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††† Necropolis ††† | COMPLETE GUIDE | Midrange Shadowcraft | ROTATION | Demonlord Eachtar's Last Stand

Last Updated: June 17, 2018
Deck Summary
Deck Cost: 36,650
3 13 9 5 2 4 4 0
1 2 3 4 5 6 7 8+
Followers: 31
Spells: 6
Amulets: 3
Mulligan/Draw Simulator

Deck Overview

If you are new to the game or just like playing for Shadowcraft, then join ††† Necropolis ††† - a community that is oriented to Shadowcraft and a place for anyone who has started playing the game.

Discord Server: https://discord.gg/r7umBQ6
Twitter: https://twitter.com/necropolisSV
Website: https://fifnaf.wixsite.com/necropolis

Author of this article: FIFNAF (@UNCLE_THANE on twitter)

Updates every Sunday!

WARNING! This is a long guide. For your deck, click “generate deck code” for your deck to appear.

Midrange shadow is an archetype that is perfect for people who started playing. You can build it out of anything that works well. The speed of the deck makes the easiest play, and the deck has been the strongest thing Shadowcraft has seen for a while.

You play midrange by progressing onward, trading intelligently, and finishing at the right moment. The deck has many ways of accomplishing these goals.

Faster decks are tempo based, and play on filling the board with resurrecting followers. Medium based speed is based on slower progression. More effort is put into controlling. Slower decks tend to run cards that react to the meta in defensive ways, and overall playing slower.

Before you decide to start choosing your deck fillings, there are important tips to be said, namely:

Mulligans:

When you look for a card to keep, you need to understand what you gameplan is. Usually, what you would want would be:

1pp | 2pp | 3pp (all followers)

A simple, yet stable gameplan. Sometimes there are situations when you may need to change your gameplan. Sometimes, you have a 4pp card that is worth keeping in the starting hand. Sometimes, you are going second and you need to pick cards to defend yourself. A small removal can be kept if you know you’re going against aggro and you’re second.

Now, before I give my opinion on cards that are played, I would like to say about matchups. There isn’t a class in the meta right now, no matter what people call “king” that I would consider – auto lose.

Forest:

The only trouble is Wood Of Brambles and late game wards. If you manage to have decent health, then you aren’t far from winning.

Sword:

Very easily countered, but that doesn’t mean you shouldn’t use your noggin when fighting. It’s a high tier deck for a reason.

Rune:

Assuming you know your trades, you can deal with this matchup from time to time. Slowness is problematic against spellboost

Dragon:

As it isn’t what it used to be, as long as your hp is stable, then no problems should occure.

Shadow:

Mirror isn’t terrifying. You just know what your opponent is capable of doing, and prepare for it.

Blood:

Risky to bite off more than you can chew. Strike when you know you can face the consequences

Haven:

Very powerful with it’s banishes, and especially with it’s new meta deck. Just know to keep removals for big threats and not be dependant on last word cards.

Portal:

Establish your winning position before Machina starts circulating, and you are likely to win.

Now, to the cards. There are a few cards I would us, and they are divided into a few categories. Then number after the name is the amount of that cards I personally would put into the deck.

CARD DRAW

Andrealphus (2-3)

Evolving this card is worth it, but can be greedy sometimes, and leads to milling a lot of your cards.

Purehearted Singer (2-3)

Card draw without the need of sacrificing. Good on curve.

Demon Eater (2-3)

Good card, but there is nothing to sacrifice that is worthwhile.

REMOVALS

Throth’s Curse (2-3)

Necroassasin replacement. Pick off target followers for only 2pp.

Zombie Party (3)

Perfect early game removal and extremely good value card late game. If you can, keep it for it’s enhance effect, but be wary of AoE cards, although this generates shadows, which is good for you.

Little Soulsquasher (2-3)

Good removal for your shadows. Not good on curve. Sometimes using her for her necromancy can be greedy though.

Big Soul Hunter (2)

Random destruction is back. Good.

Fall From Grace (2)

Very exotic control tool, but a good one.

Mist Of Extinction (1-2)

Against sword and haven boards in the late game.

BOARD FILLERS

Goblin (3)

Skull Beast replacement. He is good for his very low cost. Fits into many situations, like playing him on curve, or turn 8 before Demonlord Eachtar.

Belenus (3)

The definition of simple design and intelligent trading.

Orator Of The Bones (2-3)

Bone Chimera Replacement. Synergises with Throth’s Curse and gives shadows, not to mention it is very board-sticky.

Regenerate Spirit:

Moon or Sun. Corpselord or Dark Bladefiend. Amazing resurrection tool.

Skull Ring (3)

Ideal curve card, and good for tempo. Calculating when and which follower revives is also important for your games. Note: you only need 1 shadow for your necromancy, not 2 (second comes from amulet)

Moon And Sun (1)

Rotation Carrot but has a versatile clash effect. Good in the early game especially.
Prince

Corpselord Of Woe (1-3)

New addition to midrange after buff. Good support, not something you need to build around. It isn’t a bad idea to spend all evolves on him.

Prince Catacomb (2-3)

Good for tempo, but there are just better options. I’d still use him somewhere though.

Skeleton Prince (2-3)

Tempo lord. Amazing on curve for shadow generation.

Immortal Thane (1-2)

Slow, but good for ping and has a ward going after him. Can be sacrificed for ping damage and off the bat ward. Perfect in awkward situations.

DEFENDERS

Grimnir, War Cyclone (2)

Amazing anti-aggro tool, or board clear on turn 10.

Ceres Of The Night (2-3)

Anti-aggro card. Good to chose it in mulligan when going second. Make sure ceres doesn’t take damage while trading.

Dark Bladefiend (2-3)

Powerful ward that shadow can lack. Stops a lot of aggro pressure on curve.

Odile, Black Swan (2)

Light board clear (don’t do it on wood of brambles). Sometimes is very crucial when defending against aggro.

Fickle Resurrector (2-3)

Heals for 5 on evolve. Something that shadow lacks.

PUSHERS

Aisha, Ruler Of The Underowld (2)

Finisher, or mid game control card if desperate on curve.

Demonlord Eachter (3)

Don’t play him spontaneously. Use him when you know you need to use him. Go for the push with your board, or defend with your necromancy summoned zombies.

Zeus (1-2)

Reanimate wannabe, but’s It’s a good finisher anyway. Too bad we already have Aisha.

Deck List
Follower
Card Cost Quantity
GoblinFollower - Standard 1 x 3
Little SoulsquasherFollower - Tempest of the Gods
Unevolved
Necromancy (4): Destroy an evolved enemy follower.

2 x 2
BelenusFollower - Starforged Legends
Unevolved
Last Words: Deal 1 damage to a random enemy follower.
Evolved
Last Words: Deal 1 damage to a random enemy follower.
2 x 3
AndrealphusFollower - Starforged Legends
Unevolved
Last Words: Draw a card.
Evolved
Evolve: Give all of the followers in your hand Last Words: Draw a card.
Last Words: Draw a card.
2 x 3
Orator of the BonesFollower - Dawnbreak, Nightedge
Unevolved
Last Words: Summon a Skeleton.

Evolved
(Same as the unevolved form.)
2 x 2
Purehearted SingerFollower - Starforged Legends
Unevolved
Fanfare and Last Words: Draw a card.
Evolved
Last Words: Draw a card.
3 x 3
Corpselord of WoeFollower - Wonderland Dreams
Unevolved
Can't attack.
At the start of your turn, use Necromancy (6): Evolve this follower.
Evolved
(Can attack.)
Last Words: Summon a Corpselord of Woe.
4 x 2
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
Underworld Ruler AishaFollower - Chronogenesis
Unevolved
Rush.
Fanfare: Necromancy (10) - Evolve this follower.
Fanfare: Enhance (10) - Gain Storm.
Evolved
Rush.
Can attack 2 times per turn.
5 x 2
Odile, Black SwanFollower - Wonderland Dreams
Unevolved
Fanfare: Summon an enemy Odette, White Swan.
Then evolve this follower.
Evolved
At the end of your turn, deal 2 damage to all enemies.
6 x 2
Skeleton PrinceFollower - Chronogenesis
Unevolved
Fanfare: Summon a Skeleton Knight.
Last Words: Summon a Skeleton.
Evolved
Last Words: Summon a Skeleton.
6 x 2
Demonlord EachtarFollower - Tempest of the Gods
Unevolved
Necromancy (8): Summon 2 Zombies.
Fanfare: Give all other allied followers +2/+0 and Rush until the end of the turn (whether Necromancy was activated or not).
7 x 3
Immortal ThaneFollower - Tempest of the Gods
Unevolved
Fanfare: Summon 2 Wights.
Last Words: Put a Wight King into your hand and change its cost to 0.
Evolved
Last Words: Put a Wight King into your hand and change its cost to 0.
7 x 1
Spell
Card Cost Quantity
Troth's CurseSpell - Starforged Legends
Unevolved
Destroy an allied follower and an enemy follower.
(This card can be played only when both a targetable allied card and enemy card are in play.)
3 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
Amulet
Card Cost Quantity
Skull RingAmulet - Chronogenesis
Unevolved
Countdown (2)
Fanfare: Summon 2 Skeletons.
Last Words: Necromancy (2) - Reanimate (2)
3 x 3