My top 5 favorite cards in Daybreak Nightedge

With Dawnbreak Nightedge just around the corner I figured it would only be appropriate to make a top 5 list of my favorite cards in the set. I would like to point out that these are the cards that I am most excited about playing, I don’t necessarily think these are the strongest cards in the set. Dawnbreak Nightedge came out the gates announcing the choose mechanic and let me say, not only is this mechanic exciting, it is also very powerful. It allows for so many more decisions to be made in a game and adds an extra layer of mindgames to Shadowverse. I can’t wait to play with it and without further ado, here are the 5 cards I am most excited to play with in Daybreak Nightedge.

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1: Yggdrasil: I love Forest so It’s no surprise that the card I am most excited for is the new Forest Legendary. There are so many things about this card to love. Forest is pretty great at stalling a game with powerful options like Cassiopeia and Aerin. The drain on Yggdrasil helps forest stall that much better, but the real draw to Yggdrasil is the spells she gives you. On one half you have Blessing of Creation, a 0 cost draw 2 that also makes it easier to hit your “if you cast x cards” triggers. The other half is a 0PP buff spell that gives a follower you control +1/0 and rush, but here’s the kicker (I hope you magic players got that) if you play Wrath of Nature for 4 you give your whole board +1/0 and storm. Yggdrasil just does so much good for Forest’s kit and I can’t wait until I get to play with the card (and search for it with Grasshopper Conductor)

2: Dragoncleaver Roy: I legitimately think this is one of the best ramp cards in the game at the moment. This card is most comparable to 3PP Aiela, it has the same stat line but with 2 major differences. 1) You have to pay for the ramp effect on Dragonlife Blade. 2) The card is not a totally dead draw in the late game thanks to Dragonstrife Blade. Considering Dragon is losing Breath of the Salamander and Draconic Fervor with the Rotation of ROB this card really pulls weight by being a follower in the early game, A 5PP Ramp spell that lets you pay for it at your own leisure and a Removal spell. The card even has incredibly relevant trinket text since Dragonstrife Blade hits Dragon cards extra hard. Both a flavor win and a good way to give the card extra oomph in what tends to be a big follower matchup.

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3: Mysterian Wyrmist: Before we even pretend Mysterian Wyrmist has any effects lets just look at the stats of all 3 sides. 2PP 2/2, 6PP 5/6, 6PP 6/5. The Sheer fact that you can flips The Wyrmist’s stats on 6 is already very powerful and that is on top of it having premium stats on every side of the card. Now that we got that out of the way let’s take a look at its effect. On one half you are given a Mysterian Missile that does 1 extra damage to face and allows for all your other Mysterian spells to deal 1 extra damage to face too. On the other side your given a Mysterian Circle and give all of your mysterian spells “draw a card”. So let’s take this from the top. Premium stats. A choice between Mysterian Circle and Mysterian Missile. A great bonus to all of your mysterian spells. Plus this thing just has nice art. This thing is just VALUE in caps lock.

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4: Buller, Blood Maiden: This card is so incredibly flexible it’s wild. In the early game you can play it as a 1PP 1/1 to get in some chip damage or to trade with a 1HP follower. In the midgame you can use her as a decent 5PP 3/5 ward with some added life gain, or you can play her as a 5PP 4/4 that gives your board +1/0. This card is just good in so many different versions of blood. It allows for a more controlling blood deck to contest the board in the early game in 1/1 mode. It gives a more aggressive blood the option to slow the game down with its ward mode. With all of the bat support coming out in Dawnbreak Nightedge this will just give that deck more reach. The important thing is that while Buller may not be the best follower on curve she makes up for it with flexible and impactful options.

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5: Suttungr: There are alot of things I think this card does right.I want to start by saying when Cygames announced the Bahamut change they did so with the intention to make amulets better. Dawnbreak Nightedge has what looks to me like quite a few strong amulets and one thing worth noting is the more decks that play slow amulets the harder it is to get punished for taking your turn developing a slow amulet. Now let’s talk about Suttungr. This guy is one of the few neutral amulet removals in rotation, along with Fall From Grace and Burley Axe Wielder. I think Suttungr is a great example of how a tech card should work. When he has an amulet to hit he does it while leaving behind a reasonable body. When he doesn’t have a good target he becomes a beefy 6PP 6/5. I feel like a lot of the time card games have incredibly punishing tech cards that are too strong when they work and not strong enough when they don’t. Suttungr just does a good job at not being embarrassing to play for tempo. This is where Odin fell short. He was able to leave behind an okay body but it was okay at best and unless you were getting good value off of his banish effect he just wasn’t enough. I hope Suttungr ends up being a strong option for all classes and believe he has the potential to be just that.

When Dawnbreak drops it will herald the death of Rise of Bahamut. Many powerful cards will be leaving, leaving a void to be filled. Dawnbreak Nightedge has a ton of very interesting (and very powerful) cards and honestly this article barely scratches the surface of how excited I am to play with the expansion. If I missed any cards your excited about let me know in the comments! Have fun with the new expansion and get those sweet sweet pack pulls.


A Goodbye to Bahamut

In just a little while Rise of Bahamut will be rotating away and with it leaves Many powerful cards that have Shaped the metagame we lived in. Soon Dawnbreak Nightedge will be stepping into the shoes ROB left behind…. And they are some big shoes. I wanted to say goodbye to all of the toys ROB brought us and to talk about the most impactful  ones. Its hard to really know what the game will look like in a few weeks but its nice to know what will be going to prepare for the future ahead of us.

To start I wanted to talk about the neutral card pool.  The cards going away for neutral all tend to be heavy on tempo or strong card advantage tools. The most important card for neutral going away in the expansion is probably Sahaquiel, since she enabled so many other powerful cards and basically any class could get away with playing her if they tried hard enough. That was what made neutral cards as powerful as they were.

Lyrial.Angel card

These two have seen play in the format for as long as they have existed. Having the ability to throw around a single point of damage may sound small but ends up being very impactful. These two are great at cleaning up trades or pushing a little extra face damage. Since the effect of a single ping ends up mattering so often and both of the angels are neutrals they both saw tons of play.


Could this be the end of the Ultimate Carrot? Khaiza is great, the carrot he gives is an infinite value 2PP 2/2. There have been plenty of decks in the past that have made use of The Ultimate Carrot. An unchecked carrot can take over some games by itself if its able to get enough good trades in. Somehow I feel as though it won’t be long before we have another carrot back in rotation.

Goblin mage is great it providing a decent 2/2 body while keeping your hand full and finding specific cards such as Rhinoceroach or Baphomet. She got herself nerfed a while back because at the time she only searched for 2 drops making her incredibly consistent. Now she still finds herself in some roach decks and neutral decks

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Much like bahamut, this card ruled the format since its inception. Saha has always been one of the best turn 7 plays in the game and likely will continue to be just that in unlimited. In rotation where the card pool is even smaller Sahaquiel (with the help of Israfil and other strong neutrals) has very little stopping her from being a dominant force and I would like to see what the format looks like without her. It’s possible cards like Israfil just may not be good enough on her own.

Much of what is true about Sahaquel is true about Bahamut. Bahamut comes down on 10PP and messes things up. This card is so incredibly strong its very existence impacts the way people need to build their decks. Back when Bahamut broke amulets and was a 13/13 he really did do everything. Even after his change Bahamut remained a very powerful card in the format thanks to his versatile Fanfare. Now it’s his time to go. Much like carrot, I think Bahamut will be back.

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While Forest did not lose too many important cards this time around they did lose a very important one, White Wolf. White Wolf is a very powerful card that may have been limiting design space for forest since cards that enable busted combos often do that. Forest has always been able to get away with beating face as a halfway reliable win condition and Combo kills as another one. I am very excited for Yggdrasil and think she will really help round Forest out moving forward.

Lily is great, She’s a 2PP 2/2 or a really strong removal. What makes her so good is that she transforms instead of destroying the target, this lets her get around last words effects.  There are lots of powerful 2PP 2/2’s in forest so Im sure forest will find a way to survive without her. Plus with the recent announcement of Forest Whispers I believe everything will be okay.

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This is a powerful one. White Wolf lets forest do some crazy things, Like draw the best card in your deck and make it cost 0. A White Wolf proc usually spells doom for your opponent and without this card forest will have to find another way to OTK. This card would force people to not leave strong followers on board when playing against forest because of the threat of a White Wolf killing itself.

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Full disclosure, at the moment I am worried about Sword. Sword as a class does a lot of very fair things and in Shadowverse the strongest decks tend to do unfair stuff. With the loss of Swords best tempo cards and their most reliable win condition the class may struggle with staying ahead on board and closing out games. I really hope that Daybreak Nightedge gives Sword the tools it needs to work. I also would not mind if Gawain of the Round Table becomes strong before he rotates away.

Jeno is a Classic. On the play he can come down and eat pretty much anything on turn 4. His enhance lets him double as a 6 drop that’s also a sticky minion, something that’s hard to come by in Sword. There are lots of similar cards in sword but none fill quite the role Jeno does.

The Sky Knight himself is rotating away and honestly I am kind of sad about this. Albert has always been a huge part of swords game plan being the most reliable way to get massive burst damage and finish the game . With Albert going away I think Sword will start using Barbarossa as a replacement, though there are quite a bit of 5 drops for Sword to choose from.

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Another great card who has been seeing play since its release. Fangblade is great at pushing face damage while clearing a path for your other followers. The body Fangblade leaves behind also needs to be answered since Fangblade can threaten to push face damage while clearing followers.

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Rune may be getting the hardest hit with the Rotation of Rise of Bahamut. On top of losing almost half of the the daria shell, Rune is also losing some powerful options for its Dirt style Decks.

Dwarf Alchemist is like the oil to a lot of dirt rune deck engines. He provides a solid 2/2 body, an Earth Sigil and if you evolve him, he draws you a card with Earth Rite. Though the Dwarf Alchemist is going away recently Dirt rune has been getting lots of ways to make Earth Sigils so I believe the deck will find a way to survive.

The king of board flips is leaving with the come of the new expansion. What made this guy good was that he evolved into a pretty beefy body and threatened to kill something and generate value as long as he was alive and you had Sigils to spare. Its a shame he never did get to save his daughter before he rotated.

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Efficient removal and burn damage. Piercing Rune is an overall strong card that gets incredibly strong when your able to get its evolve trigger off. Many games have been won off the back of this card and that will likely continue in Unlimited.

Daria is finally going away! After dodging nerfs for a year The dimensional witch will take a vacation from rotation (as well as her entire package). Rise of Bahamut created an entire Archetype for Rune that was beloved and behated by many, and for good reason, It was a very powerful deck that could end games by creating a single explosive board that was so beefy nothing could answer it.

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Dragon is getting smacked with this rotation. On top on losing 2 very powerful class cards with Breath of the Salamander and Draconic Fervor, Dragon is losing its most iconic class card, Bahamut. Dragon has relied on ramp into unanswered Bahamut as a reliable way to win the game since Bahamut got printed The same is true for Sahaquiel, another of Dragons strongest cards. So far there are still alot of cards to be spoiled for Dragon in Daybreak Nightedge and the cards that they have gotten have looked promising so I am not too worried about Dragons future.

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Breath of the Salamander has been a staple when it comes to removing single target threats and wide boards. Most Dragons won’t leave home without 3 of these, and for good reason. There aren’t too many 2PP deal 3’s with as much important text stapled on it as this one. Luckily for Dragon, Daybreak Nightedge seems to have some nice ways to help with Salamander rotating.

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Draws 2 cards. Ramps. Gains HP. This card does so much and is very aggressively costed. The loss of fever is going to hurt but dragon does have other tools that can make up for it. One specifically that dragon will be getting Is Galua of two Breaths, who gives you the choice between destroying a follower for 4PP or to draw 2 cards for 2PP  on a 4/4 body for 5PP. While this does some different things than fervor it comes down on the same turn and does a pretty good job at filling your hand up and getting something strong into play.

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Imperial Dragoon never really dominated any metagames but he would occasionally find his way into some strong Dragon decks. Chronos with Imperial Dragoon was actually a pretty strong win condition if you could get it off and I am a little sad it never got that dominant but maybe that’s not a bad thing.

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Shadow lost a very important card this expansion in Lurching Corpse. On top of it they ended up losing a lot of the other strong removal options they had; Necroassasin and Khawy. I think because of this unless Shadow gets some good replacements Shadow may end up really struggling to remove big followers.

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Lurching Corpse has been a staple in shadow for a long time. Its Last Words effect can make board clears like Israfil or Bahamut incredibly awkward just by existing and can 1 for 1 large followers. Sometimes it will stick around for a few turns and you can use it as a sacrifice to a Demon Eater or Necroassasin. Necroassasin has a similar style effect as Lurching Corpse and is rotating with it. This may leave Shadow looking for new ways to remove strong followers.

How could Shadow Reaper not be on this list? Back in the Rise of Bahamut and Tempest of the Gods days Shadow Reaper used to Cost 2PP. This guy with the help of 3PP Prince Catacomb was able to become a 6/6+ pretty often. Gone are the days of 2PP Shadow Reaper but at 3PP still isn’t bad. Occasionally the reaper will find a home as a 1 or 2 of in a deck, but Shadow Reaper has really fallen from where he once stood.

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Sometimes i’ll be playing against a Shadow and ill think I got this one and then I hear it. “Judgement for heretics like you” then my hope will start to fade. Kaway does a lot of good things for Shadow. He is a ward, heal, follower removal, and a good target for reanimate and Nephthys. That said, Shadow has always been able to get by without Kaway and now will have to. 

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Nep is a fan favorite for many and understandably so. She is a powerful build around legendary who would always find a way to pop up every now and then. I want to believe that one day Nephthys will be a powerful deck in Unlimited. A world where Shadow has so many cards to choose from Nephthys will work like a well oiled machine.

Blood lost some strong tools this time around, fortunately most of the cards moving out Blood
already has replacements for. For a while now Blood as a class has been in a pretty weird spot with its best decks getting by using Bloods strong reach and powerful neutral cards. I hope the rotation of powerful cards like Bahamut and Sahaquiel will help Blood moving forward.

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Yurius is a deceptively strong card. While he is just a 1/3 his ability to pile on chip damage while making value trades is what made Yurias such a powerhouse. Yurius had a home in most aggro and vengeance  lists. If two of these stick the damage they push can get out of hand. Blood however has plenty of other 2 drops to use in place of Yurius.

While Blood has a lot of 2PP deal 3’s none do quite what hungering horde does. Hungering Horde is great for cleaning up boards full of skeletons and fairies. That said it’s still a 2PP deal 3 and blood has lots of those.

Matriarch did not see play often but it was still always a pretty strong card that could swing games hard. Since the loss of Revelation Blood has not had many AOE’s and Matriarch was one of the few decent ones left.

As far as Rise of Bahamut leaving I think Haven got off the easiest. The most important card for them to be Rotating is Tribunal considering it was a staple in many different styles of Haven, however the rest of the Haven cards leaving rarely saw play.

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Tribunal is a 1 for 1 one now and you can save a 1 for 1 for later.  You can time the countdown to disrupt your opponents swing turns. This is one of the most creative 2 for 1’s I have seen on a card and It will definitely be missed.

Lion Spirit is a strong way to AOE a board and is stapled to a pretty reasonable body. It can also be tutored by Aether of the White Wing. Lion spirit was a strong tech card but now Haven will just have to keep evolving its Cudgels.

Honorable Mentions

While I think the cards listed above are the most important cards in Rise of Bahamut there are many other cards that do see some fringe play and it would have felt wrong to not include them somehow in the article.

Hamsa Unevolved Fortunehunter Feena UnevolvedSelwyn’s CommandMaahes Unevolved
Rite of ExorcismOgler UnevolvedBlade Mage UnevolvedClarke, Arcane Scholar UnevolvedDragontamer UnevolvedVeight, Vampire Noble UnevolvedLuxwing Reno UnevolvedNecroassassin UnevolvedAttendant of Night UnevolvedVoices of Resentment

A Late compilation of thoughts on forest cards in Chonogenesis

Chronogenesis gave forest many new toys, several of which have yet to impact the metagame. Some are completely neglected, with no testing at all. When Chronogenesis came out, I (like in all previous expansions) set out to try all the new forest cards. This time, I noticed a new sub theme in Chronogenesis, small buffs. In previous expansions there have few cards that are able to buff a follower or AOE buff your field (7 to be exact). Of those 7 cards there was not really any consistency between what those buffs did, some did attack, some HP, some both. In Chronogenesis however, there are 6 cards in the expansion that give your followers +1/+0, possibly hinting in a direction forest may go down in the future. Below, I have listed every Chronogenesis forest card along with my my own personal opinions on each card.

Insect Lord: Removal roach, the card -this card can do some incredible things. What makes it so powerful is its flexibility, as a small removal in the early game or as a massive board clear when used with cheap cards (such as Fairy, Fairy Wisp or a White Wolf card) and bounce spells. It also leaves behind a 1/1 body that demands either an answer or an opponent who does not respect the bounce spell. I want to take this time to say 0-cost King Elephants are pretty crazy, by itself it can end a game. In combination with insect lord(s) however it can turn a sticky situation into a very powerful board flip.


Firesprite Grove: Have you seen this animated? Incredible art for an incredible card. Firesprite Grove is some kind of mix between Elf Child May and Fairy Circle. However, it’s much slower than both of them. It supplies you with a steady stream of fairies, and my favorite thing about it is that it’s something you can play on turn 1. The 1 damage ping is also quite powerful, being able to kill off a weak/injured follower or setting you up for some efficient trades (especially with Wood of Brambles). For OTK Roach you can play this instead of 1 drop followers so that your goblin mage can have a 100% roach pull rate.


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Aria, Guiding Fairy: A Legendary upgrade to Elven Princess Mage. EPM has always been a strong card for enabling powerful combo turns with her 0 cost fairies, but as a consequence felt bad to play without an evo point.

Aria does not have that issue, because she gives you one fairy wisp on fanfare. Additionally, Aria’s wisps are an INSANE upgrade to 0-cost fairies. They ended up being so powerful in combination with Rhinoceroach that Aria was limited to 1 copy per deck in Unlimited just a few weeks after release. She isn’t nearly as busted in Rotation, without Rhinoceroach, but but is still good at keeping your hand full and triggering combo effects such as Maahes and Beetle Warrior.

Unlimited: 10/10
Rotation: 7.5/10


Rayne, Elf Smith: A 2PP 2/2 and in my opinion, one of the more powerful ones available. However, Forest already has an abundance of powerful 2/2/2’s and not enough space for them all. It’s hard enough to pick between Lily, Fita, Leaf Man, and Rayne,and that’s not even including neutrals, other 2-drop followers, and spells.

Rayne is a powerful card that can swing a board hard, almost comparable to Old Man Levi. I am curious whether she will see more play after Lily rotates out.


Crimsonbow Elf: Crimsonbow Elf is pretty strong in some matchups like Forest, Sword and Shadow. What this card can do against those classes should honestly be illegal, wiping a board and leaving behind a halfway reasonable body. However, against decks with big followers like Dragon or Haven, this card is rarely anything more than just a 3PP 2/3.

One of Crimsonbow Elf’s biggest downside is that she costs an Evolve. When your deck doesn’t have space for too many of these mass AOE’s, Cassiopeia just tends to be better, activating on fanfare and maintains your hand size instead of reducing it. Another strike against Crimsonbow is that she needs to be played in the same turn as other cards if you want her effect, this is not always possible and even when it is can be a hindrance if other cards in your deck care about your own hand size.


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Fairy Torrent: After playing with this card I learned one thing. Bounce effects are strong. Period. Any bounce spell effectively says “1PP, draw another copy of the best card you currently have. *Insert random bonus effect here.*” The thing is, we forest players have been spoiled by incredible cards like Nature’s Guidance, Airbound Barrage, and Ancient Elf. In comparison, Fairy Torrent just seems unappealing.

One criticism that Fairy Torrent often gets is that its enhance effect is too expensive. Yes, ancient elf did it for 3 AND gave you stats, but the thing is, you don’t HAVE to use the card for its mass bounce. Think of that as just a bonus (that can sometimes be clunky to play).

The HP swing can be massive in a close game, the resources you rebuy from a mass bounce are huge, and with forest’s powerful cheap amulets (Im looking at you Spring Green Protection), you will often have something you can keep on board to bounce.  

To me, Fairy Torrent is one of the most interesting cards in the set. While I don’t think its time has come yet, I believe Fairy Torrent is a sleeper waiting for its time to shine.



(Now I know what your thinking, 8/10? I know, I gave this card a VERY ambitious rating. Before I decided to call this writeup finished I wanted to make sure HSK PancakeReaper (one of our most trusted forest mains) agreed with my evaluations. But When it came to Fairy Torrent he profoundly disagreed, and I understand where he is coming from. There are times when Fairy Torrents enhance effect will screw you up. There are times where the HP you get from torrent won’t matter and there are times where a bounce effect just will not get the job done. And in his opinion, those chances of inconsistency makes it not worth running when there are plenty of other cards out there that can do the same job much better. I am personally excited to see what this card may do down the line but I want to leave you wonderful readers with both mine and pancakes ratings.)

Pancake’s rating: 4.5/10

Furious Elder Weedman: The Forest version of Palace Fencer. He’s a cheap follower that can help push 1 damage. However, he’s 2PP and that makes him much harder to combo with cards like Elf Song and bounce effects. When I first saw this card, I thought maybe it could be pretty good, but I dont think Forest has the same tools sword had that made Palace Fencer good ( at least at the moment).


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Leaf Man: Oh look! Another 2PP 2/2! Where were my notes on Rayne again…? Leaf man is the love child of  Elf Girl Liza and Blessed Fairy Dancer, having both of their effects stapled onto a 5PP Enhance effect. The thing is 5PP is expensive for an effect that is intended to protect and buff your board, it’s hard to do that if you spent all of your PP for the turn developing the enhanced Leaf Man instead of other followers. Thankfully forest has a lot of tools to get mileage out of its followers between things like Wood of Brambles and Elf Song. Because of this its not unreasonable to have powerful Leaf Man turns.
One thing to note is that both Blessed Fairy Dancer and Elf Girl Liza’s effects are valued at 2PP.  Unfortunately this card is not as flexible as Liza and Fairy Dancer. It is worth noting however that giving followers protection from spells and effects is an incredibly powerful effect and that alone may bring leaf man into some powerful decks.


Fairy Saber: I’ve heard people call this card Forest Eachtar, but I think that’s far too generous. Fairy Saber has proved useful or even game-winning a few times, but more often than not I would rather just have any other high-end forest card. Since forest can’t develop sticky boards like shadow, he usually just buffs one or two fairies and feels underwhelming.


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Weald Philosopher: This was a strange card to put in the same set as Aria as they both perform similarly on turn 4.  The main difference between the two is how they instantly impact the board. Aria allows you to hold or play your 0 costs while the Philosopher tells one of your fairies to beat just a little harder. One thing I’ve noticed about forest is it has a few 4PP 3/3’s, most of which see no or only fringe play. I find it hard to imagine the Philosopher being able to compete with similar cards like Aria, Ariana, and Fairy Driver.


Instincts Unleashed: I want to like this card, but there just are not enough cards right now to make it worthwhile. If you want this to clear a strong follower, you need a strong follower yourself, and forest is not really known for having big followers. The main thing is that the card is so expensive for what it actually does and is so linear that it just feels clunky to use. Maybe there will be more cards down the line that can make use of this effect, however at the moment the only card that Instincts Unleashed feels remotely close to being playable with is Fita the Gentle Elf and to put it bluntly, she doesn’t reward you enough to be playing such an awkward card.


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Adept Archer: So I look at this and the first thing I think is “3PP 3/2. I like those; they beat down hard (if they live(things do not often live in Shadowverse)).” So then I read the effect and I think “oh cool, I can use this to clear stuff too.” And then I use the card, and it just does not work like that.

Most of the time you play it you can’t even trigger her. Other times you will get her buff trigger but your opponent won’t have anything on board. So you have to jump through all these hoops for….. 1 random damage? Oh boy that will help me deal with that 4/3 on the other side of the board. Image result

I don’t know, I think Forest Spirit has a much more relevant effect and that card never saw play.

I wanted to leave those who read this far with something they could take to the ladder, so I present to you the deck that inspired this write up. While I dont think its by any means an incredible deck I had a lot of fun testing and tweaking it. The deck went through lots of changes since I first started with it, initially having many more of the buffers that came in Chronogenesis as well as Adept Archers. In the end I found that there was not enough reward to be going so deep on a synergy and much of it did not make the final list. I did however find that Fita is an incredible card and rewards you pretty heavily for building around her. Due to this I would not discredit the buff Forest archetype and am curious to see what future expansions will bring to the table.


# Pick, Ban, Win: A Guide to Tournament Preparation

Pick, Ban, Win: A Guide to Tournament Preparation

“80% of the work I do for a tournament is just preparation” -Mr. Akamarured, NGE Season 2 EU Grand Champion.

With the NGE Season 3 qualifiers going on, now is a great time to jump into the Shadowverse competitive scene. Yet even to an experienced ladder player, the many nuances of tournament play can easily seem quite daunting. One of the most important differences between tournament and ladder play is the sheer amount of preparation you’ll have to do to be successful (unless you’re just incredibly lucky). So good thing you’re here, because that’s exactly what we’re going to help you improve at in this article!

Play vs. Preparation

Let’s illustrate just how important preparation is with some maths.

The goal of preparation is to create as many favoured matchups for yourself as possible throughout the tournament, so we can analyse its importance by comparing the effect of having favoured matchups vs. better play on your chances of winning.

Say that the difference in winrate between a better player and a worse player is 10% for every single deck. Say also that the difference in winrate between a favoured matchup and an unfavoured matchup is 20%.

In a 2 deck no ban conquest format (like JCG, but more importantly because the ban complicates the math), the chances of a better player with both decks unfavoured and a worse player with both decks favoured winning each round would differ by

= 29.6%, in favour of the worse player with better favoured decks.

With only one deck favoured, the difference is still

=20%. (this is only an estimate, since pick order matters)

With a ban, the chances become even more heavily stacked in favour of the player who prepares better, and knows what to ban and pick first.

“But Mr. MLAQTS!” you whine. “Your initial assumptions were gross oversimplifications of reality!”

While I must admit that such is true, I actually chose to err on the safer side of estimates. For most tournament players (assuming that they are already familiar with the basic workings of their decks), experience and practice can only improve winrates in already close matchups, and even then by about just 8% at most. Meanwhile, the most polarized matchups (e.g. Aggro Sword vs. D-Shift) have winrate differences as great as 70% if both players are familiar with their decks.

For those who still don’t trust the math, HSK Akamarured believed in the value of favourable matchups so much that he decided to bring D-Shift (a notably difficult deck) to his final round in the NGE Season 2 Grand Finals last month after having only played it for a week, because he anticipated that his opponent would bring all control decks (a very favourable matchup for D-Shift). His prediction turned out correct, and Mr. Aka’s lineup was able to secure him the position of NGE Season 2 Grand Champion.

Tournament Formats

“Literally the only reason I lost is because it was closed decks. I  hate closed decks” -also Mr. Akamarured*

Tournaments, like people (and unlike macarons), come in various shapes and sizes. It is important therefore to learn about the differences between each, since your preparation will of course also differ accordingly.

NGE uses a 3 deck 1 ban conquest format for its qualifiers, so go ahead and skip this whole section if that’s all you care about (or just read it anyway for culture).

Numbers and Bans

The distinction between tournaments which will likely have the greatest effect on your preparation is the number of decks per lineup, and how many bans are allowed.

Since most metas are dominated by just one or two of the best decks, a format with more decks will require you to bring less optimized lists. It also becomes harder to target a specific deck or archetype with your lineup, since it becomes increasingly hard to find multiple decks which have a similar gameplan or matchups.

Bans are generally implemented to encourage lineup strategies which target a specific type of deck. In formats without bans, it is usually optimal to just bring decks with high winrates across the board, like those optimized for ladder play.

NGE uses a 3d1b format for its qualifiers, while JCG uses 2d0b. Most casual tournaments in the west follow after NGE in using 3d1b. In later rounds, both NGE and JCG switch to formats with more decks and bans.

Closed vs. Open

Yet another major difference between tournaments is whether decklists are “closed” or “open”. In closed decklist formats, players are unable to see the exact decklists of the opponent, while in open they are typically revealed to each player before bans.

In terms of preparation, an open decklist format discourages bringing odd decks or tech choices in an attempt to surprise the opponent. One also gains access to more information in deciding bans, which encourages bringing lineups to target a single strong deck or archetype.

Conquest vs. LMS

Conquest is a format in which each player must win one game with each of their decks to win the round, while in Last Man Standing, one must ensure that the opponent loses once with each of their decks.

While the LMS format is rare, one is encouraged to just bring strong decklists with good matchups across the board, since the winning player stays on the same deck. Meanwhile in Conquest, lineups targeting a particular deck can be very effective, since each player must win with both decks to win the series.

Qualifiers vs. Finals

Larger tournament series like JCG and NGE are divided into qualifier and final rounds. Generally, bringing consistently good decks will prove a better strategy in qualifier rounds, while one is more encouraged to anticipate and snipe particular lineups in finals rounds, especially in formats like NGE where one is allowed to bring a different deck against each opponent. Highrolling lineups may also prove more effective in finals rounds, since less matches are to be played overall, which optimizes the chances of each deck actually highrolling through every round.

3d1b Open Conquest

Three deck one ban open conquest format is the one used by NGE, and considered by many to have the greatest strategic depth of any format. In this format, each player brings three decks to the event. Before each series, each player is able to see the decks of the other player, and to pick one to ban accordingly.

Each player must then play until each deck wins once. A deck that has already won may not be played again. The first player to win twice takes the series.

What to Bring

The primary consideration in deciding what decks to bring to a tournament is to give yourself as many favourable matchups throughout the tournament. Therefore, the two primary strategies which immediately come to mind are to either bring three decks which are good across the entire meta, or to try and counter a specific deck or archetype which you anticipate many people will bring.

In metas where only one deck is dominant, it is generally good to find counters to that deck as soon as possible, since almost everyone will be bringing it, and many will not even be experienced because they expect the deck to be banned. This is what HSK Akamarured did in Season 2, bringing Ramp Dragon, Nephthys Shadow, and Phantom Cat Neutral Blood in an effort to snipe out Spawn of the Abyss Neutral Blood. As we know, he was successful.

As the season progresses though, counters to the dominant deck will become more prevalent, and such a strategy becomes less effective as more people begin to bring counter decks rather than the deck you are trying to target itself. This is why for such a strategy to be successful, it is essential to search for counter decks early on, and to keep them secret for as long as possible.

Meanwhile in metas with more than one very dominant deck (such as right now, with aggro sword and PDK both extremely popular), it is usually a better idea to bring a more widely adapted lineup. It is usually impossible to have positive winrates against all of the most prevalent decks in a meta, because otherwise that deck would just be the new best deck in the meta. In such metas, bringing the most prevalent decks themselves is generally a good idea.

The Third Deck

An important and often underemphasized consideration in any lineup is what to bring for your third deck. Generally, your third deck should have a similar gameplan to your other two, though bringing three decks of the same archetype (e.g. 3x aggro) may be unwise because the archetypes interact with other in a rock-paper-scissors-like dynamic, making your lineup very vulnerable to the right counter.

This may be less of a problem in metas where very few (less than three) viable decks of a certain archetype exist, in which case it may be fine to bring three decks of the archetype which loses against the missing one. For example, if there were only 2 viable control/anti-aggro decks in existence, a triple aggro lineup may be effective, since you are almost guaranteed to always face at least one deck that is weak against aggro.

If you are bringing both of the most prominent two decks in the meta, your choice of third deck should be based on the matchup of the former two decks against each other. For example, I believe Aggro Sword right now to be slightly favoured against PDK. Thus, I would want to bring a lineup targeting PDK, with the intention of always banning Aggro Sword. Thus, I may choose something like D-Shift Rune as my third deck, and tech my own PDK to be more effective in the mirror.

On the other hand, if I believed PDK to be favoured against Aggro Sword, I could instead opt to bring something like Neutral Forest as my third deck, and tech my own Aggro Sword to be more effective in the mirror, with the intention of always banning PDK.

If the two most prominent decks in the meta have an approximately even matchup, one should consider if there is any third deck that is extremely favoured against either. For example, if I believed Neutral Forest to have an 80% winrate against Aggro Sword, and D-Shift Rune to have a 60% winrate against PDK Dragon, I may opt to bring a lineup targeting Aggro Sword even if Aggro Sword were slightly favoured against PDK Dragon, because my lineup would still be more favoured against Aggro Sword overall than the other lineup would be against PDK Dragon.

Finally, one should not tunnel vision on countering one particular deck unless the matchup is extremely favoured for one side. If you opt to bring a deck with a good matchup against a specific deck, and bad matchups against everything else, then you’ll be awfully screwed against an opponent who does not bring the deck you’re targeting, or if you somehow lose the intendedly favoured match because of bad luck.

What to Ban/Play

Once you’ve decided what to bring to a tournament, deciding what to ban is fairly easy because you should have already planned it out in preparing your lineup. In general, you should be banning any deck which has a positive winrate against two or more of your own.

If an opponent brings two decks which seem favoured against your lineup, you should leave up the one with a worse winrate to either of your decks, and try to queue into that matchup. Try to predict what your opponent will ban before making your own; this will also help you predict which deck the opponent will play first, which you can use in deciding in what order to play your own decks.

After bans, if the opponent still has one deck that is highly favoured against one of your own, you must try your best to predict whether he will play that deck first or second. If you predict correctly, you will be able to queue your unfavoured deck into the other matchup, increasing your chances of winning that matchup and subsequently the series.

Predicting your opponent’s pick order is a skill developed over time, but if you cannot get into your opponent’s mind, you should in general try to pick the deck with the most unfavoured matchup against either opponent deck first, to minimize your chances of queuing into that matchup. Conversely, if you have one deck with an extremely favoured matchup, you should queue that deck first so that you guarantee yourself the favoured matchup, even if you lose to the opponent’s other deck first.


Tournament preparation is a difficult skill which is improved by experience, but we hope that this guide can at least help you get started in recognizing what is important to consider. No amount of article reading can make you into an expert though, and the best way to improve is just by trying it yourself. Now is an excellent opportunity with week two of NGE Season 3’s Open Qualifiers occurring next weekend. We highly encourage you to register for it here, as well as joining the HSK Discord here, where you can find more resources for improving as a Shadowverse player, and as a human being in general wait no jk we’re all degenerate monkeys.


Its Chilly in here: A comprehensive guide on Snowmen

There’s been quite some buzz recently about a certain deck Sizouney has put on the radar:
Snowmemes. A good many people have been asking us when we would write an article about it, so we decided to do that now!

Snowman Rune’s gameplan is to flood the board with snowman tokens, which are difficult for the opponent to consistently remove. The snowman player can then chip away at the opponent’s life until they can finish with burn or a huge conjuring force turn. The deck is very robust and preys on many decks in the meta.

Sizouney recently brought this list to NGE, landing himself into the NGE Invitational with a first place qualifier finish. Much of his success in the event could be attributed to his excellent piloting of the Snowman deck (Well, that and peanut butter icecream). Before NGE, Sizouney and some other members of HSK had also had good success with Snowmen, including:

> Sizouney’s 6/0 run for a first place finish in The Shadow Nexus Dream League

> No losses throughout 6 weeks of the Hallowed Sky Team League

> A handful of other good performances in events like ExG

>Szerros second place in Morning star League finals

> Several grandmasters climb finishes


The deck’s cards can be classified into five categories:

1) Draw
2) Board Control
3) Win Condition
4) Cheap Spell
5) Burn
Many of the cards fit into more than one category.

Angelic Snipe: Burn, Board Control, Cheap Spell – A cheap and versatile spell. Most hands can find a use for this card, either  for picking off followers or just finishing the game.

Insight: Cheap Spell, Draw
Use this to dig further into your deck or to spellboost your hand. Just a great cantrip in general.

Timeworn Mage Levi: Burn, Board Control, Draw, Cheap Spell
What doesn’t Levi do? Any hand gets better with Levi so long as you have an evolve. Versatile and a great way to flip the board. Try to not play him on turn 2 though unless you really need the tempo.

Magic Missile: Burn, Burn Control, Cheap Spell, Draw

Angelic Snipe and Insight in one card; those 1-damage pings can stack to great effect.

Conjure Golem: Board control, Cheap Spell

A cheap follower to play early on which also spellboosts your hand.

Kaleidoscopic Glow: Draw, Board Control, Cheap Spell
One of the most powerful tempo swings in some matchups, though hard to use in others.

Enchanted Library: Draw
Incredible card against slower decks, though we only play one because it’s too slow against aggro and takes up board space. Keep this in your opening hand vs. slower decks like dragon or haven.

Summon Snow: Board Control, Win Condition, Cheap Spell
The pressure that Summon Snow creates is incredible for 3 mana. A fully charged Snow can be 5/5 worth of stats over 5 bodies. The fact that the stats are split up makes this card incredibly hard to deal with.

Piercing Rune: Board Control, Cheap Spell, Burn
When combined with an evoed follower, the tempo swings piercing rune can create really can be quite disgusting. It can be hard to play without the evo cost reduction, but is still sometimes able to fill the curve nicely.

Fates Hand: Cheap Spell, Card Draw
A bigger insight that you have to work a bit for. This card allows for incredible combo turns since it can be reduced to 0 mana. Combos great with Conjuring Force and Daria.

Rimewind: Board Control, Win Condition
Kind of like a massive Kaleidoscopic Glow, Rimewind is able to flip tempo and threaten board by creating tons of snowmen that can be evolved and buffed. Keep it in your opening hand.

Conjuring Force: One of the deck’s main win conditions; the threat of conjuring forces your opponent to respect all of your snowmen. Combined with just one or two snowmen or a Blade Made, this card can produce up to 10 burst damage.

Blade Mage: Board Control, Win Condition, Burn
Blade mage is a combo card that takes some time to set up, but becomes quite versatile once its cost is sufficeiently reduced. It can clear small minions, provide tempo or direct burn, or be used for an OTK with Conjuring Force.

Enchanted Sword: Win Condition, Burn, Cheap Spell
The spell version of blade mage. Use it as cheap damage, ideally during a combo turn.

Fiery Embrace: Board Control, Win Condition.
Used much like a Dance of Death, Fiery Embrace can kill key minions for cheap or allow you to push more damage on a combo turn, even through opponent wards.

Daria, Dimensional Witch: Draw, Board Control, Win Condition, Cheap Spell, Burn
Daria basically does everything. In a deck like this, you typically want to use her as a hand refill after you’ve spent most of the useful cards in your hand. Daria digs through the deck incredibly fast to help find key cards, usually giving you a free or close to free spell to play.

~~Mulligan guide~~

You generally want to have Summon Snow or Rimewind in your hand as soon as possible; preferably before using any spells. If you dont find either drawing aggressively will usually be correct.

Going first:
Keep one snowman card

Rimewind is your strongest snowman card. It provides a huge tempo swing, especially going first, by sending back an enemy follower and creating a huge board for yourself. This card should be your highest priority if you can help it.
Summon Snow is a bit weaker, but has the merits of being a 3 cost card which means it can be used with other impactful cards, such as Piercing Rune or Kaleidoscopic Glow.

keep one 2 cost draw card at most

-You want to keep cards such as Insight and Magic Missile over Kaleidoscopic glow when going first. Kaleidoscopic glow doesn’t gain much value on turn 2 if you’re going first, since the most your opponent can have played is a 1-drop.

Do keep in mind though that Magic Missile + Angelic Snipe Kills a 2 drop on turn 3! Sometimes this combo can be worth holding onto. You’re not playing Dshift, so don’t feel forced to toss your spells around like a madman!

Keep Enchanted Library versus Dragon and Haven

Library is a card that has a lot of value in slower matchups such as Dragoncraft and Havencraft. These classes are especially hard to deal with because of their healing and big followers which demand answers, so the extra cards help significantly. We only play one though since it has no effect on play and is useless in many matchups.

Keep Conjure Golem versus aggro

-Going first against shadow, Conjure Golem is your highest priority keep, to prevent the opponent from easily overwhelming you on the board. Sometimes, you’re forced to keep Levi just to not die super fast, and there’s simply no helping that. Don’t be greedy!

Going second:

Keep one snowman card

– Again, rimewind is always your highest priority! Summon snow is good, but if you have to choose between the two, prioritize Rimewind.

Keep Kaleidoscopic glow

– This card is ESSENTIAL for staying alive against more aggressive matchups such as shadow, sword and blood. The reason we want to keep this over Conjure Golem is so we don’t take too much damage while waiting to attack, and don’t get completely walled off by grimnir.

This is not the case against Dragoncraft or Dshift, but keep in mind that it’s still very good against other Runecraft archetypes, such as Daria or Fast Dirt.

Keep Enchanted Library vs Dragon and Haven

Same reasoning as when going first. You need more cards to finish this game.


Your game plan differs somewhat by matchup, but we will attempt to sum up your general course of action in most games before elaborating on specific matchups.

The Early Game

With your Snowman card in hand, charge it up as fast as possible while trying to gain its maximum value. Don’t feel forced to use insight early if you have no cards to spell boost, as it is still a prime play on turn 3 to smooth out your curve, or fodder for Conjuring Force

Stay alive vs aggro, burn face vs slower decks and apply that snowman pressure!

Try not to pop your summon snow on turn 3 unless you have the magical Insight -> Conjure Golem -> Summon Snow with 3 charges. Sometimes however, your hand might be forced if you can get a stronger t5 rimewind. These are things you have to consider and judge for yourself.

Save combos such as magic missile + angelic snipe to take care of 2 drops, rather than doing miniscule damage to their face! Don’t worry, you’ll get your tempo swings in due time~

Mid game / evo turns and beyond

This is the point where you should get your snowmen out.

If you’re going first, rimewind swings the tempo in your favor a LOT.

Try to alternate summoning snowmen and evolving Levi/impacting the board with spells, to make sure you don’t waste value by using a fully charged rimewind while you have 2 snowmen in play. We’re still playing a combo deck, no need to tempo your opponent to shreds!

Try always to ask: Is an Insight better off used to spell boost my hand/draw a card now than saved for later? The decision can sometimes determine an entire game.

Although this deck is powerful when you get the full combo, in some games (especially versus aggro) you’re going to need to use certain pieces to survive through the early- to mid- game. Ideally though, you want to hold as many low cost spells as possible for when you unload your combos.
*while it’s important to know how much damage you can do with conjuring combos sometimes it’s ok to not use the full amount if you might not get enough time. The deck has enough burn from spells and Blade Mage*

Hold on to Daria if you still have a hand full of valuable cards and can afford to, since she is much better as a finisher than as a tempo play!
However, if you are out of cards, or if she is the only play to get you out of a catastrophic situation, then by all means allow her to save your life!

End game / Closing out the game

Your average game length will be 7-9 turns

You have 3 ways of getting Conjuring Force onto the board

1. Play it before anything else as a tempo play

2. Play it when you already have a board if the opponent was not able to clear fully.

3. Play it along with cheap Blade Mages and spells

Following Conjuring Force up with a low cost Daria is super strong, since she allows you to play 0 cost Fate’s Hands and 2 cost Enchanted Swords. Also helps with fishing for other low cost spells and 1 cost Blade Mages.

And to leave you off with a few screenshots of what you can do with the deck when played correctly, and some examples of ways you can find lethal. or just otherwise flashy lethals.

We call this an avalanche in the business.

Quickly took control of the board and the hand is filled with tools to end the game and refill.

So maybe I didn’t need all that damage but look at that reach!

All in all Conjuring Snowmen is an incredibly strong and fun deck to play in tournaments. It does best in metas without cheap AoEs or amulet removal. This article was written by both HSK Sizouney and HSK Szerro.

A Look Through the Glass on Reaper Roach

A Look Through The Glass On Reaper Roach

Hey Everyone Im Szerro from team HallowedSky (HSK) Some of you may recognise my name, others may not. This past weekend The Shadow Nexus hosted the first major tournament since the release of Wonderland Dreams. Participants were permitted to bring two decks, each including no fewer than ten Wonderland Dreams cards. It’s probably no surprise that for my first choice I went with the metas new big bad Abyss Blood. For the second, however, HSK PancakeReaper cooked me up something a little more interesting: Neutral OTK Roach. I ended up being the only person in the top 16 to bring Forest and there were a few reasons I brought this deck to the tournament.

1) I expected to see a lot of Abyss Blood and this deck feels very strong in that matchup.

2) Very few people have figured out a good Forest list, and as such I didn’t think people would expect such a fast deck.

3) I feel most comfortable playing forest and this feels like one of the strongest Forest decks I’ve ever played.

I already knew i was going to be playing Abyss Blood this tournament since I believe Spawn is far too strong to not play. I wanted something that I thought would compliment a deck that only cares about getting its combo kill off. This is why I took Reaper Roach, it’s similar to Abyss Blood in that it only wants to stay alive just long enough so that it can kill as fast as possible, but does it in a more cultured way. Both decks do a very good job at punishing decks that aren’t optimised well due to their high burst damage, but even more cohesive lists need to be wary as as the burst damage these decks possess can turn an opponent’s slight mistake into a very fast lethal.

The Decklist
Reaper Roach.png

This list is pretty similar to how Roach has played in past formats, though there are some newcomers with the addition of Wonderland Dreams. WD very quietly gave Forest some incredible tools with Elf Twins Assault, Beauty and the Beast, and Through the Looking Glass.

Elf Twins 2

Wow what a powerful card. Elf Twins is probably the best 2 mana removal spell in the game right now. Without the help of Through the Looking Glass your elf twins should average around 2-3 damage on 2 targets, this means that by around turn 4 you can usually pick off a 2 drop and a somewhat healthy 3 or 4 drop. That is a massive tempo swing. Once combined with through the looking glass Elf Twins starts to deal upwards of 5 damage for 2 mana, where it can reliably deal with 4 drops and higher single handedly.

Beauty 2

There’s something about this card that just really feels like a Forest Legendary to me. After playing a single Through the Looking Glass you can pretty reliably have Beauty as a 7/8 with spell resistance by turn 6. Landing a Beauty on a close to empty board Usually means your opponent won’t be able to kill her. If you can do this and get a single hit to face with Beauty you should be able to end the game with a roach lethal shortly after.

looking glass.jpg
              Into the Looking Glass is the oil that makes this deck deck run smoothly. It can be used to Power out Elf Twins and Beauty, it cycles for cheap, and it can turn your Roach’s into neutrals allowing Alice to buff them for bigger Roach turns. It even fills up your two drop slot so you can consistently draw something to play early game or let you dig cheaply when you need to find a tool you don’t have in your hand.

             The inclusion of these cards is essential to the structure of the deck, and does wonders for the consistency of Forest’s game plan. The ability to remove 1 and 2 play point followers in favor of greater spell density means our Goblin Mages will pull a Roach 100% of the time. This in turn makes the free Goblin Mages we get from Feena all the more powerful, allowing us to simply leave them in hand and threaten a Roach turn. Furthermore the addition of Beauty and the Beast to the top end of our curve compliments Aerin and Roach both, serving as a substitute finisher in a pinch and providing a strong follow up for when Aerin walls your opponent out.

The general strategy of this deck is to sculpt a hand that will be able to burst someone down while keeping the opponent’s board under control with its strong removal options. You’ll want to use all of your cheap minions to sneak in chip damage when possible, and exploit  your beefy minions to take chunks out of the opponent on the occasions you can get them down. Ideally you want to hold all of your 0 cost cards so that you can get one huge burst turn that will either end the game or almost guarantee that you can end it next turn. I really believe this deck is incredibly strong if you can take the time to learn how it works and it’s also incredibly fun to play. I’d like to leave you with a few tips for playing this list.

1) Your 0 cost cards are very important, being able to represent up to 4 damage each when thrown into a really big Roach turn. Use them wisely.

2) Some quick numbers to be aware of with roach math, 5 mana will let you roach twice and play a Guidance.

0 cost + 0 cost + Roach + Guidance + Roach = 8.

As long as you’re playing two Roaches in a turn any additional cards played before the initial Roach is an additional +2 damage

0 + 0 + Roach + Guidance + Roach + Roach = 14

3) During the combo turn be as efficient with play points and board space as possible. Sometimes you’re better off using a Nature’s Guidance on a Faerie and not a Roach.

4) Sometimes your best play is to evolve an Elven Princess Mage or Feena just for the 0 cost card even if you aren’t attacking with it. Sometimes it’s right to evolve even if it means you will not be able to draw a card next turn. 0 cost cards will be a better draw than whatever could have been at the top of your deck more often than you’d think.


OTK2A small display of why saving your 0 costs are so important to the success of the deck. Hands with 3 0 costs spells are able to single handedly deal upwards of 20 damage.

Finally the last thing i have for you is a little Q&A i had with HSK PancakeReaper, the person who made the decklist and gave it to me the night before the event. He is an incredibly talented Forest player and deck builder and I thought the reasoning behind his deckbuilding may help you understand the deck more.

Why Will of the Forest and not Dance of Death?

Pancake: That’s kinda obvious for me, it helps better against Alice and can clear Abyss if they don’t evolve it.

What do you think is the best card in the deck?

Pancake: Besides Roach, I think Elf Twins Assault does wonders for this deck. I think it’s basically the main reason why Forest can even survive this meta. As a May replacement it hits 2 targets  and scales well into the late game

Why only two Beauty and the Beast?

Pancake: I found a lot of situations where Beauty and the Beast doesn’t work against wide boards, and they just ignore it and go face. So I think two is a reasonable number, while also allowing me to run Aerin at the same time. Aerin basically does what Beauty can’t, and that’s protect your face.

Why Khazia over Goblin Leader?

Pancake: Kaiza guarantees that you have at least 1 neutral card in hand, which synergizes well with BnB, Alice and Elf Twins. You also always have a 2/2 to contest the board.

Do you think this is the best deck right now?

Pancake: It’s definitely strong for sure, but “best” I’m not too sure about. I think it needs a little more time.

Pancake, what do you want to name the deck?

Pancake: I don’t know, I don’t name my decks, I just call it OTK. You can have the liberty of naming it.