Midrange Shadowcraft

Mid Range Shadowcraft
Deck Archetypes:
Archetypes Rating
Atomy Shadowcraft New
Midrange 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
Midrange Shadowcraft: Grand Master Shadowcraft Deck
Deck by [email protected]
Updated
10-22
Posted 10-21
475 23,450
[Altema] Midrange Shadowcraft
Deck by [email protected]
Updated
10-05
Posted 09-28
23,673 23,600
[GameWith] Midrange Shadowcraft
Deck by [email protected]
Updated
10-05
Posted 09-27
5,085 20,750
[GameAI] Jormungand Shadowcraft
Deck by [email protected]
Updated
09-28
Posted 09-28
6,269 25,400
[ManaSurge] Midrange Shadowcraft (Theory)
Deck by [email protected]
Updated
09-27
Posted 09-27
1,404 23,200
User Created Decks
Deck Date Sort ascending Views Cost
Meme Of Obliteration
Deck by LTzarz
Updated
10-09
Posted 10-02
1,247 31,750
Shadow midrange
Deck by Builderman
Updated
10-01
Posted 10-01
631 22,400
dark alice
Deck by 跳跳餅乾
Updated
09-27
Posted 09-27
1,526 30,800
Deck Overview:

Midrange Shadowcraft is a powerful deck that focuses on putting heavy pressure on your opponent by making a seemingly endless stream of threats that your opponent cannot ignore! If you have ever felt like you wanted to summon a horde of endless skeletons and zombies, Midrange Shadowcraft just might be the deck for you!

Deck Staples:

Due to his most recent change, Demonlord Eachtar lost a little bit of his power but can still be quite the game finisher!

If you have followers on board already, he can set up somewhat surprise lethals and in combination with prince catacomb, you can keep followers on board almost indefinitely because your opponent will have a very difficult time killing them all!

This deck generates tons of shadows due to your opponent consistently trying to kill all of your followers. Because of this, Little Soulsquasher is an amazing card for this deck! Use it to break through your opponents evolved wards or kill a big follower that could be a problem for you!

CardCost
Zombie Party Zombie Party 2

Zombie party can be good for helping deal with early game threats and wards. It can also be used later in the game as a card to help you generate some board presence against your opponent. I can be used as a set up for finishing your opponent with Demonlord Eachtar!

A cornerstone to Midrange Shadowcraft. Prince Catacomb is heavily understated being a 4 cost but he more than makes up for it with his ability to make your board incredibly resistant to your opponents removal. They blow up the board? You don't even care as your cards will just return to the field as 1/1 skeletons. Use this card to help increase the amount of pressure you put on your opponent!

Ceres of the night has given shadow an even stronger midgame presence! Not only does it heal you for 2 but it becomes incredibly difficult to deal with for many classes because of its clash: deal 2 damage to the enemy follower ability. It means that it is very very difficult to trade into!

Deck Skeleton:
Spell
Card Cost Quantity
Death's BreathSpell - Standard
Unevolved
Summon 3 Zombies.
Necromancy (6): Give +0/+1 and Ward to allied Zombies.
6 x 3
Zombie PartySpell - Tempest of the Gods
Unevolved
Deal 3 damage to an enemy follower.
Enhance (7): Then summon 3 Zombies.
2 x 3
Follower
Card Cost Quantity
Skull BeastFollower - Standard
Unevolved
Last Words: Gain 1 shadow.
1 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 2
Little SoulsquasherFollower - Tempest of the Gods
Unevolved
Necromancy (4): Destroy an evolved enemy follower.
2 x 3
Bone ChimeraFollower - Darkness Evolved
Unevolved
Last Words: Summon two Skeletons.
Evolved
Last Words: Summon two Skeletons.
3 x 3
Prince CatacombFollower - Tempest of the Gods
Unevolved
Fanfare: Give all allied followers Last Words: Summon a Skeleton.
4
Ceres of the NightFollower - Starforged Legends
Unevolved
Clash: Deal 2 damage to the enemy follower.
At the end of your turn, restore 2 defense to your leader.
Evolved
Clash: Deal 2 damage to the enemy follower.
At the end of your turn, restore 2 defense to your leader.
4 x 3
Dark BladefiendFollower - Starforged Legends
Unevolved
Ward.
At the end of your turn, use Necromancy (2): Deal 2 damage to a random enemy follower.
Evolved
Ward.
At the end of your turn, use Necromancy (2): Deal 2 damage to a random enemy follower.
5 x 2
Priority Mulligans:
  • Any 1 PP followers 
  • Any 2 PP Followers
  • Bone Chimera
  • Ceres of the Night (if going second against Sword / Blood)
  • Demon Eater (if you have Bone Chimera, otherwise Mulligan)
  • Zombie Party (can be kept if you are going second, otherwise mulligan)
Deck Progression:

Early Game:

Removal

  • Zombie Party
  • Lurching Corpse
    • In combination with cards like Demon Eater and Soul Conversion, you can use this as a removal card against your opponent since it kills a random follower. 

1PP Follower

  • Skull beast
    • This is pretty much mandatory in your list. You want to apply as much pressure to your opponent as possible starting from the earlier turns. 
  • Skeleton Fighter
    • Not mandatory but can be used as an additional 1 PP follower to help fill out your curve in the early game.

2pp Followers

  • Lurching Corpse
    • Not always something you want to play unless you have a way to kill it. But you can play it on 2 if you need to do something. 
  • Demon Eater
    • Also not something you want to play here. Only use if you have to
  • Lyrial Celestial Archer / Unicorn Dancer Unica / Spartoi Sergeant 
    • Your primary 2 drops that you want to play. 

 

3PP Followers

  • Bone Chimera
    • You can generate a substantial amount of value from this card using cards such as demon eater and soul conversion. 
  • Attendant of Night 
    • This is a risky play because you cannot trade with this card
    • Usually best when you have something that will kill it so you can get the lich
    • Many opponents will try to avoid this card, you can pressure them into having to deal with it by consistently doing damage to them. 

 


Mid Game:

Removal

  • Little Soulsquasher 
    • With the amount of shadows you generate, this card can take out one of your opponents evolved followers rather easily. This can help you preserve evolution points for down the road. 

Primary Evolution Targets

  • Ceres of the Night
    • This card is incredibly strong at forcing your opponent to have to use poor judgement to deal with it. It can also heal you and plays well with your existent curve. 
  • Cerberus 
    • Can trade into a big follower and will give you Mimi and Coco for future turns to help push damage through to your opponent. 
  • Dark Bladefiend
    • In many lists, this has been taking the place of cerberus because it has better stats and can be hard to push through for some decks.

With Midrange Shadow, you are going to end up evolving less "interesting" targets because the deck does not 2 for 1 as well as other classes. Because of this, you will likely end up trading to push damage to the opponent more often than simply evolving to trade with the opponents board. In most cases, you trade when you have to and your opponent must deal with the board. Just keep in mind to be adaptable with your strategy against varying opponents. 

 

Late Game:

Game Finishers

  • Demonlord Eachtar
    • Can help put followers on board and also can push incredibly amounts of damage vs your opponent if you have a full board. 
  • Deathly Tyrant 
    • If your build is designed to not use a ton of shadows, this can be quite the surprise finisher. 
  • Zombie Party
    • While it is not exactly a finisher persae, it can help set up for big lethals should your opponent not be able to deal with your board. 
  • Phantom Howl
    • Can create lethal scenarios in junction with cerberus or Ephemera, Angelic Slacker.