Shadowverse legendary analysis

One of the things that irritates me when reading card reviews is when people say to disenchant a card because it is bad without any explanation why.  Obviously, it is nice to have some sort of explanation but in my experience with these types of games, I’ve learned that sometimes these seemingly “bad” cards can become very good in the future.  So clearly that does not mean that they were bad!  There was just a lack of support in the current card pool.  Or maybe a future rotation gets rid of a bunch of cards that powercrept this card, and it now gets a chance to shine.

In any case, I really like the card design in Shadowverse as there are very few cards that are blatantly bad.  So I wanted to write about the legendaries and how they can be used, without just saying keep or liquefy.

Forestcraft
Ancient Elf – A 3 cost 2/3 Ward with a fanfare effect that returns all allied followers to hand, while gaining +1/+1 for every follower returned.  Easily the most important Forestcraft legendary and one of the best legendary cards in the game.  A 3x auto-include in every combo style Forest deck, which are all over the meta right now.  Since Forest runs a lot of followers that have strong on play effects, Ancient Elf is an important way to bounce them for re-use later.  And even in the worst case scenario where you play her on an empty board on Turn 3, she has optimal stats for a 3 drop and Ward on top of it.

Fairy Princess – 6 cost 4/4 that fills your hand with 1 cost 1/1 fairies until it is full.  A decently strong card but is not currently run in the meta because Forest usually has no problems with fairy generation.  She is mainly run in niche combo Forest decks that utilize Silverbolt and/or Rose Queen.

Rose Queen – 8 cost 5/5 that turns every fairy in your hand into the spell Thorn Burst, which is a 2 cost spell that deals 3 damage to an enemy.  Her effect is quite strong to set up burst damage, but she is considered to be too slow.  The main reason is that a 5/5 on Turn 8 is quite poor and the class already has access to burst damage through Rhinoceroach.  But if you do like her and want to try her out, be sure to play her with Fairy Princess.

Crystalia Tia – 5 cost 1/1 that summons a 4/4 with an additional effect: if you had played at least two cards earlier this turn, then the 4/4 automatically evolves into a 6/6 and gains Ward.  A staple of all combo style Forest decks.  There are a lot of reasons why Tia is so strong.  First off, she is a 5 mana 5/5 worth of stats spread across two bodies, which is already insane in this game.  And then Forest has no trouble activating her effect with fairy generators.  On top of that, she has great synergy with Nature’s Guidance, which allows you to bounce her repeatedly for free tempo swings.  And yes, she essentially allows you to evolve twice in a single turn, since proccing the effect does not use up an evolve orb.  If you do run Tia, be sure to also run the 4 drop Elven Princess Mage as they have amazing synergy together.

Swordcraft
Aurelia, Regal Saber – A 5 cost 2/6 Ward Commander with an additional effect: gain +1 attack for every enemy follower in play, and if there are at least 3 enemy followers, then she becomes untargetable by enemy spells and effects.  Pretty much a stronger version of the neutral Angelic Sword Maiden.  A very strong defensive card for Swordcraft.  The class has no real board clear outside of the very expensive Alexander, so the way they deal with big boards is to put up this huge Ward that forces the opponent to trade their whole board into it.  A staple in Midrange and Control style Sword decks.

Sea Queen Otohime – 6 cost 3/4 Commander that summons 1/2 Bodyguard Officers until your board is full.  One of the strongest legendaries in the game, the amount of value packed into this card is ridiculous.  She is essentially 6 mana 7/12 worth of stats in one card, spread across an entire board.  So she allows you to instantly build a board with just one card.  As such, most classes do not have an efficient way of answering her.  An unanswered Otohime into a followup Sage Commander is often game winning.  Even though this card is so strong, she is surprisingly not run in all Sword builds.  She does not fit into the aggro decks and is mainly run in Midrange and Control lists.

Tsubaki – 6 cost 4/3 Officer with Ambush with a Fanfare effect of destroying an enemy follower with 5 or more attack.  She weaves in and out of the meta depending on how many decks are playing big minions.  In any case, she is an important source of removal and can even get buffed because she is an Officer.

Alexander – 8 cost 6/7 Commander with Rush who can attack 14 times per turn, but cannot attack the enemy leader.  Essentially the only board clear for Swordcraft.  A very slow card so he is only run in Control Swordcraft decks.

Runecraft
Merlin – 4 cost 3/2 who draws a random Spellboost card from your deck, and when evolved turns into a 4/3 and draws another Spellboost card.  She also spellboosts your entire hand every time she attacks.  By far the most important Runecraft legendary and a 3x auto-include in all Spellboost centered Runecraft decks.  If you are able to get her evolve effect off, she essentially draws two cards and spellboosts your hand.  Now that is value incarnate for this type of deck.

Arch Summoner Erasmus – 8 cost 5/6 who deals 5 damage to a random enemy follower at the end of your turn, and if evolved turns into a 7/8 who deals 7 damage to a random enemy follower at the end of your turn.  His effect is insane, but he is not currently run in the meta because he does not fit into the general combo Rune playstyle.  If a tempo/midrange or heavy control Rune ever became a thing, he would be an auto-include in those types of decks.

Mythril Golem – 9 cost 6/7 who deals 1 damage to all enemy followers as a Fanfare, and deals +1 damage for every Spellboost.  Just like Erasmus, his effect is insane but he is not run in the current meta.  The Spellboost combo Rune deck aims to win on Turn 8-9, so Mythril Golem is too slow for that type of deck.  If a grindy control Rune deck with Spellboost cards ever became a thing, he would probably be played in that.

Sun Oracle Pascale – 5 cost 4/5 who doubles the attack and health of all allied followers at the end of your turn if you have an Earth Sigil.  Another card like Erasmus where her effect is insane but not run in the meta.  The issue with Pascale is that she is way too slow.  She would be so much better if her effect triggered instantly instead of end of turn.  But on top of that, Earth Runecraft tends to be a slow deck that often does not have the board on Turn 5.  So it is very difficult to get value from her Earthrite effect.  If you are in a position where you can get good value from her Earthrite, you were winning anyways.  So she is pretty much a win more card.

Dragoncraft
Dark Dragoon Forte – 6 cost 5/1 with Storm who cannot be attacked by enemy followers if Overflow is active.  Pretty much a better Leeroy Jenkins.  An important source of burst damage for Dragoncraft and definitely the most important legendary for the class.  She is run in both the aggro and midrange builds.  She also has great synergy with Urd who allows you to deal 10 damage from hand.

Zirnitra – 8 cost 3/1 with Storm who summons a 5/5 Dragon as a Fanfare effect, and if evolved summons another Dragon.  She provides insane value when evolved, essentially 13/11 worth of stats for 8 mana.  Generally run in slower, value oriented Dragoncraft builds.

Fafnir – 9 cost 8/10 who deals 2 damage to all other followers as a Fanfare effect.  One of the largest followers in the game and provides a great tempo swing on 9.  Really strong since he cleans up the board for you at a time when both players are usually out of evolve points.  While he does do 2 damage to the entire board, it is usually worse for the opponent because most Dragoncraft followers have high HP.  An auto-include in all midrange Dragoncraft decks.

Dragonsong Flute – A 3 mana amulet which transforms every card in your hand that costs 3 or less into a 4/3 Hellflame Dragon with Rush if Overflow is active for you.  It also transforms every card you draw that is 3 or less into Hellflame Dragons.  A very strange card that does not currently see play in the meta because it is too conflicted.  To make best use of its effect you need to have a deck with a lot of cheap cards, which naturally leads towards making an aggro deck.  But Dragonsong Flute is a value oriented card so it does not work.

Shadowcraft
Cerberus – 5 cost 3/3 who puts two 1 cost spells in your hand.  One is Coco who gives +2 attack to an allied follower and the other is Mimi who does 2 damage to any enemy.  By far the most important legendary card in the Shadowcraft class.  An easy 3x auto-include in every Shadow deck, no matter if it is aggro, midrange, or control.  The amount of value she provides is insane, as the spells are an important source of reach.  Every time you play her you are basically adding an easy way of dealing 4 extra damage in a given turn.  On top of that, she provides 3 shadows from the body and 2 spells.

Pluto – 8 mana 1/1 who destroys an enemy follower as a Fanfare effect, and then has that follower’s attack and life added to own base stats.  A source of removal and a potential tempo swing on Turn 8, but not played in the current meta.  The reason is that the effect is redundant, as Shadowcraft already has access to cheap single target removal in the form of Undying Resentment and Deathbrand.  Even slightly more expensive cards like Call of the Void and Dance of Death end up being more efficient.

Lord Atomy – A 9 cost 8/8 with a special effect: if you currently have 4 cards in play on the board, then Atomy can be played for FREE but he destroys everything on your side of the board.  While the stats for Atomy are decent for a 9 drop, the main reason to play this card is to cheat him out early.  Doing this is very difficult and inconsistent so he is not run in the meta.  So he is mainly run in niche decks that aim to play Atomy as early as Turn 4 typically with the assistance of amulets, Bone Chimera, Urd, and Phantom Howl.

Lord of the Flies – 7 cost 4/4 who randomly summons one of 3 possible followers: Velocious Beetle(2/3 Storm and Drain), Virulent Hornet(3/2 Rush and Bane), Vicious Scorpion(4/4 Ward).  Additionally, he randomly summons one of the 3 at the start of the turn if he lives.  Very similar to Animal Companion, the 3 minions are extremely strong but are balanced out by the RNG.  A very strong card who can blow your opponent out of the game if he is unanswered.  Mainly played in Midrange and Control Shadow decks.

Bloodcraft
Soul Dealer – 4 cost 6/4 Ward with a fanfare that deals damage to your own face so that you are at 50% life, rounded up.  A very high risk card that instantly puts you into Vengeance.  Not currently run in the meta because he is too risky.  Many decks have decent amounts of burst damage after Turn 4, and Soul Dealer’s 6/4 stats is actually not as good as it seems.  It would be much better as a 4/6.  Mainly run in niche decks that combo him with Bloody Mary.

Beast Dominator – 5 cost 6/6 who has an ongoing effect which checks if you are in Vengeance or not at the start of turn.  If not, then it deals 2 damage to your own face and then gets -2 attack.  A gigantic pile of stats that helps put you into Vengeance, but gets weaker every turn that you are not in Vengeance.  Potentially strong, but not played at all in the current meta.  The issue is that Beast Dominator is mainly fit for a board focused midrange Blood deck, which does not have enough support to be viable at the moment.  Her stats are quite good though.  5 mana 6/6 is insane, and even if you’re not in Vengeance 4/6 is not bad either.

Queen Vampire – 6 cost 4/4 who summons two bats, and then gives Ward to all friendly bats on the field.  A strong defensive card that has great synergy with Summon Bloodkin and Night Horde.  Evolving her is a great Turn 6 play, as if she survives, there is a good chance the opponent will not be able to get rid of her immediately since she is protected by 2 bats.  A staple of Control Bloodcraft decks.

Bloody Mary – 5 cost 4/5 with an ongoing effect of taking all damage dealt to your leader on your turn to the enemy leader instead.  Has become a staple in Control Bloodcraft because of its flexibility.  The dream is to play it on Turn 10 or later combined with Blood Wolf and Razory Claw for a ton of burst damage, but it can be played on curve as a 4/5 is optimal stats for the cost.  The card is pretty much a soft taunt since its potential reach is so threatening.

Havencraft
Moon Al-mi’raj – 6 cost 3/5 Storm who fully restores her own health at the end of your turn.  A super flexible card and a staple of Control Haven.  She can be used to control the board and is quite difficult to remove if the opponent has no evolve points.  The opponent will usually have to use hard removal on her or risk losing all of their followers for free in the following turns.  Or she can be used to push for face damage, which is why some variants of Storm Haven run her as a 1-of.

Skullfane – 7 cost 4/4 that destroys all allied amulets as a Fanfare effect.  Not run at all in the meta because it is too inconsistent and slow.  While amulets are widely run in most Havencraft builds, they are always the low cost ones that usually resolve before Turn 7.  It is also extremely difficult to set up situations where Skullfane’s fanfare gets great value, at least enough value to offset its poor stats.

Jeanne D’Arc – 8 cost 5/5 who has a Fanfare effect of dealing 2 damage to all enemy followers while simultaneously giving all allied followers +2 health.  An extremely strong defensive card and a staple of Control Havencraft.  She has great synergy in that deck as she gets Ward from Guardian Sun and provides another AoE effect alongside Themis Decree.  Unfortunately Control Haven is out of the meta at the moment, but if it does come back Jeanne will for sure be a part of it.

Enstatued Seraph – An 8 cost amulet with a countdown of 1 who summons a series of Seraph amulets, who all have countdowns of 1.  The sequence is Enstatued Seraph->Awakened Seraph->Renascent Seraph->Seraph Lapis, Glory Be.  The final amulet has Last Words: Win the game.  Obviously a very powerful amulet that allows you to win the game regardless of board state and enemy health.  She is primarily run in slower decks that run a lot of countdown reducers like Hallowed Dogma and Sister Initiate.  Since she wins the game if her effect goes off, the opponent’s health is irrelevant so you don’t worry about doing damage and instead only focus on staying alive through a slew of defensive cards.  She is also run in some variants of Elana Heal Haven as an alternate win condition.

Neutral
Gabriel – 7 cost 3/4 that gives +4/+3 to an allied follower.  Has extremely poor stats for the cost, but provides great value if you get her Fanfare off.  She provides surprise reach and is a great addition to any Midrange board centric deck, like Midrange Swordcraft.

Lucifer – 8 cost 6/7 that heals your leader for 4 at the end of your turn.  However if you evolve him, he turns into a 9/8 who now deals 4 damage to the opponent leader at the end of your turn.  The coolest legendary, and in my opinion the best designed card in all of Shadowverse.  He is unique in that he gets +3/+1 on evolve, while he is also one of the only followers who has an ongoing effect that changes when he evolves.  And everything from his voice lines to his effect changing on evolve is just so flavorful.  He is really flexible since he can be played defensively for the heal or offensively for the 4 face damage.  In both cases he becomes a soft taunt since the value he provides gets out of control if left unanswered.  An auto include in almost every Midrange and Control deck.

Prince of Darkness – AKA Satan, he is a 10 cost 6/6 who destroys your deck and replaces it with an Apocalypse Deck.  The Apocalypse Deck is 3x Servant of Darkness(5 pp 13/13), 3x Silent Rider(6pp 8/8 Storm), 3x Dis’s Damnation(7pp spell Deal 7 damage to enemy, Restore 7 Health to leader), 1x Astaroth’s Reckoning(10pp spell Deal damage to enemy leader until their HP is 1).  The Apocalypse Deck is completely broken, but is offset by Satan’s poor stats and expensive cost.  Many times you cannot afford to spend your entire Turn 10 just playing a 6/6, so he is best played when you are either ahead or if you have successfully grinded your opponent out of resources.  He is generally run as a finisher in slower Midrange and Control decks.

Odin – 8 cost 4/3 who banishes an enemy follower or amulet as a Fanfare.  Stats are extremely poor for an 8 drop, but he is the only neutral banish option in the game.  And as a bonus, he can even target amulets.  He is a very important tech card for control decks against Path to Purgatory and Seraph Haven decks.

Dark Angel Olivia – 9 cost 4/4 who restores your evolution points to 3.  Stats are abysmal for a 9 drop, but her fanfare effect is insane as evolutions are the best way to swing the board state.  Keep in mind that she restores evolution orbs to 3 no matter what(even if going 1st), so be sure to use them all up before playing her.  She is great in almost every Midrange and Control deck.

Shadowverse steam release!

Rosetta as the Rose Queen by Mikurou
Rosetta as the Rose Queen by Mikurou

Shadowverse has finally been released on Steam in the West!  Release day was rocky as Cygames had to delay the Steam release by a day followed by two consecutive bouts of emergency maintenance, but they gave everyone 11 free packs as an apology so it’s not a big deal.  This release is great because there were so many people who could not play the game before.  Not only do some people have an aversion to mobile games, the iOS/Android app did not run well at all on older devices.  I myself could not play it on my phone or iPad, and had to play it on emulator or my Mom’s iPhone 6 in the past.  And if you look at the Google Playstore and Apple Appstore, the majority of the negative reviews of the game say nothing about the gameplay and instead talk about the constant crashes on old devices.

Anyway, I was excited for the Steam release because I knew that someone would eventually figure out a way to uncensor Isabelle.  But much to my surprise, people figured out how to do this in less than one day of the Steam release!  Feels great to finally have her back to normal.

urdHere she is with the Urd card sleeves that I managed to unlock from ranked rewards this season.

The other cool thing about the Steam release is that we finally have an easy way to get Japanese voices!  It was possible before on mobile, but required rooting.  The Steam version has a Japanese and English version of the game available.  Essentially you switch to the Japanese version, copy some of the key Unity assets and voice files, switch back to the English version, and then paste them over.  You could also just download these specific assets and extract them if you’re lazy.

So the Japanese voices are pretty awesome.  They got some high profile voice actors to do most of the characters.  I admit that the English dub has grown on me though.  I found it really cringey when I first started playing, but there are a lot of unintentionally hilarious English lines that I have gotten so used to hearing over the past months.  I think my favorite are the snowmen and golems, who sound super goofy in the English version but are surprisingly manly in Japanese.

Here is a list of the seiyuus for each leader:

Forestcraft
Arisa – 優木かな Kana Yuuki
Selwyn – 中村悠一 Yuichi Nakamura

Swordcraft
Erika – 石上静香 Shizuka Ishigami
Latham – 小山剛志 Tsuyoshi Koyama

Runecraft
Isabelle – 佐倉薫 Kaoru Sakura
Erasmus – 樫井笙人 Shouto Kashii

Dragoncraft
Rowen – 杉田智和 Tomokazu Sugita
Forte – 三澤紗千香 Sachiwa Misawa

Shadowcraft
Luna – 小倉唯 Yui Ogura
Mordecai – 保村真 Makoto Yasumura

Bloodcraft
Urias – 諏訪部順一 Junichi Suwabe
Vania – 釘宮理恵 Rie Kugimiya

Havencraft
Eris – 井上喜久子 Kikuko Inoue
Garuda – 速水奨 Shou Hayami

Sugita as Rowen is pretty great, but I feel that everyone who enjoys Dragoncraft has already switched over to Forte anyways.  I do like English Forte a lot, as her emotes are surprisingly sweet.  English Urias is also amazing, but it’s hard to beat Suwabe.  And then Kikuko Inoue as Eris is the best thing ever.  Interestingly enough, in the Japanese version of the Story Mode, the fake Eris does not have different inflections on her voice like the English version does.  Like if you couldn’t see the blue eyes, it would be pretty difficult to hear the difference between the two Eris’s.

Budget Forestcraft and Bloodcraft

Arisa by Mushimaro
Arisa by Mushimaro

Forestcraft is the combo class of Shadowverse.  They have many cards that gain bonuses depending on the number of cards played that turn.  Combos are usually activated with fairies, which are 1 cost 1/1s that are generated by many of the class cards.  They also have many cards with bounce effects where followers on the field get returned to the player’s hand.  Bloodcraft is the class that most uses their own health as a resource, as many of their cards become much stronger when they are in Vengeance which activates at 10 health or lower.

So I really tried to make budget decks for these two classes but had no luck.  All of the other budget decks that I made on this blog had a decent winrate(50%+) at Rank A0, but I could not get the same results with Forest and Blood.  This does not mean that these two classes suck.  In fact, Forestcraft is currently top of the meta and has pretty much dominated the meta since the game’s inception.  Rather the problem is that these two classes rely on their gold and legendary cards so much.  I cannot imagine a Forestcraft deck without Rhinoceroach and Ancient Elf, and Control Blood requires almost all of the class golds.  Even Aggro Blood is quite expensive since it requires 3 copies each of the gold cards Vania and Vampiric Fortress.

So I will instead post some other resources that have budget decks for these classes.  I tried these decks as well and did not have a good winrate at A0, but maybe they are acceptable for lower ranks.

Anyway, Steam release of Shadowverse is finally happening today!  Pretty hyped to finally play this game on PC.  It will also bring the game some much needed exposure, especially since many people with older devices could not play the game before.

Budget Banner Swordcraft

Erika by Eruthika
Erika by Eruthika

Swordcraft is a follower based class in Shadowverse that aims to win by strength in numbers.  The class followers are divided into 2 categories: officers and commanders.  Officers tend to be lower costed followers, and commanders tend to be higher costed with an effect of buffing friendly officers.  The class usually runs very few(if any) spells, as many of the common spell effects are tied to the officer/commander synergies.  This leads to a very zoo-like playstyle of grabbing the board quickly with cheap, stat-efficient followers and then buffing them to make value trades.

So this budget Swordcraft deck is built around the Royal Banner amulet.  Royal Banner is a 4 cost amulet that immediately gives +1 attack to all officers on the board, and also gives +1 attack to any friendly officers that come into play.  It is a very strong card but was once considered to be too slow for Sword.  However, Darkness Evolved introduced some new cards that enable this archetype.  As usual, the deckbuilding guidelines were:

  1. No golds allowed
  2. No legendaries allowed, other than the 3 that were given for free from Cygames(Lucifer, Gabriel, Prince of Darkness)
  3. Should be able to comfortably climb to Rank B0

Shadowverse portal link
3 Quickblader
3 Oathless Knight
3 Fervid Soldier
3 Centaur Vanguard
3 Maid Leader
2 Ascetic Knight/Snippy Gardener/Pompous Princess
3 Fencer
3 Novice Trooper
2 Ruthless Assassin
2 Demonic Strike
2 White General
3 Floral Fencer
2 Royal Banner
2 Dance of Death
2 Avant Blader
2 Sage Commander

So this is an aggro deck that aims to defeat the opponent as quickly as possible.  This deck runs a very low curve, so the main gameplan is to grab the board early with cheap followers and hit face a lot.  The deck also runs a lot of direct damage through Storm minions, and these are used to finish the game before the opponent can stabilize.  For the most part, you want to let the opponent make trades for you, but sometimes you will have to trade if it is too good to pass up.

So first off, there are the Swordcraft standards like Quickblader, Fervid Soldier, and Novice Trooper.  These are amazing low cost followers that can just be dropped on curve to provide immediate pressure to the opponent.  Fervid Soldier tends to be a priority target since it gets an attack buff for the turn every time a commander gets played.

Then we have commander cards like Fencer, White General, and Sage Commander that allow you to buff your followers to make better trades.  Sage Commander in particular is extremely strong because 1)it buffs the entire board by +1/+1 and 2)it buffs all followers, not just officers.  Since this deck is able to flood the board quickly, Sage Commander becomes a huge threat once Turn 6 arrives.  Remember that it is perfectly acceptable to just buff your followers to push for more face damage if a trade is not worth it.

Floral Fencer is one of the strongest class 4 drops in the entire game, comparable to Priest of the Cudgel and Dragon Warrior.  However, her function is different: the other 2 tend to be reactive cards that allow those classes to clean up the board on Turns 4 and 5.  Floral Fencer is a proactive card that gives you insane value when she evolves.  Her evolve effect turns her into a 4/5 and summons a 2/2 and 1/1.  It is perfectly acceptable to play and evolve her on an empty board since it is 7/8 worth of stats spread across 3 bodies.  And she provides immediate pressure because of the threat of a followup Sage Commander.

Then we have Royal Banner, which I already talked about briefly in the introduction.  One very important detail about Banner is that it counts as a Commander, even though it is an amulet.  Once Banner gets played, you pretty much always have a Commander on the field, so we also run cards that synergize with commanders like Centuar Vanguard.  He gets Storm if there is a commander on the field, so he is generally used as a finisher or as a way to just push 3 extra damage in earlier turns.

Oathless Knight is a 2 drop that just summons two 1/1s.  While it is normally an ok card in Sword, it gets a boost in this deck because of Royal Banner.  Ascetic Knight is a similar 3 drop that summons two 1/2s.  Again, normally an ok card but is extra good here because of the Banner synergy.  I also have Snippy Gardener and Pompous Princess as alternate choices.  Gardener is a stronger follower that has the potential to get a +1/+1 buff if there is a Commander on the field, and Pompous Princess is a commander that summons a random 1 playpoint follower from your deck.  Since we only have one type of 1 drop here, she is guaranteed to pull Quickblader.  I tend to favor Ascetic Knight in this kind of deck, but pick whichever one suits your style more.

Even though this is an aggro deck, we do have ways to keep our hand replenished through Maid Leader and Avant Blader.  Maid Leader pulls a random commander from your deck into your hand, and Avant Blader pulls two officers from your deck into your hand.

Dance of Death is our single target removal of choice here, as it kills an enemy follower while also dealing 2 damage to face.  Ruthless Assassin is a Bane follower that gains Storm if you have a Commander in play.  She has great synergy with Royal Banner since she can be used as emergency removal or as a way to push for 2 extra damage later in the game.  Finally, we have Demonic Strike which is usually used to deal 3 face damage but can be used on enemy followers in a dire situation.

Strengths and Weaknesses

Banner Sword preys on slower decks who do not run many defensive cards, like Spellboost Rune.  This deck does tend to struggle against control decks who run defensive cards, but can still win if they do not draw their board clears in time.  The Forestcraft matchup is also difficult because they have strong early game answers to your aggression along with decent defensive cards.

Upgrades

The most important legendary upgrade to get for this deck is Tsubaki.  Tsubaki provides another source of removal for enemy minions who have 5 attack or more.  As a bonus, she has stealth so she is almost guaranteed to get off an attack in the next turn.  The other Swordcraft legendaries are also extremely strong but do not fit in a Banner Aggro deck.  They are more suited to midrange or control.

The main gold to obtain is Alwida’s Command.  It is a 6 mana spell that summons a 2/3 Ward and a 3/2 Storm.  That is some great value for 6 playpoints, and has extra synergy in this deck since the two followers are officers.  It is mainly used to push for 4 face damage when you already have a Banner out but can also be used defensively to protect your board.

Budget Aggro Shadowcraft

Luna by Sunimi
Luna by Sunimi

The Shadowcraft main class mechanic is Necromancy, which is an effect that activates based on the number of shadows generated.  Shadows are generated every time a follower dies or if a spell is cast.  In other words, shadows are the number of cards in the discard pile, which is what you would see if you were playing a real physical card game.  It is a universal mechanic, but the Shadowcraft class has additional ways of generating shadows, and has many cards that gain additional effects if a certain shadow threshold is met.

Many of the Shadowcraft Necromancy cards allow you to do direct damage to the opponent, so this Budget Aggro deck takes full advantage of that.  As usual, the deckbuilding guidelines I followed were:

  1. No golds allowed
  2. No legendaries allowed other than the 3 that were given for free from Cygames(Lucifer, Gabriel, Prince of Darkness)
  3. Should be able to comfortably climb to Rank B0

Shadowverse portal link
3 Skull Beast
2 Skeleton Fighter
3 Spartoi Sergeant
3 Skullcradle Widow
3 Lesser Mummy
2 Dark Conjurer
2 Undying Resentment
3 Rabbit Necromancer
3 Skeleton Knight
3 Demonic Strike
3 Playful Necromancer
1 Hell’s Unleasher
1 Curse of Rebirth
2 Dance of Death
2 Gravewaker
3 Cursed Soldier
1 Gilgamesh

The general gameplan of this deck is to defeat your opponent as quickly as possible.  To do this, the deck runs an extremely low curve to grab the board quickly.  Since this is an aggro deck, you generally want to hit face as much as possible.  Only trade if it is too favorable to ignore or if your opponent has a high priority follower that must be dealt with immediately.  Out of all the decks here, this is probably the most mulligan dependent one.  Since we are aggro, it is very important to begin pressuring the opponent early.  This deck does run 1 drops, and it is of course ideal to have a Turn 1 play but it is not the end of the world if you miss it.  But if you miss your Turn 2, the chance of winning drops dramatically.

Skull Beast and Spartoi Sergeant are your ideal game openers as they not only have the best possible stats for a 1 and 2 drop, they also generate 2 shadows each through the Last Words and Fanfare.  Sticky followers like Skeleton Knight, Hell’s Unleasher, and Gravewaker also generate 2 shadows each since they are effectively 2 bodies.  They of course also help you with keeping the board since they provide some resiliency to board clears.

Rabbit Necromancer is an amazing 3 drop who has the ideal aggressive stats for that cost and also does 2 damage to the opponent for her Last Word effect.  Pretty much a bigger Leper Gnome.

Playful Necromancer is one of the better class 4 drops in the game.  She has aggressive stats for the cost, and summons 2 ghosts with Storm as her evolve effect.  You generally want to evolve her on Turn 4/5 so that the ghosts can pick off weakened enemy followers.  But she is flexible in that the ghosts can also just be used to push for face damage.

Lesser Mummy and Cursed Soldier are the 2 most important cards with Necromancy effects in this deck, as they are able to do immediate direct damage to the opponent.  The Mummy gains Storm if you have at least 4 shadows, and Cursed Soldier deals 4 damage to the opponent if you have at least 4 shadows.  Even though Mummy is a 2 drop, you generally do not want to keep it in your mulligan since he is one of the key finishers.  But if you are unlucky to get it early and do not have another Turn 2 play, then it is better to play him than do nothing.

Then we finally have other sources of direct damage that do not depend on shadows, like Demonic Strike, Dance of Death, and Gilgamesh.

Strengths and Weaknesses

This deck is extremely strong against slower decks who do not run many defensive cards, like Spellboost Runecraft.  With the perfect opening, we can beat almost any deck since the damage adds up surprisingly fast.  The deck unfortunately has an almost impossible matchup against Elana Heal Haven.  Not only do they have lots of healing, but healing also makes their board stronger.  The Forestcraft matchup is also quite tough because they are one of the only classes who have strong answers to your early game.

Upgrades

The most important upgrade would be to obtain the Shadowcraft legendary Cerberus.  Actually, if you enjoy the class in general, she should be a priority craft because every competitive Shadow deck from Aggro, Midrange, to Control runs 3 copies of her.  Cerberus is a 5 mana 3/3 that adds two 1 mana spells to your hand: one that does 2 damage to any enemy, and one that adds +2 attack to a friendly follower.  You can think of her as allowing this deck to do 4 extra damage if you have 2 mana to spare in any given situation.  Since spells count as shadows, she essentially generates a total of 3 shadows for you.  Now that is value incarnate.

The real version of Aggro Shadowcraft also runs a number of gold cards.  The most important one would be Phantom Howl, which is a 4 cost spell that summons a ghost with Storm for each shadow you have.  This card provides additional direct damage and has synergy with Cerberus since you can buff the ghosts with spells.  The other important one would be Death’s Breath, which is a 6 cost spell that summons 3 2/2 zombies.  But the Necromancy effect is to give the zombies +1 health and Ward if you have 6 shadows.  Since this deck generally wants to save shadows for its finishers(Lesser Mummy, Cursed Soldier, Phantom Howl), it is best to play this card without the Necromancy effect.  It is used just for its ability to build a board for just 6 mana.