Earth Rite Runecraft

Isabelle by Endou
Isabelle by Endou
Earth Rite Runecraft is a deck that I have been experimenting with for a long time. It was one of the very first decks that I tried playing before I got the cards necessary for Spellboost Rune. The primary mechanic involves Earth Sigils, which are amulets that some cards create. These amulets do absolutely nothing on their own, but many other cards have an Earth Rite property which eat up the sigil to activate bonus effects. Before the expansion Earth Rune was completely garbage, as it had huge consistency issues along with no real win condition. Darkness Evolved has given this archetype a lot of love especially in tools that help survive the early game.

I initially tried to play Earth Rite Runecraft as a tempo/midrange deck, but I had terrible results. Even with the new DE cards, it was super inconsistent. It reminded me a lot of a worse version of Dragon Priest from Hearthstone. The problem is that even if you get the perfect curve, you run out of cards quickly since the best cards are those that eat Earth Sigils. So I have found that the best way to build Earth Rune is as a control deck since it has a lot of high value cards.

So Earth Rune plays very differently from Spellboost Rune. It is a very slow, grindy deck. The main playstyle involves slowly running your opponent out of resources. Thus, it is not a very good deck for climbing the ladder since games can take quite a while. However the deck is very fun to play and is worth a shot if you want something different. Or if you just naturally enjoy control decks. From a competitive standpoint, it is definitely weaker than Spellboost Rune. However, Earth Rune has a lot of strong early game defensive tools, so it has a favored matchup against aggro decks. If you are seeing mostly aggro at your rank’s meta, it can certainly be worth playing Earth over Spellboost Rune. Unfortunately even with the new DE cards, the deck still has some consistency issues. Since we need to generate Earth Sigils first to reap their benefits later, sometimes we have hands full of sigil generators and no Earth Rite cards, or vice versa.

Here are what I feel to be the core cards of this archetype.

Core cards

3 Scrap Iron Smelter
2 Timeworn Mage Levi
3 Kaleidoscopic Glow
2 Teachings of Creation
3 Red-Hot Ritual
2 Petrification
3 Remi and Rami, Witchy Duo
3 Ancient Alchemist
2 Calamitous Curse
2 Juno’s Secret Laboratory

Scrap Iron Smelter – A 1 play point sigil that summons a 0/2 Ward. An easy 3-of since it’s a cheap Earth Sigil generator that helps slow down aggro.

Timeworn Mage Levi – 2 cost 2/2 follower who gives you a Crimson Sorcery(1 pp spell that does 3 dmg to any enemy) upon evolve. He provides great help in cleaning up the board in the mid game. He is also a great anti aggro card for the same reason, and is somewhat of a soft taunt in the early game.

Kaleidoscopic Glow – 2 cost spell that returns a 2 cost or less card to the player’s hand while drawing a card. A super flexible card which gets value in every matchup. Against aggro, it is great for bouncing back their early game followers while refilling your hand. You can also use it to bounce your own Earth Sigil generators for re-use. Most commonly used on Smelter to create more 0/2 Wards and on Red Hot Ritual for additional 2 dmg pings.

Teachings of Creation – 2 cost Earth Sigil which draws you a card as a Fanfare. Nothing too fancy here, I put 2 as the core but I have seen some people run 3. Personally I find 3 to be unnecessary because of Kaleidoscopic Glow, but run however much you feel suits you best.

Red-Hot Ritual – 2 cost Earth Sigil which deals 2 damage to an enemy follower as a Fanfare. One of the best new cards that Earth Rune got from Darkness Evolved. It is an easy 3-of since it allows us to deal with any early game threat while generating a Sigil.

Petrification – 3 cost spell that transforms an enemy follower or amulet into a Clay Golem, and banishes it instead if there is an Earth Sigil available. One of the main reasons to play Earth Rune as it is one of the strongest removal spells in the game. The fact that it works on amulets means that Earth Rune is the only deck with an efficient answer to cards like Path to Purgatory and Enstatued Seraph. I have 2 as the core, but depending on how important you think it is to deal with big amulets, it may be ok to even run 3.

Remi and Rami, Witchy Duo – 4 cost 3/4 follower who when evolved, turns into a 5/6 and summons a 3/3 Ward Guardian Golem as an Earth Rite effect. An easy 3-of, she provides insane value if you get her Earth Rite effect off. 8/9 worth of stats for 4 play points is no joke. This is the deck’s ideal Turn 4/5 play.

Ancient Alchemist – 5 cost 2/4 follower who adds 3 Conjure Guardians(2 pp spell that summons a 3/3 Ward Guardian Golem) to your hand as an Earth Rite effect. One of the main value engines of this deck. Yes, she essentially provides 11/13 worth of stats if you get her Earth Rite effect off, but that effect is not seen immediately, but rather across several turns. It is absolutely imperative that she be played with a sigil on board, because a 2/4 for 5 play points is really poor otherwise.

Calamitous Curse – 6 cost spell that banishes all enemy followers with 2 defense or less, and if an Earth Sigil is available can banish all enemy followers with 5 defense or less instead. This deck’s primary board clear, and what a strong one it is. I have 2 as the core, but some people run 3 depending on the local meta that they are experiencing.

Juno’s Secret Laboratory – A 7 cost countdown amulet of 3 that summons a 3/3 Ward Guardian Golem at the end of your return, and also summons a Guardian Golem right away as its Earth Rite effect. Along with Ancient Alchemist, this is the other piece of this deck’s value engine. Essentially provides 12/12 worth of defensive stats across several turns if you get the Earth Rite effect off.

Supplemental cards

As you can see above, there are only 24 cards that are core in Earth Rite Runecraft. Unlike DShift Rune where a majority of the cards are set in stone, we get a LOT of choices over how to build this deck. In no particular order:

Crafty Warlock – 2 cost 2/1 follower who creates an Earth Sigil as a Last Words effect. Very useful since he is a body that can fight for the board while also providing you with a sigil. 1 health means that he dies to just about everything though, which is a problem against Forest. I like to run 2 in my deck.

Apprentice Alchemist – 2 cost 2/2 follower who adds a Conjure Guardian to your hand as an Earth Rite. Provides some great value if you are able to play her on curve and get the Earth Rite effect.

Magic Missile – 2 cost spell that deals 1 damage to any enemy and draws a card. Most commonly run in Spellboost Rune, but can be worth running here because being able to ping any enemy is always useful. And the card cycles itself.

Runic Guardian – 3 cost 2/3 follower who gains +1/+1 and Ward as an Earth Rite. She is quite strong if you are able to get her Earth Rite effect on curve, as a 3/4 for 3 is no joke. However she does use up an earth sigil which might mess up your Remi Rami turn. She can be worth running if you want to try playing as a tempo/midrange deck.

Witchbolt – 3 cost spell that deals 4 damage to an enemy follower, and draws a card if you have an evolved allied follower on board. The damage dealt to play point ratio is respectable, and activating the card draw effect is actually feasible in an Earth Rite deck because of Remi Rami. Later in the game, you can also start hiding evolved followers behind Guardian Golems.

Elementary Alchemy – 3 cost Earth Sigil that summons a 2/2 Clay Golem as Fanfare. A 2/2 is below the vanilla statline of a 3 drop, but it does provides a sigil on top of that. Mainly worth running in a tempo style Earth Rite deck.

Price of Magic – 3 cost Earth Sigil that banishes an enemy follower with 2 defense or less. Pretty much a weaker version of Havencraft’s Blackened Scripture, but gives you a sigil as an extra effect. Pretty decent card, as it gets value in most matchups especially the aggro ones.

Demonflame Mage – 4 cost 3/4 follower who when evolved, turns into a 4/5 and deals 1 damage to all enemy followers. I like this card a lot in Earth Rune, since we don’t always have a sigil on 4 to be used with Remi Rami. And even then, playing Remi on curve is bad if going first. The evolve effect also gets great value in the current meta since Forest is by far the most played class. It is also quite strong against banner Sword and aggro Blood.

Veteran Alchemist – 4 cost 2/5 follower who restores 5 health to your leader as an Earth Rite effect. Almost like Runecraft’s version of Righteous Devil. It is easier to activate her healing effect, but she does not threaten repeated healing and free minion kills like Righteous Devil does. A decent defensive card, but she is quite poor for contesting the board. 2 attack trades into very little at that point in the game.

Fissure Bomb – 4 cost spell that deals 5 damage to an enemy follower, and adds a Conjure Guardian spell to your hand as an Earth Rite. Was run in the pre-DE version of Earth Rune, but fallen out of favor in the current meta. The reason is that Earth Rune already has cheaper, more efficient removal available and the Earth Sigils need to be saved for more important cards like Ancient Alchemist and Juno’s.

Alchemist’s Workshop – 4 cost Earth Sigil that summons a 3/3 Ward Guardian Golem as a Fanfare. The stats are below the curve for that cost, but it is a decent defensive card since it has ward. Would only recommend playing this in a tempo style deck.

Grand Gargoyle – 5 cost 4/5 follower who generates an Earth Sigil as a Last Words effect. 4/5 is the vanilla statline for a 5 drop so he is quite good as an on-curve play. However he does not really do enough at that point in the game, so he does not fit into a control style Earth deck. Much better suited for a tempo styled deck.

Sun Oracle Pascale – 5 cost 4/5 follower who doubles all of your other followers’ attack and defense at the end of turn as an Earth Rite. The new legendary that Runecraft received in DE, she has an effect that is absolutely insane but very difficult to pull off. Very rarely does Earth Rune have a decent board going into Turn 5. However her 4/5 statline is perfectly acceptable for a 5 drop, so it is ok to drop her on curve if you run multiple Pascales. The other problem is that her Earth Rite effect is strong, but is slow since it only triggers at the end of turn. Imagine how much better she would be if it triggered instantly. If you do run her, you will most likely be dropping her very late in the game once you have grinded your opponent out of resources, since that is the only time you will be able to set up any kind of board.

Master Alchemist – 6 cost 5/6 follower who adds a Conjure Guardian spell to your hand as an Earth Rite effect. She has the vanilla statline for a 6 drop, but generally does not do enough at that point in the game. Would only recommend playing in a tempo style deck.

Arch Summoner Erasmus – 8 cost 5/6 follower who deals 5 damage to a random enemy follower at the end of your turn, and if evolved does 7 damage instead. His effect is quite strong and he is a good Turn 8 play if you are playing a tempo style Earth deck. The issue is that tempo Rune is quite bad at the moment, but if it gets enough support in future expansions, you can be sure Erasmus will be run in it.

Unicorn Dancer Unica – 2 cost 2/2 follower who heals you for 2 at the start of your turn. One of the best anti aggro cards introduced in DE, she is basically a soft taunt because of the threat of repeated healing. Definitely worth considering if you are playing a control style deck.

Path to Purgatory – 4 cost amulet that deals 6 damage to all enemies if you have 30 shadows at the end of your turn. Surprisingly, PtP is quite feasible in Earth Rite Runecraft because there are a number of cards that generate multiple shadows. Ancient Alchemist basically provides 8(1 from the body, 1 from eating the Earth Sigil, 3 from the Conjure Guardian spells, and 3 more from the Guardian Golems dying) and Juno’s Secret Laboratory provides 6 if you get the Earth Rite effect. All of the other cards that create or eat Earth Sigils give 2 shadows each as well. However, Earth Rune does not have Forest’s ability to cheaply generate a ton of cards in hand, so Altered Fate is not a good fit. Since we can’t explosively generate shadows, it is best to run Purgatory as a 1-of if you decide to go that route.

Goblinmount Demon – 5 cost 3/7 Ward follower who deals 3 damage to all friendly followers as a Fanfare. His stats are above the power curve for a 5 drop, but he has a negative Fanfare to compensate. A really strong defensive card, and quite good for Earth Rune since we often do not have any kind of board going into Turn 5.

Lucifer – 8 cost 6/7 who heals you for 4 at the end of your turn, but if evolved turns into a 9/8 and deals 4 face damage to the opponent at the end of your turn. A great card for both tempo and control style decks since he can be used offensively and defensively. Is great in Earth Rune especially as a followup to Juno’s, since you can hide him behind a wall of Guardian Golems.

Dark Angel Olivia – 9 cost 4/4 who restores your evolution orbs to 3 as a Fanfare. Like Lucifer, she is another control deck staple. She gets extra value in Earth Rune since we have important cards with strong evolution effects like Levi and Remi Rami.

Prince of Darkness – 10 cost 6/6 who replaces your deck with the 10 card Apocalypse Deck. Was once considered to be a control deck staple, but has fallen out of favor in the current meta. He is a very slow card, and the value he provides is not instant, but is rather given through future turns. Can be good as a finisher in control style Earth Rite decks, since you can drop him after you have grinded your opponent into the late game.

Variants

Mill’s deck
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The most successful version of Earth Rite Runecraft that I have found was made by Masters level player Mill. I mentioned earlier that Earth Rune has consistency issues, and the main reason this happens is that the deck does not have a lot of draw. So his variant has an interesting way of solving this problem by running one Merlin along with 3 copies of Fate’s Hand as the only spellboost cards. So if you play and evolve Merlin, she is guaranteed to draw 2 Fate’s Hands. It might seem difficult to boost the Fate’s Hands since at first glance this deck does not have that many spells. But you have to remember that Ancient Alchemist generates 3 spells for you as an Earth Rite effect.

He also has some interesting card choices like running 3(!) copies of Pascale for the end game and 1 copy of Path to Purgatory as an alternate win condition.

My deck – Bible Black Runecraft
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I don’t use Pascale and instead opt for Lucifer, Olivia, and Satan as late game bombs in my version of the deck. I also run Demonflame Mages to improve the Forestcraft matchup, which is still quite tough even with them in the deck. I tried Angelic Barrages for a while but found that they were worse since we have no Spellboost cards. I used to run 2 copies of Goblinmount Demon in this deck, but I have found that it is a lot weaker than it was pre-expansion. It used to force aggro decks to trade their entire board into it, but nowadays they all run Dance of Death. Even some non-aggro decks run DoD, so I find Goblinmount’s value to be too inconsistent in the current meta. So I replaced him with Unica, taking inspiration from Mill’s list.

So why Bible Black? Well, bear with me here. This deck is basically witchcraft. We are creating magic seals so that our secret rituals can power up followers. The ultimate goal of these rituals is to summon a demon to obtain great power, and we are aided by fallen angels like Lucifer and Olivia. It’s too perfect, right? Isabelle looks like she would fit in with franchise too.

Spellboost Runecraft variants

Isabelle by TEDDY
Isabelle by TEDDY

So it’s probably no surprise by now that Dimension Shift Runecraft is my favorite deck in the game given how many times that I’ve written about it.  I wanted to write about it again since my decklist has changed quite a bit since my initial post, and I also wanted to share some of the different variations of the deck that I have seen.

Spell Rune has an abysmal matchup against aggro decks, so the problem is how to improve that matchup without weakening the consistency of the deck too much.  It turns out that the answer to the problem is to run more early game removal that does not rely on Spellboost.  So we cut cards like Fire Chain and Fiery Embrace, because those require some time to set up and are awful when topdecked.  The card to replace them is Timeworn Mage Levi, which is admittedly a card that I underrated when the expansion first got spoiled.  He is a super efficient early game follower, as evolving him on Turn 4 allows you to deal 4 damage to an enemy follower, 3 damage to another(through the Crimson Sorcery he gives you), and it leaves you with 1 more play point in case you need to use Angelic Snipe or Insight.  And even in the non aggro matchups, Levi is valuable because the Crimson Sorcery provides extra reach during the DShift turns.  It is also okay to play him early since he is a soft taunt.  Opponents will usually be forced to trade into him or use removal since they want to deny value from his evolve effect.

The other benefit from replacing these cards with Levi is that on average it allows you to get the OTK combo earlier.  Anyone who has played Spell Rune a decent amount knows that there are times where you don’t draw a single Dimension Shift until you have gone through half of your deck.  It doesn’t happen very often, but we remember every instance because it is so unusual.  The issue is that Dimension Shift is a card that is suicide to keep in the mulligan against aggro, but we still want it in our hand as early as possible to start boosting it.  Merlin is another important way to draw the DShifts alongside the deck’s natural draw engine, but running cards like Fiery Embrace and Fire Chain dilutes her draws.  So by taking them out, we increase the chances of Merlin drawing the DShifts, and thus don’t have to feel bad about throwing it out in the mulligan.

Standard

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The standard version of the deck was popularized by Masters level player Geki Colors.  As you can see, Fiery Embrace and Fire Chain are not run, and are replaced by Levi along with 2 copies of Angelic Barrage.  Barrage is extremely useful against Forestcraft, aggro Bat Blood, and aggro Banner Sword.  Personally I find 3 copies of Summon Iceform to be overkill so I cut it to 2 in my version of the deck, replacing it with another Levi.

Anti amulet

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This is a defensively oriented build run by Lytia in Masters rank.  There are a lot of interesting card choices here, like running only 2(!) Merlins.  The most significant change is in running two copies each of Scrap Iron Smelter and Petrification.  Scrap Iron Smelter is an amazing anti aggro card, as it only costs 1 play point and puts up a 0/2 Ward.  It has additional synergy with Kaleidoscopic Glow, as you can bounce your own Scrap earth sigils to generate additional 0/2 Wards.  Petrification is a useful spell to deal with those pesky amulets that cannot be Kaleidoscoped like Divine Birdsong, Elana’s Prayer, Enstatued Seraph, and Royal Banner.

Since this deck is more anti aggro than the standard variant, it does end up running Fire Chain.  The logic is that it can survive the early game better so there is more time to boost up Fire Chain.  Personally I still prefer the standard version of the deck, but it is definitely worth trying this variant if you like playing more defensive.

Snowmen

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This variant of the deck was popularized by Masters level player integral.  The deck still aims to win the same way as all the other Spellboost Rune variants, but it also runs Summon Snow and the Conjuring Force amulet as an alternate win condition.  There are some games with Spell Rune where you draw your Dimension Shifts early, but all of your Flame Destroyers are at the bottom of your deck.  So this variant of the deck allows you to more easily get the OTK without the destroyers.  A full board of snowmen can snowball(no pun intended) into a ton of damage if left unanswered and can provide surprise lethal with Conjuring Force.

If you have to go for the Conjuring Force combo(on turn 9 for example), you need a 7 cost Dimension Shift to use right after Summon Snow.  In the next turn, you have to sacrifice one of the snowmen(to make space for the amulet), play Conjuring Force, and then play 5 spells to guarantee a 20 damage OTK.  If the opponent has less than 20 health or if you have direct damage spells like Angelic Snipe and Crimson Sorcery, then you might just need 4 spells or less.  Since Conjuring Force costs 5, it is pretty difficult to cast 5 spells with only 5 remaining play points to work with.  This is why this deck runs Fiery Embrace, because that spell along with Fate’s Hand can potentially be boosted to become 0 play points.

From a competitive standpoint, there is almost no reason to play this variant of the deck over the standard build.  It is less consistent since the addition of Summon Snow and Fiery Embrace dilute your Merlin draws.  However, it is a ton of fun to play and you can get some really creative lethal setups.  There is nothing more satisfying than bashing your opponent’s face in with buff snowmen.