Best Decks – Legends Rise Meta Tier List (Week 1)

This new iteration of the Shadowverse franchise started like most card games do: We played the simple class in Swordcraft, or the one with the big Storm units in Dragoncraft. Although these two might be ranked in the second tier, they probably had the most impact on the game early on, forcing a lot of other classes to adapt. Unfortunately for Swordcraft, 10102110 is a Neutral card available to any deck, while Dragoncraft quickly learned it wasn't the only class able to target and pressure the enemy leader.

Indeed, our three Tier 1 contenders all do it with ease, on top of packing solid defensive abilities as well. Portalcraft noticed 10174120 didn't really need an entire puppet deck around her, which lead to a hybrid build for the class. Runecraft can stall with plenty of Ward followers to stop incoming Storm followers, while 10134110 represents a huge threat for the opponent down the line. Lastly, a good Forestcraft deck won't leave much on the opponent's board thanks to a flurry of cheap defensive abilities, until 10113140 comes to show you how direct damage is properly done.

This ability to play on both sides of a battle is what separates these three from the rest at the moment. The other classes are that far behind, but they lack that magic turn able to flip the board on its head or the ability to swap from a proactive to a reactive stance depending on the situation.

We are still very early in the game's hopefully long existence, so don't consider everything that we'll discuss in this report as set in stone. Still, without that many cards to work with, plus access to the decks used to reach the highest ranks. We have enough information to cover what decks should look like going forward, baring the usual 3 to 5 flexible or counter cards most decks pack.

Happy Tier List Everyone!

TierDeck
S Tier🔵 Portalcraft Hybrid
S Tier🟣 Runecraft Spellboost
S Tier🟢 Forestcraft Fairy
A Tier🟠 Swordcraft Knights
A Tier🟤 Dragoncraft Ramp
A Tier🔵 Portalcraft Puppets
B Tier🟡 Havencraft Amulet Control
B Tier🔴 Abysscraft Departed Control

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Tier Placement Explanation

  • S Tier: Decks with a well-rounded synergy, both able to pressure the opposing leader with damage or turn a threatening board around. Plus, those decks don't have glaring weaknesses, on top of the ability to adapt to a popular matchup if need be.
  • A Tier: Solid performers but lacking either some flexibility, or the ability to force the opponent into a reactive position once it is time to go for the kill. Typically, these will have a great core strategy, but might not adapt well if the game does not go according to plan.
  • B Tier: Limited potential at the moment. These decks are either not suited to answer the popular decks well, or cannot mount enough pressure to force the opponent into a reactive stance.

S Tier

Hybrid Portalcraft

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Since it found 10174120 to act as a finisher, the Artifact Portalcraft deck really became a menace. Indeed, when that deck manages to fuse enough to build a 5-cost Artifact by the time 10173140 hits the field, Portalcraft typically takes charge of the match going forward.

The main difference between this deck and the others is the reliability. Except for the late game cards, which we have plenty of time to find, our most important cards are the ones we fuse into. Considering every card in our early game arsenal provides 90071210, 90071220 or both, it is really up to the player to mess up the 5-cost Artifact they pick.

When that decision is correct based on the matchup, this deck really feels like it can do it all.

Possible changes

10172120 can be added to the mix in order to improve 10174120. Also, it tends to trade better than 10072110

Spellboost Runecraft

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Runecraft simply got a lot of great cards for its Spellboost synergy, and throwing them all together tends to create a strong, cohesive deck.

There are cheap cards to play early, enough to keep aggressive opponents at bay when10131320 also shows up. 10132110 into 10031110 is basic, but enough to get our synergies on the rails. Turn four isn't great with this deck, and we'll typically use our Extra Play Point that turn if we are the second player. That lets us play 10134120, and we really want to play 10134120.

That legendary embodies exactly what the class aims to do: Spellboost your hand while you are safe from opposing attacks. If you can manage to do so, an explosive turn is bound to happen eventually, either with 10134310 refilling our hand, 10032120 coming down for free, or 10131110 removing whatever while being huge, or just 10134110 building a board on its own, on top of everything that card does.

Possible changes

10133320 sees play at times, but needs a lot of spellboosting to be great, while it is often a bad draw in the midgame.

10133110 alongside a card to create Earth Sigils (10031210 or 10131120) can represent a few extra Ward followers if you want to make sure opposing Storms won't get through.

10104120 with a charged 10134310 is a lot of fun, but very situational.10132130 is a counter card for Swordcraft opponents.

Fairy Forescraft

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In expert hands, I believe Forestcraft is the best deck in the game. However, the difficulty to work with just five spots available on the board can be so tough at times. Apart from that sometimes dramatic limitation, the deck feels very well-rounded already. We have an early threat in 10114130, a finisher in 10113140 and plenty of ways to develop or answer the board with our fairies and cheap cards.

Maybe you were worried all those low-cost cards would be useless if the game was to last for too long, and had to rely on 10114110 to close the match. Honestly, I have yet to see a good Forestcraft run out of gas. Instead, more energy means more possible shenanigans, with my favorite being 10113140 and 10112130 combining for an explosive high power turn to close the match.

A challenging, yet extremely rewarding class to play.

Possible changes

10112210 might be stronger than 10111120 but requires even more combo and board space management.

10012120 can replace 10114110 if you are on a budget. It is actually a pretty good closer.

A Tier

Knights Swordcraft

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Being the best and making the biggest impact are two different things. If a deck represents a large portion of your games, you are naturally thinking about including a few cards for that specific opponent, even if it isn't the toughest opponent on the ladder. This is kind of what happens with Swordcraft, a popular pick early on, alongside a great deck to beat up Dragoncraft, another popular class early.

Since then, other classes started to take notice, and have adapted against Swordcraft, including more defensive cards, and 10102110 from the neutral pool if need be. That change unfortunately meant Swordcraft could not develop in peace anymore, and the deck started to show its limitations.

Some will consider this a testimony of how good Swordcraft is, forcing other decks to take notice and adapt. Others believe its window of opportunity to farm the ladder has closed. As far as I'm concerned, I think this is a great board centric deck, but not flexible enough to remain dominant when other decks decide to focus you.

Possible changes

10122140 represent another difficult card to remove for the opponent, and pairs well with 10104110 thanks to its Ambush keyword.

Ramp Dragoncraft

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Probably the easiest class to pick up and play, at least early on, Dragoncraft quickly earned some respect thanks to its impressive late game arsenal. Unfortunately, other classes also refined their deck after a few days. As a result, Dragoncraft went from dumping legendary cards or huge dragons to pressure the opponent until they break, to requiring the right answer at the right time to stay alive.

20 health isn't much in a game with so many followers with Storm, and the average evolved 4-cost hitting you for a quarter of your total health. Then, you can be quick to reach the danger zone if you give your opponent a little too much breathing room in the early portion of a match.

Possible changes

10102110 or 10141310 will help against Forestcraft and Swordcraft. Otherwise, most changes would be due to missing a card and looking for a cheaper replacement.

Puppet Portalcraft

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To be fair, although this deck is good enough to be mentioned here, the reality is the Hybrid Artifact deck simply took the better parts of the Puppet synergy and included it in its list. Then, this list represents a budget build - you can definitely play it without 10174110 - until you can make the other Portalcraft deck.

See the Puppet deck as a temporary stage, one you can play with just 10174120.

B Tier

Amulet Havencraft

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Early on in a game lifespan, Control decks tend to struggle simply because they lack the information needed to play a reactive deck as well as possible. Plus, the amount of followers with Storm in the second portion of a match really gives you little room to work with.

Then, Havencraft isn't in Tier 3 because it didn't get good cards or a worse synergy than the rest. Rather, the way it plays doesn't really fit the direction these first days of play took. However, it should improve in the near future, as decks get refined, and players learned the important bits of each match-up.

Possible changes

10164110 isn't part of all lists, and looks to be the weaker legendary of the class. If you had 10104110, or would rather spend your vials in a card you can play with other classes, this is a fine replacement.

If you were missing a card, 10162130 or 10061110 see play, while 10163130 is a fine alternate win condition.

Departed Abysscraft

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If the game could be won simply by removing your opponent's board turn after turn and chipping away at their health from time to time, Abysscraft would be an amazing class. Unfortunately, multiple classes have the opportunity to deal 10 damages at once, or present a must remove threat multiple turns in a row. The best way to avoid it is to bring some pressure of your own, so they can't develop without care forever. 10154110 sort of does it, but feels alone in that role unfortunately.

Abysscraft just doesn't feel suited for the current way to play the game. It is still early so things could change, but many seem to believe the class is the worst currently.

Possible changes

10153110 is a solid card to further pushes that attrition play style and resummon with 10151140 while 10154120 will be a great removal, in case you needed even more.

Den
Den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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