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Shadowverse: Worlds Beyond has now released globally! Eyewind, a friend who played all the previous Shadowerse games shares with us all his best decklists you can try on the first day of the Legends Rise release, which you can find in this article.
There aren't that many cards to play with - 142 Legends Rise cards and 56 Basic cards (excluding tokens) - so building a deck for each of the seven classes doesn't allow for much flexibility. Still, it seems like everyone will have a chance to shine early on, at least from a synergy standpoint.
From a design standpoint, the game is pretty similar to what we have known in the previous iterations. The biggest thing we are eager to test is the Super-Evolve mechanic, and how much impact it will have on the later stages of a match. With only 20 health available, leaving a big card on the board, a likely occurrence considering the indestructible part of a Super-Evolve, can quickly turn into a disaster.
Only playing the game will answer that question, so let's take a look at these early builds for each class!
Tier List
Before we dive into each deck, here is where we think each deck archetype falls into place. Of course, this will change quickly as the meta shapes up, tournament data starts to come in and decklists becomes refined. We will be sure to update the Meta Tier List as soon as we know more!
Tier | Deck |
---|---|
S Tier | 🟣 Runecraft Spellboost Deck |
S Tier | 🟤 Dragoncraft Ramp Deck |
A Tier | 🟢 Forestcraft Fairy Deck |
A Tier | 🟡 Havencraft Amulet Deck |
A Tier | 🔵 Portalcraft Puppet Deck |
B Tier | 🔵 Portalcraft Artifact Deck |
B Tier | 🟠Swordcraft Zoo Deck |
C Tier | 🔴 Abysscraft Aggro Deck |
Runecraft Spellboost Deck
How much would you say an [8/6] card should cost? About 6 to 7 play points, right? Not with this deck!
Here, the goal is to Spellboost our hand while stopping our opponent from developing too much. Once we have buffed our cards enough, this deck reaches a new gear. First, we have 10032120, the [8/6] I mentioned early, which should represent a huge threat at a discount. Then, 10134310 basically allows us to play cards carelessly as we have a way to draw 5 cards for free thanks to getting all our play points back. Plus, those cards will be Spellboosted five times!
Lastly, 10134110 represents the deck finisher if we manage to reach 10 play points, as we'll be able to use its Super-Evolve to send our Noble Shikigami directly onto the opponent's leader.
Dragoncraft Ramp Deck
Just like every card game has one, Shadowverse could not miss a ramp deck, aimed at dropping huge late game bombs the opponent won't ever be able to contain. Then, the challenge lies in controlling the early stages of a match, as to not get overwhelmed by your opponent until you can reach the appropriate play points.
If you succeed, 10144120 and 10143110 should close the deal with their Storm keyword. If you had to use them for defensive purposes, then call 10104120 to the rescue for extra value.
Forestcraft Fairy Deck
A more combo oriented zoo deck, Fairies aimed to multiply themselves in your hand in order to trigger all sorts of ability. Amongst the ones this deck looks to leverage are:
- 10113130 reducing its cost down to 0.
- 10113140 gaining a ton of attack we can then send right onto our opponent's leader.
- 10114130 growing to be way bigger than your average 3-cost card, on top of removing your opponent's followers.
If these would not be enough, we have a pair of legendary cards to turn our deck into a burn strategy: 10114110 and 10114120. The first will grant Storm to all our future pixies while the second will transform them into cheap spells we can use to burst our opponent down.
Havencraft Amulet Deck
At first glance, this might look like a deck aimed at slowing the pace of the match in order to gently wait for our amulets' countdown to reach zero. You could play it that way, but it is much funnier to destroy all of them at once with 10163110, wiping the entire board while dealing damage to the opponent's leader as well. Worst case, we can use 10163220 to secure a board wipe.
From that point on, the deck switch to become the aggressor, leveraging its three big cards to close the match. 10164110 and 10164120 have very different abilities, but represent different ways to lock up the board and stop our opponent from developing the board from that point on.
Eventually, they will get tired of 10163130 constantly returning and hitting them in the face.
Portalcraft Puppet Deck
Portalcraft also offers a widely different gameplay, if you don't like huge robots.
Kind of a similar spirit to the Fairy deck, but without as much of a combo-oriented mindset, the puppet deck will focus on overwhelming the opponent with buffed up puppets. Arguably, 90071120 is one of the best cost-power ratio in the game. Except for specific AoEs, dropping multiple of them at once will be quite a challenge to deal with for our opponent.
If they managed to resist early pressure, 10174120 and 10173130 will represent our finishers, able to pressure the opposing leader to close the match.
Portalcraft Artifact Deck
This deck looks to accomplish two things. First, we aim to generate tons of Gear of Ambition and Gear of Remembrance in order to advance towards your Masterwork.
How do we do that you might ask ? Well, a good picture is worth a thousand words:

You might have guessed the second thing just based on how complicated this picture looks : We need to stay alive all this time!
Most of the cards in the deck will pull double duty to be fair, helping us to control the opposing board while adding a gear or two to our hand. Once we reach five play points, we unlock the cards able to have a big impact on the board. 10173210 in particular, will represent a passive ability we trigger every time we fuse.
Down the line, 10174130 will give us a way to deal with most threats if we fused enough to have our 5-cost Second Forms ready. If there isn't a pressing issue to deal with, we could also Super-Evolve and start bringing some pressure of our own.
Swordcraft Zoo Deck
Ideal to seize the board early in a match, this Zoo style aims at quickly developing its side in order to bring pressure through multiple cheap, ideally buffed, units.
To understand how to play this deck, one need to take a closer look at 10123130 or 10123130. Indeed, once we managed to stick a few followers, these two will represent a huge threat in a game with only 20 health available to a leader.
Abysscraft Aggro Deck
Both players have 20 health points available, and this deck looks to lower both over the course of the game. The trick is to lower your opponent's faster than yours, quickly pressuring them into a very defensive stance, as any follower able to attack their leader now represents a big threat.
To create such situation, we want to seize the board first and foremost. Indeed, our early followers might not have impressive numbers, but 10051120 and 10052120 will represent sizable threats soon enough.
Then, don't rush in the first turns, as we have more than enough to deal 20 damage in the mid-game once we managed to stick a follower to the board. Instead, use that first period to build your Necromancy, ideally to 8 for 10153130, but we can just evolve it if needed. Him and 10154130 will represent great tools to deal with our opponent's board, without needing to use our followers, busy focusing on our opponent's leader already.
Closing Words
That's it for my very first article on this brand-new website about a brand new Shadowverse game. I hope you enjoyed and got inspired for your own brews. Obviously, testing and learning the new mechanic will impact what we believe is the best to build around each class.
Only thing left is to wish everyone a ton of fun playing the game. If you needed anything, or were looking for help in order to get started with the game, you can reach out through Discord (@den_ccg).
Good Game Everyone.