![]() This card now allows Rune to, not only play its usual control styled gameplan, but also to have a huge board with evo stats and rush that can be difficult to clear for non tier 1 classes, and even those tend to concede if they don't have a clear answer to him. These weaknesses are now almost non existent thanks to its new card: Chrono Witch.ĭon't let the 13 cost fool you, he can come as early as turn 6. Or decks like Mysteria Rune where they do have a quite good midgame, at the cost of banishing its decks and risking losing some of its ket cards. When I think of Rune I imagine a control strategy with few followers on field and focusing on the late game while having a bit of an issue at midgame, specially vs big boards. But, just like last words shadow, what it now gets from doing that, has become really good and has very few weaknesses. Spellboost Rune is still a rune deck at heart, it follows rune's original gameplay of playing spells to either make your other cards cheaper or stronger. This brings me to the current problem child of the meta: Spellboost Rune It was so strong I still remember the daily "nerf world/cat" posts from a year ago. ![]() So back then Sword didn't need to commit too hard to deal with the opponent's board since they could just destroy them with other means and focus on building it own board and wincon. ![]() Sword usually has the weakness of not having healing or ways to replenish your board if it gets destroyed, but what happens when you give Sword the ability to always have a board, while also allowing it to heal (Arriet), destroy followers with non combat tricks (Alyaska's token, Resolve, Lady of the lance) and the cherry on top: having T10 lethal almost always guaranteed with The world/Wildcat combo? It becomes a deck capable of doing everything without having to stray away from its gameplan. The one with wildcat and a ton of variety where it was clearly one of the best decks after they nerfed Burial rite shadow (which remained strong). Shadow has always been a class that wants to kill its own followers to gain effects and momentum to gain control of the match, but what makes LW shadow so strong right now, is that "what you get" from doing so is so strong and varied it helps them deal with almost any match or deck that isn't build specifically to deal with it.Ġ changes from last season, still tier 1.Īnother good example was the Evo sword build we had exactly one year ago. But now thanks to cards like Wicked rebirth, Necroimpulse, Chris and Ceres, among many others it can do pretty much everything: aggro, heal, burn, swarm the field, midrange, spell negation, nuke boards, create a huge wall of followers, you name it. Shadowcraft is one of the better examples of this, where it's supossed to be a slow type of class that gets momentum and wins the late game. It no longer becomes a jack-of-all-trades master of none, but now it's more like a master of all deck. The problem comes when a deck in a certain class (no matter which) becomes too good at doing everything while having none of the disadvantages that would usually come when making a "balanced" deck. Now classes no longer having a "clear" identity isn't that much big of a deal since everyone is more or less used to it already. As we've seen time and time again you can have control sword decks, midrange forest, aggro shadow ones. Identity "was" a thing during its beginnings, but now it has gone the other way from how it was originally intended to go. For the most part this helps balance the overall meta because even if a deck is clearly strong, you can build a deck with an archetype that beats it and you'll have a more even fight.Ĭlass identity, for the most part in shadowverse, is more like a suggestion. This usually comes at some cost or weakness where the control part might not be as strong. ![]() Most card games follow this rule, but there are some instances where a control deck can also have small elements of midrange or even aggro. In case you're not familiar with how card games work, generally you have the archetype triangle, which represents what kind of deck does well vs certain decks. Been thinking this one for quite a while and figured I would express some thoughts, not only on spellrune in general, but also what to probably expect for future tier 1 decks in SV.
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