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Unlimited Darkfeast Bat

Last Updated: April 3, 2019

Deck Summary

Deck Cost: 41,150
6 16 5 2 3 0 0 3
1 2 3 4 5 6 7 8+
Followers: 20
Spells: 12
Amulets: 8

Mulligan/Draw Simulator

Deck Overview

What's not to love about everyone's favorite 'haha I top decked die now' deck? This overview is made to accommodate a potentially new player either to Shadowverse or Bloodcraft in Unlimited. Enjoy!

Pros:
- Tons of healing when you're protected by Vira. Madness revealed heals 8, Dire Bond heals 6. You will last a long time against grindy decks.
- Valnareik is one of the greatest cards in unlimited (in my opinion of course). By sticking to the general DFB gameplan, you will eventually get a 3 point 2/4 stormer that pops a creature when it enters.
- Against slower decks, you can drop the DFB plan and go full aggro, killing them before you even get DFB.

Cons
- DFB is reliant on self damage, and packing as much as it can. Your life total will in most cases be horrible, so watch out for OTKs!
- Reliant on FAST self damage. Bad draws of your top end can really leave you in a bad place.
- Serious trouble against decks that heal a lot.

Card-by-Card explanation that is extremely unnecessary:

Gift for Bloodkin: A 0 self damaging card that can invoke Flauros. 2 is okay, you're not trying to rush Flauros out, but its great if you manage it.

Restless Parish: Keep them until turn 3 just in case you can invoke Flauros with them (the cards you need are any 2 drop, any 1 drop, and two 0s that damage you). They draw, they heal, and they will never be used to make bats.

Ambling Wraith: Another cheap self damaging card that pings your opponents. Save them until turn 3 for the invoke potential.

Bloodfed Flowerbed: An amazing card that at best will deal 4 damage to your opponent and charge DFB by 4. Slam it whenever you see it, even on turn 1 it will last long enough for Flauros later.

Spiderweb Imp: A mean 1/4, can really mess up your opponents plans to kill Vira, Flauros or you. Preferably wait for turn 3, but if needed you can play it early on to get beats in or stop them from coming at you.

Vira, Knight Fanatic: Stops your self damaging effects from hurting you while also charging DFB anyways (0 damage is still damage, stupid but great). Always save her, she's way too important against all but the most uninteractive decks.

Blood Pact: Cheap draw, charge the bat, slam it when you can. Drawing 2 is better than saving for Flauros as you can normally get another card to replace.

Razory Claw: Cheap damage, charge the bat, save for Flauros unless something is hitting you very hard.

Snarling Chains: Cheap damage, charge the bat, Flauros card; simple.

Wings of Lust: This card is incredible when you draw it but I still only believe 1 is enough because any more is cutting important pieces out. It's a huge buff if you're trying to beat down, the self damage is okay, and heal can be a lifesaver if you enchance. A 9/7 evolved Flauros with lifeleech, mmm.

Valnariek, Omen of Lust: She's great for aggro when slammed on 3 and a huge tempo swing when played later after you proc her ability. She wins games a lot.

Dire Bond: You'll almost never play it without Vira. It's a 3 point draw 3, which isn't bad, but with Vira it's a 3 point heal 6 draw 3, and that is much better. Only play it by itself if you know the opponent won't do something big against you.

Flauros: Only 2 because you're never going to invoke 3 in a game and there's Dire Bond for healing besides. That being said, invoking Flauros can win games. A turn 3 5/3 behind a Spiderweb Imp or even on its own is tough if they don't already have the answer.

Evil Eye Demon: A Snarling Chains that can nuke the field with an evolve. Not much more to be said, can be kept for Flauros too.

Darkfeast Bat: Papa Bat, the big mean boi that the deck is based around. You should only need to play 1 a match, and it will be the last card you play. Sometimes 2 are required, but the full 3 are ran just in case.

Mulligans and Matches
Blood: The plan commences as usual, but be extra careful about saving Vira and your removal. Taking out their own Flauros is easy, and stopping their DFB or ton of stuff coming at your face is important. Spiderweb Imp can really mess with Aggro too, play it early if they're trying to beat you down.

Dragon: Currently, aggro. Fire everything but Snarling Chains and Evil Eyes. Save those for their heavy hitters that can't be attacked. You will not win against their late game, get 'em quick.

Forest: It's all about your life total. Combo Roach is disgustingly good at munching up 10-14 life. Along turn 7, really start gearing up a defense or really beat them down if they've gone light on creatures. Vira is important, but still may not save you.

Haven: This is the hardest match you are going to fight, guaranteed. Control is a death sentence but even aggro isn't good enough to wear them down in time. Your own life total isn't much of a worry, but save removal unless you can fire it all at their face to kill them. Win before turn 10.

Portal: Evil Eye is the best for removing early threats or exploding giant boards of bs. Wear them down early for a knockout punch later. Watch the rushing artifacts and save removal for large threats.

Runecraft: Throw everything you can at them. They're a slow buildup and their removal is cheap but inefficient. Vira won't stop a Chimera for 30 or 3 Dimensional Shifts; in fact, nothing in your deck will. Kill 'em dead before it happens.

Shadowcraft: Screw. Gremory. The best card in your deck is Evil Eye. Keep the board as clear as you can, always have some way to remove a threat. Wear them down and DFB will finish the job.

Sword: It's an aggro/midrange sort of swordcraft currently. Spiderweb Imp is a godsend. Flauros backing a Spiderweb Imp will make them cry, concede, or both. Otherwise, play as usual.

Hope this long-winded description helps. There's a lot more cards you can add or remove (Belphegor for draws, Mask for extra protection) but I believe the current list is good enough for all matches. Thanks for taking a look and good luck!

Deck List

Spell
Card Cost Quantity
Gift for BloodkinSpell - Dawnbreak, Nightedge
Unevolved
Deal 1 damage to both leaders.
Summon a Forest Bat for both leaders.
0 x 2
Blood PactSpell - Standard
Unevolved
Deal 2 damage to your leader.
Draw 2 cards.
2 x 3
Razory ClawSpell - Standard
Unevolved
Deal 2 damage to your leader and 3 damage to an enemy.
2 x 3
Snarling ChainsSpell - Starforged Legends
Unevolved
Deal 1 damage to both leaders.
Then deal 3 damage to an enemy follower.
2 x 3
Wings of LustSpell - Omen of the Ten
Unevolved
Give +2/+2 to an allied follower. That follower gains the following effect: At the end of your turn, deal 1 damage to your leader and this follower.
Enhance (4): Give Drain to that follower.
2 x 1
Amulet
Card Cost Quantity
Restless ParishAmulet - Brigade of the Sky
Unevolved
If you have at least 2 play points, Choose: Play this card as either a Night Fall or a Madness Revealed.
----------
Countdown (1)
Fanfare: Deal 1 damage to your leader.
Last Words: Draw a card.
0 x 3
Bloodfed FlowerbedAmulet - Standard
Unevolved
Countdown (4)
At the end of your turn, deal 1 damage to both leaders.
1 x 3
Dire BondAmulet - Standard
Unevolved
Countdown (3)
Fanfare: Deal 6 damage to your leader.
At the start of your turn, restore 2 defense to your leader and draw a card.
3 x 2
Follower
Card Cost Quantity
Ambling WraithFollower - Standard
Unevolved
Fanfare: Deal 1 damage to both leaders.
1 x 3
Spiderweb ImpFollower - Tempest of the Gods
Unevolved
Ward.
Fanfare: Deal 2 damage to your leader if Vengeance is not active for you.
Evolved
Ward.
2 x 3
Vira, Knight FanaticFollower - Brigade of the Sky
Evolved
Evolve: Until the start of your next turn, give your leader the following effect - Your leader can't be damaged. (This effect lasts until this follower leaves the area.) Until the start of your next turn, subtract 2 from all damage dealt to this follower.
2 x 3
Valnareik, Omen of LustFollower - Omen of the Ten
Unevolved
Fanfare: If your leader has taken damage during your turn at least 7 times in this match, gain +1/+1 and Storm, and destroy an enemy follower.
At the start of your opponent's turn, if your leader took damage during your previous turn, gain +1/+1.
Evolved
At the start of your opponent's turn, if your leader took damage during your previous turn, gain +1/+1.
3 x 3
FlaurosFollower - Omen of the Ten
Unevolved
Invocation: During your third turn or later, if your leader has taken damage for the fourth time this turn, put a Flauros from your deck into play.
Last Words: Restore 3 defense to your leader.
Evolved
Last Words: Restore 5 defense to your leader.
4 x 2
Evil Eye DemonFollower - Brigade of the Sky - Mini Expansion
Unevolved
Accelerate (2): Deal 1 damage to your leader.
Deal 3 damage to an enemy follower.
Evolved
Evolve: Deal X damage to all enemy followers. X equals the number of times that your leader was damaged during your turn in this match.
5 x 3
Darkfeast BatFollower - Dawnbreak, Nightedge
Unevolved
Fanfare: Deal X damage to an enemy. X equals the number of times that your leader was damaged during your turn in this match.
8 x 3