Shadowverse is an online, collectible card game that was released by Cygames on June 17th in the year of 2016, and has slowly been rising in popularity all across the globe. The card game style is very similar to Pokèmon, a game we all know and love, in that you collect cards from individual packs so that you may form a deck you can use to defeat online opponents with ease.
However, there is much more to Shadowverse than meets the eye. Along with online private matches and arena brawls that make the game diverse and thrilling, there comes a unique storyline that connects to each deck. These decks are Forestcraft, Swordcraft, Dragoncraft, Runecraft, Havencraft, Bloodcraft, Shadowcraft, and Portalcraft, and we’ll get to those in a minute with this fantastic list.
Eight significant characters practice these crafts and have personalities, but all have one goal in mind; to defeat a dimension ruling goddess, Nexus, that was let loose onto the world by an irresponsible priestess. The different decks you can use to defeat Nexus provide a wide variety of strategies that allow you to test the waters with something you might find unusual or exciting. After choosing your deck, you can use that confidence to dominate the arena battles and online matches that also come with the game, making this list a must for all of your Shadowverse questions.
10. Gallant Gourmet (Swordcraft)
Swordcraft itself is a craft that functions with the speed and agility that one would need to command a real army, and that means getting your hits in as quickly as you can so that there’s no way your opponent can catch up. However, if you happen to end up going second, you’ll need wards to prevent your opponent from attacking you while you regain your footing. This is where the deck Gallant Gourmet comes in, as it manages to cover both of these bases.
What is so great about Gallant Gourmet?
- Like I mentioned above, any Swordcraft player needs to be prepared for both situations, and this deck covers every base possible.
- It has several cards with rush, that allow followers to attack other field enemies on the first turn, as well as several cards with storm that allow followers to attack the enemy leader on the first turn
- There are several Naterran cards in the deck, cards that specialize in speed and allow you to draw up as many cards until you find the right one for your turn
- These Naterran cards also give other followers special abilities if enough of them are played, and can even be used as healing cards
- There are many cards, such as Gilded Boots, that allow you to give a follower rush so that they can strike the same turn, and it’s counterpart Gilded Necklace assists in giving more defense points to your wards, making it harder to eliminate them
- It’s two main card strengths are the cards Bayleon, Sovereign Light, and Mistolina, Forest Princess. We’ll get to those in a second
How to play Gallant Gourmet Effectively
- If you happen to get the opportunity to go first, and you have a Quickblader in your hand, a one-play point follower with storm, use it immediately. This is a strategy that allows you to go straight onto the offensive, which Swordcraft is originally meant to do. However, if you don’t and manage to get a Tempered Aether, use that instead as it gives you a Naterran card you can use to draw cards with eventually
- On your next turn, when you have two play points, use the Naterran card Lupine Hunter. It will give you another Naterran card that you can draw another card with. There are a few two play point cards you can use, but I recommend the Lupine Hunter as it has a decent amount of defense that can keep it going for a turn or two, especially if your opponent is significantly behind
- Next, use the three play point card, Adept Thief. This card lets you put either a Gilded Boots or a Gilded Necklace into your hand. This may be a basic card, but it gives you a great card you can store away for later or use the same turn if you have an extra play point. Now we’re really getting into it
- This is where one of our prized cards comes into play, Bayleon, Sovereign Light. Not only is he a ward, but he has a special leader skill that lasts for the remainder of the match. This skill is that whenever a spell or effect restores your play points, you put a King’s Might into your hand. A Kings Might gives an extra point of attack to any follower in play and played with a Gilded Boots on the same turn, you can have a very powerful follower
- Next, if you have her in your hand, you would play Mistolina, Forest Princess. She is a perfect partner to Bayleon, as she is also a ward, and allows you to put the card A Princesses Strike into your hand. This card does five damage to an enemy follower and lets you recover two play points. This automatically activates the Kings Might, and at this point, your opponent cannot keep up
- The Naterran cards help you draw Bayleon and Mistolina, while the gilded cards can easily be saved for later for extra damage just in case
Card List (x’s with numbers tell how many of each card are in the deck)
- Quickblader x3
- Tempered Aether x3
- Kunoichi Trainee x2
- Lupine Axmen x3
- Elegance In Action x3
- Pecorine, Peckish Princess x1
- Albert, Levin Champion x2
- Mistolina, Forest Princess x3
- Meet The Levin Sisters! x3
- Oathless Knight x3
- Levin Archer x3
- Valse, Champion Deadeye x3
- Adept Thief x3
- Bayleon, Sovereign Light x2
- Swift Tigress x3
Overall, this guarantees you a very strong win, and I recommend this deck for anyone, especially those who specialize in wards and Naterran cards. Winning in Shadowverse makes the game all the more fun, and this deck guarantees it! Coming up next, we have Bloodcraft for all you vampire lovers out there who love to play Shadowverse on their “coffin breaks.”
9. Crimson Flowerbed (Bloodcraft)
Bloodcraft is for those of you who like vampires and living dangerously. It is very similar to Swordcraft in that you need to get your hits in as quickly as possible, but there’s an extra twist involved. Bloodcraft has a special technique called Vengeance and it takes place when your leader’s defense reaches ten, half of the full twenty. When you activate Vengeance, many cards special effects activate with it. But there are also cards that let you reach Vengeance at a quicker pace, letting you activate your most powerful cards. It takes finesse, attention, and speed, making the deck Crimson Flowerbed the perfect deck for the craft.
What is so great about Crimson Flowerbed?
- This deck helps you reach Vengeance faster than the natural pace but also has many a card that protects you from getting taken out the minute you reach it.
- It has many low play point cards that already put you on the fast track to Vengeance while doing damage to the enemy leader and enemy followers at the same time, such as the amulet Restless Parish, which does damage to your leader for a countdown of one and the one play point Disciple Of Lust that allows you to do the same thing as a follower
- There are several low play point cards that, while doing your leader damage, allow you to draw cards whenever damage takes place until you find a ward as an insurance card or another follower
- Some of these cards can also allow you to add defense and attack to a follower in your hand, serving as a nasty surprise for your opponent later in the match
- There are also many cards that function as followers who heal at the same time. For example, if you’re already on Vengeance but only have five defense left, one of these cards such as the gold card Flauros, can heal you just enough for protection, but still, help you remain in Vengeance.
- Many of the ward cards also give you the ability to draw two of the key cards that make Crimson Flowerbed so effective, these cards being Narmaya, Ephemeral Blade and Crimson Rose Queen which will be talked more about later
How to Play Crimson Flowerbed Effectively
- Whether or not you go first or second and draw both a Restless Parish and A Disciple Of Lust at the same time, automatically play both immediately. The Restless Parish amulet only costs zero play points, and automatically does damage to your leader, but also lets you draw a card you might have been looking for. Play the Disciple Of Lust directly after, as it does the damage to you as well, but also possesses last words. Last Words is an effect that takes place after the follower is destroyed, and the Disciple Of Lust automatically does damage to the enemy leader when killed. You’re already on the fast track to victory
- On your next turn, it is crucial that you play the card Alexandrite Demon, as it automatically gives you the opportunity to choose between two cards: the Blazing Sapphire or the Blazing Ruby. Both cards are very useful with their effects; Blazing Sapphire allows you to draw two cards and then does two damage to your leader once destroyed, while Blazing Ruby can destroy an enemy follower and does two damage to your leader when it is destroyed as well. Both cards are very useful, and, depending on your current situation, you choose whichever fits you at the time
- There are not many three play point cards in this deck, but that doesn’t matter. It’s important to be careful here, as we evolve the next turn. This means playing the Bloodthirsty Hamster is the way to go. It doesn’t possess an effect that could immediately affect your leader unless something damages you. It makes a good filler card for what is about to happen next.
- Whenever it’s time to evolve, and you’re especially lucky if you went second and get to evolve first, it is incredibly crucial that you play Narmaya, Ephemeral Blade, and evolve it. It’s evolved effect automatically drops your defense to ten, giving any card affected by Vengeance, it’s ultimate power
- After this, use any card possible that helps you draw from your deck. This deck has many low play point cards, as they will be important to active the card Crimson Rose Queen in just a few turns
- Now here we are. It’s been a few turns and we’re up to the eight-play point card the Crimson Rose Queen. This card automatically turns each card you had that was two play points or less into a Crimson Burst, which allows you to do three damage to an enemy and assist in healing yourself. These cards only cost two play points, and if you have enough in your hand, your opponent is officially doomed. Game, set, match.
Card List (x’s with numbers tell how many of each card in the deck)
- Restless Parish x3
- Disciple Of Lust x3
- Bewitching Succubus x3
- Alexandrite Demon x3
- Vira, Knight Fanatic x2
- Bloodthirsty Hamster x3
- Servant Of Lust x3
- Blood Pact x3
- Razory Claw x3
- Valnareik, Omen Of Lust x2
- Dark General x2
- Narmaya, Ephemeral Blade x3
- Flauros x3
- Evil Eye Demon x3
- Crimson Rose Queen x1
This deck is as thrilling as a roller coaster, promising a win for those desiring an intense, sure-fire win. Shadowverse is exciting enough, and this deck only adds to the excitement. Next, we have a deck for all the Harry Potter fans or those inspired by the wonderful worlds of witchcraft and potions. It’s Runecraft!
8. Let’s Get Catty (Runecraft)
Runecraft is for those who want to specialize in magic, earth rites, and spellboosting. Spellboosting refers to cards that aren’t amulets or followers, but cards that affect a follower’s status, your status, helps you to draw cards, or can even damage the enemy leader. If you use enough of these cards, other cards in your hand or deck will be “spellboosted,” meaning that effects that activate by spellboost currently taking place. It takes attention to detail and finesse as well, making the deck Let’s Get Catty perfect for the job.
What is so great about Let’s Get Catty?
- This deck is a mixture between the Natura style and the Mysteria style, meaning that things get spellboosted quickly. Runecraft is often accused of being a “slow deck,” meaning that an opponent could have easily taken you out while your cards were getting spellboosted. That isn’t the case here, and Let’s Get Catty puts that rumor to shame.
- It’s lowest play point cards are mostly spells for the spellboosting and Natura cards that serve for drawing other cards that can be either extra spells or more followers
- Most Natura cards, in general, put a Naterran Great Tree into your hand, and once you have two of those, you can destroy one with the other which lets you draw a card. The Naterran Great Trees help you active the card Riley, Hydroshaman, and the all-important Viridia Magna. We’ll get to those soon
- Let’s Get Catty is not a very defensive deck, meaning that beyond Viridia Magna, it has no wards. This may seem scary, but it is in fact the opposite. With so many Natura cards and so many early opportunities to spellboost, this deck can move just as fast as a Swordcraft deck. It easily gets its foot in the door and makes for an incredibly quick win, as you’ve been drawing cards all this time while spellboosting them
- Now there are a few Mysteria cards in here, a particular deck that relies primarily on nearly spellboosting alone. While it seems like these may be useless in a Natura deck, they actually aren’t. If you don’t have any Natura cards in your hand at the moment, the Mysteria cards serve as a great distraction, not only making your opponent believe you have a completely different themed deck but also letting you spellboost by drawing cards
- The spellboosting comes in handy once again as do the Natura cards, as there are many high play point cards with abilities to destroy many enemy followers at once and even drop the enemy leader’s defense down to five, which is almost impossible to recover from
How to play Let’s Get Catty effectively
- Since there aren’t any one-play point follower cards in this deck, you can either choose between two spell cards if you happen to draw both at the same time, these cards being Insight and Arcane Aether. If you have both your hand, automatically choose Arcane Aether first, as it puts a Naterran Great Tree in your hand. This gets the ball rolling on the Natura track. If you only have the Insight card, play that instead. You’ll still be drawing a card and spellboosting your deck
- Assuming you have any followers in your hand, put into play your Geloementist. You’ll be putting another Naterran Great Tree into your hand, which can be paired with the other one if you play them both at the same time. But say you don’t have any followers or particularly useful spells. If this is the case, put into play your Naterran Great Tree. It seems like a bit of a risk, which it can be, but it always works if you play it effectively
- Now it’s our third turn, and while there might be many options in your hand, your best bet is to play your Passionate Potioneer. If you have one Great Naterran Tree in play, and another in your hand, you can utilize this card to bring the other tree into play. The Passionate Potioneer allows you to subtract one play point from any amulet in your hand. Subtract the play point from your tree, as it’s cost is only one. Its cost will now be zero and you can put it into play with the other tree, destroying it and letting you draw another card. Try to destroy as many trees as you can, as this will come in handy for later
- It’s your fourth turn and you can either evolve or are one step closer to being able to. There are no four play point cards in this deck, but that doesn’t prevent this deck from working. If you feel like you’re running out of options, use the spell card Magic Missile if you have it. You’ll be doing damage to another enemy and drawing a card. Next, if you have another Geloementist in your hand or happen to draw one, play it as well, as it gives you another Great Naterran Tree to use
- Regardless of what you draw in your fifth turn, put your Naterran Great Tree into play immediately. It should destroy the one you already have in play and let you draw another card. Since you should have five play points left, utilize the other four to the best of your ability.
- Now it is turn six, and time to use the nearly impossible card to get around; Viridia Magna. This is a neutral card that can be used with any deck, and it works perfectly. If you’ve destroyed at least one Great Naterran Tree this match, which you have, you get to attack twice with rush and bane, destroying almost any enemy you attack. However, there is more. If you’ve destroyed at least three Great Naterran Trees, which you have, a Viridia Magna will automatically show up and evolve itself at the beginning of your next turn if you didn’t already have one. This lasts for the rest of the match, ensuring a level of safety. At this point, you continue to play as normal until you come across our most prized card
- It’s near the end of the match, and you’re either close to victory or need a tiny boost. You now draw the gold card Riley, Hydroshaman. This card has storm, letting it attack the enemy leader on command. However, what makes it so special is that its power is to make its attack and defense equal to the number of Great Naterran Trees you’ve put into play this match, which is a lot. Now, you have your guaranteed win
Card List (x’s with numbers tell how many of each card are in the deck)
- Insight x3
- Arcane Aether x3
- Geoleomentist x3
- Extreme Carrot x3
- AereoElementalist x3
- The Mysterian Project x3
- Magic Missile x2
- Pyromancer x3
- Passionate Potioneer
- Chaos Wielder x3
- Viridia Magna x2
- Karyl, Catty Sorceress x1
- Apex Elemental x3
- Fiery Embrace x3
- Riley, Hydroshaman x3
This deck is for those who like to think things through and love the thrill of a strategist battle that’s thrilling in its own way. Shadowverse has something for everyone, and if you want something with the extreme intensity of a chess match, go for it. Next, for those dragon tamers out there looking to train one of their own, we have Dragoncraft!
7. Ready, Set, Brawl! (Dragoncraft)
Dragoncraft is similar to Bloodcraft in that it has a special that activates when it gets to a certain point in the game. However, this one doesn’t focus on your HP but on the play points you have. Once you get to exactly seven-play points, the effect Overflow activates. You want as many cards in your deck that allow you to gain play points faster than your opponent and in general. Overflow activates special effects on various Dragoncraft cards in your deck, allowing you to crush your opponent. Ready, Set, Brawl! can give you perfect results
What is so great about Ready, Set, Brawl!
- Ready, Set, Brawl! is an exclusive Natura deck, and, like all Natura decks, relies on the Aether cards to give you Naterran Great Trees. This also activates special effects on the cards that you’ll draw later on. This is common in most Natura decks but is a great power play regardless
- Be prepared for many low play points cards in this deck that help you to draw other Natura cards rather quickly, some even giving you more play points early in the match so you can reach Overflow quickly
- There are a lot of cards this deck with the special effect Last Words, meaning that once a follower is destroyed, these effects will automatically take place. Many of these Last Words effects for this deck involve drawing cards with Naterran Great Trees, setting you up to draw your future power play card, Valdain, Cursed Shadow. We’ll mention it in a minute
- More than a few spell and follower cards that allow you to do extra damage to enemy followers and the enemy leader. These come in handy if you don’t have any followers in your hand at the time
- If the going gets rough, you have two high play point insurance cards, the Wildfire Tyranosour, and the Hoarfrost Triceratops to keep you going. With the abilities to attack everything on the field at once, the enemy leader is as good as gone
How to use Ready, Set, Brawl! effectively
- Just like the previous Runecraft deck, the only one play point cards are spells. These spells are Blazing Breath and Feral Aether. If there are no followers on the field, automatically use your Feral Aether, as Blazing Breath does two damage to an enemy follower. If there are no enemy followers in play, it will not work. So use your Feral Aether first, as it gives you a Naterran Great Tree which always comes in handy later. However, if you have both and there is an enemy follower in play, still use your Feral Aether. It may seem risky, but it’s easier to play catch up later
- Next, utilize your Lightning Velociraptor. This follower puts a Great Naterran Tree into your hand and also leaves you something on the field to be attacked instead of you. If you still don’t have any followers, put your Great Naterran Tree into play while using your Blazing Breath on whatever the enemy has in play
- It’s your third turn and, ideally, you’ll put the follower Whirlwind Pteranodon. You should already have a Great Naterran Tree in play so that when this card comes in, it will use it’s fanfare effect to destroy it. It will also give you an extra play point so that Naterran Great Tree you might not have been able to play before. It’s last words put a tree into play if there wasn’t already one there
- Now it is your fourth turn, which means it’s time to play your Valdain, Shadow’s Corrosion. Regardless if you can evolve or not, Valdain puts the spell Shadow’s Corrosion into your hand, a spell that allows you to do an equal amount of damage to the enemy leader via how many Great Naterran Trees you’ve destroyed. This effect lasts throughout the whole match, and you’ve destroyed quite a lot of trees so far
- While you’re waiting for turn nine, you can use several cards to ensure that you make it there. You can use your ward, the Dragonguard, to prevent yourself from being hit. Your Hoarfrost Triceratops is ready to fire, as it destroys the Naterran Great Tree you should have on the field while destroying an enemy follower. It’s last words bring a tree onto the field, but it’s almost time
- You’ve made it through to turn nine. With all of these Natura cards in your hand courtesy of the trees you’ve destroyed, it’s time to put them to work. The Shadow’s Corrosion has been working it’s magic the whole time, and your opponent is significantly damaged.
- Now, you bring your Wildfire Tyrannosaur into play for evolution (this is why you save your evolution points). Finally evolved, your dinosaur will discard every Natura card in your hand, which is a lot, and does equal damage to any enemy on the field, including the leader. They were already on their knees, and now they’re in the ground
Card List (x’s with numbers tell how many of each card are in the deck)
- Blazing Breath x3
- Feral Aether x3
- Lightning Velociraptor x3
- Dragon Oracle x3
- Orca Run x3
- Dragon Chef x3
- Whirlwind Pteranodon x3
- Ian, Dragon Buster x3
- Valdain, Cursed Shadow x2
- Phoenix Howl x3
- Dragonguard x2
- Hoarfrost Triceratops x3
- Helix Mushussu x3
- Kaya, Draconic Brawler x1
- Wildfire Tyrannosaur x2
If you enjoy taking trips back to the Jurassic age with a dragon-like twist and like to crush your opponent as quickly as you can, then this deck is for you. If you enjoyed Bloodcraft as well, this deck is definitely for you. Up next, do you like ghosts? Skeletons? Zombies? This next deck will give you chills; it’s Shadowcraft!
6. Amethyst: Resistance (Shadowcraft)
Shadowcraft is an extremely unique craft that sets it apart from the others. It relies on a special skill called Necromancy, which relies on the destruction of your own followers. Once you have a certain amount of Necromancy points, you can activate different skills on different cards by using shadows, shadows being the number of followers you’ve destroyed. Sometimes this craft can seem a bit slow, but it is far from it, and Amethyst: Resistance proves this point
What is so great about Amethyst: Resistance?
- Amethyst: Resistance specializes in gaining shadows quickly, primarily with the card Nicola, Forbidden Strength, a powerful card with a very low play point cost that will come up sooner. It has similar low play point cards that allow for allied followers to be destroyed quickly with a purpose versus no purpose at all
- Many of these low play point cards manage to get damaged from the very start, whether it be to the leader or any follower. If these cards are any type of follower, they suffer the fate of being destroyed but also gain extra shadows
- It has plenty of cards with the skill Reanimate. This effect allows us to bring a destroyed follower back onto the field using a certain amount of Necromancy points. The followers may not be reanimated with their special skills, but it always helps to have anything on the field
- Amethyst: Resistance is also a Machina deck. Machina decks often specialize in summoning or drawing other cards from the deck. Many of this deck’s primary defense cards or cards with rush, meaning they can attack other followers the same turn they were played, are Machina cards
- It has two major legendary cards that are used as healing cards, with one of them summoning a ward, which is extremely useful if you’re running low on health or have a special strategy in mind that requires some thinking
How to use Amethyst: Resistance effectively
- This deck has no one play point cards, but that doesn’t make it impossible to use. You draw three cards at the start of your turn and are allowed to draw all three cards, two cards, one card, or no cards at all. You should redraw all three cards unless you happen to find another useful card until you get Nicola, Forbidden Strength
- Now that you have Nicola in your hand, you should play it at once. Nicola, Forbidden Strength has the special last words ability so that each time it is destroyed, you gain an extra point of attack to use against your enemy. You can either leave it in your hand, or you can play it once its attack is equal to four. Once it is four, you can play Nicola again, reducing its attack to one. This may seem useless, but this is not so once it lets you draw the card, Forbidden Art. When you can play it, you can deal four damage to an enemy. However, if you wait until your Necromancy is at twenty, it does ten damage. Regardless, playing it on your second turn works effectively
- You also only have one three-play point card, the Disciple Of Silence. While it is useful, I recommend waiting for a turn or two until you use it. Instead, use either your Deadly Dreamer or your Manifest Malice. The Dreamer summons a Ghost amulet once it is destroyed, and the Manifest Malice does two damage to an enemy follower while summoning a Ghost. Destroying Ghosts time and time again raises your Necromancy count
- If you can evolve, I recommend putting your Anea, Amethyst Rebel into play. It will automatically summon a Roly-Poly MK1 into a play, a ward that can only take one damage at a time. If it gets destroyed at the end of the turn, don’t get worried; since no Roly-Poly will be in play, Anea’s fanfare will put a Fleeting Joy into your hand, a spell that will let you heal yourself at any time. Your opponent wants to get Anea off the field as quickly as possible, contributing to your shadows
- If you’re currently in a tight spot health-wise or need to take a pesky enemy ward out, play your Ceres, Eternal Bride. Ceres restores three defense to you, and, once she attacks, does three damage to the enemy follower she chose before they can fight back. She also lets you put an Eternal Vow into your hand, a spell card that lets you subtract two play points from any card in your hand
- Now it’s finally time to use Nicola again, or rather his Forbidden Art card. If you chose to wait or move quickly and have gained twenty Necromancy points, you can use his Forbidden Art to do ten damage to the enemy leader. They have already been attacked by you and now have no chance of return
Card List (x’s with numbers tell how many of each card are in the deck)
- Spartoi Sargeant x3
- Spectre x2
- Nicola, Forbidden Strength x3
- Ghoul x3
- Deadly Dreamer x3
- Undying Resentment x3
- Manifest Malice x3
- Disciple Of Silence x3
- Bone Drone x3
- Aenea, Amethyst Rebel x2
- Robozombie x3
- Ceres, Eternal Bride x1
- Steelclad Minotaur x3
- Colossal Skull Lord x2
- Baleful Necromancer x3
Dark and mysterious? Creepy and ghostly? If you like these things, Shadowcraft is for you, and if you like to win, this deck is calling your name. Up next, we have the top five! Starting with the world of elves and fairies, we have Forestcraft!
5. Pure Devotion (Forestcraft)
Forestcraft is very similar to Swordcraft in that it relies on many low-cost cards that can be put onto the field your very first turn. Many cards can summon fairies into play or into your hand, and this makes it easier to play multiple cards at once. This deck is also another Natura deck, and fairies and low-cost cards make Pure Devotion the perfect deck for the win
What is so great about Pure Devotion?
- Pure Devotion is primarily a Natura deck again but is easily one of the most powerful. It’s Naterran Great Trees allow for many effects to be activated once fairies have been brought into play, and there are several cards such as the Water Fairy or the Fairy Whisperer that make this happen
- High-level cards don’t need to be in your hand for other effects to be activated. This means that even if the cards aren’t in your hand, they can still be changed by any particular movement you make in the game
- There are many cards that, when a certain number of cards have been played, do significant damage or allow other Natura cards to be given special effects they didn’t originally have
- There are two spell cards and one follower, the follower being Irene, Forest Defender, that do damage simultaneously while drawing cards. It helps to hurt the enemy leader while you’re looking for that perfect card to turn the match your way and end it
- There are no wards in this deck, but that is simply because the deck is believed to be so fast on the offense that your opponent can’t even get followers on the field to injure you
How to use Pure Devotion effectively
- You’re back with a Natura deck, meaning that you have a Fertile Aether in your hand that costs one play point and, if used, can let you summon a Great Naterran Tree. If you don’t have any one-play point followers, this is the way to go. However, there is one follower, the Water Fairy, that allows you to put one fairy into your hand, which is very useful for later. Overall, use the Water Fairy first
- Next, assuming you have no two-point followers, use your Fertile Aether to gain a Great Naterran Tree and put your tree into play. If you do end up drawing a follower, and you draw both a Fairy Whisperer and a Blossom Spirit. Use your Whisperer first with its fairies, as your Blossom Spirit puts fairies into play and gives them a higher boost in HP and attack. However, this only happens when you have a Naterran Great Tree in play, meaning that if you didn’t already have one, it’s advised you wait
- It’s your third turn, and now it’s recommended that you play both your Fertile Aether and the Naterran Great Tree that comes with it. Things may seem slow, but they’re about to pick up quickly
- It’s your fourth turn, and it actually works quite well when you can’t evolve the first time. Now you can actually put your Blossom Spirit into play because you should have a Great Naterran Tree on the field, meaning that the Spirit will summon a fairy at the end of your turn and raise its attack and defense by one. This still works with fairies you put into play, but make sure you have a least two in your hand at this point
- Why are the two fairies so important? Well, ideally, you have a Ladica, the Stoneclaw in your hand. If you have two fairies in your hand, you can deal four damage to an enemy follower, useful for taking out pesky wards. But if you still have the all-important Naterran Great Tree in play, you can evolve her without using any points, letting you put a Send em’ Packing into your hand. Don’t play it too soon, or right after you send it into play. You’ll need it later
- The best part about Pure Devotion is that it’s most powerful cards don’t cost much in terms of play points, making things quite easy in turns of destroying your opponent. When your seventh turn rolls around, you’ll want to play your card Omnis, Prime Okami. This card allows you to return two cards to your hand while summoning a regular Okami with rush, also raising its attack by the number of cards you returned. Your Prime Okami has storm itself, but what if it can’t attack right away? There’s something perfect for that
- If you saved your Send ‘Em Packing, you can ruin the effects of any enemy follower before destroying it. This helps your Prime Okami out. While you can’t play both at the same time, your enemy will have a difficult time recovering from Send ‘Em Packing. Now you play your Prime Okami.
- Your summoned Okami can destroy any follower potentially in the way, and your Prime Okami can follow up by crushing the leader, as they couldn’t catch up to any of your fairies or Ladica
Card List (x’s with numbers tell how many of each card are in the deck)
- Water Fairy x2
- May, Eager Elf x3
- Airbound Barrage x3
- Fertile Aether x3
- Fairy Whisperer x3
- Wellspring Elf Princess x3
- Ghastly Treant x3
- Blossom Spirit x3
- Avatar of Fruition x3
- Kokkoro, Faithful Guide x1
- Sylvan Justice x3
- Irene, Forest Defender x3
- Harvest Season x3
- Ladica, the Stoneclaw x2
- Omnis, Prime Okami x2
Excited for elven archers and mysterious wolves? Interested in another fast-moving Natura deck with plenty of fairies? Pure Devotion is the best deck for you if you want a sure-fire win in Forestcraft. With low play point powerhouses, you’re a shoo-in. Next, we have a craft that specializes in amulets and wards, focusing on the beauty and safety of white knights and holy falcons. It’s Havencraft!
4. Godsworn Warriors (Havencraft)
Havencraft is a craft that specializes in heavy defense and high attacks that are the result of the defense. Havencraft is famous for its amulets which, one their countdowns are complete, summon a powerful follower or do a significant amount of damage. That is what the wards are for. The wards protect your leader from being damaged while your amulets are counting down, leaving the enemy leader no choice but to take down your followers before they attack you. This makes Godsworn Warriors perfect for the job
What is so great about Godsworn Warriors?
- Godsworn Warriors also has a healing aspect to it, meaning that not only is it filled with wards that prevent damage from being done to you, but also contains amulets and followers that heal you should you actually take damage
- This deck also has many countdown spells, meaning that there are spells that speed up the countdown of certain amulets. This activates them sooner than their original countdown
- Godsworn Warriors possesses many cards that can’t be taken out by special effects or certain spells. For example, the ward White Tiger cannot be damaged by spells or effects. This means that your opponent has to have a physical follower on their field to take it out. If they don’t, the White Tiger stays
- You also have a good number of one play point cards, meaning that there is a decent chance of you drawing one and getting it on the field your first go
- Speaking of one play point cards, many of these cards have special effects that can be activated if you use them later rather than now. They will cost more play points than the original card, but if you need the effect immediately, waiting is the perfect choice
How to play Godsworn Warriors Effectively
- At the beginning of the match, when you can choose to redraw your cards, do not draw anything else if you have the card Elana, Purest Prayer. Already you have a shot at a win. Meanwhile, if you happen to get a one play point card, keep it. You have what you need. There are three one point amulets; the Featherfall Hourglass, the Golden Bell, and the Sealed Tome. Even if you’re lucky to have all three or have to choose between two, choose the Sealed Tome. Its last words after one turn are to draw a card, and if you don’t have Elana, Purest Prayer, you want her big time. You can also be reaching for the card Godsworn Alexiel, but either one is good
- Past the first turn, the majority of two play point cards are followers, quite a few of these cards are wards. If you get the opportunity, use your Snake Priestess. She is a ward with only one attack, but three defense, making her slightly hard to take out the first few turns since there aren’t many follower options for either you or your opponent right now. If you happen to get a two play point amulet, make use of your Beastcall Aria. They are the only two-point amulet in the deck, but you should use it regardless. It only has a countdown of three and summons both a Holy Falcon and a Holyflame Tiger.
- All of your three-point cards are wards, it’s simply a matter of which one you use. You have a Temple Defender, a White Tiger, and an Ironknuckle Nun. You should put your Ironknuckle Nun into play because it gives you a useful spell card called Repair Mode, which can restore defense to any follower. Save this for later
- Now it’s your fourth turn and, ideally, you have an Elana, Purest Prayer in your hand. You’re especially lucky if you can evolve first because if you can, evolve her immediately. Not only is she a ward but she puts the amulet Elana’s Prayer into play. This amulet cannot be destroyed by countdown and lasts for the whole match. Every time you or another follower is healed, each follower gets one defense and one attack given to it. If you didn’t get to evolve first, keep your wards up until you can. Then, play the card
- After this, continue with your wards and other healing cards until you draw another ward called Da Le Fille, Gem Princess. She heals every ally every turn, and this effect lasts for the rest of the match, making your wards and allies stronger, as well as keeping you alive. If you didn’t get lucky enough to draw her, you have a good chance to draw the card critical to this deck
- Put into play your Godsworn Alexiel, another ward. Once you do, your leader cannot take more than four damage at a time for the rest of the match, meaning that something that might normally take you out will not. That is if your opponent is still going. At this point, they don’t have a chance. They can’t reach you because of your wards and they can’t damage you enough to finish the job. You’ve got the match in your hands, warriors victories
Card List (x’s with numbers tell how many of each are in the deck)
- Tender Rabbit Healer x2
- Featherfall Hourglass x2
- Sealed Tome x2
- Golden Bell x2
- Snake Priestess x2
- Star Bishop x2
- Unicorn Knight x2
- Colette, Holy Gunner x2
- Hallowed Dogma x2
- Monastic Holy Water x2
- Beastcall Aria x2
- Temple Defender x2
- White Tiger x2
- Jeanne, Beacon of Salvation x1
- Ironknuckle Nun x2
- Featherwyrm’s Descent x2
- Zealot of Repose x2
- Kel, Holy Marksman x2
- Elana, Purest Prayer x2
- Forgotten Sanctuary x1
- Gem De La Fille x1
- Godsworn Alexiel x1
Being thrilled with practicing defense sure gives you a rush, and not being on the offense as often is a very unique experience. If you want a Havencraft win, you can definitely take the route of Godsworn Warriors. However, we have another Havencraft deck up next at number three! It’s Highborn Lady!
3. Highborn Lady (Havencraft)
Just like before, Havencraft specializes primarily with heavy defense and wards, bringing with it significantly higher attacks than originally. However, each craft has a Natura deck, and with the Natura decks being the most powerful in the game right now, you would be remiss not to consider Highborn Lady.
What is so great about Highborn Lady?
- The first question you may have is “what makes Highborn Lady a better deck than Godsworn Warriors?” Havencraft is a deck that is often considered a “slow deck” due to the fact that you have to wait for several turns for your amulets to countdown, leaving you vulnerable to attacks. Godsworn Warriors still defies this assumption, but Highborn Lady adds an extra boost of speed that is uncommon, but useful for a win
- It’s useful Natura properties help you with that speed. Cards such as Snnneak Attack! and Agnes, Hollow Feather help with this. You’ll find out how in a moment
- This deck does have countdown amulets, but the amulets have extremely quick countdowns, not one countdown being over three
- It has at least three cards that can be evolved using no evolution points or can gain storm, such as Saren, Orphanage Matron, and Agnes, Hollow Feather. These are key cards we’ll discuss in a moment
- Many cards with special effects often serve multiple purposes instead of just the one, meaning that you could play them before their original time in favor of a different skill
How to use Highborn Lady effectively
- This deck has an Aether card just like every other Natura deck, with the exception of it being called Virtuous Aether. If you have this card and nothing else to play this turn, play it at once. It will give you a Naterran Great Tree and you can keep that in your hand for later. If you don’t have one, and you have the amulet Snnneak Attack! play that instead. It will summon the follower Meowskers, Ruff-Tuff Major, a follower that when it attacks, it also does one damage to the enemy leader. Even if you have both, always go for the Snnneak Attack! Even though it’s an amulet with three countdown, you’ll still get a follower on the field sooner.
- Next, if you still have your Aether and nothing else, use that to put the Great Naterran Tree in play for later. However, if you have the follower Saintly Squeaks in your hand, play that instead. It will give you a Naterran Great Tree to put in your hand for later. And if you happen to have the card Beastly Vow and nothing else, put that onto the field. It will summon a Holyflame Tiger after just two countdowns. Already, you’re getting things on the field regardless of what you choose, and quickly at that. Just remember to use your trees at some point soon; you’ll need them
- It’s your third turn, and it’s recommended that you use your Alchemical Confectioner. It may be a neutral card, but it still puts two Natura cards from your deck into your hand. If you were missing something before, there’s a decent chance you’ll find it now. As always, if you don’t have any useful followers, use any Naterran Great Tree you might have. After all, if you have one in play and replace it with another, the other tree will get destroyed and you’ll have another card
- Now that you may have the ability to evolve, play your Kel, Holy Marksman, and evolve it. If you’re running low on health, once this card is evolved, you can restore two points to yourself while doing two damage to all other enemy followers, most likely taking quite a few damaged followers at the same time. But you’re not done yet. If you have an Agnes, Hollow Feather in your hand, it most likely costs zero play points. That’s because each time a follower comes into play, one play point is subtracted from its cost, and you’ve been playing a lot of followers. However, save it for your next turn
- If things are getting in your way, primarily wards or followers with pesky last words, use the spell Acolytes Light to banish that irritating enemy. After that, bring into play your Hollow Feather. It has storm, so you can attack at once. If the leader is wide open, go for it
- One turn later, play your Daffodil, Meus Princess. It will put three Great Naterran Trees into your hand which you can play respectively. Each time a tree comes into play, so will a Meus Knight, a tiny ward with storm. If you don’t want to destroy it and leave it for your enemy to deal with, go straight for the throat
- You are on the fast track to victory and, just in case, play your Saren, Orphanage Matron. At this point you should have ten-play points, activating this card’s union burst, an effect that takes place once a certain number of play points is reached. Once you get there, use it, and it will do three damage to all enemy followers, five if your health is low
- If there aren’t any followers left and you have enough damage for the enemy leader to be taken out, do not hesitate. Highborn Lady is a speedy deck for a reason
Card List (x’s with numbers tell how many of each card are in the deck)
- Virtuous Aether x3
- Golden Bell x3
- Snnneak Attack! x3
- Saintly Squeaks x3
- Featherfolk Punisher x3
- Blackened Scripture x3
- Beastly Vow x3
- Alchemical Confectioner x3
- Saintly Core x3
- Kel, Holy Marksman x3
- Daffodil, Meus Princess x2
- Saren, Orphanage Matron x1
- Acolyte's Light x2
- Charaton, Iceflame Priest x2
- Agnes, Hollow Feather x3
If you’re especially into experimenting with Havencraft and speed techniques, this deck is the deck for you! Finally, are you into robots and gadgets? How about puppets? If so, Portalcraft is for you, coming up next!
2. Malicious Marionettes (Portalcraft)
Portalcraft is a craft similar to Shadowcraft in that it has an effect that lasts throughout the match. Similar to Necromancy, Portalcraft has an effect called Resonance, which basically means that once you have an even number of cards in your deck, Resonance activates. Portalcraft revolves around activating the cards in your hand with this effect. However, your Portalcraft deck doesn’t need to completely rely on Resonance in general, and Malicious Marionettes works in this way
What is so great about Malicious Marionettes?
- Malicious Marionettes is what you would call a Puppet Deck. This deck relies primarily on puppets, zero cost followers with rush that can attack at once. If you have enough, you can take out even the strongest followers
- There are many low-cost followers, such as the one above, that give you these puppets that are easy to rely on for damage in tough situations
- This deck doesn’t have much in the way of defense, but that’s because the puppets give you a quick win. The offense is so powerful and fast that you barely need it
- Malicious Marionettes also has a heavy damage card that can take out your opponent in one hit, this card being Maisha, Hero of Purgation, which will be talked about in-depth later
- It also has many cards that can evolve for no evolution points or even gain attack defense numbers if you have enough play points to activate them
How to use Malicious Marionettes effectively
- There are only two one-point cards and one zero-point card. The one point card, a follower called Inspired Inventor, puts either a Hazardous Invention or a Miraculous Invention into your hand. The Hazardous Invention does one damage to the enemy leader once their defense drops below ten, and the Miraculous Invention restores three damage to your leader when your defense is below ten. Always go for the Miraculous Invention
- If you don’t have the Inspired Inventor your first turn but have a spell card called Focus. Play that instead, as it allows you to draw an extra card besides the one you’ll draw next turn.
- When you reach your second turn and happen to have Licht, the Gearturner, automatically put it on the field. Not only does it put a puppet in your hand, but it heals you whenever one comes into play. If you find that you don’t have this card but instead a Bear Puppeteer, still put that into play. It’ll serve as a placeholder before you get the card you need
- Skipping to your fourth turn, if you have a Puppet Troupmaster, put that into play at once and evolve it. It will put thirty puppets into your hand and allow you to draw a card at the end of your turn. This effect lasts for the rest of the match and is crucial in finding your heavy-hitting card, Maisha, Hero of Purgation
- As you continue through the match, be sure to destroy as many puppets and followers as you can, while still using them well, of course. You’re drawing a card each turn, other drawing a puppet or the follower you want
- Finally, on your tenth turn, you can play Maisha, Hero of Purgation. Evolve her with the leftover evolution point you should have, and she’ll put a Purgations Blade into your hand. This card adds attack points equal to the number of cards you’ve destroyed this match. If you’ve destroyed at least thirty cards, you will be doing over thirty damage to the enemy leader, guaranteeing your win
Card List (x’s with numbers tell how many of each card are in the deck)
- Focus x2
- Inspired Inventor x2
- Doll Operation x2
- Bear Puppeteer x2
- Hamelin x2
- Rosa, Mech Wing Maiden x2
- Marionette Lad x2
- Licht, the Gearturner x2
- Toy Soldier x2
- Automaton Knight x2
- Puppet Troupemaster x3
- Maisha, Hero of Purgation x3
- Substitution x2
- Puppet Shock x2
- Puppet Room x2
- Hamelin, Fey Flautist x2
- Puppeteers Strings x2
- Zwei, Resonant Heart x1
- Silva, Ardent Sniper
This deck gives you a rush of excitement, and playing Portalcraft without completely relying on Resonance or defense is definitely for the daredevils of Shadowverse. And now we have the number one deck, again in Portalcraft! Welcome to the stage, Destruction at the Disco!
The Most Hardrocking Deck: Destruction at the Disco! (Portalcraft)
Here is what this list considers the number one deck in Shadowverse, the one it recommends above all others, especially for online matches. This is another Portalcraft deck that also does not rely on Resonance, making it even more unique and interesting to the eye. This is one of the few decks on this list that does not rely on Natura effects, either, making Destruction at the Disco! as lively as it sounds
What is so great about Destruction at the Disco! (?)
- Just like both Havencraft decks from before, you’re most likely wondering what makes Destruction at the Disco! a better Portalcraft deck than Malicious Marionettes? Well, while Malicious Marionettes is very powerful, it’s primary focus is on the offense with the big hit at the end. Meanwhile, Destruction at the Disco! manages to focus on both offense and defense while still having a heavy hitter at the end
- This deck also utilizes some of the strategies that Malicious Marionettes has, such as the use of puppets and deliberately destroying things. If you understand Malicious Marionettes, you should be able to understand this one fairly well
- Destruction at the Disco! has quite a few amulets that cannot be banished or destroyed by special effects, such as the Destruction in White and the Destruction in Black amulets, which are some of this deck’s most powerful assets
- It also has followers that cannot be directly attacked by other followers, and can only be destroyed by spells and effects, things your opponent might not have on hand. This means doing damage to the enemy leader several times over unless something prevents you from doing so
- Many of its followers are gifted with low play point costs, meaning you can fill up your card space faster than your opponent
How to play Destruction at the Disco! effectively
- Once again, this deck is incredibly similar to Malicious Marionettes, so some tips might look familiar. There are only two beginning low play point cards, one being the follower Inspired Inventor, and the other being the spell card, Focus. If you pull the Inspired Inventor, you can choose between two amulets: the Hazardous Invention and the Miraculous Invention. The Hazardous Invention does exactly one damage to the enemy leader whenever their health reaches below ten, and the Miraculous Invention heals you by three points when your health reaches below ten. In most situations, you should always pick the Miraculous Invention
- If you don’t draw the Inspired Inventor, play your spell card, Focus. This card allows you to draw another at the end of your turn beside the one you draw next
- When you’ve reached your second turn and happen to have Licht, the Gearturner, in your hand, play that at once. It will put a puppet into your hand, and even heal you once one comes into play. However, this time you should save the puppet in your hand unless there is an emergency. You’ll need it for a different purpose soon
- When it’s time to evolve, automatically evolve the legendary card Lishenna, Omen of Destruction. Once you evolve her, she’ll put the amulet Destruction In White into your hand. This amulet costs ten-play points and loses a point each time a follower is destroyed. This is why puppets are so important
- Next, if you should happen to get him, evolve the Puppet Troupemaster. It will put thirty puppets into your hand, and once you see them, you use them for an attack as soon as possible. With these puppets getting destroyed left and right, your Destruction In White is almost ready to be played
- Perhaps a few turns later or sooner, the Destruction In White is ready to be brought onto the field. Once it is, it heals you by two points at the beginning of your next turn, serving as a sneaky but functional defense tactic. That’s not all; once you put this amulet into play, it gives you a Destruction In Black amulet, which costs ten-play points
- Repeat the Destruction In White instructions once more
- Now that you’ve done that and have both on the field, the Destruction In Black will do ten damage to every enemy on the field at the start of your next turn, no questions. These amulets cannot be destroyed and your opponent has no chance for a comeback. You’ve officially won the match
Card List (x’s with numbers tell how many of each card are in the deck)
- Focus x2
- Inspired Inventor x2
- Hamelin x2
- Hydro Alchemist x2
- Licht, the Gearturner x2
- Marionette Lad x2
- Toy Soldier x2
- Automaton Knight x2
- Puppet Troupemaster x3
- Ines, Maiden of Clouds x2
- Substitution x2
- Puppet Shock x2
- Puppet Room x2
- Lishenna, Omen of Destruction x3
- Hamelin, Fey Flautist x2
- Puppeteers Strings x2
- Zwei, Resonant Heart x1
- Silva, Ardent Sniper x3
- Draco Marionette x2
What’s next?
These are the Top Ten Best Shadowverse Decks! This list gives you the best of the best, no questions about it. Regardless of when you started playing, whether it be years ago or just yesterday, these decks will definitely help you succeed in the world of Shadowverse. Shadowverse is an amazing and interactive game, and winning matches makes it all the more fun.
The decks mentioned here can either be bought from the Shadowverse store or can be created by you with the cards you have in your inventory. Don’t be afraid to try them out and see what works best for your strategy choices; it’s all up to you! Check out the game on Steam or the Android and Apple App Stores. It’s free to play, and you won’t regret it!