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[V.4.0] Neutral Tempo FortressCraft (23/27 wins in AA2-AA3; 7 game winstreak)

Last Updated: July 15, 2017

Deck Summary

Deck Cost: 62,750
0 9 7 5 5 3 5 6
1 2 3 4 5 6 7 8+
Followers: 37
Spells: 3
Amulets: 0

Mulligan/Draw Simulator

Deck Overview

Rejoice control players & forest mains!!
Wanna Rid of those pesky Spawn of Abyss Blood decks?
Wanna Flaunt your money but barely short of vials for a wallet dragon deck?
Edit*: (Dragon in Wonderland Dreams LuL)
THIS IS THE DECK FOR YOU!!!

With the addition of the new cards from Wonderland Dreams, forest is now able to be greedy with value without getting steamrolled by most combo decks. (̶̶a̶h̶e̶m̶̶ ̶D̶i̶m̶-̶S̶h̶i̶t̶)̶
*Edit: Jesus christ winter caprice in rune

With the sheer amount of healing and wards this deck has access to, its possible to outlast most aggro/tempo win cons such as Carabosse, Eachtar, Oz and Abyss.

Against aggro:
I'd say 50/50. Good news is that with the meta settling down, pure storm haven decks have mostly switched to neutral or aegis hybrids. Due to the prevalence of neutral blood decks, dirt rune has been rising up in popularity, which the burn variant is one of our better match-ups.

Hard mulligan your opening hand for Elf twin's assault, Lyrial, bell-ringer angel and Grimnir against non-blood aggro decks. It's safe to assume shadow to be an aggro deck in the meta as aside from neph they tend to run neutral engines as well.

Against neutral blood it's abit tricky but easily winnable if you know how to play around it. Key things to note:
Chip in face damage if the damage on your opponent's side of the board is unable to set you down to the 16 health threshold.
This rule is usually only applicable post-4 as Alice is a threat early-on.
Try not to carelessly drop your ward followers before turn 6. Do not ever trigger vengeance for them yourself and aim to burst them down straight from 11.
Spell removal can always be used to clear a follower but follower trades might not always be available to you. If you can clear their followers using yours, its usually better to do so instead of using spells; especially elf twin's assault. (You usually do this to save removal while setting them above vengeance range)
An evolved B&B on turn 6 is usually un-answerable for them, which can lead to an Arriet OTK/Hector/thornburst finish the following turn.

Against Midrange:
Somewhat favored.
Well, the two ways you win this matchup is usually by turn 7 OTK with evolved beauty and the beast > Ariet or out-grinding their resources by removing mid-game threats with hector & elf-twin's assault.
An evolved flower princess on turn 4 can take out your opponent's turn 5 evo using the thorn burst attained from her/Hector. Sahaquiel & Lucifer combo on T7 usually seals the deal against these decks due to the tempo and health swing it brings.

As always, the math involved in forest:

If you intend to flower princess on the next turn, make sure you only have 5 cards in hand on the turn before you play her to avoid milling. Or just play her only when you have 6/7 cards in hand; whatever works for you
¯_(ツ)_/¯

Assuming you aren't missing drops, Beauty & The Beast will be active on turn 6 unless you play multiple cards in a turn consecutively if YOU'RE GOING SECOND.
If you are GOING FIRST, assuming you aren't missing any drops on curve, you will be 1 card short of activating it's secondary effect unless you played bellringer/khaiza/gobu mage/gobu princess/flower princess
Take note that the requirement for the full effect for beauty & the beast requires 5 cards in hand; of which 3 are neutral. Constantly keep this in mind, as it does affect your early plays, even if B&B isn't in your hand.
(Eg. Holding back a turn 5 Hector for khaiza instead to conserve hand size, etc.)
Hard mulligan for elf twin's assault, especially for neutral haven and midrange shadow. Always trade against shadow and avoid leaving any followers on the board for them.
Against rune you have to juggle your health total and determine whether to trade/go face as they could swing the game with young levi or a mutagenic bolt. >NEVER EVOLVE B&B against rune. Learned from pain and experience..... T^T
Beware of a pixie mischief onto your B&B/Israfil since that's usually how neutral forest aims to beat your deck (favored matchup)

Against Control:
Heavily Favored
Dshift matchup, dont play anything below 2 cost, hope that you draw B&B on turn 6 and pray they still haven't drawn caprice.

Control Matchups tend to be more draw-reliant and comes down to who has more threats/better answers.
Would hard mulligan for Khaiza and B&tB, would keep Ariet if I have an early curve or something to do in the early game.

Hard mulligan for bellringer and B&B, keep gobu mage, khaiza, and Alice.
Against control decks generally, play around their board clears and potential plays. Keep removal against dragon.
Aim to Arriet an evolved B&B/Evolved Luci/Israfil/Bahamut.

Closing words:
Edited on 12th July, 2nd week into the expansion.

Aside from the dominance of neutral blood, the meta is actually rather diverse with quite a large variety of decks around.
Neutral sword seems to have fell out of favor in the higher ranks for neutral rune, which is favored due to Falise being a stronger play than albert in general, and Mutagenic bolt being able to counter blood directly, which is like 60% of the meta (cykagames pls)
A midrange-y variant of control sword has emerged of late featuring roland, but unfortunately seems to be inconsistent despite being very strong.
With Shadowverse player M.A.O. recently hitting Grandmasters by purely using shift rune, and player Forest GM GAN doing the same with neutral forest, both decks are starting to see a rise in popularity and could possibly see more play above AA.
Why play this over any generic tempo neutral forest deck?
The strength this deck has over other tempo based neutral forest decks is the consistency of pulling elf twin/B&B by turn 6 with all its requirements met due to the cycle present, as well as being favored in the mirror due to Sahaquiel.
It is also favored against earth rune and Elana haven decks, which eat tempo neutral forest for breakfast.
This deck is slightly favored against abyss decks, which is always a nice bonus since its bloodverse atm

Credits to user Noctis for practicing the control Blood matchup so many times against me, as well as Forest GM GAN-san for shedding a light on the community that B&B + Arriet is a thing.
Curses to M.A.O. for my 3 game lose streak against consecutive dshift players due to winter's caprice, and all the haven players out there teching iron maiden in your decks. Hope you enjoyed my list and have a great time!!

Deck List

Follower
Card Cost Quantity
Bellringer AngelFollower - Standard
Unevolved
Ward.
Last Words: Draw a card.
Evolved
Ward.
Last Words: Draw a card.
2 x 3
Lyrial, Celestial ArcherFollower - Rise of Bahamut
Evolved
Evolve: Deal 1 damage to an enemy.
2 x 3
Gourmet Emperor KhaizaFollower - Rise of Bahamut
Unevolved
Fanfare: Put an Ultimate Carrot into your hand.
3 x 2
Goblin MageFollower - Rise of Bahamut
Unevolved
Fanfare: Put a random follower that costs 2 play points or less from your deck into your hand.
3 x 3
Grimnir, War CycloneFollower - Tempest of the Gods
Unevolved
Ward.
Enhance (10): Deal 1 damage to all enemy followers 4 times.
Evolved
Ward.
3 x 2
Flower PrincessFollower - Wonderland Dreams
Unevolved
Fanfare: Put 2 Fairies into your hand if you have 2 or less Neutral cards in your hand. Put a Thorn Burst and 2 Fairies into your hand if there are at least 3 Neutral cards in your hand.
4 x 2
Alice, Wonderland ExplorerFollower - Wonderland Dreams
Unevolved
Fanfare: Give +1/+0 to all other allied Neutral followers in your hand and in play.
4 x 3
HectorFollower - Wonderland Dreams
Unevolved
Ward.
Fanfare: Deal 3 damage to an enemy if you have at least 3 Neutral cards in your hand.
Evolved
Ward.
5 x 3
Goblin PrincessFollower - Tempest of the Gods
Unevolved
Summon 2 Goblins.
Last Words: Put Goblin Kind into your hand.
Evolved
Last Words: Put a Goblin Kind into your hand.
5 x 2
Beauty and the BeastFollower - Wonderland Dreams
Unevolved
Fanfare: Gain +2/+2 if you have at least 5 cards in your hand. Gain resistance to damage and destruction from spells and effects if you have at least 3 Neutral cards in your hand.
6 x 3
Arriet, Soothing HarpistFollower - Tempest of the Gods
Unevolved
Fanfare: Fully restore the defense of an allied follower that has attacked this turn. Give it the ability to attack 1 more time.
7 x 2
SahaquielFollower - Rise of Bahamut
Unevolved
Fanfare: Put a Neutral follower from your hand into play. Give it Rush, and return it to your hand at the end of your turn.
7 x 3
LuciferFollower - Standard
Unevolved
At the end of your turn, restore 4 defense to your leader.
Evolved
At the end of your turn, deal 4 damage to the enemy leader.
8 x 2
IsrafilFollower - Tempest of the Gods
Unevolved
Fanfare: Restore 4 defense to your leader.
Whenever this follower attacks, deal 2 damage to all enemies.
Evolved
Whenever this follower attacks, deal 2 damage to all enemies.
9 x 2
BahamutFollower - Rise of Bahamut
Unevolved
Fanfare: Destroy all other followers and amulets. Can't attack the enemy leader if 2 or more enemy followers are in play.
Evolved
Can't attack the enemy leader if 2 or more enemy followers are in play.
10+ x 2
Spell
Card Cost Quantity
Elf Twins' AssaultSpell - Wonderland Dreams
Unevolved
Deal X damage to 2 random enemy followers. X equals the number of Neutral cards in your hand.
2 x 3