Shadowverse Runecraft Guide and Card Suggestions

Shadowverse Runecraft Guide Overview:

Runecraft is one of the 7 classes you can choose in Shadowverse. It’s an interesting class since you’ll rely mostly on Spell and Spellboost your cards. Most cards become cheaper and stronger the more spells you play. Let’s dig in a little deeper to help you build a powerful Runecraft deck. This Shadowverse Runecraft Guide aims to give you an idea of the Runecraft cards that can be really useful on deciding which cards go in your deck.

How to play Runecraft and its strengths:

First off, aside from Spellboost cards, there are cards which takes advantage of Earth Sigil. Earth Sigil is like a consumable amulet that lets you use cards that activates Earth Rite effects. Taking this into account, there are many card combinations that will let you take advantage of either Spellboost or Earth Rite, don’t worry once you see the card suggestions, you’ll have an idea which cards complements your play style. You’ll have to experiment yourself, if you want to go with the Spellboost route or Earth Rite or a Hybrid of the two as there are lots of combination you can include on your 40-card deck.

Going back though, you will still rely on your Spell cards to help you win games especially early game. Some spells lets you summon troops while others lets you deal large damage. Just keep on Spellboosting your cards until they are buffed enough to finish off your opponent. The great thing about Runecraft, is it has the potential to KO your opponent in a single turn during late game.

Runecraft Deck Weakness:

You have to watch out for opponents that can swarm the field early in the stage like Forestcraft and Swordcraft, most deck built on this classes utilize this strategy since it’s part of their class’ strength, moreover, you may have spells that can take care a couple of them, but it can get dangerous especially for bad draws.

Another thing, Runecraft’s weaknesses actually depend on the cards that you include on your deck. Just for example’s sake, a Runecraft deck that utilizes Earth Rite can be weak against another Runecraft deck which focuses more on Dimension Shift. Keep in mind that there is no 1-deck-win-all in Shadowverse.

Shadowverse Runecraft Guide: Card Suggestions:

As promised here are the cards that can play a major role on your Runecraft deck. Some cards need Earth Sigil to make the most out of them. If you’re going to the Earth Rite route, you absolutely need 3x Commence Experiment on your deck and other cards that can give your Earth Sigil.

Dimension Shift: Gain an extra turn after this one. Subtract 0 from the cost of this card. Spellboost: Subtract 1 more. This is easily the favorite card of many players, This card has the potential to let you end the game in a single turn late in the game. Well technically, it will give you another turn to finish your opponents before they can even lay a counter. Couple this with lots of good Spellboost cards, you’ll be able to cast this card at ridiculous amount this works well with Flame Destroyer.

Flame Destroyer: Subtract 0 from the cost of this card. Spellboost: Subtract 1 more. This goes hand in hand with Dimension Shift. The idea here is to Spellboost this card to lower the cost, ideally 0 cost or close enough so you can drop 2 high damage follower plus the Dimension Shift. Imagine if you have two of these at 0 cost then have 2 dimension shift at 10 cost at the very least. KO right?

Sorcery Cache: Spellboost a card in your hand 2 times. Draw a card. This card works best if your deck is revolving around Dimension Shift and Flame Destroyer combo. Include 2 or 3 of these cards in your deck.

Merlin: Fanfare: Put a random spell with Spellboost from your deck into your hand. Whenever this follower attacks, spellboost the cards in your hand. This is my favorite card out of all the cards you can get with Runecraft. That random Spellboost is huge. Not to mention, if you evolve this card, you’ll get another random Spell from your deck and pretty much guarantee you at least 1 spell boost on all the cards in your hand.

Rune Blade Summoner: Fanfare: Gain +0/+0. Spellboost: Gain +1/+1 more. You’ll mostly come up of a deck with plenty of spell, have at least 1 of this card then play it late game. Imagine playing this card on let’s say 8 Spellboost?.

Mythril Golem: Fanfare: Deal 1 damage to all enemy followers. Spellboost: Deal 1 more. You might not need too many of this card on your deck, maybe 1 or 2 will be enough, there are many other cards you can put on your precious card slot than this however during late game this is really good. A fair amount of Spellboost on this card can wipe out your opponent’s entire field just by playing this card.

Winter’s Caprice: Transform each follower into a Snowman. Like the Mythril Golem, you don’t need more than 1 of this card. Don’t get me wrong, it presents really high value especially during pinch. Imagine the look on your opponent’s face when he just drops his game ending card with high cost only to have it transformed to Snowman which has 1 damage and 1 defense.

Lightning Shooter: Fanfare: Deal 1 damage to an enemy follower. Spellboost: Deal 1 more. Whatever route you go with your deck, I think this card is an absolute necessity. It’s doesn’t take much spells to have this unit really strong and take out at least one of your opponent’s follower. Heck, it’s even capable of taking down high-cost units way higher than this unit cost.

First Curse: Deal 2 damage to an enemy follower. Add a Second Curse to your hand. You absolutely want one of this card in your deck. This card will give you leverage from early game to late game. Once your draw and use this card, Second Curse will deal 5 damage to an enemy follower at 6 cost then summon the Final Curse which deals 8 damage at 9 cost.

Fire Chain: Deal 1 damage to a random enemy follower 1 time. Spellboost: Repeat once more. Get at least 1 of this card in your deck. It’s really handy once you Spellboost this card a couple of times and the cost justifies the effect you’ll get on this Runecraft card.

Petrification: Transform an enemy follower or amulet into a Clay Golem. Earth Rite: Banish it instead. This obviously works better with Earth rite but at 3 cost this gives you an advantage if used to higher cost cards.

Ancient Alchemist: Earth Rite: Put three Conjure Guardians into your hand. If you’re going for the Earth Rite route, having at least one of this card on your deck is of your interest, Conjure Guardian comes in hand in crucial times, they have 3 attack and 3 defense and has Ward.

Fate’s Hand: Draw 2 cards. Subtract 0 from the cost of this card. Spellboost: Subtract 1 more. This can get you out of the series of bad draws, just make sure to lower the cost of this card to justify the effect. Preferably 0 but 1-2 is pretty good and 3 is not bad.

Crafty Warlock: Last Words: Summon an Earth Essence. You absolutely need 3 of these if you’re going the Earth Rite route along with Commence Experiment.

Runic Guardian: Earth Rite: Gain +1/+1 and Ward. For a 3 cost card, the attack and defense is actually pretty good, add the Earth Rite Effect and you got yourself a pretty nasty unit early on.

And for those who are trying to build Earth Rite Runecraft Deck. Here are the cards that can give you those precious Earth Sigils that you needed to activate Earth Rite: They remain on the field and act like Amulets until you activate the Earth Rite effects.

1. Commence Experiment – Summon an Earth Essence.
2. Teachings of Creation – Fanfare: Draw a card.
3. Elementary Alchemist – Fanfare: Summon a Clay Golem.
4. Price of Magic – Fanfare: Banish an enemy follower with 2 defense or less.
5. Alchemist’s Workshop – Fanfare: Summon a Guardian Golem.

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