Burn Earthrite Runecraft

Neutral/Alice Runecraft
Deck Archetypes:
User Created Decks
Deck Date Sort ascending Views Cost
'Budget/Competitive' Burn Rune (Tempo/Control play)
Deck by shawnreed343
Updated
07-20
Posted 07-17
1,815 12,200
effe Burn ER Rune
Deck by effe
Updated
07-16
Posted 06-29
14,947 19,700
Earthrite Justocraft
Deck by Moonkiirezo
Updated
07-04
Posted 07-04
4,196 18,950
Earthrite Burn Deck
Deck by Airyuu
Updated
07-03
Posted 07-03
1,550 19,450
DirtCraft ft. OTP Levi
Deck by frog._
Updated
07-02
Posted 07-02
2,441 21,950
Deck Overview:

Burn Rune is a deck that uses various cards to literally burn your opponents to death. It also do very well against other aggressive decks. If you are interested in a simple deck with a ton of power, give this deck a try!

Deck Staples:
CardCost
Halo Golem Halo Golem 4

Halo Golem is an all-star in this deck! With sigils, you are able to break one to deal 3 damage to any target. It also has a very aggressive stat line meaning that it can be played even if you don't have a sigil.

She can draw you up to 5 cards, then reduce the costs of all the spells in your hand to 1!

If she dies, you end up banishing all of the spells in your hand. Not a particularly appealing trait, but the reward far outweighs the risk in this deck since the majority of the deck contains followers and earth sigils.

Deck Skeleton:
Amulet
Card Cost Quantity
Witch's CauldronAmulet - Wonderland Dreams
Unevolved
Last Words: Draw a card.
1 x 3
Scrap Iron SmelterAmulet - Darkness Evolved
Unevolved
Fanfare: Summon a Scrap Golem.
1 x 2
Red-Hot RitualAmulet - Darkness Evolved
Unevolved
Fanfare: Deal 2 damage to an enemy follower.
2 x 3
Gingerbread HouseAmulet - Wonderland Dreams
Unevolved
Fanfare: Deal 2 damage to an enemy follower. Restore 2 defense to your leader.
3 x 2
Price of MagicAmulet - Standard
Unevolved
Fanfare: Banish an enemy follower with 2 defense or less.
3 x 1
Follower
Card Cost Quantity
Magic IllusionistFollower - Tempest of the Gods
Unevolved
Last Words: Perform Earth Rite: Summon a Magic Illusionist.
Evolved
Last Words: Perform Earth Rite: Summon a Magic Illusionist.
2 x 3
Dwarf AlchemistFollower - Rise of Bahamut
Unevolved
Fanfare: Put an Earth Essence into your hand.
Evolved
Evolve: Put a random card with Earth Rite from your deck into your hand.
2 x 2
Timeworn Mage LeviFollower - Darkness Evolved
Evolved
Evolve: Put a Crimson Sorcery into your hand.
2 x 3
Halo GolemFollower - Tempest of the Gods
Unevolved
Earth Rite: Deal 3 damage to an enemy.
4 x 3
Wizardess of OzFollower - Wonderland Dreams
Unevolved
Fanfare: Draw cards until there are 5 cards in your hand. Change the cost of the spells without Spellboost in your hand to 1.
Last Words: At the start of your next turn, banish all spells in your hand.
Evolved
Last Words: At the start of your next turn, banish all spells in your hand.
5 x 3
Spell
Card Cost Quantity
Dance of DeathSpell - Darkness Evolved
Unevolved
Destroy an enemy follower.
Deal 2 damage to the enemy leader.
5 x 3
Demonic StrikeSpell - Standard
Unevolved
Deal 3 damage to an enemy.
4 x 3
Priority Mulligans:
  • Any 1 PP Earth Sigil
  • Any 2PP Follower (except Timeworn Mage Levi. If you are going first, mulligan it)
  • Red Hot Ritual 
  • Gingerbread House (If going second)
  • Halo Golem (If you have a Sigil and going first)
Deck Progression:

Early Game

  • Get out your 1pp Sigils asap. You want to make sure that you have them so that you are able to use them throughout the game. 
  • Magic Illusionist is your primary 2 drop here because he is incredibly difficult to get rid of while you have sigils in play. He makes nearly all of your trades better because he just comes right back. 
  • Don't be afraid to use your Red-hot Ritual's and Gingerbread House to keep your opponents board in check. 

Mid Game

  • Primarily you want to use your Halo Golem to burn your opponents face is you are ahead, but you can certainly use it to clear the path so your followers can get in more damage. 
  • Your Evolution points should be used to push for damage as a priority. However, there is nothing wrong with using them to trade with your opponents followers in this deck. 
  • Try not to use Wizardess of Oz on the curve (5th turn) You want to make sure that you are taking full advantage of her effect by being able to play it on a turn where you can still cast one of the spells. 

Late Game

  • Wizardess of Oz becomes substantially better because you will have less cards in your hand. In effect, with your burn spells, she can even act as a win condition.