SV decks I am playing in DBNE meta

Queen Magnus the Black by irua
Queen Magnus the Black by irua

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.

Shadowverse budget decks for DBNE

Perseus and Medusa by Hisakata Soji
Perseus and Medusa by Hisakata Soji

A long time ago, I wrote a series of posts on viable budget decks to get people started in Shadowverse. I have noticed from looking at this blog’s statistics that the majority of traffic goes into those posts. Well SV nowadays is a very different game compared to 2 years ago. For one, there are way more cards available for everyone to play around with. But now every new set gives us 2 legendaries per class, as opposed to 1 in the past. There has been a general rarity creep, which has raised the cost of playing the game for non-f2pers.

So I wanted to make a new post about viable budget decks in the current rotation Dawnbreak Nightedge meta, since my old posts are so outdated now(they even include cards that are no longer in the Rotation cardpool!). My original criteria for budget was to be restricted to only bronze and silver cards, and higher rarity cards that were given out for free at some point(like Lucifer and Avowed Strike). Since the SV environment is quite different compared to how it was in 2016, I will not be following these guidelines anymore. There will definitely be an attempt at not including legendaries, but in the cases where it is unavoidable, the legendaries used will be meta or class defining ones. So the investment will be worth it.

Forestcraft

Aggro Forest
Out of all the decks on this page, this is by far the strongest one. Aggro Forest is Tier 1 in the DBNE meta after the mini expansion, helped greatly by the new Forest gold Storied Falconer. Storied Falconer is insane because it is a well statted 2 drop who essentially gives you a source of 2 damage Raptors in your hand. And if you evolve him, then the Raptors turn into hard removals. This deck has been consistently high tier or better since the Starforged Legends meta, so it is a decent investment. Some variant of Aggro Forest will probably be viable forever given how the class mechanics work. The gameplan of this deck is quite simple: over 3/4ths of the deck consists of cards that cost 2 or less, so you will always get a good start. Go wide on board with fairies and get a lot of chip damage in. Elf Song can be used to buff your board, and the Enhance(5) on Leafman provides a board wide attack buff and also protects it from spell and effect damage. Wood of Brambles makes a board of fairies extremely awkward for your opponent to trade in to, and since we are running 3 Starry Elves, we are practically guaranteed to draw into multiple copies every game. Insect Lord and the evolve on Rayne allow you to make insane tempo plays to stay ahead on the board. Ipiria is the curve topper which is very awkward for most decks to deal with, thus representing a source of guaranteed 5 damage. If Ipiria is not enough to win the game, then Fairy Driver and the Skystride Raptors from Falconer act as your Storm finishers.

The best part about this deck is that it’s not a sub-optimal version of a meta deck, with budget substitutions. This is the real meta version of Aggro Forest, making it by far the cheapest Tier 1 deck. Not only that, but the deck is completely Rotation immune! None of the cards used in this deck are from TotG, so it will carry over completely unscathed in the next meta. Insect Lord is the only legendary in this deck, and it is a 3 of. However it is a legendary that is used in basically every Forestcraft deck, so it is a great craft if you are interested in playing the class.

Swordcraft

Ambush Aggro Sword
Quite possibly the most degenerate deck in the entire history of Shadowverse. This is a literal zero interaction deck: the majority of cards here have the sole purpose of going face, and they are aided by either having Storm or being hard to interact with because of Ambush. The deck was at its peak of power during the 1st month of Starforged Legends, and resulted in two cards getting nerfed: Council of Card Knights and Ephemera, Angelic Slacker. Sword has lost their best Storm follower Albert in this rotation meta, but the deck is still quite strong because of its favorable matchup against two of the current top tier decks: Artifact Portal and Summit Haven.

Sky Commander Celia is the only legendary here, and she is a 3 of. She is an important source of reach for this deck and also happens to be an auto-include in every Sword deck right now. So she is a great investment if you have any kind of plans on playing Sword in the long term. If you have extra vials, an extra legendary that can be added to this deck is Badb Catha. It is quite common for this deck to have at least 3 followers on the board on turn 6 due to all the Ambush, so you can get great value off her Enhance effect very consistently.

Runecraft


Burn Earth Rune
The burn variant of Earth Rite Rune has been a consistently strong deck since Wonderland Dreams. However in the Dawnbreak Nightedge rotation meta, the deck has lost Piercing Rune, which was one of the most important cards for the deck to make high tempo plays during the midgame to get ahead on the board. Burn Rune also matches up poorly against almost all of the Tier 1 and Tier 2 decks, especially against all variants of Forest and Dragon. So Earth Rune is quite a bit weaker in the DBNE rotation meta. However it is still perfectly acceptable to climb with. I have included two different decklists for Burn Rune here: one is more aggressive with Chain Lightning as another burn spell, and the other is a bit slower with Illusionist(the 5drop) as a way to make big tempo plays during the midgame.

The gameplan of this deck is to draw into a solid early game curve, and get in some damage aided by Magic Illusionst and Mage of Nightfall, who are both awkward to interact with due to their Earth Rite effects. In the mid game, Halo Golem is a flexible card who can be used to push face damage or make 2-for-1 exchanges on the board. In the late game, Wizardess of Oz can be used for hand refill and also enables some nutty tempo plays since she reduces the cost of spells to 1.

This is probably one of the more expensive budget decks in this post. We have Wizardess of Oz as the only legendary, and we have a bunch of golds like Mutagenic Bolt and Grand Summoning. These two are irreplaceable since they are big spells that synergize with Oz. However, Oz is probably one of the strongest legendaries ever printed, and she is deck defining for Earth Rite Runecraft decks or any Rune deck that wants to play big spells. A great investment if you are interested in playing Rune in the long term.

Dragoncraft

Aggro Dragon
Aggro Dragon has been around since the Darkness Evolved meta, but it first made a big splash during Starforged Legends with the addition of Prime Dragon Keeper. After she got nerfed the deck disappeared for a while, and then enjoyed a resurgence during Chronogenesis due to its extremely favorable matchup against Daria Rune. The deck has taken a hit in the DBNE meta due to losing Eyfa, Wyvern Rider. However it is still decent to climb with especially because of its favorable matchup against Summit Haven.

The gameplan of this deck is pretty similar to most other aggro decks: go wide fast, and push face damage. Blazing Breath is still one of the most efficient removal spells in the entire game, and Dragon Aficionado and Basilisk Rider are followers who summon two bodies and are very awkward to interact with. Aggro Dragon is unique in that it has finishers that get stronger with the amount of followers on board: Hippogryph Rider has an attack that increases everytime a friendly follower attacks, and Phoenix Rider Aina starts with 1 attack but gains an additional attack point for every follower on board, both friendly and enemy. No legendaries are in this deck, and one of the golds(Aiela, Dragon Sword) is an auto-include in every Dragon deck in the Rotation meta. If you have vials to spare, you can include an Azi Dahaka in this deck as an additional finisher. It might seem weird to have a 10 drop in an Aggro deck, but the cost reduction effect on Azi with evolve is quite relevant.

Shadowcraft
Shadow is in a weird spot right now. It has consistently been strong in every meta starting from Tempest of the Gods, but currently is bottom of the barrel in DBNE. The class lost Lurching Corpse and Necroassassin, who were crucial in efficiently removing enemy boards while pushing tempo. And most of Shadow’s aggressive early game cards got nerfed, so they are unable to keep up with most other classes now. The class still has the insane cards from TotG like Eachtar and Zombie Party, but the rest of the cards are not enough to support the class. In the Rotation meta, the class needs several legendaries no matter what type of deck you are playing, so I cannot put a budget deck here. The best way to play a budget Shadow deck is to go to Unlimited and play Aggro.

Bloodcraft

Neutral Aggro Blood
This is the deck that completely destroyed the Wonderland Dreams meta. It has had so many cards nerfed, but still manages to remain strong due to its brutal early game curve. This deck got a resurgence in the Chronogenesis meta due to its favorable matchup against Daria Rune, and is good now because it matches up well against Artifact Portal and Summit Haven.

The gameplan of this deck is quite simple and is similar to all other aggro decks. Curve out efficiently, go wide, and push face damage. Compared to most other aggro decks, Neutral Blood has above average card draw power, with Baphomet, Purehearted Singer, and Phantom Cat. This deck is built in that Baphomet and Phantom Cat are the only Bloodcraft followers, so playing Bapho has a 50% chance of getting your Cats. Phantom Cat is probably one of the strongest 6 drops in the entire game, as he is decently statted for his cost, draws 2 cards, and even has the potential to immediately deal 4 face damage to the enemy.

There are no legendaries in this deck but a fair number of gold cards. However the only gold that is truly irreplaceable is Phantom Cat. If you have extra vials, you can upgrade this deck with a few copies of Moon and Sun, as it is an extra early game Neutral that provides essential infinite value. Since this is an aggressive deck, you probably want to pick Tsukuyomi the majority of the time, unless you think the 2 health on Amaterasu is important in getting value trades.

Oldblood King Bat Combo
This is quite a degenerate deck, though its playstyle is pretty unique. While the deck is aggressive by nature, it has much fewer followers than you would expect. The idea is to get a little bit of chip damage with some early game followers, and then set up an Oldblood King on Turn 5. Then you can proceed to do stupid amounts of face damage with the numerous Forest Bat generators. The deck is built so that Baphomet and Oldblood King are the only Bloodcraft followers, so playing Bapho in the early game has a very good chance of finding your Kings. There is also additional card draw with Blood Pact and Purehearted Singer.

No legendaries in this deck, and the golds used(Gift for Bloodkin and Oldblood King) are fairly niche, so I would only invest the vials if you enjoy this particular playstyle.

Aggro Bat Blood
This is another Oldblood King deck, but plays more like a traditional aggro deck. Aggro Bat Blood has existed since Darkness Evolved, but completely disappeared in Chronogenesis due to most of the Bat synergy cards rotating out, like Vania Vampire Princess and Vampire Fortress. It has returned in Dawnbreak Nightedge with the re-printing of Summon Bloodkin and new Bat synergy cards. Unlike the previous deck, this one does not go all in on the Oldblood King combo, so it is not too important to drop him on Turn 5. The gameplan of this deck is go wide on the board quickly and push face damage, aided by the unrivaled reach and out-of-hand damage that the Bloodcraft class has. Buller is an extremely flexible card for this deck as she can be played on T1 for tempo, or can be played on T5 to give a +1 attack buff to your entire board. You will very rarely play her Saintly form in this deck, but it can be used if you are in a dire situation.

Vania, Nightshade Vampire is the only legendary in this deck. She is flexible as her base form can be used to push 2 damage to both yourself and your opponent, and her Vengeance Blood Queen form turns her into a better Imp Lancer with bat synergy. While she is quite important to this deck, those who are short on vials can probably just substitute her for Imp Lancer and still be able to climb ladder.

Havencraft
Haven is currently one of the strongest classes in DBNE rotation at the moment, with Summit Haven as an easy Tier 1 pick. Unfortunately the class is ridiculously expensive, as every Haven deck requires a full playset of Snow White and Jeanne, Beacon of Salvation. Then depending on which type of deck you want to play, you may need Hind, Heavenly Knight, Heavenly Aegis, and Aether. So there are no budget decks available to Haven in Rotation.

Unlimited however is a completely different story. Garuda Storm Haven is a classic deck that came from Darkness Evolved, and has consistently been a strong meta deck that was light on the budget. It is still strong now and can be played without any legendaries.

Portalcraft

Artifact Combo Portal
Portal is the new class that was introduced in Chronogenesis, and was considered to be quite weak in that meta. However in DBNE, it is now strong as many of the decks that preyed on it are either rotated or much weaker(Daria, Tilting Dragon, Burn Rune). The deck has always had an issue with consistency, and Miriam, Synthetic Being is a great addition that alleviates this problem. Artifact Portal is in my opinion, one of the most rewarding decks to play in Shadowverse. It is really hard to master and there are usually multiple lines of play you can make every turn. The optimal win condition changes every game too: sometimes you just want to out-grind the opponent with Artifacts controlling the board, other times you want to use Biofabrication to copy your Radiant Artifacts to SMOrc your opponent down, and other times you want to suicide as many Artifacts as possible to fuel your Safira.

This deck only has one legendary, with Deus Ex Machina at 3 copies. She is absolutely essential to the deck and cannot be replaced. Many popular lists of Artifact Portal also contain copies of Spinaria and Magna Legacy. In my opinion, Spinaria is vastly inferior to Hakrabi in pure Artifact lists. She only really shines in the hybrid puppet/artifact decks. Magna Legacy is a card that is meant to be a tech against Midrange Sword, but honestly you should not have any problems clearing Arthur boards with Artifacts + Acceleratium. If you have the extra vials, you can try adding these legendaries in to the deck but they are not required.