2023.04.15 15:57 PlacatedPlatypus What Low Elo Is Really Like: An In-Depth Analysis
2021.08.01 16:54 ImperialDane Shadowverse Rotation Meta Report. August 1st
2021.07.25 17:03 ImperialDane Shadowverse Rotation Meta Report. July 25th
2021.07.18 16:58 ImperialDane Shadowverse Rotation Meta Report. July 18th
2021.06.20 17:28 ImperialDane Shadowverse Rotation Meta Report. June 20th
2021.06.18 13:00 LordlyMedusa Racing the Meta for Fun and Profit (DoV Sword GM write-up).
Proof: submitted by LordlyMedusa to Shadowverse [link] [comments] https://preview.redd.it/ffmuj4g6jz571.jpg?width=1920&format=pjpg&auto=webp&s=7bde9c9b9186aa96f4378be541931a65deb1da0f Decklist that I shamelessly lifted from something I saw in an Ignideus stream recently. Preamble: Wasn't actually planning on hitting GM this expansion cycle, but I was already sitting at 7.5k when I gave up and with all the buzz around the 5th Anniversary I decided to dip my toes back in the water. Went on an 11 win streak with the deck, so I kind of just lucked into it, I guess. So here's my customary victory lap/cathartic write up. https://preview.redd.it/xfvcygqfkz571.jpg?width=1920&format=pjpg&auto=webp&s=c3a5cb39a90a08ff4199486af5069f6ed7c201b5 First things first, I don't recommend playing Sword if you're still looking to seriously climb. You've got better options, so only play this for the fun of it or because you're a stubborn Sword main. However, this deck does have a few things going for it. Like most aggro decks, this thing plays fast. You're going to have a pretty good idea of whether you've won or lost by turns 4-6. It's also not difficult to pilot, at least compared to something like Loxis Forest. The Cards: Both Garven and Cat Admiral are great editions from the mini expansion. Garven can be used as his accel to help keep the board and as a turn 8 finisher. There's a total of four traits in the deck, so he can slap the opponent for up to 10 damage. Not bad. Cat admiral is just an all round good card. Fine as a play on two, helps flood the board on Evo, and offers a bit of extra no hassle chip damage with a fairly easy condition she can pump herself. It's no secret that Sword's two drops have fallen off in favor of the vehicle neutrals, and personally I'm hoping for some good two drops in the next expansion. Chariot may look out of place at first, but he's actually a great fit for the deck compared to other options like Sera. He doesn't need an Evo to get the most out of him, and all three of his options aid in the game plan. Ward helps to protect your two drop and/or preserve your gunslinger for a juicer target, an extra 1/1 is always welcome, and the face pings are obviously great. We're an aggro deck. His RNG form may look scary, but if you play it right most of the time you'll come out on top. What I mean by that is play it when you're behind or running out of steam. If things are looking dicey on 7 your chances arn't that great anyway. If you can afford to tank a hit, but your opponent can't, it's probably worth it to go for it. The chance he hits you twice on an empty board is 1/4. It's also a 1/4 that he hits your opponent twice, and a 1/2 that he hits both of you once. In the case I've outlined, 3/4 of the cases are in your favor and you win the match (although if your opponent dies on the first hit the second roll isn't needed but you get the idea). The buff to Bunny&Baron, or more specifically their car, is significant. Stuffing a two drop inside is much easier to work into the gameplan, and getting the car off is very important in a lot of matches. It's very annoying for many decks to deal with B&B, then the car, then the minion. Most of the time something's going to slip through. The accel is the key to winning matches when you go second. The price of the Evo is usually worth it, as you'll be ending games fairly quickly anyway. The rest of it is pretty standard. Hit the ground running and get your damage in, planning around whatever finishers you've got in hand. Stroke on six, Chariot on seven, Garven on eight, or Dark Albert on nine. General Mulligan Advice: Radical Gunslinger and Quixotic Adventurer are auto keeps virtually all the time. They help you keep the board early, buff your three play to make it hard to answer, allowing you to springboard into the midgame. Archangel is a keep against Shadow or Portal. She helps slow down their gameplan by removing LWs and the early game artifacts, and she can be used for draw in a pinch too. Scrupulous Preparations or Chariot are good keeps going first. Panther Scout is hand dependent. Being a 1pp 2/2 is really good, but if you waste it she's mediocre. B&B is a keep against Dragon. They're going to Georgius our board and B&B is our only play where we come out ahead. More on that later. Cat Admiral is a keep if you're going second. B&B tends to be a keep going second if you've got at least a two drop (using the accel), save it for the Evo turn alongside another two drop ideally. Not only will you probably have a solid grip on the board, turn five is going to be a huge power turn. Matchups: LW Shadow: This comes down to whether on not they hit Nighmare on five to sweep your early game pressure. Ominous Tyrant is kind of bad too, but at that point your finishers are starting to come online and it probably won't matter. Chris and Gremory arn't problems because you'll be putting on so much pressure they won't have the time. Hit hard, hit fast, ignore their minions for the most part and get them in range of one of your stormers/finishers. B&B isn't great in this matchup, but cards like Jeno and Dark Albert are key. In fact if you're going first I recommend keeping Jeno and trading off your weenies on four to activate him. If they don't Nightmare on five, they usually crumble under the damage. Artifact Portal: This one is difficult, because they have access to the healing artifact. A key point in this matchup is to not let them drop Factory. They also have an efficient way to silence, so B&B arn't great here. Although using the accel is still a good idea. Use archangel to slow down their P-shifts. If they heal too much too quickly it's GG. Face Dragon: They're going to Georgius our early game, accept this, plan for it. The good news is they tend to ramp on turns 2/3 with Oracle and Furor in which case it's free reign until they slap that Georgius. Tiamat is a pain too but she doesn't get dangerous until they hit overflow. For this reason the 2pp 2/1s like Archangel and Kunoichi are bad in this matchup. How do we rebound from the wipe? With B&B that's how. You'll kill him for 'free' leaving a dangerous 5/5 on the board, and if/when they kill them you get to slap face with the car. Beyond that you're trying to outpace their healing while not dying yourself. The 7pp Chariot is pretty good here, as you'll probably be near full health most of the game and they'll probably be in range of a single hit from the Chariot. Fairy/Sekka Forest: This is a race, pure and simple. Sekka comes online too late to matter one way or the other, your biggest problems are actually Dark Aria and Fairy Slugger. Dark Aria because they can now comfortably clear your board every turn while pinging you to death, and Fairly Slugger can heal them for a lot if they set up properly. If they get Aria on time your stormers/finishers are the only cards that get to do anything, so finding them and setting them up is key. As I said, this one's a race. Ward Haven: This one comes down to how quickly they can get Anvelt down. Otherwise you'll just bulldoze them. They can steal wins with an early Sarissa if you get careless, so be mindful of her when she drops on the field. Sanctuary Haven: Abandon hope all ye who enter here. Amulet Haven: Same basic concept as face dragon. The early game is basically free, but then the scary stuff comes online with Selena. Either leverage that early damage to a win or get drowned out and finished by Jatelant. Anything else I fought wasn't often or memorable enough to write about. It was a pretty short sprint from where I left off near the start of the expansion. The win streak has almost certainly skewed my perspective, so as always take this will a healthy dose of doubt/criticism. I'll probably give my thoughts on the Sword cards for this expansion when they all come out, so look forward to that, |
2021.01.24 18:11 ImperialDane Shadowverse Rotation Meta Report. January 24th
2020.11.29 17:20 CerberusZX I Reached Grand Master Using Only OTK Portal, Vincent Rune, Jerva Dragon, Buff Sword, Aggro Forest, Aggro Shadow, Baal Blood, Acc-
At some point I swore to myself that I wouldn't do another one of these posts, but now it's gotten to be a habit and I can't move on without sharing my experience--and what an experience it's been! This has definitely been the craziest meta that I've tried to climb in with a wide variety of viable decks with proper ladder presence. submitted by CerberusZX to Shadowverse [link] [comments] https://preview.redd.it/sapv675hf7261.jpg?width=2220&format=pjpg&auto=webp&s=7eb5623d1d39d157b7eafe7c3429607ba867738c As always, I'll have write-ups on my decks below the long-winded story no one should care about. It's mostly just there so I can get my thoughts in order. Start of the ExpansionI gave Ward Haven a shot during the pre-release and did well enough, but after reaching Grand Master with Elana and Ward Haven last expansion I was sick of the class. Volteo seemed like a fun card, so I built a deck around him and even got a few wins early on. I also gave the new and improved OTK Portal a spin and saw some success.While there were more decks I wanted to try, I started seeing a lot of complaints here about Anvelt. Having hit Grand Master with Ward Haven last expansion, I knew full well how oppressive the deck could be with its natural predator (Hades) out of the picture and so I set out to prove that Anvelt alone was not the problem using a deck that did not include him. While I only used the deck for a brief period, it catapulted me up to ~3500 points. I also suggested that Enchanted Knight's cost should be increased to 3, which is exactly what happened. Having accomplished my mission, I set my sights on the next seemingly fun deck, and that's when it all fell apart. I like decks that have an OTK as their primary win condition and I pulled a few copies of Immortal Monster Trio, so when I saw that it could be used for an OTK, I leapt at the chance to craft the deck. However, it was at this point that the meta started to settle. Pretty much every match was against either Ward Haven, which prevents their opponent from going face, and Evo Sword, which always stopped the OTK with either wards or Steadfast Samurai and then cleared my board while healing and threatening lethal themselves. I didn't get a single win. I saw someone else reach GM with a build that included Deathbringer for removal and heals to stand a chance against Ward Haven so I switched to that. I didn't get a single win and dropped to 0 points. With nothing left to lose, I decided to go back to fun looking decks. Inspired by a video I saw here, my next deck was Buff Sword and I climbed all the way back to ~1500 in a day. I was happy to have found a deck that was both fun and viable, but then the next day I fell back to ~700 points, gave Volteo another failed shot, quickly switched to OTK Portal because I really wanted a win, and finally hit 0 points again. I did a bit more climbing with Buff Sword but eventually hit 0 once more. At that point Evo Sword was starting to fall out of favour with the rise of Gremory Shadow, but Ward Haven was definitely the most common matchup I was seeing, and so I again returned to OTK Portal since I was too poor for Evo Sword and OTK Portal was the only other deck I knew of that had a shot at winning. Sure enough, I managed to gain ground and when I hit ~3000 points I decided I would reach GM using only this one deck. Post-nerfI heard that aggro was finally viable thanks to the nerfs, so I immediately went back to Buff Sword and had fun while slowly but surely climbing. Still, Ward Haven hadn't completely gone away and while I did get a few wins against them, I eventually made the switch to Aggro Forest because it has Wolfraud. He did get me a number of wins, but the new Portal decks were becoming quite a nuisance and I wanted something with AoE to spite them.My first instinct was to switch to Dragon because it has Jerva and the discard package. Early testing showed that discard pings were not sufficient to remove a wide Portal board, so I decided to go all-in on Jerva. I did better and every win felt well earned, but I was still losing far too often and I eventually went back to Aggro Forest. Then I got pig'd, and I had to try that myself. Vincent/Pig Rune has access to some strong combos and it won me a good number of games, but it is very dependent on finding those combos with little draw power which makes its greatest foe itself. With the mini-expansion on the horizon, I went back to the deck that had been most consistent for me after the nerfs, which was Aggro Forest. When the mini-expansion finally released, I had ~5000 points. After the MiniBefore trying any of the crazier new toys, I wanted to see how the Goblin Queen would fit in my existing Aggro Forest deck, and I happened to draw 2 copies of her so that worked out. I never got a chance to play her and the new decks crushed me.I always liked the idea behind Item Shop's deck building restriction, so Walfrid was naturally my first choice of new decks to try. Steadfast Samurais that aren't easily removed makes the Ward Haven matchup so much easier than it was with Buff Sword. I mean, the deck does good in general, but that alone made me quite fond of the deck. After climbing to ~6000 points, I tried the next shiny new deck. Acceleration Forest (Speedy Forest from here on) being a control deck that kills with burst was a really nice change of pace after spending so much of the expansion trying to outvalue opponents. Probably my favorite new deck of the expansion, though it also seems to be the least popular. With all its healing and Resolve of the Fallen, it's even able to stabilize after big Loxis plays and I've won that matchup very nearly every time. Still, it can take a long time to win (over 13 turns on more than one occasion), so it's not the deck I use when I want quick games. Wanting something that could reliably come out ahead while racing Portal, I put together a Baal Blood deck that has less control than the ones I've been seeing but it has the speed I need. I've even managed to outpace the healing of Forest and Sanctuary Haven decks, though not often. I can't say whether or not it's better than the decks that run more of the Natura package, but I did have a positive win rate with it. Since most of the decks in the current meta environment want to go face with followers, Ward Haven seems like a good choice and I occasionally switched to it during the final portion of my climb. However, for the final ~1000 points I just wanted speed, so I put together an Aggro Shadow list and an 8-win streak got me to the trials. Lost twice, won twice, and wrote this up. The DecksOTK Portal - This deck aims to stall until a turn 9 win (or 8 going second) using a Dimension Dominator buffed Capsule Homonculus and a Vesha generated by Awakened Ragna, but The World on turn 10 can also work. The deck has techs for every occasion and Kaiser's accelerate helps find them when needed. Lazuli's evolve can stop an OTK. I generally mulligan for Dimension Dominator but I'll hold onto Ramiel going second. The deck has so many techs and so much draw power that you don't really need to hold onto anything specific, so setting up the kill takes priority. If you have Dimension Dominator but not Capsule Homonculus, you can give the pp refund to a puppet and draw into the Homonculus later.The deck is decent against Ward Haven. They can use Yukari to prevent your OTK for a turn, but they typically board lock at that point and often don't have lethal, so you can just wait it out. Other matchups are winnable, but decks focused on small storms such as Aggro Forest are unfavored. While Romantic Chanteuse is useful versus Ravening Blood, I haven't used this deck since the mini-expansion and I get the feeling it's no longer enough. Jerva Dragon - Always mulligan for ramp. You have enough draw and tutors and stumble into your wincons, so ramping early is top priority. Once you have Jerva's effect online, remove the opponent's board 4-5 times for the win. If you can't remove their entire board or didn't draw Jerva, play whales to protect your face and set up an alternate wincon. Most decks in the meta kill by going face, so a wall of big wards is nice to have. That said, Rally Portal doesn't care about your wards thanks to the train and it's tough to deal 3+ damage to everything on a wide board every turn, so it's often a hopeless matchup. I haven't played this deck since the mini-expansion, but I get the feeling Ravening Blood is also hopeless as they're likely to deal more damage to you per turn than you do to them. Vincent (Pig) Rune - This deck has more ways to buff things already on the board than any other which means it's the best at making big bandits. It can also build a big board with lots of healing via Sweetspell Sorceror + Words of Judgment which helps stabilize while applying pressure, then Words of Judgment spam can get the win after stabilizing. These strong plays give the deck a fighting chance against anything in the meta. HOWEVER, these plays require getting specific combinations of cards at the right moments and it just doesn't have the draw power to do so reliably. I moved up the ladder more than down while using this list and even got a 7-win streak, but it wasn't exactly a smooth climb. Anway, mulligan for Bandit and Vincent, then pray for the best. Buff Sword - I deleted this deck once Walfrid was a thing, but I think this is the build I settled on post-nerfs. The deck wants to be aggressive, so mulligan for your 1 and 2 drops. Going first against decks other than Portal, you can usually get away with turn 1 Bandit and buff it on 3, but you'll need to play it with a buff going second. Using Wandering Chef's evolve to give Steadfast Samurai ward is a strong play, but I generally mulligan the Chef away unless I have both and I'm going second because he's the most lackluster turn 2 play you have. If your opponent has enough removal or wards to stop you from winning, The Chariot serves as a Hail Mary. A fun deck overall, but probably not good for climbing. Ward Haven (sans Anvelt) - This deck punishes greedy board based decks with Wilbert's effect and small wards that will keep them board locked. As Wilbert is the deck's primary wincon you may want to aggressively mulligan for him (I certainly did last expansion), but Enchanted Knight lets you get away with an early curve which in turn allows potential Sarissa shenanigans, so he's worth holding onto. That said, you will need Yukari more than Wilbert against Ravening Blood and it still won't be a favorable matchup. The deck is also unfavored against Sanctuary Haven since Benevolent Light wipes your small wards. Walfrid Sword - Honestly, I was so focused on what I can do to win that my opponent's plays never really registered for me, so I have no clue how it fares against which matchups aside from big Steadfast Samurais and Graceful Maneuver ruining Ward Haven. Mulligan for either Walfrid or Gelt, get Walfrid's effect online ASAP, then put out as many threats as you can and overwhelm your opponents, whoever they are. Speedy Forest - It's a given that you're going to find accelerate cards, so I generally mulligan for Fairy Flowering. It's your main wincon and it doesn't do you any good to get it set up and then not have it. Kokkoro gives you something to do on turn 2 while also thinning your deck and maintaining hand size, so she's generally okay to keep. Irene is often a brick early on, so while she can be good with Fairy Flowering, she's not something to keep in mulligan. Against aggressive decks and Blood, I want Carmine in hand and I will throw out everything else to find her. The deck can heal back early damage, but only so much and getting repeatedly hit in the face with an early fully statted follower while fighting a deck that kills quickly is not ideal. Depending on the cards in hand, I typically build a Chipper Skipper board on turns 6 or 7. They'll likely get removed, especially when facing Sword thanks to Nahtnaught, but racking up evolves for Resolve of the Fallen is the main goal. While Lionel as an accelerate is nice removal, playing the body after the opponent uses The World is fun and limits what the opponent can do next turn. Lionel is also great against Loxis Forest, but that's an easy matchup in general. I have also had success using Primal Giant's body after Lionel was killed to get another one and with a manual evolve the opponent is likely screwed. It usually takes 2 bursts of Fairy Flowering to achieve lethal. Optimistic Beastmaster can help soften the opponent up or finish them off and also removes wards so you can go face. Some people seem to be hesitant on Carmine since she can hit your own followers. Your followers do their job on the turn they're played and they're probably just going to be removed next turn anyway so who cares if they get hit? Aerin and Optimistic Beastmaster won't die from one hit and you can evolve Chipper Skipper so she can activate her effect without fail as well. Any enemies removed are just a bonus. Sometimes, Carmine's body can be useful too. Levon is not an accelerate and therefore does not advance your gameplan. I can sort of see the appeal as it's targeted removal and it returns to hand for Elf Queen pings, but it's best to maximize cards that advance the deck's gameplan so you can quickly take down opponents that need to be beaten with speed. Ward Haven and Roost Dragon are the deck's worst matchups. Ravening and Control Blood can be problematic too, and the same goes for aggro decks when you fail to find the right control tools in time, though aggro decks are easy when you do find the tools you need which happens more often than not. I have a very high win rate against Loxis Forest and Sanctuary Haven. Evo Sword and Rally Portal are about even. Speedy Forest was my primary deck when climbing from 6k to 8k points and it's way stronger than its lack of ladder presence would suggest. Aggro Forest - I deleted my deck once it stopped working, but I think it was something like this. I don't think it has any particularly good matchups anymore and I wouldn't recommend it, but it's here for those who want to take a look. Generally speaking, you want to mulligan for your 1 and 2 drops. Against Haven, try to find Wolfraud instead as you'll likely need his enhance. Against other decks, he's a decent 3-drop that can maybe become really big, especially nice if you play him on 3 going second and the opponent can't answer him. A pretty straightforward deck. Play followers, activate buff combos if possible, and go face. Ravening Blood - Some deck lists run more Natura cards for healing which probably helps in certain matchups, but I play this deck for the speed at which it kills, so I forego the Natura nonsense so I can consistently get the cards I want. Always mulligan for either Ravening Corruption or Nightprowl Vampire. If you have both, you can play both to activate Ravening's 2 damage burn and +1 ping next turn. If you have Ravening, aim for your 2/2s or Bloodsoaked Archdemon. An early archdemon is a big deal. Io's evolve effect is great, but I can and will play her on 2 against decks that will struggle to remove her such as Spellboost Rune and Loxis Forest. The more damage you deal in the early game, the less work you'll need to do later on. Always keep a Lucius in hand when fighting Sword. He can remove a problematic follower such as a buffed up Steadfast Samurai for 1pp. I will gladly deal 1 less damage from Baal fusion to ensure lethal next turn. Aggro Shadow - Like any aggro deck, mulligan for early followers. You generally want to go face when you can, but it's usually worth making sure you have enough followers in hand to activate The Lovers on 5. Gold Rush Ghost's enhance can be nice, but he's still a 2 drop if you fail to find others. Bone Fanatic and Helio give you good odds of having something to buff with Gabriel. Turn 5+ Quixotic Adventurer into Abysmal Wraith with no Burial Rite is 1 more damage than Abysmal Wraith with Burial Rite and that difference has been enough to win. I've outpaced decks with a lot of healing but few wards while ward-heavy decks have been more problematic. Ravening Blood can kill fast, but Shadow is generally faster. |
2020.09.15 10:02 gemowater Zendikar Rising Brawl Set Review
2020.07.19 18:11 ImperialDane Shadowverse Rotation Meta Report. July 19th