Best Starter Decks and Budget Crafting Guide

Best Starter Decks and Budget Crafting Guide

Beginner's guide to building your first deck in Shadowverse: Worlds Beyond.

Shadowverse: Worlds Beyond is pretty generous with rewarding players early (like most free-to-play digital games nowadays). Within the first few hours of playing the game, I already had almost 30 Card Packs to open thanks to the flurry of events and missions. On top of those, we also get packs from the Release Celebration Missions and other free gifts waiting in your Crate.

However, the best reward among these to grab is a free prebuilt starter deck for the class of your choosing. In this guide, I'll take you step by step up until that point, and offer a few advices as to which one to pick. Finally, we'll discuss which cards to target in order to build a decent budget deck, because we're going to miss certain gold and legendary cards for sure!

Ready to dive into Shadowverse: Worlds Beyond? Let's go!

Claim All Free Rewards

First Farer Missions

In order to unlock our free deck, we need to complete all nine First Farer Missions. Don't worry, they are fairly simple to complete, and do not require you to own any cards or open packs beforehand. Indeed, most of those missions will require you to explore certain features, defeat the tutorial, or win a practice match.

Consider this a marked path to learn about Shadowverse's mechanics and features. Plus, the tutorial is actually quite well-built in order to understand the specifics of each class.

Once we have completed these nine missions, we will be able to claim our free deck. DON'T DO IT YET! We have plenty to do before that, in order to make sure we pick the right one!

Gifts

First, head to the gift section, available through the present icon on the right of your screen. This will let you redeem plenty of bonuses from the preregistration event. There are 17 packs (and more if you include compensation) waiting for you here!

Daily Missions

We also have our first daily missions available. They won't grant us that many resources, but they represent extra Rupies and Vials to embark on our budget experience. Plus, we can easily complete those while playing practice matches, so they won't delay you.

Invites Friends

In case you have friends playing the game, or eager to test it, head to the "Invite Friends" menu in order to grab your Invite Code or enter the one of your Friend. You will both get extra Rupies as rewards as you play the game and progress through the ranks.

My invite Code is axE526Y is anyone wants to use it. Upon using it, you will receive 2,000 rupies, which represents 4 cards packs !

Open All Your Card Packs

Each pack contains 10 cards, and we have the guarantee to get a Legendary every 10 packs we open. After completing all my quests and grabbing the multiples rewards from the gift tab, I believe I opened 30 to 40 packs, which gave me close to 100 cards across the 142 one can collect in this first expansion: Legends Rise. Sure, we need to get every card in three copies to refine our decks, but this already helps us a ton to pick our deck.

First, we can scan our collection to check which legendary card we got. These are the most expensive to craft, so it is unlikely we will have the Vials for them early on. Plus, a deck can contain up to three copies of the same legendary, so completing the full set is going to take a bit.

Then, if we had our doubts about a specific synergy, we know have cards to build a deck, not necessarily a good one, to take into a practice match. Here, don't consider the power level at all, that will change immensely in the near future. Instead, just gauge how much fun you are having, and whether this is a game play you want to invest into in the near future.

The preliminary steps are done, let's pick our deck.

Claim Your Free Deck!

We have nine possible decks to pick from. I would recommend checking the Legendary and Gold cards in each of those. You should be able to create the Bronze and Silver ones swiftly, so missing certain ones isn't an issue.

Starter Decks

Overall, the Puppetry Portalcraft seems to be the strongest deck out of the box, followed closely by the Ramp Dragoncraft deck that requires some Gold cards to upgrade. Spell Runecraft is also a great longer term pick as the class overall seems to be one of the strongest. Here's a more detailed breakdown of each deck.

Havencraft

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10164120 and 10163110 are great cards, but only one copy hurts this deck's consistency a ton. Plus, I probably wanted 10164110 as the legendary card for this deck. Then, if you want to pick Havencraft, I hope you opened some of those cards in your pack, or willing to invest most of your vials into creating the missing copies.

Abysscraft

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To be fair, Abysscraft probably is the weakest route to take early on in my opinion. Even more so if we decide to play it on a budget. Indeed, dealing damage to our leader will only put us at greater risk of opposing Storm units. The developers probably felt that too, hence why we have so many gold cards in this deck.

Playing control requires having the appropriate cards to close the deal in the late game, or the threat will eventually get too big to deal with. Doing it while hurting our leader as well just seems too much to ask. The developers probably felt that too, hence why we have so many gold cards in this deck. These rare cards are the huge upside of picking this deck.

10103110 is a great neutral card you will be able to use in other decks.

10153120, 10153130 and 10154110 appear to be key for the deck to work, so we definitely want these two in our collection to play Abysscraft.

Dragoncraft

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Two more of 10143120 will likely be required for this deck to be consistent. Otherwise, we are missing the big card to ramp towards. Fortunately, there are Gold cards we can use for the job, which we should be able to create or land in a pack quite quickly. 10143110 and 10143140 are our targets here. If you can get these, this is a solid starter deck, with a rather simple game plan to follow.

Portalcraft

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Without any additions, this deck is one of the best available in my opinion. First, summoning 90071120 is a great defensive mechanic so we should be good when it comes to limiting our opposing development. Then, we also get some win conditions with 10174120 and 10173130 to pressure in the late game.

Overall, a very cohesive deck we can improve with a few additions.

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There are a few cards with no business being in this deck, such as 10172120. Still, this could be a good deck if we consider everyone is limited in the cards they can play. Indeed, we can build our big robot using Bronze and Silver cards only. If we wanted to take on tougher competition however, we would need to improve our defensive capacity, finding more copies of 10173210 and 10174130 at the very least.

Runecraft

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10134110 is a fantastic finisher, and this deck packs a few powerful AoE to make sure tokens won't overwhelm us too easily. However, what I dislike with this particular pick is the lack of flexibility going forward. If you pick this deck, you will have stay within the Earth Rite synergy almost exclusively.

Make sure you give it a try in the tutorial, or build a gimmick deck to take to a practice match before picking it.

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10032120 is an awesome card to have early on, as energy cheating patterns tend to be the strongest thing one can do in most card games. Plus, 10133320, 10133310 and 10134120 are all solid cards that we should keep in the refined build.

One big weakness to note is the tangible lack of early defenses. Still, we should be able to find some help from bronze and silver neutral cards if 10131320 would not be enough to hold the fort until 10132130 comes to clean the opponent's board.

This deck was my pick to get started. Not only I believe Runecraft will be a strong class, I also like the fact this deck has a budget win condition in 10032120, so I can build around that until I unlock more legendary cards.

Forestcraft

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We have most of what we need to create fairies, but not many of the cards to benefit from them. Indeed, apart from 10114110 and one copy of 10113140, there is very little in this deck to push for the win.

Then, while I believe the Forestcraft synergy is a strong one, picking this particular deck will require getting 10114130 at the very least.

Swordcraft

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Arguably, two more copies of 10123130 are enough for this deck to be cohesive. Plus, a lot of good cards in the Swordcraft class are silver, so creating them should not be too expensive.
However, in case our early followers would be dealt with by our opponent, we need to pack some sort of late game punch. Unfortunately, this is what this deck lacks the most, with only one copies of 10124110 available for the job.

Top 3 Non-Legendary Cards to Craft for Each Class

Playing on a budget requires a powerful good luck charm to help us during pack openings, and a good use of our Vials, the currency used to create cards. Here is our top 3 for each class, alongside a few neutral cards as well.

Rules are: No Legendary picks, and only one gold card can be in the top three of a class.

Abysscraft

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In a class with a flurry of disposable units to summon, this will often be removal for 2 play points.

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Although it is a little pricey, this card helps with some core synergies of the Abysscraft class, both growing our necromancy and giving us a flexible summon later on.

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10153130 deserves to be mentioned as well, but the 2-cost takes the crown for its flexibility and ability to stabilize the early game.

Dragoncraft

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A Dragoncraft deck will have to clear the board at least once before switching to dropping late game bombs. For its cost, this card should clear most followers when played on turn four or five.

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Usable with the temporary play point on turn two when second to search for 10042310, or for sustain late in a match. Ramp decks need this type of card in order to be reliable.

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Until you get legendary cards to ramp towards, this big dragon will represent a solid win condition, as it can storm your opponent for more than half their health with an Evolve or Super-Evolve.

Forestcraft

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This is possibly a [6/5] for 2 play points. Pretty good deal.

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You need three copies of this card if you intend to play Fairy at some point.

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Drawing two cards per turns when you play this on turn three sounds pretty amazing.

Havencraft

[cards10161210][/cards]

Pay one, draw two and synergize with other amulet related cards. Sign me up!

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A good damage to cost ratio, especially as we can pay early, and reap the rewards later.

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If you want to play an Amulet deck, you likely need to get three copies of this.

Portalcraft

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It might not stay for long on the board, but we just need one play point to summon a puppet able to remove anything thanks to being granted Bane. Plus, it forces a reaction from our opponent.

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Three [2/1] Puppets with rush for free is very strong in order to deal with opposing followers. If you already had other Puppets in hand, this card is great value.

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The most flexible gold card, whether you intend to play Puppet or Artifact. She won't be a key card to your synergy, but won't ever disapoint either.

Runecraft

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They give us 10131320 if we pick either Runecraft decks, but it would have took the belt otherwise. With that said, this one easily grows to be a [4/4] deal 4 damage, and that's on a bad day. Great card to come back after we played spells early and gave our opponent a bit too much freedom.

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We need early cards to play not to let our opponent develop freely early on. This is an early drop we can also evolve if we fell behind early and needed to be a little more tight on the board.

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Spellboost it to five once, and you'll never go to not playing this card.

Swordcraft

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Not great early on, but a fantastic removal later on, to get rid of Ward followers for cheap.

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Flexibility depending on the situation, and both choice are pretty good. Note that there is a lot of density amongst Swordcraft Silver cards.

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Minimum, it is a [6/6] Evolve. That's worthy evolve if I have ever seen one.

Neutral

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A decent defensive tool for a deck scared to get rushed early on by a Swordcraft or Fairy opponent.

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An cheap follower you can include in any deck you need help stabilizing that phase of a match, or lacking removal.

Conclusion

I hope this guide to your first steps in the game helped. 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.

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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