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ThePureSword[Rotation]

Last Updated: April 7, 2018

Deck Summary

Deck Cost: 69,500
1 14 6 5 6 3 2 3
1 2 3 4 5 6 7 8+
Followers: 37
Spells: 3
Amulets: 0

Mulligan/Draw Simulator

Deck Overview

IMPORTANT!Some changes have happened:floral fencer gawain of the round table,hero of antiquity->sky fortress.Reason,simple,further testing showed that gawain overall performed better than floral fencer(more specifically,his enchance effect and ability makes him a lot better than floral fence and because the games have become slower, this card is more suitable) and sky fortress is put there in order to make gawain's ability as effective as possible.Keep in mind that gawain DOES NOT lower the cd of enchancement effects.Edit No.2:Holy bear knight has been removed and replaced with chromatic duel and also because of the lack of variety in the 2PPs arthur's effect is no longer 100% effective so I removed 1/2 Arthurs and replaced it with a second skyfortress.This change overall makes the deck more sustainable and invests more into the late game.
Additional instructions due to the second change:Use chromatic duel on turn 1 or turn 3->2PP card(preferably bladed hedgehog especially if you are going first) then choosing Queen Hemera the White.Only keep this in your hand if it is in your starting hand and DO NOT use this after turn 3,keep it for turn 6 for maximum efficiency.On turn(chromatic duel) you will regain all play points from playing it and at that point you must have build a good board then using Queen Magnus the Black to protect your board from effect damage such as jeannes effect and spell damage but it is not a permanent effect;last only until the end of your opponents next turn which is enough time.Sky fortress boosts a card's stats significantly which lets you be more aggressive and also helps with drawing cards if you are slugging it out with someone.And also I forgot to mention but please use white ridge swordsman ASAP even if it is a 3/4 or a 4/4 evolved enemy and the reason is that he is not a commander but an officer which means he on't benefit from gawain's effect nor from luminous mage's effect,he is also really good at pushing people to spend an evolve to get rid of him since his effect is not a 1 time thing so they have to kill him immediately.

First, I will briefly talk about what mindset you should have when using this deck and generally what plays you should make and the I'll talk about the current meta in general.
The goal with this deck is to smartly use your resources and sometimes to adapting to the situation you are in (because a lot of cards in this deck have enchance effects,effects in general,with the new expansion we get Sky commander celia which allows for some flexible plays and lastly, card combinations) to outpower the opponent and to keep having board control which will occasionally give you chances to get some damage on the enemy's face inbetween controlling the board.Needless to say,this deck performs slightly better when you go second because frontline cavalier can heal most-if not all-damage that was dealt to your face but even when going first you will have the chance to have early game board control and also make bladed hedgehog really strong or summoning lux,solar lancer without getting too punished from doing so.
As you can see,the deck has some token summoning and also 3 mars,silent flame general and 3 luminous mages so in other words,mars gives raw power and the luminous mages can maker your tokens hit harder so you can benefit from both having a lot of of weak things on your side of the board and for fewer,stronger things.Lux, Solar Lancer will be the only card that can draw you cards but thanks to its enchance ability and arthur,knight king being capable of being a stand-alone,it will rarely ever be a serious issue if you play smart.Also keep in mind that the only big board clear you have is lancer of the tempest so sometimes it is OK to hold back on your 6th turn if you feel like you can kill everything next turn anyways.Also this deck is susceptible to a certain extend to big lower-damage enemy board clear cards but it can be dealt with by holding back on your lower PP cards and using them later on with their enchance effect or combo them with other cards but do this only in case you don't have many cards in your hand and also suspecting that the opponent will activate such card.
Some other miscellaneous things that I want to talk about:Barbarossa is there trying to feel in albert's shoes and the same goes for gawain of the round table->jeno and -sky fortress>fangblade slayer,they are not as good as their previous position holders but they are currently their best replacements and have their own strong points but almost every other deck had to make such compromises for what damage was dealt to them from the rotation of the rise of bahamut expansion.Sky commander Celia is there to also compensate for albert's roation but she is more than that;she can be played as a normal 2PP 2/2 and also in >T5 it can also be used aggressively to finish off the opponent.
My personal opinion about the current meta:Tier 0.1:Burn runecraft.Is it worse than before?Yes.Is it almost godlike when comparing it to the current state of things?Yes.More specifically:The only thing that changed in that deck is dwarf alchemist->beast faced mage(hardly a loss at all),Piercing rune->Mysterian stuff+/ new spell cards(Yes,this was good hit on them but they are able to replace them with something inferior but a replacement is a replacement nonetheless and considering that almost every other deck has now become slower and slightly worse in some aspects then is still pretty good).This deck will always be a Tier 1 or worse because cygames is still giving us the middle finger by not really nerfing magic illusionist(2/2->2/1 intead of 1/2) and by not removing master mage levi's effect of also dealing three,yes THREE damage to the face which is absoltue bullshit and by not giving us the appropriate tools to deal with this and/or changing the total of HP a hero can have in general or some sort of change in the direct damage mechanism.I did not put this as a T0 due to the fact that a tier zero deck means that it wins every time,all the time,but in this case in general at least you have 20% or more chances of winning against them.
T1:Spellbosting runecraft(Who would have guessed that?Certainly not me,last time I checked,the spellbosting mechanic is absolutely fine and totally fair and needs no changes nor deleting it and sending it to space then burning it to ashes and then sending it for a nice trip to a black holesarcasm.Also T1:Portalcraft mixed with puppets and artifacts and tied together by machina or just almost pure puppet portalcraft with 2PP and 3PP and whatever being able to create and/or draw artifacts(A disaster waiting to happen just happened and I am counting the days when machina's stats and/or ability will be nerfed).Havencraft moves up to T1,heavenly knight+summit temple,jeanne insane clear at 2(also heals),Ceryneian Hind,Aether of the White Wing+Heavenly aegis/heavenly knight,princess snow white+gemstone carapace etc and ofcourse they NEVER run out of fuel because of globe of the starways and Moriae Encomium and tenko's shrine "healing" decks make me wanna vomit.They need to remove storm from heavenly knight or ban summit temple,also moria encorium should have a 3 turn countdown istead of 2 also nerf havely aegis stats or make it not a"fuck you now you lose 100%" card.The current havencraft just makes me want to vomit tbh.
Tier 1.1(slightly weaker than T1 but they are still pretty stong):Agrro bloodcraft*(vengeance bloodcraft turned out to be a bit weaker than aggro),control swordcraft and also ramp dragoncraft(took me a while to figure this one out)
T1.2(Slightly worse than T1.1)re-animate shadow(went from mid-range shadow to this),control forestcraft.I don't really care about mentioning T2 and below decks.
Some final notes:Dragoncraft took big hits but sybil,dragoon scyther,canyon of the dragons,dragon's nest,dragon oracle,dragolife blade exist in rotation and ramp dragoncraft is so strong that they can even tolerate having conflagration and frenzied drake,the cards is not the problem here but like the spellboosting the ramping system is just busted and uncontrolled and changes need to be done,so therefore they were immediately moved to T1.1.Burn runecraft really took me aback by how good it is now and also portalcraft almost-but not quite-becoming the new "daria"
.
P.S. Havencraft counters this deck the most and will probably lose to them the most.Edit:actually portalcraft is actually the biggest counter to this deckm,to give a good a idea here's something simple portalcraft->havencraft>swordcraft(most of the times).So yeah,portalcraft is ruining the game currently,insane drawing power,infinite tokens because of puppets,machina,acceleratium etc and they also have a finisher the "synthetic beast" gj Cygames you done fucked up yet again.

Deck List

Spell
Card Cost Quantity
Chromatic DuelSpell - Dawnbreak, Nightedge
Unevolved
Choose: Put either a Queen Hemera the White or a Queen Magnus the Black into your hand.
Enhance (8): Put a Queen Hemera the White and a Queen Magnus the Black into your hand instead, and recover 8 play points.
1 x 1
Shield of FlameSpell - Wonderland Dreams
Unevolved
Deal 3 damage to an enemy follower.
Enhance (6): Deal 6 damage instead.
2 x 2
Follower
Card Cost Quantity
Bladed HedgehogFollower - Wonderland Dreams
Unevolved
Whenever an enemy follower is destroyed, gain +1/+0.
Evolved
Whenever an enemy follower is destroyed, gain +1/+0.
2 x 3
CuhullinFollower - Starforged Legends
Unevolved
Rush.
Enhance (6): Gain Bane until the end of the turn. This follower can't be damaged until the end of the turn.
Evolved
Rush.
2 x 3
Sky Commander CeliaFollower - Dawnbreak, Nightedge
Unevolved
If you have at least 5 play points, Choose: Play this card as either a Celia, Hope's Strategist or a Celia, Despair's Messenger.
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
Mars, Silent Flame GeneralFollower - Starforged Legends
Unevolved
Whenever an allied Swordcraft follower comes into play, give it +0/+1 and Clash: Gain +1/+0.
Evolved
Whenever an allied Swordcraft follower comes into play, give it +0/+1 and Clash: Gain +1/+0.
3 x 3
Lancer of the TempestFollower - Chronogenesis
Unevolved
Rush.
Fanfare: Enhance (7) - Whenever this follower attacks, deal 2 damage to all enemy followers.
Evolved
Rush.
3 x 3
Gawain of the Round TableFollower - Tempest of the Gods
Unevolved
Whenever this follower attacks, subtract 1 from the cost of all Commanders in your hand.
Enhance (6): Gain +1/+1 and Rush.
Evolved
Whenever this follower attacks, subtract 1 from the cost of all Commanders in your hand.
4 x 2
Frontline CavalierFollower - Chronogenesis
Unevolved
Whenever an allied Officer follower comes into play, restore 1 defense to your leader.
Evolved
Evolve: Summon 2 Heavy Knights.
Whenever an allied Officer follower comes into play, restore 1 defense to your leader.
4 x 3
Luminous MageFollower - Tempest of the Gods
Unevolved
Fanfare: Summon a Luminous Knight.
Evolution points won't be used when you evolve allied Commanders.
Evolved
Evolution points won't be used when you evolve allied Commanders.
5 x 3
White Ridge SwordsmanFollower - Wonderland Dreams
Unevolved
Bane.
Ward.
Evolved
Bane.
Ward.
Whenever this follower attacks an enemy follower, destroy the enemy follower before it can deal any damage in return.
5 x 2
BarbarossaFollower - Starforged Legends
Unevolved
Rush.
Last Words: At the start of your next turn, put a Barbarossa into your hand. Change its cost to 8 if there are 2 enemy followers or less in play. Change its cost to 2 instead if there are 3 enemy followers or more in play.
Evolved
Rush.
Last Words: At the start of your next turn, put a Barbarossa into your hand. Change its cost to 8 if there are 2 enemy followers or less in play. Change its cost to 2 instead if there are 3 enemy followers or more in play.
5 x 1
Darksaber MelissaFollower - Chronogenesis
Unevolved
Ward.
Fanfare: Gain -X/-0. X equals the number of other allied followers in play. Gain +0/+Y. Y equals the number of enemy followers in play.
Can't be targeted by enemy spells and effects.
Evolved
Ward.
Can't be targeted by enemy spells and effects.
6 x 3
Arthur, Knight KingFollower - Chronogenesis
Unevolved
Fanfare: Randomly put different Swordcraft followers that cost 2 play points or less from your deck into play until your area is full.
8 x 1
Roland the IncorruptibleFollower - Tempest of the Gods
Unevolved
Ward.
Fanfare: Summon a Durandal the Incorruptible if there isn't an allied Durandal the Incorruptible in play.
Evolved
Ward.
7 x 2
Sky FortressFollower - Dawnbreak, Nightedge
Unevolved
Rush.
Fanfare: Give an allied follower +3/+4. If it is an Officer follower, give it Ward. If it is a Commander follower, give it Clash: Draw a card.
Evolved
Rush
8 x 2