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** '''Darkfeast OTK''' is an 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 Standard 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.

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** '''Darkfeast OTK''' is an 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 Standard 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.
threat, which in turn caused the deck with shift from purely a combo deck, to a combo deck with an aggressive early game tempo.

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* '''PTP Forest''' turns its massive Fairy generation into a plethora of shadows to fuel [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]]. Its ability to fill up the hand also results in high-value [[https://shadowverse-portal.com/card/101034010 Altered Fate]] as it ditches a whole set of Fairies (and things it doesn't need) to draw into more options. In the meantime, the deck has to manage the board so it doesn't die prematurely before it can find a safe spot to land Path to Purgatory, and is more prone to getting poor hands if it draws more than one Altered Fate too early.
* '''White Wolf Forest''' uses the titular [[https://shadowverse-portal.com/card/103141010 White Wolf of Eldwood]] to fish out its high-cost finishers and use them for free. The deck utilizes Forest's penchant for filling its hand to make the most of its boardwipes and do massive damage with its finishers like [[https://shadowverse-portal.com/card/101134020 Silver Bolt]] or [[https://shadowverse-portal.com/card/106141020 King Elephant]]. Some instead opt to use [[https://shadowverse-portal.com/card/101141030 Rose Queen]] to convert its plethora of Fairies into damage spells to finish off the opponent.

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* '''PTP '''Control Forest''' turns its massive Fairy generation into is a plethora of shadows to fuel slower playstyle that eschews tempo and swarming for controlling and contesting the board, using cards like [[https://shadowverse-portal.com/card/101032010 Path com/card/105123010?lang=en Wood of Brambles]] to Purgatory]]. Its ability to fill up the hand also results in high-value ensure valuable trades, [[https://shadowverse-portal.com/card/101034010 Altered Fate]] com/card/106141010?lang=en Cassiopeia]] to clear out small or injured followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as it ditches a whole set of Fairies (and things it doesn't need) to draw into more options. In sturdy Ward and heal at the meantime, the deck has same time (which her Enhance can be used to manage the restore an evolve point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board so it doesn't die prematurely before it from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can find a safe spot to land Path to Purgatory, punish slower decks such as Neutral Ginger Rune and is more prone to getting poor hands if it draws more than one Altered Fate too early.
*
Giant Chimera Rune.
**
'''White Wolf Forest''' is a control variant that uses the titular [[https://shadowverse-portal.com/card/103141010 White Wolf of Eldwood]] to fish out its high-cost finishers and use them for free. The deck utilizes Forest's penchant for filling its hand to make the most of its boardwipes and do massive damage with its finishers like [[https://shadowverse-portal.com/card/101134020 Silver Bolt]] or [[https://shadowverse-portal.com/card/106141020 King Elephant]]. Some instead opt to use [[https://shadowverse-portal.com/card/101141030 Rose Queen]] to convert its plethora of Fairies into damage spells to finish off the opponent.opponent.
** '''PTP Forest''' turns its massive Fairy generation into a plethora of shadows to fuel [[https://shadowverse-portal.com/card/101032010 Path to Purgatory]]. Its ability to fill up the hand also results in high-value [[https://shadowverse-portal.com/card/101034010 Altered Fate]] as it ditches a whole set of Fairies (and things it doesn't need) to draw into more options. In the meantime, the deck has to manage the board so it doesn't die prematurely before it can find a safe spot to land Path to Purgatory, and is more prone to getting poor hands if it draws more than one Altered Fate too early.



* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Wood of Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore an evolve point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.

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* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Wood of Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore an evolve point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.



* '''Midrange Sword''' is a little harder to identify due to overlap with several other niche archetypes. Rather than go straight for the enemy leader, it plays a little more conservatively, having access to several Rush followers to control the board using their superior follower quality until their other followers can chip away at the enemy leader at their leisure. It still does play its fair share of Storm followers if it needs to end the game quickly. Key plays include [[https://shadowverse-portal.com/card/106241010 Mars]], typically supplanted with [[https://shadowverse-portal.com/card/102231010 White Paladin]] to generate a ton of stubborn Wards, [[https://shadowverse-portal.com/card/105241020 Hero of Antiquity]] as a stubborn game-ender, [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to conserve evolve points, or [[https://shadowverse-portal.com/card/103231030 Fangblade Slayer]] to assassinate targets and push damage. ''Dawnbreak Nightedge'' pushes this more into the JackOfAllTrades category, as the gameplay style shifts more towards maintaining a wide board, playing high value followers, and strong Choose mechanics, thanks to new powerful arsenal Sword has such as [[https://shadowverse-portal.com/card/107241020?lang=en Arthur, Knight King]] to pull high value followers such as [[https://shadowverse-portal.com/card/108211030?lang=en Holy Bear Knight]], [[https://shadowverse-portal.com/card/105221030?lang=en Bladed Hedgehog]], [[https://shadowverse-portal.com/card/702221010?lang=en Lancer]], and [[https://shadowverse-portal.com/card/108231010?lang=en Innocent Princess Prim]] [[note]]Her Enhance can also be used to buff her stats up and gives the player [[https://shadowverse-portal.com/card/108221010?lang=en a stubborn Ward that guarantees a Bane effect]][[/note]] which often curves perfectly with [[https://shadowverse-portal.com/card/108241020?lang=en Sky Fortress]], [[https://shadowverse-portal.com/card/108234010?lang=en Chromatic Duel]] to pull out either [[https://shadowverse-portal.com/card/900231010?lang=en Rush follower that spawns Knights when attacking]] or [[https://shadowverse-portal.com/card/900231020?lang=en a Commander that helps protect Sword's wide board from AoE board wipes]] (and can get ''both'' if the spell's 6pp Enhance effect is used as well as restoring the player's play points by 6),[[https://shadowverse-portal.com/card/107231010?lang=en a reliable board clear against enemy's wide boards]], [[https://shadowverse-portal.com/card/107221010?lang=en a reliable heal]], and [[https://shadowverse-portal.com/card/108221030?lang=en a Swordcraft follower]] that gives either reliable [[https://shadowverse-portal.com/card/900224010?lang=en hard removal]] or a [[https://shadowverse-portal.com/card/900224020?lang=en soft removal for small followers for 1 play point]].
* '''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 mess up many combo decks, and [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to grant free evolves to Commanders. However, the lack of effective removal spells or board clears leaves Control Sword a lot weaker than other control archetypes. The introduction of [[https://shadowverse-portal.com/card/107221010 a viable heal]] 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 form of revival, although it still falls behind when compared to other control decks like Haven and some ramp Dragon decks.

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* '''Midrange Sword''' is a little harder to identify due to overlap with several other niche archetypes. Rather than go straight for the enemy leader, it plays a little more conservatively, having access to several Rush followers to control the board using their superior follower quality until their other followers can chip away at the enemy leader at their leisure. It still does play its fair share of Storm followers if it needs to end the game quickly. Key plays include [[https://shadowverse-portal.com/card/106241010 Mars]], typically supplanted with [[https://shadowverse-portal.com/card/102231010 White Paladin]] to generate a ton of stubborn Wards, [[https://shadowverse-portal.com/card/105241020 Hero of Antiquity]] as a stubborn game-ender, [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to conserve evolve points, or [[https://shadowverse-portal.com/card/103231030 Fangblade Slayer]] to assassinate targets and push damage. ''Dawnbreak Nightedge'' pushes this more into the JackOfAllTrades category, as the gameplay style shifts more towards maintaining a wide board, playing high value followers, and strong Choose mechanics, thanks to new powerful arsenal Sword has such as [[https://shadowverse-portal.com/card/107241020?lang=en Arthur, Knight King]] to pull high value followers such as [[https://shadowverse-portal.com/card/108211030?lang=en Holy Bear Knight]], [[https://shadowverse-portal.com/card/105221030?lang=en Bladed Hedgehog]], [[https://shadowverse-portal.com/card/702221010?lang=en Lancer]], and [[https://shadowverse-portal.com/card/108231010?lang=en Innocent Princess Prim]] [[note]]Her Enhance can also be used to buff her stats up and gives the player [[https://shadowverse-portal.com/card/108221010?lang=en a stubborn Ward that guarantees a Bane effect]][[/note]] which often curves perfectly with [[https://shadowverse-portal.com/card/108241020?lang=en Sky Fortress]], [[https://shadowverse-portal.com/card/108234010?lang=en Chromatic Duel]] to pull out either [[https://shadowverse-portal.com/card/900231010?lang=en Rush follower that spawns Knights when attacking]] or [[https://shadowverse-portal.com/card/900231020?lang=en a Commander that helps protect Sword's wide board from AoE board wipes]] (and can get ''both'' if the spell's 6pp 8pp Enhance effect is used as well as restoring the player's play points by 6),[[https://shadowverse-portal.com/card/107231010?lang=en a reliable board clear against enemy's wide boards]], [[https://shadowverse-portal.com/card/107221010?lang=en a reliable heal]], and [[https://shadowverse-portal.com/card/108221030?lang=en a Swordcraft follower]] that gives either reliable [[https://shadowverse-portal.com/card/900224010?lang=en hard removal]] or a [[https://shadowverse-portal.com/card/900224020?lang=en soft removal for small followers for 1 play point]].
* '''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 mess up many combo decks, 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 or spells, board clears clears, or healing leaves Control Sword a lot weaker than other control archetypes. The introduction of [[https://shadowverse-portal.com/card/107221010 a viable heal]] (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 form of revival, new life, although it still falls behind when compared to other control decks like Haven and some ramp Dragon decks.



** '''Mysteria Burn''' is a variant of Burn Rune. While it doesn't use as much Earth Rite synergies as a full Burn Rune deck, the deck is supplanted with damaging spells that are boosted through [[https://shadowverse-portal.com/card/107341010?lang=en its titular legendary]], which work in tandem with numerous damaging Earth Rite Fanfares to directly damage the opponent. Common plays include transforming [[https://shadowverse-portal.com/card/108321020?lang=en Mysterian Wyrmist]] to his Blackwyrm form, whose modifications to Mysteria spells are also boosted by Mysteria's own effect, paving the way for immense burst damage. Mysteria is also known for synergizing very well with Silver Blade Golem, allowing the deck to deliver lethal damage without needing to burn as many Sigils.

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** * '''Mysteria Burn''' is a variant the culmination of Burn Rune. While it doesn't use as much the Mysteria trait introduced in ''Chronogenesis'', and is an archetype designed around generating its signature token spells [[https://shadowverse-portal.com/card/900314040?lang=en Mysterian Missile]] and [[https://shadowverse-portal.com/card/900314050?lang=en Mysterian Circle]]. Earlier versions of the deck, supplemented the underdeveloped archetype with Earth Rite synergies as a full Burn Rune deck, the deck is supplanted synergies, pairing Earth Rite burn strategies with damaging spells that are boosted through [[https://shadowverse-portal.com/card/107341010?lang=en its titular legendary]], which work in tandem with numerous damaging Earth Rite Fanfares to directly damage the opponent.legendary]]. Common plays include transforming [[https://shadowverse-portal.com/card/108321020?lang=en Mysterian Wyrmist]] to his Blackwyrm form, whose modifications to Mysteria spells are also boosted by Mysteria's own effect, paving the way for immense burst damage. Mysteria is also known damage, and discounting [[https://shadowverse-portal.com/card/109331010?lang=en Ms. Miranda]] and [[https://shadowverse-portal.com/card/110331010?lang=en Anne]] to get stats on the board for synergizing very well with Silver Blade Golem, allowing the deck to deliver lethal damage without needing to burn as many Sigils.cheap and obtain their unique spells.



*** '''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 amount of Face damage and utilize spells and followers that directly 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 aforemented Azi Dahaka and Zooey as a backup finisher should either Gaimieux or Apostle of Disdain fail to finish the opponent off.

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*** '''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 amount amounts of Face damage and utilize spells and followers face damage, with effects that directly 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 aforemented aforementioned Azi Dahaka and Zooey as a backup finisher should either Gaimieux Galmieux or Apostle of Disdain fail to finish the opponent off.



** '''Darkfeast OTK Blood''' is an Unlimited-only 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.

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** '''Darkfeast OTK Blood''' OTK''' is an Unlimited-only 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.
craft. Formerly restricted to Unlimited due to its reliance of Standard 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.



* '''Lishenna Portal''' is a control deck that utilizes the namesake [[https://shadowverse-portal.com/card/110841010?lang=en Lishenna, Omen of Destruction]]. The name objective to utilize her namesake amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]]. The purpose of this to play both these amulets on board in order to secure two turn win condition (since Destruction in Black amulet will deal ''10'' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control deck to run large number of low play point cost followers). Because the amulets cannot be destroyed, 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 like what other decks can do (for OTK Roach with Goblin Mage). Not to mention, Lishenna herself requires an evolve point in order to obtain the amulet, meaning the player will need to be super greedy with their evolve points and having the amulets banished or transformed will completely ruin the gameplan. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).

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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 name objective is to utilize discount her namesake 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]]. Black]] by getting your own followers destroyed, [[ThanatosGambit deliberately]] or [[TakingYouWithMe otherwise]]. The purpose deck is often seen using the Puppet engine, due to the sheer volume of this to play both these amulets on board 0-cost Puppets that will destroy themselves, either in order to secure two turn win condition (since combat or by their own self-destruction effect. Once in play, Destruction in White gradually heals the leader, while Destruction in Black amulet will deal ''10'' deals a massive '''10''' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, enemy board and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control deck to run large number of low play point cost followers). leader. Because the amulets cannot be destroyed, 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 like what other decks can do (for OTK Roach with Goblin Mage). Not and the need to mention, Lishenna herself requires conserve an evolve point in order to obtain the amulet, meaning the player will need to be super greedy even access her Destruction Amulets; some variants supplant this with the standard Puppet or aggressive Artifact synergies, playing like their evolve points original variant focused on chipping the enemy leader to death, and having switching to the GradualGrinder Destruction amulets banished or transformed will completely ruin the gameplan. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).when things go awry.
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*** '''Disdain Dragon''' is Rotation's version 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 amount of Face damage and utilize spells and followers that directly 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 aforemented Azi Dahaka and Zooey as a backup finisher should either Gaimieux or Apostle of Disdain fail to finish the opponent off.

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*** '''Disdain Dragon''' is Rotation's version 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 amount of Face damage and utilize spells and followers that directly 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 aforemented Azi Dahaka and Zooey as a backup finisher should either Gaimieux or Apostle of Disdain fail to finish the opponent off.

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*** '''Disdain Dragon''' is Rotation's version 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 amount of Face damage and utilize spells and followers that directly 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 aforemented Azi Dahaka and Zooey as a backup finisher should either Gaimieux or Apostle of Disdain fail to finish the opponent off.



* '''Lishenna Portal''' is a control deck that utilizes the namesake [[https://shadowverse-portal.com/card/110841010?lang=en Lishenna, Omen of Destruction]]. The name objective to utilize her namesake amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]]. The purpose of this to play both these amulets on board in order to secure two turn win condition (since Destruction in Black amulet will deal ''10'' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control decks to run large number of low play point cost followers). Because the amulets cannot be destroyed, 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 like what other decks can do (for OTK Roach with Goblin Mage). Not to mention, Lishenna herself requires an evolve point in order to obtain the amulet, meaning the player will need to be super greedy with their evolve points and having the amulets banished or transformed will completely ruin the gameplan. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).

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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 name objective to utilize her namesake amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]]. The purpose of this to play both these amulets on board in order to secure two turn win condition (since Destruction in Black amulet will deal ''10'' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control decks deck to run large number of low play point cost followers). Because the amulets cannot be destroyed, 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 like what other decks can do (for OTK Roach with Goblin Mage). Not to mention, Lishenna herself requires an evolve point in order to obtain the amulet, meaning the player will need to be super greedy with their evolve points and having the amulets banished or transformed will completely ruin the gameplan. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).
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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 name objective to utilize her namesake amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]]. The purpose of this to play both these amulets on board in order to secure two turn win condition (since Destruction in Black amulet will deal ''10'' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control decks to run large number of low play point cost followers). Because the amulets cannot be destroyed, 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, Lishenna lacks a lot of consistency due to the inability to tutor Lishenna like what OTK Roach can do. No to mention, Lishenna herself requires an evolve point in order to obtain the amulet, meaning the player will need to be super greedy with their evolve points. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).

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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 name objective to utilize her namesake amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]]. The purpose of this to play both these amulets on board in order to secure two turn win condition (since Destruction in Black amulet will deal ''10'' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control decks to run large number of low play point cost followers). Because the amulets cannot be destroyed, 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 lacks a lot of decks lack consistency due to the inability to tutor Lishenna like what other decks can do (for OTK Roach can do. No with Goblin Mage). Not to mention, Lishenna herself requires an evolve point in order to obtain the amulet, meaning the player will need to be super greedy with their evolve points.points and having the amulets banished or transformed will completely ruin the gameplan. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).
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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 name objective to utilize her namesake amulets [[https://shadowverse-portal.com/card/900842010?lang=en Destruction in White]] and [[https://shadowverse-portal.com/card/900842020?lang=en Destruction in Black]]. The purpose of this to play both these amulets on board in order to secure two turn win condition (since Destruction in Black amulet will deal ''10'' damage to all enemies on field while Destruction in White is in play, which gives the play a steady heal at the start of the player's turn). Because the amulet's play point can be reduced based on how many followers are destroyed, Lishenna Portal will utilize large number of low play point followers, spells, and Puppets to rapidly reduce the play point cost of the amulets (which is unusual for a control decks to run large number of low play point cost followers). Because the amulets cannot be destroyed, 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, Lishenna lacks a lot of consistency due to the inability to tutor Lishenna like what OTK Roach can do. No to mention, Lishenna herself requires an evolve point in order to obtain the amulet, meaning the player will need to be super greedy with their evolve points. Lishenna Portal may sometimes overlap with Puppet Portal, since the nerf to Vengeful Puppeteer Noah gives Puppet Portal an alternative win condition while the nerf to [[https://shadowverse-portal.com/card/109821020?lang=en Nicholas's]] play point cost allows Lishenna to fill the 4pp slot that Puppet Portal miss out (not to mention, reducing the play point cost of the amulets is incredibly easy to do thanks to Portal's large access to Pupppets).
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* '''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]] 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.
* '''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]] or [[https://shadowverse-portal.com/card/107041020?lang=en Badb Catha]]'s Enhance effect 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.

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* '''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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.
* '''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]] or [[https://shadowverse-portal.com/card/107041020?lang=en Badb Catha]]'s 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.

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** '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of the deck with a Victory card instead, hence giving the player and instant win condition by carding themselves out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis). Spartacus may have some overlap with midrange Sword because Spartacus can draw Officers and help thin out "bad" pulls with Arthur such as [[https://shadowverse-portal.com/card/106231010?lang=en Lux, Solar Lancer]] or make it easier to pull [[https://shadowverse-portal.com/card/104241020?lang=en Gawain]].

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** '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of the deck with a Victory card instead, hence giving the player and an instant win condition by carding decking themselves out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis). Spartacus may have some overlap with midrange Sword because Spartacus can draw Officers and help thin out "bad" pulls with Arthur such as [[https://shadowverse-portal.com/card/106231010?lang=en Lux, Solar Lancer]] or make it easier to pull [[https://shadowverse-portal.com/card/104241020?lang=en Gawain]].



* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Entity that limit how much damage a leader can take in a single hit or Aegis that will completely suck up all the damage the Chimera could deal. Some variants of the deck use Runie as an alternate win condition, generating a [[https://shadowverse-portal.com/card/900344020?lang=en Prophecy of Doom]] and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.

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* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Nilpotent Entity that limit how much damage a leader can take in a single hit or Aegis that will completely suck up all the damage the Chimera could deal.hit. Some variants of the deck use Runie as an alternate win condition, generating a [[https://shadowverse-portal.com/card/900344020?lang=en Prophecy of Doom]] and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.



** '''Mysteria Burn''' is a variant of Burn Rune. While it doesn't use as much Earth Rite synergies as a full Burn Rune deck, the deck is supplanted with damaging spells that are boosted through [[https://shadowverse-portal.com/card/107341010?lang=en its titular legendary]], which work in tandem with numerous damaging Earth Rite Fanfares to directly damage the opponent. Common plays include transforming [[https://shadowverse-portal.com/card/108321020?lang=en Mysterian Wyrmist]] to his Blackwyrm form, whose modifications to Mysteria spells are also boosted by Mysteria's own effect, paving the way for immense burst damage. Mysteria is also known for synergizing very well with Silver Blade Golem, allowing the deck to deliver lethal damage without needing to burn as many Sigils.



** '''Storm Ramp''' has an end goal of playing [[https://shadowverse-portal.com/card/102432020 Polyphonic Roar]], which continuously spawns 5/5 Windblast Dragons with Storm to rush down the player or at least force them onto the defensive. Storm powerhouses like [[https://shadowverse-portal.com/card/101441020 Forte]] and [[https://shadowverse-portal.com/card/101431020 Genesis Dragon]] are featured too.

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** '''Storm Ramp''' has an end goal of playing [[https://shadowverse-portal.com/card/102432020 Polyphonic Roar]], which continuously spawns 5/5 Windblast Dragons with Storm to rush down the player or at least force them onto the defensive. Storm powerhouses like [[https://shadowverse-portal.com/card/101441020 Forte]] and [[https://shadowverse-portal.com/card/101431020 Genesis Dragon]] are featured too. In Rotation, the deck's ultimate payloads include [[https://shadowverse-portal.com/card/107441020?lang=en Azi Dahaka]] and a discounted [[https://shadowverse-portal.com/card/109441010?lang=en Zooey]] to deliver game-ending burst damage.



** '''Lindwurm Ramp''' is built around its namesake card, where most of the deck consists of non-followers or followers that generate non-follower cards. To assist with the ability to contest the board, the non-follower cards it uses generate followers of their own, like Moon and Sun and Canyon of the Dragons, on top of high-cost boardwipe spells to secure a turn to drop Lindwurm. If dominance through a stream of 5/5 Dragons will not suffice, getting enough damage on the opponent to put them in lethal range of Inquisitous Lindwurm is the deck's final game plan.

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** '''Lindwurm '''Lindworm Ramp''' is built around its [[https://shadowverse-portal.com/card/108441020?lang=en namesake card, card]], where most of the deck consists of non-followers or followers that generate non-follower cards. To assist with the ability to contest the board, the non-follower cards it uses generate followers of their own, like [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun Sun]] and [[https://shadowverse-portal.com/card/106423010?lang=en Canyon of the Dragons, Dragons]], on top of high-cost boardwipe spells to secure a turn to drop Lindwurm. If dominance through a stream of 5/5 Dragons will not suffice, getting enough damage on the opponent to put them in lethal range of Inquisitous Lindwurm is the deck's final game plan.



* '''Jormungand Blood''' is designed around its titular legendary and its synergies with Blood's penchant for self-damage. It uses cards like Nacht that inflict both players with a self-damage ability, Blood Pact to draw into its combo pieces, and Nightmare Ram to keep itself alive, and has 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 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 legendary]] and its synergies with Blood's penchant for self-damage. It uses cards like Nacht [[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 Pact]] to draw into its combo pieces, [[https://shadowverse-portal.com/card/109631010?lang=en Evil Eye Demon]] to clear the board and Nightmare Ram 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 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 Demon]] to forcibly enable their Last Word effects.
** '''Darkfeast OTK Blood''' is an Unlimited-only 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.



* '''Storm Haven''' is an aggro deck that plays differently from other aggro decks. 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.

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* '''Storm Haven''' is an aggro deck that plays differently from other aggro decks.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.



* '''Aegis''' is a deck that utilize [[https://shadowverse-portal.com/card/703741010 Heavenly Aegis]] as a lategame win condition. Aegis is a giant follower that is immune to everything, meaning Aegis can effectively close out games in the lategame when he is played on board. 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 Prayer as mentioned above in order to boost Aegis's attack stat whenever the leader is healed.

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* '''Aegis''' '''Aegis Haven''' is a deck label applied to a large number of Haven control decks that utilize 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, everything]], meaning Aegis can effectively close out games in the lategame when he is played on board.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 Prayer as mentioned above in order to boost Aegis's attack stat whenever the leader is healed.



* '''Tenko''' is a deck archetype that utilize the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to Support Cannon as mentioned above where whenever a healing effect is trigger, the Shrine will deal 2 damage to enemy follower (or 2 damage to the enemy leader when no enemy followers are on board). 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. 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.

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* '''Tenko''' is a deck archetype that utilize the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to Support Cannon as mentioned above where whenever a healing effect is trigger, the Shrine will deal 2 damage to enemy follower (or 2 damage to the enemy leader when no enemy followers are on board). 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. 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.
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* '''Puppet Portal''' is a combo/control hybrid 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.

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* '''Puppet Portal''' is a combo/control hybrid 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.
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.
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* '''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]] or [[https://shadowverse-portal.com/card/107041020?lang=en Badb Catha]]'s Enhance effect to preform and 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.

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* '''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]] or [[https://shadowverse-portal.com/card/107041020?lang=en Badb Catha]]'s Enhance effect to preform and 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.
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* '''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]] or [[https://shadowverse-portal.com/card/107041020?lang=en Badb Catha]]'s Enhance effect to preform and 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.



''Note: All Havencraft decks (except for Storm Haven and Temple Haven) are considered to be control decks''

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''Note: All Havencraft decks (except for Storm Haven Haven, Holy Lion Haven, and Temple Haven) are considered to be control decks''



* '''Tenko''' is a deck archetype that utilize the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to Support Cannon as mentioned above where whenever a healing effect is trigger, the Shrine will deal 2 damage to enemy follower (or 2 damage to the enemy leader when no enemy followers are on board). Due to Haven's large access to healing effects such as [[https://shadowverse-portal.com/card/108733010?lang=en Whitefang Temple]] 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. 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.

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* '''Tenko''' is a deck archetype that utilize the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to Support Cannon as mentioned above where whenever a healing effect is trigger, the Shrine will deal 2 damage to enemy follower (or 2 damage to the enemy leader when no enemy followers are on board). Due to Haven's large access to healing effects such as [[https://shadowverse-portal.com/card/108733010?lang=en Whitefang Temple]] 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. 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.
* '''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 functions more of a midrange style deck that involves 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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* '''PDK Dragon''' revolves around [[https://shadowverse-portal.com/card/106441010 Prime Dragon Keeper]]. Once it reaches Overflow after contesting the board in the earlier turns, it plays Prime Dragon Keeper and summons a slew of cheap followers to trigger her effect as many times as possible, with cards like [[https://shadowverse-portal.com/card/106411010 Dragonrearer Matilda]] and [[https://shadowverse-portal.com/card/105411010 Dragon Summoner]] maintaining hand advantage to allow the deck to grind away at the enemy board while providing chip damage. PDK isn't a finisher, but she wears down the enemy enough for other Storm cards like Forte and Genesis Dragon to come in and finish the job.
* '''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]] 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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* '''PDK Dragon''' revolves around [[https://shadowverse-portal.com/card/106441010 Prime Dragon Keeper]]. Once it reaches Overflow after contesting the board in the earlier turns, it plays Prime Dragon Keeper and summons a slew of cheap followers to trigger her effect as many times as possible, with cards like [[https://shadowverse-portal.com/card/106411010 Dragonrearer Matilda]] and [[https://shadowverse-portal.com/card/105411010 Dragon Summoner]] maintaining hand advantage to allow the deck to grind away at the enemy board while providing chip damage. PDK isn't a finisher, but she wears down the enemy enough for other Storm cards like Forte and Genesis Dragon to come in and finish the job.
job. The deck can sometimes be described as a midrange deck that counter midrange decks due to the the nature of Prime Dragon Keeper being unable to be attacked when Overflow is active, requiring strong removals and board clears to deal with PDK (which is something most midrange decks don't have).
* '''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]] 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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* '''Tenko''' is a deck archetype that utilize the namesake [[https://shadowverse-portal.com/card/108732010?lang=en Tenko's Shrine]], an amulet with an effect similar to Support Cannon as mentioned above where whenever a healing effect is trigger, the Shrine will deal 2 damage to enemy follower (or 2 damage to the enemy leader when no enemy followers are on board). Due to Haven's large access to healing effects such as [[https://shadowverse-portal.com/card/108733010?lang=en Whitefang Temple]] 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. 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.
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** '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your deck with a Victory card instead, hence giving the player and instant win condition by carding themselves out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis). Spartacus may have some overlap with midrange Sword because Spartacus can draw Officers and help thin out "bad" pulls with Arthur such as [[https://shadowverse-portal.com/card/106231010?lang=en Lux, Solar Lancer]] or make it easier to pull [[https://shadowverse-portal.com/card/104241020?lang=en Gawain]].

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** '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your the deck with a Victory card instead, hence giving the player and instant win condition by carding themselves out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis). Spartacus may have some overlap with midrange Sword because Spartacus can draw Officers and help thin out "bad" pulls with Arthur such as [[https://shadowverse-portal.com/card/106231010?lang=en Lux, Solar Lancer]] or make it easier to pull [[https://shadowverse-portal.com/card/104241020?lang=en Gawain]].
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** '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your deck with a Victory card instead, hence giving the player and instant win condition by carding yourself out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis).

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** '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your deck with a Victory card instead, hence giving the player and instant win condition by carding yourself themselves out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis).
Aegis). Spartacus may have some overlap with midrange Sword because Spartacus can draw Officers and help thin out "bad" pulls with Arthur such as [[https://shadowverse-portal.com/card/106231010?lang=en Lux, Solar Lancer]] or make it easier to pull [[https://shadowverse-portal.com/card/104241020?lang=en Gawain]].
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** ''Spartacus Sword'' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your deck with a Victory card instead, hence giving the player and instant win condition by carding yourself out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis).

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** ''Spartacus Sword'' '''Spartacus Sword''' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your deck with a Victory card instead, hence giving the player and instant win condition by carding yourself out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis).
Is there an issue? Send a MessageReason:
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to:

** ''Spartacus Sword'' is another variation of control Sword that utilize the namesake [[https://shadowverse-portal.com/card/108241030?lang=en Spartacus]] where he replaces the Reaper card in the bottom of your deck with a Victory card instead, hence giving the player and instant win condition by carding yourself out. Because Swordcraft as a class does not run a lot of card draw engine, followers such as [[https://shadowverse-portal.com/card/107041010?lang=en Chronos]] to help with the card draw engine and make it easier to card the player out easily for victory. Chrono's effect applies an effect on both leaders where the player draws cards based on the highest attack of the opponent's follower on board, thus putting the opponent in a lose-lose situation when combined with Spartacus (especially against lategame oriented decks such as ramp Dragon and Aegis).
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* '''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. 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.

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* '''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.
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* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Woodland Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore an evolve point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.

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* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Woodland Wood of Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore an evolve point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.
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* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Woodland Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore a play point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.

to:

* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Woodland Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore a play an evolve point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.
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* '''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'', 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 (as with the entire class of Shadow for the matter in Rotation).

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* '''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'', 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 (as with the entire class of Shadow for the matter in Rotation).
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* '''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]] 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 as 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.

to:

* '''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]] 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 as 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.
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to:

* '''Control Forest''' is a slower version of a Forestcraft introduced in the ''Chronogenesis'' expansion. Rather than focusing on combos and flooding the board with Fairies, it focuses on controlling and contesting the by utilizing [[https://shadowverse-portal.com/card/105123010?lang=en Woodland Brambles]] and using spells and effect such as [[https://shadowverse-portal.com/card/108121010?lang=en Fashionista Nelcha]]'s [[https://shadowverse-portal.com/card/900124020?lang=en Demon's Dress]] which can be used in conjunction with said Brambles to easily remove large threats on board, [[https://shadowverse-portal.com/card/106141010?lang=en Cassiopeia]] to clear the opponent's board filled with small followers, [[https://shadowverse-portal.com/card/104131020?lang=en Crystalia Aerin]] to serve as a sturdy Ward and heal at the same time (which her Enhance can be used to restore a play point), [[https://shadowverse-portal.com/card/106131010?lang=en Venus]] and [[https://shadowverse-portal.com/card/108141010?lang=en Yggdrasil's]] [[https://shadowverse-portal.com/card/900144020?lang=en Blessing of Creation]] to maintain hand size and card draw, and utilization of lategame finishers such as [[https://shadowverse-portal.com/card/104131030?lang=en Jungle Warden]] and [[https://shadowverse-portal.com/card/106141020?lang=en King Elephant]]. As with control decks, control Forest beats out many aggro and midrange decks ''except'' midrange Sword [[note]]Mainly because midrange Sword's followers have higher value than Forest's followers and Sword have ways to protect their own board from Brambles boards and Cassiopeia[[/note]] but struggle against decks that can punish slower decks such as Neutral Ginger Rune and Giant Chimera Rune.
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** '''Ambush Sword''' is a variation of aggro Sword that utilize Sword's variety of Ambush followers in their arsenal that was introduced in the ''Wonderland Dreams'' expansion. The key follower of this deck utilizes [[https://shadowverse-portal.com/card/104211040?lang=en Vagabond Frog]], a stubborn 1/2 follower that gains Ambush at the end of the player's turn, making it incredibly hard to deal with since Ambush followers cannot be attacked or targeted. Combined with Sword's access to various stat boosting commanders and effects such as [[https://shadowverse-portal.com/card/100211040?lang=en White General]], [[https://shadowverse-portal.com/card/101211060?lang=en Fencer]], [[https://shadowverse-portal.com/card/100214020?lang=en Forge Weaponry]], and [[https://shadowverse-portal.com/card/102214040?lang=en Mentor's Teaching]], this makes Vagabond Frog even more threatening combined with the access to [[https://shadowverse-portal.com/card/105224010?lang=en Shield of Flame]] as effective hard removal against most Wards. The nerfs of Vagabond Frog play point cost to 4 and the rework of Shield of Flame's effect had this deck fallen off in the meta in favor of aggro Sword decks that utilize large amount of Storm followers and there are various counterplay to Vagabond Frog in the ''Unlimited'' format (such as early game non-targeted hard-removal spells and effects such as [[https://shadowverse-portal.com/card/103521030?lang=en Lurching Corpse]]). In Rotaiton format, however, there is a strong revival of this deck archetype in ''Dawnbreak Nightedge'' expansion due to various early game hard removal spells and effects were rotated out in the format, making Vagabond Frog more threatening in the meta again. Combined with Sword's Ambush follower, [[https://shadowverse-portal.com/card/105211010?lang=en Kunoichi Master]] and the said Vagabond Frog, Ambush Sword can effectively push lethal damage in conjunction with [[https://shadowverse-portal.com/card/900241030?lang=en Celia, Despair's Messenger]], who can effectively bounce back the said followers back into the player's hand and significantly boost her attack stat.

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** '''Ambush Sword''' is a variation of aggro Sword that utilize Sword's variety of Ambush followers in their arsenal that was introduced in the ''Wonderland Dreams'' expansion. The key follower of this deck utilizes [[https://shadowverse-portal.com/card/104211040?lang=en Vagabond Frog]], a stubborn 1/2 follower that gains Ambush at the end of the player's turn, making it incredibly hard to deal with since Ambush followers cannot be attacked or targeted. Combined with Sword's access to various stat boosting commanders and effects such as [[https://shadowverse-portal.com/card/100211040?lang=en White General]], [[https://shadowverse-portal.com/card/101211060?lang=en Fencer]], [[https://shadowverse-portal.com/card/100214020?lang=en Forge Weaponry]], and [[https://shadowverse-portal.com/card/102214040?lang=en Mentor's Teaching]], this makes Vagabond Frog even more threatening combined with the access to [[https://shadowverse-portal.com/card/105224010?lang=en Shield of Flame]] as effective hard removal against most Wards. The nerfs of Vagabond Frog play point cost to 4 and the rework of Shield of Flame's effect had this deck fallen off in the meta in favor of aggro Sword decks that utilize large amount of Storm followers and there are various counterplay to Vagabond Frog in the ''Unlimited'' Unlimited format (such as early game non-targeted hard-removal spells and effects such as [[https://shadowverse-portal.com/card/103521030?lang=en Lurching Corpse]]). In Rotaiton format, however, there is a strong revival of this deck archetype in ''Dawnbreak Nightedge'' expansion due to various early game hard removal spells and effects were rotated out in the format, making Vagabond Frog more threatening in the meta again. Combined with Sword's Ambush follower, [[https://shadowverse-portal.com/card/105211010?lang=en Kunoichi Master]] and the said Vagabond Frog, Ambush Sword can effectively push lethal damage in conjunction with [[https://shadowverse-portal.com/card/900241030?lang=en Celia, Despair's Messenger]], who can effectively bounce back the said followers back into the player's hand and significantly boost her attack stat.
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** '''Ambush Sword''' is a variation of aggro Sword that utilize Sword's variety of Ambush followers in their arsenal that was introduced in the ''Wonderland Dreams'' expansion. The key follower of this deck utilizes [[https://shadowverse-portal.com/card/104211040?lang=en Vagabond Frog]], a stubborn 1/2 follower that gains Ambush at the end of the player's turn, making it incredibly hard to deal with since Ambush followers cannot be attacked or targeted. Combined with Sword's access to various stat boosting commanders and effects such as [[https://shadowverse-portal.com/card/100211040?lang=en White General]], [[https://shadowverse-portal.com/card/101211060?lang=en Fencer]], [[https://shadowverse-portal.com/card/100214020?lang=en Forge Weaponry]], and [[https://shadowverse-portal.com/card/102214040?lang=en Mentor's Teaching]], this makes Vagabond Frog even more threatening combined with the access to [[https://shadowverse-portal.com/card/105224010?lang=en Shield of Flame]] as effective hard removal against most Wards. The nerfs of Vagabond Frog play point cost to 4 and the rework of Shield of Flame's effect had this deck fallen off in the meta in favor of aggro Sword decks that utilize large amount of Storm followers and there are various counterplay to Vagabond Frog in the ''Unlimited'' format (such as early game non-targeted hard-removal spells and effects such as [[https://shadowverse-portal.com/card/103521030?lang=en Lurching Corpse]]). In Rotaiton format, however, there is a strong revival of this deck archetype in ''Dawnbreak Nightedge'' expansion due to various early game hard removal spells and effects were rotated out in the format, making Vagabond Frog more threatening in the meta again. Combined with Sword's Ambush follower, [[https://shadowverse-portal.com/card/105211010?lang=en Kunoichi Master]] and the said Vagabond Frog, Ambush Sword can effectively push lethal damage in conjunction with [[https://shadowverse-portal.com/card/900241030?lang=en Celia, Despair's Messenger]], who can effectively bounce back the said followers back into the player's hand and significantly boost her attack stat.
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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.
* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Entity that limit how much damage a leader can take in a single hit or Aegis that will completely suck up all the damage the Chimera could deal. Some variants of the deck use Runie as an alternate win condition, generating a Prophecy of Doom and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.

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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.
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]] which grants Dimension Shift an alternative win condition with Prophecy of Doom should the player fails to obtain Dimension Shift in their first few turns.
* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Entity that limit how much damage a leader can take in a single hit or Aegis that will completely suck up all the damage the Chimera could deal. Some variants of the deck use Runie as an alternate win condition, generating a [[https://shadowverse-portal.com/card/900344020?lang=en Prophecy of Doom Doom]] and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.

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* '''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]] 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 as 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.

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* '''Reanimate Shadow''' is a new deck archetype introduced in ''Chronogenesis'' expansion that utilize Shadow's two new mechanics: ''Reanimate'' Reanimate and ''Burial Rite''. Burial Rite. Cards with ''Burial Rite'' 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]] 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 as 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.



** '''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).



* '''Puppet Portal''' is a combo/control hybrid 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 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.

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* '''Puppet Portal''' is a combo/control hybrid 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 Orchis [[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.
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* '''Puppet Portal''' is a combo/control hybrid 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 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. Another game plan the deck uses 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. Furthermore, unlike Artifact Portal, Puppet Portal does not use any significant legendary rarity cards, making Puppet Portal the cheapest of the Portalcraft decks.

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* '''Puppet Portal''' is a combo/control hybrid 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 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. Another game plan the deck uses 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. Furthermore, unlike Artifact Portal, Puppet Portal does not use any significant legendary rarity cards, making Puppet Portal the cheapest of the Portalcraft decks.
10.
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* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Entity that limit how much damage a leader can take in a single hit. Some variants of the deck use Runie as an alternate win condition, generating a Prophecy of Doom and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.

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* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Entity that limit how much damage a leader can take in a single hit.hit or Aegis that will completely suck up all the damage the Chimera could deal. Some variants of the deck use Runie as an alternate win condition, generating a Prophecy of Doom and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.

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* '''Midrange Sword''' is a little harder to identify due to overlap with several other niche archetypes. Rather than go straight for the enemy leader, it plays a little more conservatively, having access to several Rush followers to control the board using their superior follower quality until their other followers can chip away at the enemy leader at their leisure. It still does play its fair share of Storm followers if it needs to end the game quickly. Key plays include [[https://shadowverse-portal.com/card/106241010 Mars]], typically supplanted with [[https://shadowverse-portal.com/card/102231010 White Paladin]] to generate a ton of stubborn Wards, [[https://shadowverse-portal.com/card/105241020 Hero of Antiquity]] as a stubborn game-ender, [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to conserve evolve points, or [[https://shadowverse-portal.com/card/103231030 Fangblade Slayer]] to assassinate targets and push damage. ''Dawnbreak Nightedge'' pushes this more into the JackOfAllTrades category, as the gameplay style shifts more towards maintaining a wide board, playing high value followers, and strong Choose mechanics, thanks to new powerful arsenal Sword has such as [[https://shadowverse-portal.com/card/107241020?lang=en Arthur, Knight King]] to pull high value followers such as [[https://shadowverse-portal.com/card/108211030?lang=en Holy Bear Night]], [[https://shadowverse-portal.com/card/105221030?lang=en Bladed Hedgehog]], [[https://shadowverse-portal.com/card/702221010?lang=en Lancer]], and [[https://shadowverse-portal.com/card/108231010?lang=en Innocent Princess Prim]] [[note]]Her Enhance can also be used to buff her stats up and gives the player [[https://shadowverse-portal.com/card/108221010?lang=en a stubborn Ward that guarantees a Bane effect]][[/note]] which often curves perfectly with [[https://shadowverse-portal.com/card/108241020?lang=en Sky Fortress]], [[https://shadowverse-portal.com/card/108234010?lang=en Chromatic Duel]] to pull out either [[https://shadowverse-portal.com/card/900231010?lang=en Rush follower that spawns Knights when attacking]] or [[https://shadowverse-portal.com/card/900231020?lang=en a Commander that helps protect Sword's wide board from AoE board wipes]] (and can get ''both'' if the spell's 6pp Enhance effect is used as well as restoring the player's play points by 6),[[https://shadowverse-portal.com/card/107231010?lang=en a reliable board clear against enemy's wide boards]], [[https://shadowverse-portal.com/card/107221010?lang=en a reliable heal]], and [[https://shadowverse-portal.com/card/108221030?lang=en a Swordcraft follower]] that gives either reliable [[https://shadowverse-portal.com/card/900224010?lang=en hard removal]] or a [[https://shadowverse-portal.com/card/900224020?lang=en soft removal for small followers for 1 play point]].

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* '''Midrange Sword''' is a little harder to identify due to overlap with several other niche archetypes. Rather than go straight for the enemy leader, it plays a little more conservatively, having access to several Rush followers to control the board using their superior follower quality until their other followers can chip away at the enemy leader at their leisure. It still does play its fair share of Storm followers if it needs to end the game quickly. Key plays include [[https://shadowverse-portal.com/card/106241010 Mars]], typically supplanted with [[https://shadowverse-portal.com/card/102231010 White Paladin]] to generate a ton of stubborn Wards, [[https://shadowverse-portal.com/card/105241020 Hero of Antiquity]] as a stubborn game-ender, [[https://shadowverse-portal.com/card/104221020 Luminous Mage]] to conserve evolve points, or [[https://shadowverse-portal.com/card/103231030 Fangblade Slayer]] to assassinate targets and push damage. ''Dawnbreak Nightedge'' pushes this more into the JackOfAllTrades category, as the gameplay style shifts more towards maintaining a wide board, playing high value followers, and strong Choose mechanics, thanks to new powerful arsenal Sword has such as [[https://shadowverse-portal.com/card/107241020?lang=en Arthur, Knight King]] to pull high value followers such as [[https://shadowverse-portal.com/card/108211030?lang=en Holy Bear Night]], Knight]], [[https://shadowverse-portal.com/card/105221030?lang=en Bladed Hedgehog]], [[https://shadowverse-portal.com/card/702221010?lang=en Lancer]], and [[https://shadowverse-portal.com/card/108231010?lang=en Innocent Princess Prim]] [[note]]Her Enhance can also be used to buff her stats up and gives the player [[https://shadowverse-portal.com/card/108221010?lang=en a stubborn Ward that guarantees a Bane effect]][[/note]] which often curves perfectly with [[https://shadowverse-portal.com/card/108241020?lang=en Sky Fortress]], [[https://shadowverse-portal.com/card/108234010?lang=en Chromatic Duel]] to pull out either [[https://shadowverse-portal.com/card/900231010?lang=en Rush follower that spawns Knights when attacking]] or [[https://shadowverse-portal.com/card/900231020?lang=en a Commander that helps protect Sword's wide board from AoE board wipes]] (and can get ''both'' if the spell's 6pp Enhance effect is used as well as restoring the player's play points by 6),[[https://shadowverse-portal.com/card/107231010?lang=en a reliable board clear against enemy's wide boards]], [[https://shadowverse-portal.com/card/107221010?lang=en a reliable heal]], and [[https://shadowverse-portal.com/card/108221030?lang=en a Swordcraft follower]] that gives either reliable [[https://shadowverse-portal.com/card/900224010?lang=en hard removal]] or a [[https://shadowverse-portal.com/card/900224020?lang=en soft removal for small followers for 1 play point]].




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** '''Cannon Sword''' is a variant of Control Sword. Again, it runs a grindy playstyle, but focuses on Support Cannon, which damages followers whenever it plays any of its Commanders. Barring a few Commander-supporting Officers, the deck is almost purely Commanders, and it likes to exploit Cinderella's intended "downside" of returning to hand to trigger Support Cannon as often as possible. The deck suffers a bit from finding a prime opportunity to play Support Cannon, on top of the amulet consuming a board slot that's vital for a board-based class like Swordcraft.



* '''Giant Chimera Rune''' is Dimension Shift's Rotation counterpart. Like its predecessor, it is focused on massively spellboosting its namesake card by playing all manners of board control spells before dropping it to deal massive amounts of damage. In Rotation's slower environment due to the lack of aggressive decks, Giant Chimera Rune has the ability to stall to the lategame, although there are means to effectively neuter its game-ending ability, mainly with cards like Roland or Nihilpotent Entity that limit how much damage a leader can take in a single hit. Some variants of the deck use Runie as an alternate win condition, generating a Prophecy of Doom and boosting it while doing chip damage to pressure the opponent into trying to win before the Prophecy kills them.




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* '''Neutral Ginger Rune''' is a variant of the Neutral Rune build (discussed below), but rather than focus on an aggressive package with cheap Neutral followers, the deck is a bit more control-oriented, focusing on drawing a hand full of high-cost neutral cards and keeping the board in check until it reaches 9pp. When that happens, it plays its namesake Wordwielder Ginger, using her effect to play all manner of high-cost Neutral cards like Israfil and Zeus, creating a very powerful board that's difficult to break. To this end, the deck also uses some Earth Rite elements to aid board control. In Unlimited, the deck is kept in check by boardwipes that punish its overextension; In Rotation, the lack of board clears lets it function a lot better.



** '''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.

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** '''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.
** '''Lindwurm Ramp''' is built around its namesake card, where most of the deck consists of non-followers or followers that generate non-follower cards. To assist with the ability to contest the board, the non-follower cards it uses generate followers of their own, like Moon and Sun and Canyon of the Dragons, on top of high-cost boardwipe spells to secure a turn to drop Lindwurm. If dominance through a stream of 5/5 Dragons will not suffice, getting enough damage on the opponent to put them in lethal range of Inquisitous Lindwurm is the deck's final game plan.




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* '''Jormungand Blood''' is designed around its titular legendary and its synergies with Blood's penchant for self-damage. It uses cards like Nacht that inflict both players with a self-damage ability, Blood Pact to draw into its combo pieces, and Nightmare Ram to keep itself alive, and has 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 Zodiac Demon to forcibly enable their Last Word effects.



* '''Puppet Portal''' is a combo/control hybrid 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. Resonance activating cards such as [[https://shadowverse-portal.com/card/107821010 Rosa, Mech Wing Maiden]], [[https://shadowverse-portal.com/card/100811060 Mechanized Servant]], and [[https://shadowverse-portal.com/card/100814010 Dimension Cut]] will sometimes be used to help maintain control of the board. 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. Furthermore, unlike Artifact Portal, Puppet Portal does not use any significant legendary rarity cards, making Puppet Portal the cheapest of the Portalcraft decks.

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* '''Puppet Portal''' is a combo/control hybrid 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. Resonance activating cards such as [[https://shadowverse-portal.com/card/107821010 Rosa, Mech Wing Maiden]], [[https://shadowverse-portal.com/card/100811060 Mechanized Servant]], As the game hits turn seven, the deck conserves puppets with the use of Zwei, Murderous Puppet who provides excellent board control, and [[https://shadowverse-portal.com/card/100814010 Dimension Cut]] will sometimes be used to help maintain control of then has Orchis hold the board.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. Another game plan the deck uses 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. Furthermore, unlike Artifact Portal, Puppet Portal does not use any significant legendary rarity cards, making Puppet Portal the cheapest of the Portalcraft decks.
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* '''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]] 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 as 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.

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* '''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]] 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'', Nephthys Control, Reanimate Shadow has incredibly difficult time contesting the board as 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. To compensate this, Reanimate Shadow have a few early game tempo tools to encourage this play-style such as [[https://shadowverse-portal.com/card/107513010?lang=en Skull Ring]] that can pull out either [[https://shadowverse-portal.com/card/106511030?lang=en Belenus]], [[https://shadowverse-portal.com/card/106531020?lang=en Andrealphus]], [[https://shadowverse-portal.com/card/108511010?lang=en Orator of the Bones]], and [[https://shadowverse-portal.com/card/108031020?lang=en Paradise Vanguard]]; and [[https://shadowverse-portal.com/card/108514010?lang=en Regenerate Spirit]] that can pull either [[https://shadowverse-portal.com/card/106021020?lang=en Purehearted Singer]] or [[https://shadowverse-portal.com/card/108044010?lang=en Moon and Sun's]] followers such as [[https://shadowverse-portal.com/card/900041040?lang=en Amaterasu]] and [[https://shadowverse-portal.com/card/900041050?lang=en Tsukuyomi]] as well pulling either [[https://shadowverse-portal.com/card/702511010?lang=en Saber Alter]] or [[https://shadowverse-portal.com/card/107541010?lang=en Underworld Ruler Aisha]] if it's Enhance effect is used.

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