Aggro Shadowcraft

New Expansion!
Aggro Shadowcraft
Deck Archetypes:
Archetypes Rating
Midrange Shadowcraft
Updated for SFL
Atomy Shadowcraft
Updated for SFL
Aggro Shadowcraft
Updated for SFL
Nephthys Shadowcraft
Updated for SFL
Dark Alice Shadowcraft
Updated for SFL
Featured Decks
NA JP
Deck Date Sort ascending Views Cost
[Altema] Aggro Shadowcraft
Deck by [email protected]
Updated
11-09
Posted 11-09
1,880 17,900
[GameWith] Aggro Shadowcraft
Deck by [email protected]
Updated
11-09
Posted 09-27
6,344 18,250
Tournament Decks

There are currently no tournament decks for this class/archetype, check back soon :)

User Created Decks
Deck Date Sort ascending Views Cost
Aggro Shadowstack v3
Deck by Anemone
Updated
12-16
Posted 12-16
55 9,950
Aggro Shadowstack v2
Deck by Anemone
Updated
12-09
Posted 11-24
801 13,700
Aggro Shadowstack
Deck by Anemone
Updated
11-23
Posted 11-22
337 13,100
Aggressive
Deck by Lolita
Updated
10-31
Posted 10-31
592 0
Shadowcraft Combo
Deck by Daedarius
Updated
10-02
Posted 10-02
1,646 14,150
Deck Overview:

Aggro Shadowcraft can be a challenging yet rewarding deck that does require a bit of practice to get down. It focuses very heavily on setting up combination plays rather than a full straight on approach which makes it different than other aggro decks!

Deck Staples:

"They're so cute when they haunt!"

Rabbit necromancer is a pretty amazing card. Not only does it have very good aggressive stats, but it also punishes your opponent for killing it by dealing 2 damage directly to their leader! Despite this, your opponent must kill it because if they don't they will be taking a lot of damage on top of the 2 damage they would take when this card dies.

CardCost
Orthrus Orthrus 4

Orthrus serves several functions in aggro shadow.

  1. Removal. Orthrus is capable of making something your opponent controls weaker or straight up killing it.
  2. Buff: In addition to being able to burn something when it comes into play, it can also increase the power of one of the followers you already have in play. This means that you can do even more damage to your opponent.
  3. Evolve Target: So you can evolve orthrus after using her ability to do damage ward follower so that you can press damage though to the opponents leader.

It should be stated that orthrus' ability does not target. This means it can hit ambush followers or cards that cannot be targeted!

CardCost
Demon Eater Demon Eater 2

Much like Soul Conversion, this card will kill one of your own followers and add 2 cards to your hand. The difference between the 2 cards is that this is a card that is a follower while soul conversion is a spell. This card also costs 1 more play point than soul conversion but the price is worth it considering what you are getting from it.

Deck Skeleton:
Spell
Card Cost Quantity
Phantom HowlSpell - Standard
Unevolved
Necromancy (1): Summon a Ghost.
Repeat for remaining shadows or until your area is full. (An area can hold 5 cards.)
4 x 3
Soul ConversionSpell - Standard
Unevolved
Destroy an allied follower.
Draw 2 cards.
1 x 1
Follower
Card Cost Quantity
Dark ConjurerFollower - Darkness Evolved
Unevolved
Fanfare: Summon a Ghost if an evolved allied follower is in play.
2 x 3
Demon EaterFollower - Wonderland Dreams
Unevolved
Fanfare: Destroy an allied follower and draw 2 cards. (Doesn't activate if no other allied followers are in play.)
2 x 3
Skull BeastFollower - Standard
Unevolved
Last Words: Gain 1 shadow.
1 x 3
Skeleton FighterFollower - Standard
Unevolved
Necromancy (1): Gain +1/+1.
1 x 3
CerberusFollower - Standard
Unevolved
Fanfare: Put Coco and Mimi into your hand.
5 x 3
Rabbit NecromancerFollower - Standard
Unevolved
Last Words: Deal 2 damage to the enemy leader.
3 x 3
Priority Mulligans:

At least one 2-cost follower in the order of:

Spartoi Sergeant > Dark Conjurer > Lesser Mummy

Keep one 1-cost follower if turn two play is secured in the order of:

Skull Beast > Goblin > Skeleton Fighter

Keep one 3-cost follower if turn two play is secured and facing slower opponents in the order of:

Rabbit Necromancer

  • Shadow Reaper is not meant to be kept in your opening hand. You can keep it however if you manage to have several 1PP followers in your hand. 
Deck Progression:

Early Game:

  • Don't focus on trading with your opponents followers. The more you trade, the more damage you are not doing to your opponent. 
  • Always mulligan to your curve. You need to take full advantage of your play points. 
  • You do not actually mind if your opponent trades with your followers in the early game because they are building up shadows for your Phantom Howl

Mid Game:

  • Your mid game is not much different than your early game with you continuing to fight through and push damage to your opponent.
  • Cerberus on 5 is quite possibly the most important play you could make during the game so you want to be playing it if you have it.
  • In the event that your opponent is ahead of you, don't be afraid to use your phantom howl to clean up your opponents board. It could quite possibly save you from losing the game in an aggro vs aggro. 

Late Game:

  • Below, there will a small guide for how you can do damage to your opponent with Cerberus and Phantom Howl. (many of your victories will come from this combination)
    • Coco + Mimi + Phantom Howl = 9 Damage (6 Play Points)
    • Coco + Mimi + Phantom Howl + Evolution Point = 11 Damage (6 Play Points)
  • If you manage to play more than 1 Cerberus, you can do up to 15 total damage using a single Phantom Howl.