Dawnbreak Nightedge has been out for a month now, and I have been loving this meta. In my opinion, it is easily the best and most skill intensive meta that Shadowverse has ever had. Most of the dumb highroll decks are gone and the removal of Rise of Bahamut from the Rotation card pool has made the game feel so much better to play. I think it says a lot that someone like me who greatly dislikes Swordcraft, loves this meta even when Sword is currently the #1 deck in the format. Dragon has been consistently oppressive and unfun to play against in the past few metas, so it is nice to see it fall down for now. I would say the only negative thing about this meta is in how weak Shadowcraft is. But there was recently a balance patch that buffed two cards(Troth’s Curse and Corpselord of Woe), so maybe there is still hope. Anyway, I wanted to talk about the decks that I have been playing since this expansion came out, so here they are!
Midrange Forest
This is actually a Control deck through and through, but the Japanese and English speaking communities insist on calling it Midrange Forest. I don’t understand why though. It is one of the slowest decks in the format. The playstyle of the deck is to slowly answer your opponent’s board, and take them to the late game where you can win with Enhanced Jungle Wardens. Sounds like Control to me. I guess the standard version of the deck does not run Elephants, so since its curve ends at 6 people think it is Midrange.
Anyways, this is a really fun and rewarding deck to play. Definitely one of the most skill testing decks in the current meta. The playstyle of the deck is quite similar to the Control Elephant Forest deck that was meta during CG. Since White Wolf is rotated the deck loses a huge source of burst damage, so it has been forced to slow down. Initial attempts at building this deck revolved around using the Yggdrasil into Fairy Dragon OTK combo, and while it actually worked, it was inconsistent. But most importantly, it completely died against Sword. Since Sword is by far the most popular and strongest deck in the current format, this was a huge problem. So a huge shift that the deck took was in removing a lot of the low attack early game followers. Cards like Fairy Whisperer and Purehearted Singer were core in last meta’s version of Control Forest, but they don’t make the cut here since they cannot trade with anything. The deck has tools to deal with almost everything. Fashionista Nelcha is amazing, and has great synergy with Paula. Rayne is an old card that improves the Sword matchup since it allows you to get 2-for-1 trades during the evolution turns.
In the end, the Sword matchup is still tough for this deck, but it is not horrendous. This deck’s matchup spread is actually quite good, and only really loses against Ginger Rune and Spellboost Rune.
Midrange Sword
Anyone who knows me is aware of how much I dislike Swordcraft. The class is incredibly one-dimensional and it has by far the most entitled and retarded playerbase. However, Sword in DBNE is actually fun to play for a change, and it is clear that Cygames is taking a different, more interesting direction for the class. One of my issues with Sword before was in how incredibly scummy it was. Two of the most degenerate mechanics in card games, Storm and Ambush, are part of its class identity. And most Sword decks in past metas have just revolved around mindlessly curving out into repeated Storm damage.
Things are different now. While Ambush Aggro Sword is unfortunately still a thing, Midrange Sword actually fights for the board again, and has Celia as the only real source of reach. There actually are real decisions to be made with this deck, though it is so strong that sometimes your hands just play themselves. The current standard version of Mid Sword has 3 copies of Sky Fortress. It might seem unusual for a Midrange deck to be running that many 8 drops, but Gawain is also run in this deck. Almost half of the deck is Commanders, so Gawain is guaranteed to get value. Getting a Turn 6 Arthur against many decks is back breaking, and following that up with a Turn 7 Sky Fortress usually wins the game on the spot.
A lot of the cards in this deck are considered to be extremely strong, but were thought to be quite average in previous metas(like Mars, Gawain, Arthur). One of the reasons for this shift is the Rotation. Sword got some great cards in DBNE, but it also got indirectly buffed by Rise of Bahamut rotating out. That expansion did have Albert, the strongest Sword card ever printed, but it also contained a bunch of cards that were extremely strong against the class like Breath of the Salamander, Bahamut, and Sahaquiel.
I only have 2 copies of Sky Fortress and I don’t feel like crafting a 3rd one, so I compensated it with Purehearted Singer for some card draw.
Burn Earth Rune
This deck has unfortunately gotten a lot weaker with the rotation. The key card loss was in Piercing Rune, which did not get a real replacement. Losing Piercing Rune obviously means that the deck has less burn to work with. But Piercing Rune was also one of the most important cards for this deck to swing the board state during the mid-game. With it gone, the deck loses the board very easily against everything now. Halo Golem is now the only card that can kind of do the same thing, but there are only 3 copies of it. In addition, one of the main reasons to play Burn Rune in previous metas was in the good matchup against Sword. That matchup is no longer favorable, since Sword now easily wins on board and even has ways to protect their board with Queen Magnus. The Haven matchup is also bad, so Burn Rune does not really do well against the majority of the top decks.
The cards that Earth Rune got in DBNE are bad too. Beastfaced Mage is 95% of the time a worse version of Dwarf Alchemist.
In my version of the deck, Illusionist(the 5 drop) is played as a way to help fight for the board during the midgame without using evolution points. Paradise Vanguard is kind of a replacement for the recently rotated Lyrial, but is actually better in some situations due to there being so many good Banish targets in the current meta.
Mysteria Earth Rune
Deck 1
This deck came about as an experiment after thinking about how bad Magic Illusionist is in the current meta. All of the top classes(Sword, Haven, Portal) run banishes. In addition, a lot of other decks are running Paradise Vanguard. So I wanted to make an Earth Rune deck that did not have Magic Illusionist, and the search for a replacement 2 drop began. Mysterian Wyrmist was an interesting new card from DBNE, and he had the potential to provide an extra burn spell, something that this deck just lost in the Rotation!
To make full use of his effect, I also added in Mysteria, Magic Founder to power up the Mysterian Missiles. The Missiles do 4 face damage after one buff, which is pretty amazing. But just running Mysteria for the Wyrmist is greedy, so I also added in Staff of Whirlwinds. The Staff is actually a weaker and overcosted version of Swipe from Hearthstone, since you cannot even aim it at the opponent’s face. However, it becomes amazing after one Mysteria buff. The end result is that this deck now has two different ways to deal AOE damage(Young Levi and Staff of Whirlwinds), and I find it a lot more fun than standard Burn Rune. Wyrmist also fills up the curve nicely. The best Turn6 play for Earth Rune is Levi, but sometimes you want to hold off on playing him to get better value. Or maybe the opponent’s board is empty. So Wyrmist provides you with a much stronger body in those situations.
Deck 2
A much slower version of Earth Rune, with Silver Blade Golem as the finisher. I initially built this deck around Abomination Awakened, and running Concentration as the only spell so Witch of Foresight would be guaranteed to draw it. But I found that the deck was way too slow and inconsistent. It was also silly to run Mysteria for the sole purpose of buffing the Veridic Rituals from the Silver Blade Golem.
So we arrive at the current version of the deck, with multiple spells and dropping Abomination completely. But each of these spells is very impactful. Concentration is a great source of card draw. Nova Flare is kind of bad, but it is very useful in certain matchups and becomes amazing when buffed by Mysteria. And Staff of Whirlwinds is a very similar deal. With 3 different ways to clear the board and a decent amount of healing, this deck does the best at staving off aggression compared to all the other Rune decks. The early game of this deck is unfortunately kind of weak but there are a lot of ways to come back on the board.
Witch of Foresight is a card that I completely missed the mark on. When she was first spoiled, I thought she would be meta defining. Like a guaranteed 3 of in every single Rune deck. It turns out that she is only good in this type of deck, where you run a small number of strong spells.
Spellboost Rune
The playstyle of this deck should be very familiar to anyone who has played Dimension Shift Rune. You have a ton of removal and card draw, and want to stall out the game until you can destroy your opponent with charged up Giant Chimeras. Runie is a super cool legendary from DBNE, who in some ways is like a more flexible version of Merlin. Since the main win condition of this deck is Giant Chimera, you are going to be picking the Prophecy of Boons the vast majority of the time. But if your hand is amazing, like if you have Giant Chimera and a bunch of card draw, then it can be acceptable to pick Prophecy of Doom. Doom is also okay to pick if you know you are playing against a slow deck.
This deck went through a lot of revisions. My initial version of the deck went all in on the combo win condition, so it had basically infinite removal and card draw. But I found that the deck lost against everything, even slower decks. It turns out the missing ingredient was Flame Destroyers. At first glance the destroyers look like they have no place in this deck, since you just want to draw and stall. But some games are won by tempoing them out early, and they can be used to slow down the game since the opponent cannot just ignore them.
Some variants of this deck run Snowman King, who is actually an insane card. But overall I think Flame Destroyer is better since it can potentially be played for much cheaper.
In the end, the DBNE version of Spellboost Rune is much, much weaker than DShift. It still dies to aggro just the same. But unlike DShift, Runie Rune does not even beat slow decks consistently. Turn order matters so much: going 2nd against decks like Control Haven or Jerva Ramp Dragon is actually pretty even due to them being able to reach their endgame win condition before you. And of course, Runie does not even beat midrange decks, since Giant Chimera can easily be played around by going wide on the board with high health followers. The deck is still extremely fun to play though. And Runie/Giant Chimera are far better designed than Dimension Shift, so the gameplay experience both playing as and against the deck is a lot more enjoyable. One of my biggest complaints about the Chronogenesis meta was in the complete lack of combo decks, so it is nice to see a viable one come back in this meta.
Jormungand Blood
Jorm has been slowly but steadily been getting support every expansion, and with DBNE I think the archetype is finally somewhat viable. The key new card is Darkfeast Bat. One of the issues that Jorm had before was that the deck 100% revolved around him. So if you never drew your Jormungands, or if they got banished, then you literally had no way of winning the game. With Darkfeast, you can now just aggro your opponent down and use Darkfeast as a burst finisher if you never find your Jorms. This is especially common because the top three classes(Haven, Sword, Portal) are all packing banishes in this meta.
Gift for Bloodkin is a cool card that has great synergy with Jormungand. The bat that it generates on the opponent’s side of the board will get pinged off instantly if you have Jormungand’s effect active.
Vengeance Blood
The classic Vengeance Blood with Dark Airjammers is kind of playable in this meta. It is not great, but it is still able to get some really disgusting openers. The new Vania legendary fills up the curve nicely, as Vengeance Blood in the past has never had a true 6 drop.
Silverchain Disciple is a card that I completely underlooked during the set spoilers. At first glance, he seems terrible because he does damage to yourself if you are in Vengeance, which makes no sense. But being able to ping an enemy follower for 2 is actually a pretty big deal.
Midrange Haven
Summit Haven is one of the strongest decks in the format right now and I have most of the cards for it. However I only have two Heavenly Knights and do not feel like crafting a 3rd one, so I had to think of how to properly compensate for it. I came up with this midrange deck, which is very similar to a deck that I used during the previous CG meta. Since there are only two Knights, it is not at all necessary to run the 3-of Summit Temples. Instead we have 2 Cattleyas, who can give us the Summit Temples if we need them and also provides a great pull off of Aether. Also since Summit Temple is no longer a core part of the deck, we can run Taurus the Great, who is an amazing finisher and has great synergy with Aether. Taurus actually has negative synergy with Summit, so you generally only drop the Summit when you have the Heavenly Knights in hand.
Aether of the White Wing is probably one of my most favorite Shadowverse cards ever printed, so it should not be a surprise that this deck is basically built around her. I am a big fan of toolbox cards like this.
The key new addition to this deck is Ceryneian Hind. Hind was a sleeper during the set spoilers, as many people thought it was just an ok to average card. Turns out that it is easily one of the strongest cards to come from DBNE. The flexibility of the card is insane and solves one of the fundamental weaknesses of Havencraft: the inherent tempo loss of playing amulets in the early game. You get some crazy swing turns in the midgame with Darkhind. Playing him in his base form or pulling him off Aether is not bad too, since the threat of repeatedly drawing amulets makes him a soft taunt. I actually went 5-0 with this exact deck during one of my DBNE Rotation Grand Prix runs earlier this month, and in all 5 games I did not play a single Heavenly Knight. I think it really shows that in Summit Haven, the strongest card in that deck is not Knight, but Hind.
Artifact Combo Portal
Almost the exact same deck as Artifact Portal from the previous CG meta, the only real new addition is Miriam. But Miriam adds so much to the deck. Having an extra way to draw artifacts is just so huge, and adds a great level of consistency to the deck. Drawing into Deus Ex is no longer as important now, since you can easily just guarantee a steady stream of artifacts from Icarus, Fervent Machine Soldier, Hakrabi, and Miriam. Miriam also allows the deck to get some very aggressive openers, like playing T1 Metaproduction into T2 Miriam to immediately fetch the artifact. Or T2 Magisteel Lion into T3 Miriam Analyzing Artifact. These kinds of plays were possible in CG, but were quite highrolly since you needed more cards in combination(usually with a Biofabrication). Now they are way more consistent, so Artifact Portal can actually play aggressively against slow decks.
Cheap sources of banish are super important in this meta, so Substitution is now a 3 of. Most decks are not playing huge bodies and Neutral Forest is largely out of the meta, so Otherworld Rift is cut completely. Magna Legacy was a terrible card during CG but since Sword is the #1 deck to beat in this DBNE meta, it is now run as a 2 of.
Anyways, I talked about this deck already in my budget decks post, so a lot of the same stuff applies. Super fun and rewarding deck to play, and one of the most skill testing ones in the current meta. This is the deck to play if you are a Johnny type player in card games.
Puppet/Artifact Hybrid Portal
This list was shamelessly taken from prepcoin_nl. The puppet archetype of Portalcraft got pushed super hard in DBNE with Orchis, who many agree to be one of the strongest, if not the strongest card in the entire set. Unfortunately even though Orchis is so insane, she does not solve the fundamental problem of Puppet Portal: its early game followers are super weak and understatted. If you make a pure puppet deck you just die against everything since your followers can barely do anything to fight for board. So it is necessary to run Artifacts to survive in the early game.
Hybrid Portal basically plays like a Control deck. You want to use Artifacts to control the board, and then bring your opponent into the late game where you can use Orchis and Noah to repeatedly deal face damage with Storm puppets over several turns. We also two of the strongest puppet generator cards, who happen to also be removals: Substitution and Puppeteer’s Strings. Strings is actually an insane card, and makes the normally bad Forest matchup a lot more bearable.
I have also seen some people play Puppet lists with Neutrals for early game, and the Devil of the Gaps/Rapunzel combo to create a big threat to help push face damage. It does seem to be effective, but I have not tried it yet.