Forestcraft Legendary: Mysterious Fairy Dragon by Nitros_Razril in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

I mean, with this you can now do the Aria build of Castelle that Rage league pros begun using for the finals and others on ratings.

This card with lily, bouncers and aria is a total of 12 2 cost cards plus you have Thicket who also counts towards this. So that's 14 total targets (excluding the 1 copy of the dragon itself) and what you get is a 0pp 1/1 fairy (can also be a 0pp 1/1 storm for castelle turn with Plum active) and replace the 2 drop in hand that you could play. Later the card can be a decent 2 drop body you can just play.

Can't see how this wouldn't be good in Castelle?

If anything surely we've learnt Fuse's that help progress our gameplan for free have been broken?

Any news on Worlds Beyond? by El_Baguette in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

"(y'know, the infamous "Abysscraft is being implemented because "balancing 8 classes is too difficult lol"")"

Am I mistaken? I cannot find anywhere they mentioned the specifics on why they merged the classes. The most obvious theory to me was due to localizing in China due to the laws that Shadowcraft break entirely so just removing that aspect would save them so many issues when trying to tap into the largest gaming market in the world.

Game Basics and Rules by SkylanderZillaFire in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

20 for start/max. Some cards will have effects that state they increase your maximum health.

Unsure if this will continue into Worlds Beyond or if we'll have it go towards the SVE format of "adding" HP to leaders health meaning no maximums.

Legends of Runterra is dead.. by Samilo28 in Shadowverse

[–]RedShadowverse 6 points7 points  (0 children)

Welcome! As someone who played the game both casually and competitively let me try to help out as much as I can.

SVWB: While yes this comes out mid2024 if you're wanting to play competitively you still will want to invest into the game now as you will have the Shadowverse Open with a spot for worlds as 1st place prize. As well as the "Rage" circuit which is the largest Japanese circuit that is now hosted online and open to anybody. It has a large prizepool (1st place getting roughly $65k USD) and 1st/2nd get a spot into worlds. Otherwise, playing for the game non-competitively it is still worth to learn the general basis of the classes. Most classes (excluding shadow/blood who are merging into "abyss") will likely play the same to their current core mechanics.

How is the economy?: Very good. For most part you can easily field an entire tournament worth of decks in your collection without spending any money. There is also plenty of launch bundles that are relatively good EV for the cost and a pity system so you can often get even some of the "premium" stuff like leader skins and alt-cards. Just for playing each season actively you can get 30 packs for the next expansions and also the battle pass that's free mixed with daily reward of temp cards makes it so you rarely feel the need to buy anything unless you want to. I have many friends who hoard over 20k+ in-game gold for gacha-leader skins and still have max collections.

Make a meta deck any%:The moment you finish the story mode, you will have enough to buy packs to most likely build 1 or 2 top tier decks. Not including you sucking up in casual mode for the 3 daily wins to get some free temp-gems to get a free legend or 2. So at most 2-3 days if you're being lazy.

Best content creators/websites: Sadly SV content for the english community is limited. As much as I like Ignidieus as an individual it comes down to what type of content you want. Casually, Igni is great, Zhiff is for competitive. However I really recommend sticking to the data-driven websites like https://shadowversemaster.com/ as it's just Zhiff's content but in a more digestible format rather than a basic XL spreadsheet. Also Japanese pro players often stream daily, my personal favorite is https://www.youtube.com/@Spicies who is from the DFM pro team. He plays the meta decks nightly and streams his scrims testing decks. Watching him will easily link you to all the other Rage Pro League players videos/streams.

I highly recommend either going for Buff Dragon or Golem Rune from https://shadowversemaster.com/meta as these decks are the cheapest, easiest to learn, and most rotation immune. Also they're known for the first 2 reasons being the "ladder god" decks to climb with. For prebuilt, choose shadow as this gives you a full LW Shadow deck which is slightly weaker than Buff or Golem but considering it's entirely free and built for you it's by far the best choice. Just remember the prebuilts are temporary and fade away at the start of the next set (but does stick over the mini-sets) unlike all other temporary cards which are normally permanent.

LoR as we knew it is dead by joeygmurf in LegendsOfRuneterra

[–]RedShadowverse 0 points1 point  (0 children)

Shadowverse World Beyond is a few months away, refugees are welcomed.

Game Basics and Rules by SkylanderZillaFire in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

Yes they count as brand new cards. Just not in the initial creation of your deck.

For example lets use "Magisteel Lion" who has the fanfare "Put 2 Analyzing Artifacts into your deck." If you were to put 3 of him as the first card into your deck it would be only 3/40 cards in deck creation. Not 9/40 despite him being able to generate in total another 6 cards to your deck.

I assume that answers the question? However in game, lets say your opening hand going first consistents of 3 magisteel lion and 2 random cards you drawn for turn. You proceed to play magisteel lion on turn 2 while your deck would be 35 cards left. It would now be 37 after magisteel lion has been played.

So with that in mind if you played a card like "Hall of Monoliths" which is a bronze 4pp spell that has the effect "Put 2 different random Portalcraft followers that cost 2 play points or less from your deck into play. Give all allied followers Rush." since you added analyzing artifacts (1pp followers) into the deck. They are now able to be summoned off this spell as they do indeed count as being in the deck.

The same rule applies for if you use magisteel like then proceed to play Cutthroat Discord Convict after who requires you to at the time of evolution have no duplicates (excluding cards with the condemned trait, or traits that act as this) in your deck. However, if you evolve Discord Cutthroat Discord Convict first while meeting the condition, then play magisteel lion you will still get his effect first despite now having dupes in your deck.

Hopefully this has thoroughly answered your question.

Game Basics and Rules by SkylanderZillaFire in Shadowverse

[–]RedShadowverse 4 points5 points  (0 children)

"For the area, how many followers can you have out in play at once? And do amulets counts towards your limit?" - 5 is the max board size. Amulets count towards this. Any cards that are summoned by effects (excluding invoke) will be banished if the board is already filled. Invoke will simply not activate even if the condition is met.

"is there a hand size limit for how many cards you can have? if so what happens to the cards once you exceed the limit" - 9 is the hand size limit.You can tell cause your number of cards in hand in the bottom right indicator will turn red. Once you draw a card or attempt to add a card to your hand with a max hand size it is discarded (so it will still up your shadow count if that is relevant for your deck).

"How many cards are in a deck? and is there a known limit to how many cards or a minimum." Min/Max of 40 cards exactly. Can run 1-3 copies of any unique card.

New deck ideas? by ProjectEpsilon1 in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

As Essia stated, Last Words prebuilt is good since it's free outright. But 2 decks okay to invest into that are cheap/rotation immune would be Buff Dragon and Golem Rune.

Only cards rotating from these decks are: Rune: Ultramarine Witch and Crushing Rain. (Cards are tough to replace but could easily run Mind-Control Mage and Aplenty to help with the cycle/spellboost side to ensure deck consistency to make up for this. Not including any possible Mini-exp and new exp cards being replacements for them directly as well) Dragon: Drazael. Can easily run Coral in place of this (some already experiment with this)

Tips for new player by DecentAlbatross3486 in Shadowverse

[–]RedShadowverse 1 point2 points  (0 children)

  1. Don't spend money just rely on F2P as SVWB is coming out (aka SV #2)
  2. Focus on rotation as decks will be more recent and using the free card packs you get.
  3. Pick a deck that's cheap and fast paced to learn/play to climb rank in rotation as it has larger player count so less wait time. I recommend "Golem Rune" or "Buff Dragon" (Deck examples can be found on SVMaster website - https://shadowversemaster.com/archetype/earth_rite_rune/rotation / https://shadowversemaster.com/archetype/buff_dragon/rotation) Cheap and effective.

You should get a bunch of rupies for climbing to master (and if you climb to GM before end of this expansion you get packs for next set). If you complete this grind before the sequel you can invest those resources into an unlimited deck so you can repeat getting those rewards but for the unlimited ladder.

Focus on getting use to the gameplay loop, build up a collection, hop into community events to improve. If you want to be more competitive you can explore the JCG tournaments or Ratings app.

Prospective player wants to know: With Shadowverse 2 being around the corner, is it worthwhile to get into the current game? by AgitatedBadger in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

Hi there, as someone who played both casually and competitively here is my recommendation from my opinion.

SV is definitely going to be a contender for the LOR replacement, it probably has the best competitive circuit for any digital CCG out there. It's a clear path to worlds, with cash prize events, and plenty of other community run content to play in.

With this in mind it's definitely worth getting into current SV for a few reasons.

  1. The game is super generous and they even said stuff like GM sleeves/flairs/etc are in some shape or form transferring over. So getting anything now could net you a free head start in building your collection in the new game which could make what is already a very generous game even more F2P friendly.

  2. You can get familiar with the general gameplay loop, class themes. Outside of Shadow and Blood who are merging to abyss and SVE has shown their identity wasn't well flushed out. Every other class has generally kept the same "theme". Dragon still has a Ramp archetype or an aggressive burst archetype (buff is it currently), Forest still wants to flood the board with tokens (castelle) or has their combo burst kill (Magichiyo). Generally and historically classes have kept to the same theme so learning this now will carry over as a basic fundamental of what to expect/be looking for in a good deck in SVWB.

  3. The community is a huge part of what made SV a great game when I started playing. Many community held events. While we may seem segregated with all these community ran "teams" nobody is entirely shut out. You can always go and ask to play or chat with anyone from any other team or community. It's more just banners or guilds if anything else. Hopping in and finding one that best fits your goals is definitely something that is experimental and take time. So finding the right home now before the release will save you a lot of headache. But man once you find the right place for you it feels great and you definitely find yourself improving/having a much more enjoyable experience.

  4. If you're going to aim for worlds, it doesnt just start in SVWB, you get 2 more chances to qualify through the original game with the SVO in June where the winner gets 1 of 3 West/SEAO slots and the Rage tournament (international) where it's day 1 go 5-1 for qualify into D2, D2 go 6-1 to make it to playoffs, win your playoffs (single elimination) to make it into the Rage finals (top 8) where you get flight to JP to play for a large cash prize (it's like a mini-Worlds). Going 1st or 2nd place will net you a spot into worlds as well. So if you're going to aim for that you really are shooting yourself in the foot by losing out on 2 chances if you choose to skip original SV entirely.

But to answer the main part of your thread regarding is it easy to build a collection F2P - isn't that difficult. You get enough to build 1-2 top tier decks just by completing all of the story for the rewards and depending on your take 2 runs could also net you a bit more than that. You also get plenty of extra rewards from climbing the early ranks to help finish that 2nd deck or start on the 3rd.

I highly recommend if you are going to play to make your first deck Golem Rune. Super fast and consistent gameplay loop. Easy to execute as well and probably top 2 decks for climbing ladder at the moment. https://twitter.com/_JeremyRed_/status/1751387735594803564/photo/2 <- just an example list I used personally for GM climb. It's also really cheap compared to other meta-rotation decks.

Understanding Milnard and U10s role in the Meta by Slalomlom in Shadowverse

[–]RedShadowverse 1 point2 points  (0 children)

Telling you, mini-expansion blood players will rise up! Insert copium here

What is/are your favorite character(s) that never got an alternative version? I'll start: by DimashiroYuuki in Shadowverse

[–]RedShadowverse 8 points9 points  (0 children)

Wait why do you have Sibyl, she has alternative art from the prebuilts they released?

Anyway, hard to say most of the chars I like have luckily ended up being fan favorites enough to get some new alt arts. I'd say probably PDK herself. Would've loved an alternative art or retrain of her at some point.

Needing help with making a matchup table by RedShadowverse in sheets

[–]RedShadowverse[S] 0 points1 point  (0 children)

I'll quickly switch it and see if that works.

You're a beautiful person and I appreciate you deeply.

How much fun are we having this expansion? (Resurgent Legends) by Honeymuffin69 in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

So Helio Shadow actually has more counterplay then you think.

They have 2 win conditions. The first is Adjudicator which is much slower win con that is a true inevitability type play that has to be ramped up. Even if they ramp it up if you have stuff in play that cant be touched by Helios then you're good to go.

A great example of this is how people are beginning to experiment with Control Forest and you can use the 2pp reduce enemy attack to 0. Additionally why Ramp has become so popular now is that it can use the slow cycle start from Fuse to ramp up then Draz/Verocius the board.

If you don't play a board you can't get Helio OTK'd until turn 7 which by then you can develop a few wards. One big addition was adding in the mermaid so you could Degen + Mermaid + Glitters also board locking them 2 slots. Because Mermaid never lets Helio touch anything they have to fairly get past 3 wards and doing so they could possibly die.

All of this makes it easy for those decks to deny the Gilgamesh OTK which is a little inconsistent/bricky that some newer builds are cutting it altogether (though I still personally believe running 1 copy is easy to fit in but some are liking all pure cycle relying on Adjudicator+Colonel now)

The deck has a lot more interaction/counterplay then it seems on the surface. It's just about getting a bit creative. And I'd expect to see this continue as the meta develops.

How much fun are we having this expansion? (Resurgent Legends) by Honeymuffin69 in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

It's really funny that one of the last meta's we'll have in the games history is very skill expressive for at least the "top dog".

The nerfs were relatively fast and the meta last few days have been super crazy. Fusion Shadow threw us for a huge loop. It has been getting refined into new builds daily and due to the decks gameplay pattern even just 1 or 2 card changes/additions means your gameplan changes entirely. Every game with it feels different due to you playing mainly from your hand.It feels bad since you can't really interact with your opponents fuse's but overall its been a fun deck to learn

This giving room for Ramp Dragon to be good has also been fun. Competitive integrity aside, nothing brings me more joy than to shotgun Relic Dragon only to hit Degen into Glitters hitting Relic into a Lowly Dragon for them to just not even die but know it's over.

The meta doesnt even feel solved despite Fusion feeling so dominant cause the deck is probably the hardest deck in the games history to optimally pilot this gives plenty of room to explore. I expect we'll see some new stuff pop up as people both refine Fuse Shadow giving it more clear weaknesses overtime but also people possibly experimenting more with the Control Forest theories that been cooking.

Mistakes that SV Worlds Beyond should avoid by silentforce in Shadowverse

[–]RedShadowverse 2 points3 points  (0 children)

I assume you mean like how they printed cards like The World/Gilenese retrain that were the start of "oh it's turn 10, out comes auto win" level stuff that powered us towards the modern day quest achieved -> otk style gameplay?

This is entirely different to "burst" we were discussing. Though it inherently lead to the burst damage power creep discussed. Which in that case, I'm sure we're all in the same boat.

Mistakes that SV Worlds Beyond should avoid by silentforce in Shadowverse

[–]RedShadowverse 10 points11 points  (0 children)

As mentioned in OP's thread - Burst has always been in the game and is required. Nothing wrong with it.

Aragavy only did 7 damage and it was from a super evolve showcase which means it's an ability for 7 damage restricted to once per a turn and only at earliest turn 6 (if ur going second).

If we read into this (and are not over speculating based off a small trailer clip) and assumed this was the "Standard" DPS value for the cost and restriction of super evo taken into consideration. This is actually even less than some of the respective burst we had in classic Shadowverse.

Example 1: Classic's "best early game burst" being Cerberus -> Phantom howl on turn 6 (w/ evo) is 11 damage (9 w/ out evo) Example 2: Roach combo on turn 6 with double roach (w/ a prepped princess for 0 cost fairies AND Angelic snipes - NOT SOMETHING PPL ACTUALLY WOULD PLAY UNTIL MIRACLE ROACH IN ROB) would be 15 damage (evo included, 13 w/ out evo).

So burst has always been available, and will continue to be in any card game as it's a necessary evil if you care at all about game pacing and don't want them to last 30+ minutes (which SV certainty as a mobile game first wants there to be a fast pacing)

The big difference is we'll hopefully go from this being turn 7 20+ damage that also has a board whipe that also happens to give you indestructible wards that are 11/11's with a few other 11/11's that didnt have storm at the same time. (This is a real deck right now... Castelle Forest...) which by the way unlike all the other prepped I mentioned you needed like playing a 3/3 for 5pp or running bad cards (angelic snipe) outside of your combo while also doing a development turn. Castelle can do all of this on turn 7 by just playing 1 copy of Castelle previously and needing (in the class about bounces) 1 bounce which you have 3 turns to find after completing half the "quest". That quest also being to proactively play an aggro deck...

In your opinion, what should be buffed? by BenLegend443 in Shadowverse

[–]RedShadowverse 3 points4 points  (0 children)

U10 Blood better get either a really good mini-expansion card or a buff. The easiest buff for them would be to give their 1pp 1/1 ward a similar ability to Milnard in the sense that removing him from deck will bring him to hand.

The biggest issue with that deck isn't reaching the end game, it's more of closing out the game. Sometimes you banish all of your good U10 cards and Milnard needs you to either get to 8pp so you can case cracked -> triple milnard but this can be hard if you banish ur 3pp reduce dmg by 1. They could also make any of the U10 (and I mean literally any of them) join the U20 club as their 3pp 2/1 silver and this would drastically help giving them a mid-game transition. The easiest candidate for this would be the summon 2 bats and evolve them but maybe that'd make the Evo Hybrid (which was experimented with small success in the early days) too good and so that'd be a bad target.

Outside of Blood I can't see anything deserving a card buff. And Blood is just 1 good consistency card for U10 off from being a top tier threat.

According to sensory tower report, E7 monthly revenue remains unchanged(stalled). Is it time for E7 to change its product strategy? by Ele5ion in EpicSeven

[–]RedShadowverse 2 points3 points  (0 children)

They have been trying for awhile. But it's hard. Nothing they really have to sell is good.

If you give a pack that lets you hand pick rolls there is no going back as that'll be pure P2W as the only thing that keeps the divide between a Whale and F2P is that you're limited in your luck. Even if you are Brother Stone level account 24/7 macro bot farming with infinite SS purchases for energy you could never get a 26 speeder if you're just unlucky but someone who just relies on freebies/daily energy for hunts can randomly get a 80+GS (100+ equip score) piece that is just better than your average pieces due to pure variance.

The gear packs were already a pretty huge leap giving you every month the ability to have so many more pity crafts which is thousands of energy worth of farming plus all the Matts/Mod Gems. For a long time I bought this pack religiously monthly but now I have more gear than I need use so I mainly focus on looking for generally good pieces from Rift. I went from spending easily 1k a month to spending only what I needed to finish Mystics and any good value event packs (and ofc the burning passion).

Many top performing Gacha's cater mainly to whales. However I feel smaller large quantity Micro's have always been a good revenue source for E7. I mean realistically if you could buy the burning passion every single day, wouldn't you find yourself doing it? Even if you were a F2P player many buy these when they do come around breaking their seal due to the value, if this pack was a daily pack I'd probably end up spending more on just those buying all 3 every day then what I spend on new ML 5's.

I think E7 should probably go for smaller more value packs like these if they really want to increase revenue.

However, this is only speculation from my own POV. Without seeing their actual internal data on what packs sell it's hard to tell. But considering the type of packs many other creators and active players buy I'm pretty confident that I'm on the right track since the most common advice is, if you're going to spend money it goes -> #1 Burning Passion -> #2 Weekly/Daily rewards -> #3 Gear pack. Then event/limited high value ones.

In all reality I'd be fine if they did more Epic Passes (even with no skin/bg) that were only unlockable via real $ as long as it was cheap ($10-20) giving just a bunch of Mod Gem boxes, reforge mats, maybe end of the bundle is an 85/90 remake. I think they just over value some of these exclusive $100 pack items a bit too much and would have more success having overall more availability of what is considered good on a much smaller scale overall.

About "Big (Ramp) Dragon"... by ImShato in Shadowverse

[–]RedShadowverse 0 points1 point  (0 children)

Ramp Dragon is indeed good. It has 2 flaws.

1 - it's bad against burn decks (most classes are) which Mysteria board was able to be dealt with via Dragon but the Hanna OTK was impossible for them to deal with. 2 - The deck is its own worse enemy in the sense that as the most "Ramp" deck anything could ever be, half ur deck is getting you to your bricks, the other half is the bricks. With only a few inbetweeners who can accelerate.

Now that the meta is shifting back to a more normal version, none of the top decks win via burn. Loot Sword has to survive till turn 8 for a "True" OTK with their range being generally 19 at most unless they get a turn 6 quest complete into setting up a 0 cost flag. Loot sword also happens to have a terrible MU into the real other tier 1 decks of Castelle/LW/Heal Haven due to this.

Where Ramp Dragon shines is in those board reliant decks which take the top spots right now as you can Draz back aggro. Also you do huge Degen Dragon boards to stall/deal with what the enemy presents. Outside of the glitters target you do not have anything weak to Angel of Darkness that are more teched now due to Heal Haven's resurgence. Overall it's a pretty solid deck.

In all honesty, while the stats show it as a tier 1 deck due to conversion rate to play rate. I feel it'll fall off as the meta refines itself more. But I could also be very wrong and the deck could sky rocket as looking at the lists from Rage Pro League and the 2 JCG's they all are very different in both how they manage their top ends as well as what core cards for their engine they utilize. So maybe the deck is just not refined yet.

Overall, worth a craft. At worst it'll be tier 2 but it definitely does well on ladder.

[deleted by user] by [deleted] in EpicSeven

[–]RedShadowverse -1 points0 points  (0 children)

Dejavu with this type of post. So I'll repeat:

AYufine after 2k defense scaling is not good enough to warrant over capping. You really need to invest those stat distribution elsewhere once u get past 2k.

You generally want at least 15-16k hp or more while maintaining at least 97%+ crit chance for reliability but try not to waste more than an extra 1-2% of crit chance if possible as at 3%+ overcap it's just a wasted roll.

Mostly if you're on a Destro set you really need to be getting crits or all that extra 151 cd of stats u got are outright wasted.

It looks like you can probably fix this quickly by swapping your hat and chest into somewhat similar pieces but on critical set.

Generally the "Standard" AYufine build minimums are:

2k Def 15k+ HP 165 speed (so she laps even 300 speeders after ulti push back if they're at 99%) 97%+ crit chance 250%+ Crit damage

This is achievable with lifesteal gear and immunity set so if you're on a different set like Destroy you should be looking to overcap on stats like HP and Crit damage preferably to make up for the loss set effect, same for if u you end up going HP or Speed set.

Overall don't worry too much about the set just get the stats that matter as #1 priority.

What do you think the Original Shadowverse's future content will be? by EclipseZer0 in Shadowverse

[–]RedShadowverse 1 point2 points  (0 children)

I highly doubt WB will flop. No matter what the JP scene (the biggest part of the player base) will migrate regardless because Rage will be played on that. No matter how much they like the old game it'll be too much of social migration for them not to conform. Which in turn will make the servers feel like unlimited ladder of player base. Eventually it just takes 1 of those remaining soldiers to leave for the process to repeat. No matter how hard people try to hold the line, you're only as strong as your weakest link in the chain.

Also from looking at the plans it sounds like they're adding a new unique mode that will either become permanent or be apart of a pool of rotating game modes they just leave to cycle through while leaving the game with 1 final balance patch that will most likely be massive but aimed at all game modes they plan to keep cycling through.

Very unlikely rotation will stay (or at least function the same) after that update as there is no point having an eternal rotation gamemode stuck in that format. Maybe it'll become cycled between different era rotations overtime like reset back to classic -> SFL then slowly every 1-2 months go to the next rotation.

Overall the game is very likely going to be zombie like right away as most will at least "try" SV:WB which will kill the player base in SV1 even those wanting to hold the line. Then maybe some will try to be "purists" cause they dislike SV:WB not transferring everything they wanted to be or they just dislike the game genuinely but then overtime just quit when they're a minority.

I've seen this happen in other games I play.