Burn Earthrite Runecraft

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Neutral/Alice Runecraft
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D-Shift Runecraft
Updated for SFL
Daria Runecraft
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Neutral/Alice Runecraft
Updated for SFL
Dimensional Daria Runecraft
Updated for SFL
Burn Earthrite Runecraft
Updated for SFL
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User Created Decks
Deck Date Sort ascending Views Cost
15 Matchwinstreak Burn Rune (Master)
Deck by Nagato
Updated
11-17
Posted 11-17
1,011 19,400
[UglyGod] Earthrite Burn/Control
Deck by uglygod
Updated
10-20
Posted 10-02
20,836 20,300
Dirt rune (detailed guide)
Deck by Butterdtoast
Updated
10-05
Posted 10-05
5,314 20,450
ER Burn
Deck by DeadSet88
Updated
10-04
Posted 10-04
3,893 32,150
Earth Burn D:
Deck by GO John
Updated
10-04
Posted 10-04
1,339 20,300
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
Starseer's TelescopeAmulet - Starforged Legends
Unevolved
Earth Rite: Draw a card. Recover 1 play point.
(This Earth Rite effect doesn't activate unless there is already an allied Earth Sigil in play.)
1 x 3
Spell
Card Cost Quantity
Piercing RuneSpell - Rise of Bahamut
Unevolved
Deal 2 damage to an enemy follower, then deal 2 damage to the enemy leader.
If an allied follower evolves, change the cost of this card to 2.
4 x 2
Dance of DeathSpell - Darkness Evolved
Unevolved
Destroy an enemy follower.
Deal 2 damage to the enemy leader.
5 x 2
Mutagenic BoltSpell - Tempest of the Gods
Unevolved
Transform all enemy followers into Flame Rats.
6 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
Karl, Pious InstructorFollower - Starforged Legends
Unevolved
Fanfare: Summon an Earth Essence.
Whenever an allied Earth Sigil comes into play, restore 1 defense to your leader.
Evolved
Whenever an allied Earth Sigil comes into play, restore 1 defense to your leader.
3 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
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.