [[https://shadowverse-portal.com/card/115231020?lang=en Shizuru]]). One of their main win conditions is to get enough evolves to power up [[https://shadowverse-portal.com/card/115241010?lang=en Kagemitsu]] and sacrifice him with his Last Words effect of summoning him evolved in the next turn in order to setup a lethal turn in conjunction with [[https://shadowverse-portal.com/card/114241010?lang=en Regal Wildcat]] (since Kagemitsu gain additional stats based on how many times the player has evolved during the match). Even without the Kagemitsu and Regal Wildcat combo, the deck has a plethora of good followers to evolve with immense value, some even for free with certain conditions (i.e. [[https://shadowverse-portal.com/card/115231010?lang=en Steadfast Samurai]], [[https://shadowverse-portal.com/card/115221020?lang=en Twinsword Master]], [[https://shadowverse-portal.com/card/112241010?lang=en Lecia, Sky Saber]], and the aforementioned Shizuru).



** '''Natura Forest''' is a midrange deck similar to Natura Sword, which only needs one Tree in play to operate. The main core of the deck, however, is to apply early game pressure by swarming the board with Fairies through [[https://shadowverse-portal.com/card/114121020?lang=en Blossom Spirit]], which when a Natura Great Tree is on board, she bestows any Fairy that comes into play additional stats, effectively making Fairies 2/2 followers, as well as spawning another fairy on board at the end of the player's turn. Combining with Forestcraft's natural Fairy generators, this allows Natura Forest to apply strong early game pressure with a strong ZergRush. If flooding the board with strong Fairies isn't enough in the early game, the deck can resort to strong lategame and simplistic combos with [[https://shadowverse-portal.com/card/113141010?lang=en Omnis, Prime Okami]], [[https://shadowverse-portal.com/card/114131010?lang=en Irene, Harvest Defender]], and [[https://shadowverse-portal.com/card/113144010?lang=en Miracle of Love]], since a Naterran Great Tree ensures at least one [[https://shadowverse-portal.com/card/100111030?lang=en Okami]] is spawned (particularly if a [[https://shadowverse-portal.com/card/900111020?lang=en Fairy Wisp]] is used alongside with it), and the Naterran Great Tree being 1pp makes it convenient to execute several strong combo plays (especially with the use of [[https://shadowverse-portal.com/card/114124010?lang=en Fertile Aether]], which refunds play points when the spell is played 5th turn or later). The deck also uses [[https://shadowverse-portal.com/card/114141020?lang=en Ladica, the Stoneclaw]] for strong mid to lategame plays, as she serves as an effective removal tool as well as having the ability to evolve for free when a Natura Great Tree is in play (and [[https://shadowverse-portal.com/card/900144060?lang=en her spell]] being a useful removal tool that removes any effects on the strongest enemy follower before destroying it).

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** '''Natura Forest''' is a midrange deck similar to Natura Sword, which only needs one Tree in play to operate. The main core of the deck, however, is to apply early game pressure by swarming the board with Fairies through [[https://shadowverse-portal.com/card/114121020?lang=en Blossom Spirit]], which when a Natura Great Tree is on board, she bestows any Fairy that comes into play additional stats, effectively making Fairies 2/2 followers, as well as spawning another fairy on board at the end of the player's turn. Combining with Forestcraft's natural Fairy generators, this allows Natura Forest to apply strong early game pressure with a strong ZergRush. If flooding the board with strong Fairies isn't enough in the early game, the deck can resort to strong lategame and simplistic combos with [[https://shadowverse-portal.com/card/113141010?lang=en Omnis, Prime Okami]], [[https://shadowverse-portal.com/card/114131010?lang=en Irene, Harvest Defender]], and [[https://shadowverse-portal.com/card/113144010?lang=en Miracle of Love]], since a Naterran Great Tree ensures at least one [[https://shadowverse-portal.com/card/100111030?lang=en Okami]] is spawned (particularly if a [[https://shadowverse-portal.com/card/900111020?lang=en Fairy Wisp]] is used alongside with it), and the Naterran Great Tree being 1pp makes it convenient to execute several strong combo plays (especially with the use of [[https://shadowverse-portal.com/card/114124010?lang=en Fertile Aether]], which refunds play points when the spell is played 5th turn or later). The deck also uses [[https://shadowverse-portal.com/card/114141020?lang=en Ladica, the Stoneclaw]] for strong mid to lategame plays, as she serves as an effective removal tool as well as having the ability to evolve for free when a Natura Great Tree is in play (and [[https://shadowverse-portal.com/card/900144060?lang=en her spell]] being a useful removal tool that removes any effects on the strongest enemy follower before destroying it). In the ''Ultimate Colosseum'' format, Natura Forest pushed more towards a control deck with utilization of free evolves with [[https://shadowverse-portal.com/card/111141010?lang=en Carbuncle, Immortal Jewel]] while utilizing [[https://shadowverse-portal.com/card/113131010?lang=en Whirlwind Roach]] or [[https://shadowverse-portal.com/card/113041020?lang=en Zeus]] as their main win condition.
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** '''Natura Forest''' is a midrange deck similar to Natura Sword, which only needs one Tree in play to operate. The main core of the deck, however, is to apply early game pressure by swarming the board with Fairies through [[https://shadowverse-portal.com/card/114121020?lang=en Blossom Spirit]], which when a Natura Great Tree is on board, she bestows any Fairy that comes into play additional stats, effectively making Fairies 2/2 followers, as well as spawning another fairy on board at the end of the player's turn. Combining with Forestcraft's natural Fairy generators, this allows Natura Forest to apply strong early game pressure with a strong ZergRush. If flooding the board with strong Fairies isn't enough in the early game, the deck can resort to strong lategame and simplistic combos with [[https://shadowverse-portal.com/card/113141010?lang=en Omnis, Prime Okami]], [[https://shadowverse-portal.com/card/114131010?lang=en Irene, Harvest Defender]], and [[https://shadowverse-portal.com/card/113144010?lang=en Miracle of Love]], since a Naterran Great Tree ensures at least one [[https://shadowverse-portal.com/card/100111030?lang=en Okami]] is spawned (particularly if a [[https://shadowverse-portal.com/card/900111020?lang=en Fairy Wisp]] is used alongside with it), and the Naterran Great Tree being 1pp makes it convenient to execute several strong combo plays (especially with the use of [[https://shadowverse-portal.com/card/114124010?lang=en Fertile Aether]], which refunds play points when the spell is played 5th turn or later).

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** '''Natura Forest''' is a midrange deck similar to Natura Sword, which only needs one Tree in play to operate. The main core of the deck, however, is to apply early game pressure by swarming the board with Fairies through [[https://shadowverse-portal.com/card/114121020?lang=en Blossom Spirit]], which when a Natura Great Tree is on board, she bestows any Fairy that comes into play additional stats, effectively making Fairies 2/2 followers, as well as spawning another fairy on board at the end of the player's turn. Combining with Forestcraft's natural Fairy generators, this allows Natura Forest to apply strong early game pressure with a strong ZergRush. If flooding the board with strong Fairies isn't enough in the early game, the deck can resort to strong lategame and simplistic combos with [[https://shadowverse-portal.com/card/113141010?lang=en Omnis, Prime Okami]], [[https://shadowverse-portal.com/card/114131010?lang=en Irene, Harvest Defender]], and [[https://shadowverse-portal.com/card/113144010?lang=en Miracle of Love]], since a Naterran Great Tree ensures at least one [[https://shadowverse-portal.com/card/100111030?lang=en Okami]] is spawned (particularly if a [[https://shadowverse-portal.com/card/900111020?lang=en Fairy Wisp]] is used alongside with it), and the Naterran Great Tree being 1pp makes it convenient to execute several strong combo plays (especially with the use of [[https://shadowverse-portal.com/card/114124010?lang=en Fertile Aether]], which refunds play points when the spell is played 5th turn or later). The deck also uses [[https://shadowverse-portal.com/card/114141020?lang=en Ladica, the Stoneclaw]] for strong mid to lategame plays, as she serves as an effective removal tool as well as having the ability to evolve for free when a Natura Great Tree is in play (and [[https://shadowverse-portal.com/card/900144060?lang=en her spell]] being a useful removal tool that removes any effects on the strongest enemy follower before destroying it).
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** '''Natura Forest''' is a midrange deck similar to Natura Sword, which only needs one Tree in play to operate. The main core of the deck, however, is to apply early game pressure by swarming the board with Fairies through [[https://shadowverse-portal.com/card/114121020?lang=en Blossom Spirit]], which when a Natura Great Tree is on board, she bestows any Fairy that comes into play additional stats, effectively making Fairies 2/2 followers, as well as spawning another fairy on board at the end of the player's turn. Combining with Forestcraft's natural Fairy generators, this allows Natura Forest to apply strong early game pressure with a strong ZergRush. If flooding the board with strong Fairies isn't enough in the early game, the deck can resort to strong lategame and simplistic combos with [[https://shadowverse-portal.com/card/113141010?lang=en Omnis, Prime Okami]], [[https://shadowverse-portal.com/card/114131010?lang=en Irene, Harvest Defender]], and [[https://shadowverse-portal.com/card/113144010?lang=en Miracle of Love]], since a Naterran Great Tree ensures at least one [[https://shadowverse-portal.com/card/100111030?lang=en Okami]] is spawned (particularly if a [[https://shadowverse-portal.com/card/900111020?lang=en Fairy Wisp]] is used alongside with it), and the Naterran Great Tree being 1pp makes it convenient to execute several strong combo plays (especially with the use of [[https://shadowverse-portal.com/card/114124010?lang=en Fertile Aether]], which refunds play points when the spell is played 5th turn or later).

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** The deck proceeded to gain a resurgence in popularity months after its initial prime, as it now focuses on boosting high-cost cards with Storm like [[https://shadowverse-portal.com/card/111311020?lang=en Zealot of Truth]] and [[https://shadowverse-portal.com/card/113311020?lang=en Twinblade Mage]]. Now it aims to deliver game-ending burst damage, and supplants this with [[https://shadowverse-portal.com/card/104324010?lang=en Enchanted Sword]] or [[https://shadowverse-portal.com/card/112331020?lang=en new Clarke's]] Accelerate effects.
** A curious version of the deck actually eschews ''Daria herself'' in place of [[https://shadowverse-portal.com/card/114331020?lang=en Chaos Wielder]], for a few reasons: Wielder has a lower base cost, still keeps up the hand advantage, and doesn't dispose of the other partially-boosted cards on play. This allows the deck to continue to stock spellboosts on its other cards to deliver game-ending burst damage.



** '''Natura Sword''' largely remains unconcerned with playing or destroying Trees -- all it needs is just one Tree in play to operate. The star card is [[https://shadowverse-portal.com/card/114241020?lang=en Bayleon]], who dispenses [[https://shadowverse-portal.com/card/900244020?lang=en King's Might]] whenever the player regains play points. It largely functions like a midrange deck, paying little heed to Commander-Officer or Levin synergies, and focuses on pressuring the opponent with efficient followers before finishing them off with powerful Storm damage.

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** '''Natura Sword''' largely remains unconcerned with playing or destroying Trees -- all it needs is just one Tree in play to operate. The star card is [[https://shadowverse-portal.com/card/114241020?lang=en Bayleon]], who dispenses [[https://shadowverse-portal.com/card/900244020?lang=en King's Might]] whenever the player regains play points. This condition is very easy to satisfy between cards like [[https://shadowverse-portal.com/card/113234010?lang=en Meet the Levin Sisters]], [[https://shadowverse-portal.com/card/114224010?lang=en Tempered Aether]] and [[https://shadowverse-portal.com/card/114221010?lang=en Swift Tigress]]. It largely functions like a midrange deck, paying little heed to Commander-Officer or Levin synergies, and focuses on pressuring the opponent with efficient followers before finishing them off with powerful Storm damage. Being outnumbered also puts Natura Sword at an advantage as it also runs a few cards that regain play points in those situations, the most notable being [[https://shadowverse-portal.com/card/114231010?lang=en Mistolina]].
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** '''Natura Sword''' largely remains unconcerned with playing or destroying Trees -- all it needs is just one Tree in play to operate. The star card is [[https://shadowverse-portal.com/card/114241020?lang=en Bayleon]], who dispenses [[https://shadowverse-portal.com/card/900244020?lang=en King's Might]] whenever the player regains play points. It largely functions like a midrange deck, paying little heed to Commander-Officer or Levin synergies, and focuses on pressuring the opponent with efficient followers.

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** '''Natura Sword''' largely remains unconcerned with playing or destroying Trees -- all it needs is just one Tree in play to operate. The star card is [[https://shadowverse-portal.com/card/114241020?lang=en Bayleon]], who dispenses [[https://shadowverse-portal.com/card/900244020?lang=en King's Might]] whenever the player regains play points. It largely functions like a midrange deck, paying little heed to Commander-Officer or Levin synergies, and focuses on pressuring the opponent with efficient followers.followers before finishing them off with powerful Storm damage.

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