And so our prayers become victory ~ Seraph Havencraft!

And so our prayers become victory ~ Seraph Havencraft!


Howdy Shadowverse players!

For those who aren’t aware, I have been a havencraft fan ever since I started playing Shadowverse. From many different variations of the deck such as storm, guardian sun and seraph haven, I have played pretty much every haven archetype there is! Today, I wanted to do something a little old school and do a write up on a deck that I have been finding a substantial amount of success with in rotation! I will warn you now, this might get a bit lengthy so buckle in and get ready for the ride!

Pros and Cons
  • Pros

    • Has great inevitability against very slow decks

    • Packs tons of removal options.

    • Has an alternate win condition in the event that you are unable to pull off the combo.

    • Draws a lot of cards.

  • Cons

    • Has a difficult time vs very aggressive/tempo oriented strategies.

    • Some plays can actually help your opponent (Marwynn, Omen of Repose)

    • Although you have an alternate win condition, the deck is built around it’s primary one.

    • High Skill ceiling. This is probably one of the most difficult decks that you can play in rotation format.

Why Seraph Haven?

Hilariously enough, the reason I decided to start playing this deck is because I wanted to have a bit of fun with an old school classic. Turns out that the addition of certain new cards help this deck become somewhat of a contender!

Card Choices

So Marwynn is a very interesting card/ Although it does allow your opponent to heal and draw a card, these abilities are negligible because you are focusing on your own win condition and you don’t win the game through forcing your opponent’s life total to 0.

However, this PP ramp ability of this card can allow your opponent to make power plays earlier than you because they get to play with the extra PP before you. Moreover, playing this against Dragon can feel really bad because you could be giving your opponent enhanced Galmieux, Omen of Disdain or even helping them get to their Azi Dahaka’s faster. If you are going second, this can feel bad because now your opponent is ahead of you on PP.

To be honest, the inclusion of this card should be a no brainer. It heals you and can give you a huge body that is difficult for your opponents to deal with. However, there is something deeper in the lair with this card. When combined with a later game Garuda, ruler of storms, you can create a massive board that can win you a game. I once had 3 Dragons and a Garuda on board against midsword haha. Felt pretty good i gotta say!

Aether’s primary focus is to pull seraph out of the deck. It gives you additional ways to make sure that you have seraph in the late game. In fringe scenarios, they can be used to pull out cards such as Garuda or De La Fille in the late game.

So this is a card that I have been very back and forth on. I have found in some matchups it has been incredibly difficult to play this card. However after learning a little trick with the card, it’s grown on me quite a bit.

  • If your opponent blows up realm, the leader effect remains for that turn!

  • If you attacked with a follower and that follower dies, realm will still activate in the event that you didn’t have another follower in play that attacked that turn! This one is a very difficult one to understand but that’s how the card works!

Tips and Tricks

  • Marwynn, Omen of Repose is an excellent pre-evolution target. Your opponent has to burn a lot of attacks and resources to deal with this card. In a way, they will have to burn their turn to deal with it allowing you to continue setting up your gameplan. This can also serve as a valuable target for your opponent to waste their transform effects such as Fall from Grace and Lococo on as this deck is very weak to both of those.

  • Knowing when to play Realm of repose is a bit dicey. Some matchups like midrange shadow and tempo forest don’t really care very much about about this card because they are dealing bite sized damage anyway. With blood, your opponent can change gears and do bits and bits of damage instead of relying on doing a massive swoop of damage with Darkfeast bat. I do believe it is a card you play against blood and it can certainly help though. The card feels its strongest vs all current dragon decks in rotation and Destruction Portal because their win conditions are based in really big damaging numbers.

  • Lapis can be a pretty difficult card to land against the more board flood style of decks but that is the risk you have to take to achieve victory. My suggestion is that you could land a Realm of repose the turn before you play lapis to reduce the risk of playing her.

  • In that vein, Lapis is also a very effective beater! You will find that some opponent’s cannot actually kill her and that simply  means they are leaving a massive beatstick in play for you to bash them into oblivion with.

Final Thoughts

If you are interested in understanding the mulligan strategy for this deck, definitely check out the Seraph guide here(insert seraph guide here) on the website. If you are looking for a deck that is a lot of fun and has a difficult win condition to achieve, this is the deck for you! I have been having nothing but the best time trying to figure out the puzzle of beating my opponent with this deck and it feels quite satisfying to know that you are crushing people with a “non-meta” deck. If you have any questions about the deck, definitely ask me in the comment section! Until next time!