Control Swordcraft

Control Swordcraft
Deck Archetypes:
Archetypes Rating
Aggro Swordcraft
Updated for SFL
Midrange Swordcraft
Updated for SFL
Control Swordcraft
Updated for SFL
Neutral/Alice Swordcraft
Updated for SFL
Banner Swordcraft
Featured Decks
NA JP
Deck Date Sort ascending Views Cost
[GameWith] Control Swordcraft
Deck by [email protected]
Updated
10-05
Posted 09-27
2,335 44,900
[ManaSurge - Red] Control Swordcraft
Deck by [email protected]
Updated
09-28
Posted 09-27
6,095 42,950
[ManaSurge] Control Swordcraft
Deck by [email protected]
Updated
09-27
Posted 09-27
827 53,150
Tournament Decks

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

User Created Decks
Deck Date Sort ascending Views Cost
Starforged Control
Deck by krakistophales
Updated
10-13
Posted 10-13
295 38,900
Control Swordcraft Guide
Deck by Lyllia
Updated
10-03
Posted 10-03
571 40,450
Unleash Leonidas
Deck by BandoleroNex
Updated
09-30
Posted 09-30
530 32,750
RUSH THEM
Deck by somebody
Updated
09-29
Posted 09-29
874 54,500
Deck Overview:

Ever wanted to build the biggest wall of Wards that you could? Control Sword replaces its highly aggressive strategy with a massive wall of Wards that make it difficult for your opponent do damage to you. While behind your massive wall, you build your strength so you can finish your opponent off with hard and heavy strikes!

Deck Staples:
CardCost
Alexander Unevolved Alexander 8

The return of this card is long overdue! With many of the new additions from Starforged Legends, Alexander is now quite the playable powerhouse! You can use it to help clear your opponent's boards, which will make it difficult for them to mount a heavy offense against you.

Need a big beefy dude to stand in your opponents way? Then this is your man! Not only is he a 5/6 ward, but when he is killed, you get a 2/3 ward to take his place! This is a staple in pretty much any Control Sword list!

This card is freaking sweet! You gain access to the ability to play a Swordcraft follower from your hand and give it Rush. That alone makes it very good, but on top of that, that follower goes back to your hand at the end of the turn! There are several reasons this card is amazing.

  1. There is no cost restriction to the follower you play
  2. You get the follower back so you can reuse that follower later on

This card is so good that you should consider running 2-3 of this card in every Control Sword decklist!

Deck Skeleton:
Spell
Card Cost Quantity
Shield of FlameSpell - Wonderland Dreams
Unevolved
Deal 3 damage to an enemy follower.
Enhance (6): Deal 6 damage instead.
2 x 3
Whole-Souled SwingSpell - Darkness Evolved
Unevolved
If there are fewer allied followers than enemy followers in play, summon a Knight.
Deal 2 damage to an enemy follower.
2 x 2
Unsheathed BladeSpell - Starforged Legends
Unevolved
Put a Swordcraft follower from your hand into play. Give it Rush, and return it to your hand at the end of your turn.
5 x 3
Follower
Card Cost Quantity
Veteran LancerFollower - Standard
Unevolved
Ward.
Evolved
Ward.
2 x 3
Lux, Solar LancerFollower - Starforged Legends
Unevolved
Fanfare: Put a random Commander that costs 5 play points or less from your deck into your hand.
Enhance (4): Then put a random Commander that costs at least 6 play points from your deck into your hand.
2 x 3
Blitz LancerFollower - Rise of Bahamut
Unevolved
Rush.
Evolved
Rush.
3 x 3
Jeno, Levin VanguardFollower - Rise of Bahamut
Unevolved
Rush.
Enhance (6): Gain Last Words: Summon two Knights.
Evolved
Rush.
4 x 3
Albert, Levin SaberFollower - Rise of Bahamut
Unevolved
Storm.
Enhance (9): Can't be damaged until the end of the turn this card is played. Can attack twice per turn.
Evolved
Storm.
5 x 3
Frontguard GeneralFollower - Standard
Unevolved
Ward.
Last Words: Summon a Fortress Guard.
Evolved
Ward.
Last Words: Summon a Fortress Guard.
7 x 2
AlexanderFollower - Darkness Evolved
Unevolved
Rush.
Can attack up to 14 times per turn.
Can't attack the enemy leader.
Evolved
Rush.
Can attack up to 14 times per turn.
Can't attack the enemy leader.
8 x 2
Hero of AntiquityFollower - Wonderland Dreams
Unevolved
Rush.
Can't be destroyed by spells and effects. (Can be destroyed by damage from effects or attacks.)
Evolved
Rush.
Can't be destroyed by spells and effects. (Can be destroyed by damage from effects or attacks.)
8 x 1
Fangblade SlayerFollower - Rise of Bahamut
Unevolved
Bane.
Rush.
Whenever this follower attacks an enemy follwer deal X damage to the enemy leader. X equals this follower's attack.
Evolved
Bane.
Rush.
Whenever this follower attacks an enemy follwer deal X damage to the enemy leader. X equals this follower's attack.
8 x 2
LeonidasFollower - Darkness Evolved
Unevolved
Last Words: Summon a Leonidas's Resolve.
Evolved
Last Words: Summon a Leonidas's Resolve.
9 x 3
Priority Mulligans:
  • Any 2 PP followers
  • Grimnir, War Cyclone 
  • Blitz Lancer
  • Whole-Souled Swing
  • Jeno, Levin Vanguard (If going first)
  • Floral Fencer (If going second)
Deck Progression:

Early Game:

  • During the early game, you want to begin getting your defensive wall up.
  • Cards like Unicorn Dancer Unica and Veteran Lancer are very good at diverting damage away from your leader.  
  • Use your Shield of Flame and Art of the Ninja to deal with your opponents early game threats and do your best to trade effectively with your followers. 

Mid Game:

  • Use cards like Blitz Lancer or Jeno, Levin Vanguard to take out your opponent's followers. This takes pressure off of your Evolution Points and makes going first really good because it's like having an evolution without using a point.
  • Unsheathed Blade is your money maker in this part of the game. Cards you can use with it in this stage include
    • Leonidas: You can run this into an opposing Bane follower or into something stronger than it to get the ability to gain his amulet! (Rare but is possible!)
    • Fangblade Slayer: Can deal face damage to the opponent and clear out one of their bigger threats.
    • Alexander: Clear opposing boards

Late Game:

  • Albert (as usual) is going to be your finisher of choice. 
  • Use your big beefy Wards such as Frontguard General to stand in the way of your opponent. In many cases, they will have to spend a significant amount of resources to break through your wall. This is exactly what you want because it makes it that much harder for them to kill you.

Interaction Between Durandal the Incorruptible + Hero of Antiquity 

Hero is already difficult to kill by his card effect but what can make him a massive threat is the placement of Durandal. Since Hero is already a 6/10, Durandal makes it where it is impossible to kill Hero with damage without getting rid of a significant amount of resources. Your opponent will not be able to do more than 4 damage at a time to it. This is one of the combinations that can help this deck win through incredibly grindy games!