Neutral Runecraft is a new archetype that was created with the Wonderland Dreams expansion. The main theme of the expansion is in pushing Neutralcraft, where you are encouraged to build decks using primarily Neutral cards. In the past, this has been a terrible idea because class cards tend to be stronger than neutral cards. Not only that, but class cards tend to offer better synergies than neutrals. This has changed in WLD, as there are now a lot of new cards that have synergy with other Neutral cards. Other than that, the primary driving force of Neutralcraft is in the legendary Alice, who gives a +1/+1 buff to all friendly Neutral followers on the board and in your hand. Buffs have always been strong, but one weakness of them is that they require you to have a board. Alice changes that since she is the first instance of Shadowverse adding a handbuff mechanic.
For Neutral Runecraft, the deck primarily plays like an aggressive Midrange one. Neutralcraft decks were incredibly oppressive for the 1st month of the Wonderland Dreams meta, so a huge round of nerfs happened after that. The main nerf for Neutral was in Goblin Leader, who had its cost increased from 3 to 4. Luckily for Rune, Goblin Leader was one of the less important cards in the deck, so it easily adapted to the changes. The deck’s defining feature is in its ability to refresh its hand when it runs low on cards, and that it contains one of the best Storm followers in the game, Falise. Aggressive decks tend to be very all-in, but Neutral Rune is not as the deck actually has a decent amount of card draw. There are a lot of ways to build the deck, so the core skeleton of cards is actually quite small.
Core cards
3 Lyrial, Celestial Archer
3 Actress Feria
3 Witch of Sweets
3 Angel of the Word
3 Alice, Wonderland Explorer
2 Dance of Death
3 Falise, Leonardian Mage
2 Wizardess of Oz
Lyrial, Celestial Archer – A 2 cost neutral 2/2 who deals 1 damage to any enemy as an evolve effect. One of the strongest neutral 2 drops in the game, she is an easy auto include in this type of deck.
Actress Feria – 2 cost neutral 2/2 who gives all friendly Neutral followers on board a +1/+1 buff when she evolves. A new card from WLD and a very strong one. If you have any kind of board going into your evolution turns, Feria evolve is one of the strongest plays possible.
Witch of Sweets – 2 cost Runecraft 2/2 who draws a card as a Fanfare if the number of Neutral cards in hand is greater than or equal to the number of Runecraft cards in hand. She is a an amazing 2 drop if you can proc her effect. A fully statted 2 drop who draws a card is incredible.
Angel of the Word – A 3 cost neutral 2/2 who deals 1 damage to an enemy as a Fanfare. Nothing fancy here, a great 3 drop who has synergy with Lyrial during the evolution turns. Also is great depending on the meta. If people are playing lots of tokens or 1 health minions, Angel of the Word really shines.
Alice, Wonderland Explorer – A 4 cost 3/4 who buffs all allied Neutral followers on the board and in hand by +1/+1. The main centerpiece of this deck and all other Neutralcraft decks. The buff is no joke, and she is the deal Turn 4 play for this deck especially if going 1st.
Dance of Death – A pretty standard removal spell for any aggressive deck. I have 2 as the core because 3 is too clunky at times.
Falise, Leonardian Mage – A 5 cost Rune 3/6 who deals x damage to an enemy follower as a Fanfare, where x is the number of Neutral cards in hand. On evolve, she also gains Storm but only +1/+1. On top of that, she has an Enhance effect for 7, which makes her automatically evolve. Falise is definitely the main reason to play Neutral Rune. Basically Rune’s version of Albert. But in some ways, she is better because she is a much higher tempo play. Being able to potentially kill an enemy follower and play a follower simultaneously with one card is the definition of positive tempo. She does have less attack than Albert, but has the similar 7 evolved health which is very difficult for many decks to deal with.
Wizardess of Oz – One of the coolest cards introduced in Wonderland Dreams. Aggressive decks tend to have a problem with running out of steam during the mid to late game, and Oz is one of the best answers to that. She can potentially draw 5 cards, but the timing of when to play her is important since her Last Words effect is a negative one. Has amazing synergy with any burn spells you choose to run in your deck. I have 2 as the core, but many people run her as a 3 of.
Deck construction
I don’t really want to go into detail over the Supplemental cards, because there are waaaaay too many. So instead, I would rather just write about the different ways to build the deck, and certain card combinations that work well.
First up is the spell selection. Because this is a Neutralcraft deck, we actually have to limit the number of Runecraft spells we run. Piercing Rune would normally be a no brainer for an aggressive deck, but in my opinion it can definitely be cut in Neutral Rune. Generally only worth running if you feel you need more comeback cards during the evolution turns. Kaleidoscopic Glow is a fantastic card, but should only be played if there is a problematic 2 drop that needs to be teched against in the meta(like Tove in the 1st month of Wonderland). Mutagenic Bolt is fantastic, and gets even stronger depending on the meta that you’re seeing. It is better if people are playing decks that go wide(like Shadow or Blood), and if people are playing followers that have limited ways to interact with them like Beauty and the Beast and Hero of Antiquity. Then there is Demonic Strike, which is normally a terrible spell but is usable here because of Oz.
Before the nerfs, there were two main ways to build Neutral rune. One way was to go all in as an aggro deck, cutting out Oz entirely and running around 75% Neutral cards with a bunch of burn. The other way was to slow the deck down a bit and play it with Oz so that it could refill if you ran out of steam. After the nerf to Goblin Leader, going full neutral aggro is no longer viable, so the deck has to slow down and run some comeback cards.
The primary comeback card is Wizardess of Oz, who allows you to refill your hand in the mid to late game when you start to run out of cards. Also enables wacky tempo plays since you can play big removal spells for 1 play point. But even with the Neutral Oz hybrid, there are multiple ways to build this deck.
Another big consideration is in the actual ratio of Neutral to Runecraft cards. For Neutralcraft decks, you should typically aim for at least 60% of the deck to be Neutrals to get the most value out of Alice. It is even more important in this deck since Witch of Sweets and Falise greatly benefit from having more Neutrals than Rune cards in hand. Very aggressive versions of Neutral Rune should definitely be running Goblins, and maybe even Wise Mermen. The 3 drop slot is highly contested and has a bunch of options. Rapunzel is the best statted 3 drop, but she has a downside and does not work too well in this deck since there is a lack of cheap rush/storm followers. Grimnir is the best statted 3 drop with no downside, and Gourmet Emperor Khaiza can be considered to ensure that you always have Neutrals in hand. Goblin Mage is also great, as she cycles a card and also guarantees a Turn 5 play. Goblinbreaker Teena can be considered as a second 4 drop if you want to tune the deck to be more anti-aggro. She is also the only true anti-Neutral card in the game, so if those decks are popular she gets even better.
Timeworn Mage Levi is definitely one of the strongest Runecraft cards ever printed. But surprisingly, there is merit to not running him in Neutral Rune. The issue is that in this deck, most of your evolves will be used on Actress Feria and Falise. Running Levi also increases the chance that certain Neutral Rune synergy cards like Witch of Sweets do not get their fanfare value.
Then there is the choice of whether or not to run Hector. Hector is a 5 cost 4/4 Ward who deals 3 damage to an enemy if you have at least 3 Neutral cards in hand. He is an incredible card for his flexibility since he can be used offensively and defensively. Ward is always relevant too. However, the 3 Neutral card requirement is actually quite difficult to consistently activate. Even if you maximize the amount of Neutral cards in the deck, you typically run out of cards quite fast due to the fast, aggressive nature of Neutralcraft decks. If you get a very good start, you might not even have 3 cards in your hand by the time Turn 5 rolls around. If you choose to run Hector, then you should definitely run additional cycle cards like Goblin Mage or a card like Gourmet Emperor Khaiza who adds a Neutral to your hand.
Aggressive Neutral Oz Rune
Shadowverse portal decklist
GameAI link
This variant was popularized by SuGu, who was able to win JCG Open 3rd Season Vol. 4 with this deck in his lineup. As you can see, it is as aggressive as can be, running 5 one drops. It is a little unusual for an aggressive deck to be running 9 five drops, so to ensure that Hector will always get value, Goblin Mage is also run to provide additional cycle. The inclusion of 3 Hectors also means that Levi is not run in this deck, since it is important to always have enough Neutrals to activate his effect.
Midrange Neutral Oz Rune
Shadowverse portal decklist
My take on Neutral Rune. I will admit that I made the deck this way because I absolutely hate Goblins and refuse to run them in any deck I make, even the aggressive ones. In any case, aggressive Neutral Rune is noticeably weaker when going 2nd and can get run over by faster decks like Aggro Blood and Aggro Sword. So this deck tries to fix that problem by running board swinging cards like Teena, Piercing Rune, and Levi. Hector is cut since the ratio of Neutral to Rune cards is lower than usual here, making his effect difficult to consistently activate. This deck can be easily tweaked to include Hector by removing the Piercing Runes, and then running Khaiza in place of Grimnir or replacing Levi with Unica.
There is also another variant of the deck that I have seen which is very different than what is described here. It still runs the same core cards that I listed but instead runs a much higher curve with the Sahaquiel/Lucifer/Israfil defensive package. Sometimes it has Gilgamesh and Zeus for additional Sahaquiel synergy, who can also act as Storm finishers alongside Falise. This variant of the deck also runs Hector, and since there are so many Neutrals, Oz is cut for consistency. To ensure that the deck draws enough cards and has enough in hand for Hector activations, it runs 3 copies of Mysterian Grimoire instead. Since this card has extreme negative synergy with spells, the deck will either run no spells at all or just Dance of Death as its only spell. In my opinion, this deck is extremely suboptimal as it is basically a weaker version of Sahaquiel Ramp Dragon. But it can be worth playing if you like the style but do not want to actually play Dragon.
Anyway, that is Neutral Rune. It is a really cool deck that was kind of ignored in the 1st month of Wonderland because Neutral Blood completely overshadowed it. But now that the nerfs have happened, this deck is really starting to become more popular because its one of the few Neutralcraft decks that still functions well without Goblin Leader.