![]() ![]() Most control decks have some kind of win condition where they work toward for example Mordecai the Duelist/Nephthys for Nephthys Shadow or Heavenly Aegis for Aegis Haven.Ĭontrol Decks are decks that are based around clearing the board early and preventing damage to your leader as much as possible, similar to Control decks. To reach the late game without suffering too much damage, control decks use a wide variety of removal, Ward followers and self heals. The goals for these decks is to reach the late game where they can play powerful cards to win back the board and destroy their opponents. This means that when you're facing a control deck, it is essential to end the game before they can reach their powerspike.Ĭontrol Decks are decks that are based around clearing the board early and preventing damage to your leader as much as possible. These decks are esentially the middle ground between aggro and control decks they are stronger in the midgame than aggro decks, but are weaker in the lategame than control decks. Midrange Decks are well-rounded and have a lot of followers, as well as plenty of removal. They tend to play a lot 'on curve', and use follower trading to ensure board control. Midrange Decks are decks that are based around gaining board control and keeping it. ![]() ![]() These decks also tend to run light removal, in the form of cheap damaging spells, in case the enemy does manage to play followers early. The dream scenario for aggro decks is that the enemy leader doesn't have enough time to stabilize the board, and you can kill him before he plays powerful followers. They will then proceed to attack the opponents leader. These 4 main archetypes have several class-specific sub archetypes, that have more detailed guidelines about the win condition and deck structure.Īggro Decks are decks that utilize a lot of cheap followers to gain early board control. These deck archetypes determine the playstyle, win condition and structure of the deck. Leader's only have defense, and when their Defense reaches 0, the other Leader wins.ĭecks in Shadowverse follow one of the four main Archetypes Aggro, Midrange, Control and Combo. Also, some cards have the ability to restore Defense to a follower or leader, Curate for example. All Followers have a base Attack and Defense, but their Attack and Defense can be influenced through buff cards like Royal Banner. Defense is the amount of Damage a follower or Leader can take before it dies. Attack means the amount of Damage the follower will do when attacking or when attacked. An example of Evolve Effect Followers is Rose Gardener, who returns a follower to the owner's hand when Evolved.įollowers have 2 important stats Attack and Defense. This empowering buff usually means a +2/+2 buff to it's stats, or it gives a +1/+1 buff if the follower has an Evolve effect, which will then activate. Shadows are only relevant in Shadowcraft, where they use Shadows for their Necromancy mechanic, or in Path to Purgatory Decks, which need 30 Shadows to activate Path to Purgatory's effect.Īt turn 5 (or turn 4 if you went second), you have the ability to Evolve your Followers.ĭoing so empowers your follower and gives it Rush (meaning that it can attack immediately when it's played, but it can only attack enemy followers.) if it wasn't on the board beforehand. Keep in mind that when a Follower or Amulet is banished, it doesn't generate a Shadow. They can then use their followers to attack enemy followers or the enemy leader.Īlso, a minor thing to note is that cards generate Shadows in certain ways.Īmulets and Followers generate one Shadow when they are destroyed, while Spells instantly generate one Shadow when they are played. Each turn, you will gain an additional Play Point, until you have 10 Play Points.īoth players then proceed to take turns, playing followers, spells or amulets with their Play Points. Play Points are used as a currency for your cards each card you play will subtract it's cost from your Play Points. Then the match starts, with both players having one Play Point. ![]() The player who goes second gets an additional Evolution Point, can Evolve their followers one turn before their opponent and draws an extra card at the start of the first turn. At the start of each match, the game will randomly decide which player goes first. ![]()
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