Combined Set: BP12: Worldreaver's Descent & BP13: Dominion of Darkness Primer
A primer on some of the playable cards in the BP12 and BP13 combined set!
With the introduction of our first of two planned 'Combined Sets', we had a worry that card ratios would not be high enough. Despite this, the first case reports we have show that each case is guaranteed a playset of every card, including the two Advance cards introduced in the BP13 portion of the set.
This article is made in conjunction with JC Card Shoppe, and you can find their corresponding video here!
The cards released in BP12: Worldreaver's Descent primarily focus on enhancing the archetypes released in BP07: Verdant Steel, with
Forestcraft,
Swordcraft, and
Dragoncraft getting buffs for their Natura archetypes, and
Runecraft,
Abysscraft, and
Havencraft getting buffs for their respective Machina archetypes. Alongside this, we received some long lasting generics, especially in
Forestcraft,
Runecraft, and
Havencraft.
Next, in BP13: Dominion of Darkness, the strongest buffs go to
Forestcraft and
, but
Swordcraft receives an entirely new archetype, while
Runecraft,
Dragoncraft, and
Havencraft receive some extremely helpful buffs to some of their preexisting archetypes,
Forestcraft
This combined set makes up the core of many current and future
Forestcraft archetypes, with the most iconic new card being - Sekka adds an unprecedented amount of consistency to most
Forestcraft decks. Additionally, Pixie receives a new wave of support in , with her effect typically summoning .
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Sekka
- : Sekka is the most iconic card this set - she adds an extremely high amount of consistency to any
Forestcraft deck, all while providing a solid source of removal from her spell, . Additionally, Sekka's Advanced form, , which can be summoned from her base form's , offers a source of removal that does not require having her in hand. Finally, her offers a Storm condition for her . Overall, Sekka, Fatebound Fox sets up to be one of the most important pieces for any combo oriented
Forestcraft deck, or honestly any
Forestcraft deck that appreciates the potential cycle.
- : As Sekka's signature spell, Resolve of the Nine-Tailed Fox offers a two-card combo in removal for 3 damage with , an (effectively) zero handsize based removal with , all while offering 7 damage if both conditions are active, all for the cost of 4 play points.
- : With Spinaria's third version, her 'dark' form offers a lot in one card - the ability to heal 3 and deal 3 with and the ability to draw a card and summon a ward with , all for the cost of banishing 3 cards from your cemetery. She additionally helps progress your win con of as a cost for this ability, and also acts as a pseudo ward, since she can simply

the next turn and repeat her ability.
- : Edgy Elf is the final 'dedicated' card to support , as he offers a simple 3 damage for the cost of banishing 3 cards from the top of the deck. While this may seem like a 'gambling' effect, mathematically this is the same as if you had never seen those 3 cards over the course of the game. also gains the pseudo-ward status, as he can simply repeat the ability again the next turn, and swing for 4 damage if not removed.
Pixie
- : Aria, Miasma Fairy is the second version of Aria that we see in SVE, and she is archetypal - she , while on the field or in your EX area, allows your Pixie tokens to have Rush, namely and . Additionally, her summons a Pixie amulet that costs 2 or less, with your target primarily being an old favorite - . Aria's on evolve effect has an occasional backup target in , allowing you to refill on cards. Titania's Sanctuary, combined with Aria's passive effect, would allow your Pixie tokens to have Assail and Rush - allowing you to deal with standing followers.
- : Generating has always been a strong point of modern Pixie decks, and an additional way to generate one, albeit on an evo, is an extremely powerful aspect of Fairy Slugger. Additionally, providing a marginal amount of healing if the (extremely easy) condition is met, means that if you summon off of , then you would heal
+4, which is valuable, especially in the more aggressive metagame we find ourselves in.
- : Having meaningful card draw is one aspect of Pixie decks that has been very lacking, but the introduction of Feybolt Archer finally solves this. His
casts a wide net over potential targets, the most notable being as the core card behind BP13 Pixie. Additionally, summoning a means that, after you have used Aria's to summon , you're able to swing into an enemy follower for that extra bit of board clear while drawing towards a win condition.
- : As a card that would only come up if you happen to run a second , Tree of Wonders adds a slight amount of card draw to Pixie that is certainly appreciated.
Generics
- : Given that Intertwined Resolve directly supports both the Natura and Pixie archetypes, it is only fitting that it is considered a generic card. The two modes will almost never be used outside of their respective decks, but are valuable for both - the first form returns a Natura card to the EX area and deals 3 damage to an enemy follower, while the second mode summons two .
- : Elf Queen of Abundant Life, being one of
Forestcraft's prettiest cards, adds two things that any deck appreciates - card draw from her
Fanfare, and removal from her . Given that her
Fanfare has a Combo (3) requirement, is also a very powerful summon off of , especially once you can play a card alongside her. She's a mainstay in a majority of current
Forestcraft decks, and will be for the forseable future.
- : Storm is typically a more limited keyword, and we now have a 2 cost 2/3 with it. In a class like
Forestcraft, Elven Pikeman is a simple card that is not a bad tempo play on turn 2 going first, while also being a very good summon off of .
- : As one of the most versatile cards introduced in the combined set, Carbuncle, Immortal Jewel provides you with a very adorable token, . , you get a second token, and reduce the costs of the tokens by 2. The offers you three choices: The first choice is to return a follower on field to its owner's hand, including your own hand, the second choice is to give your leader
+4, and the final choice is to draw 2 cards. Every single option has its use cases, and the card can very easily get you out of a rough spot that you didn't anticipate being in previously, such as returning an to hand, or restoring
+8 in order to keep you out of lethal range.
- : There's a not-so-secret line in a tier 2 or 3 deck that can hand you an instant loss, and Irene is a safety blanket against it. (It's on turn 6 in order to summon along with on the Albert). You're not guaranteed to find her nor should you solo keep her in mulligan, but in a list with draw power on the turn before ( for two copies of , for example) and in a game where that's the only way you'd lose, she protects you from getting scammed that way. You have other techs for this but is the one that is the most versatile in other matchups, since her statline and effect can remove both and , or two copies of , or one follower of reasonable size and just restand to be a menace. On top of this she draws a card so that's pretty sweet. Also she's cute.
Swordcraft
While
Swordcraft doesn't receive nearly as many generics, the introduction of BP13's Levin support adds a new way to play a highly consistent midrange deck with as a finisher. Additionally, 's finisher in helps numerous
Swordcraft decks end the game.
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Levin
- : With the introduction of Levin
Swordcraft as an archetype, Albert, Thunderous Doom offers a solid source of removal from his
Fanfare at the cost of burying a Levin Follower. Additionally, his is nothing to scoff at either, offering a win condition to the deck - especially if you are able to summon him using the effect of and pair that with . This can be done as early as turn 6, and is something one must be wary of when playing into the deck. Additionally, his damage can skyrocket very quickly, as his does count both allied and enemy followers that leave the field, so a card like would offer an additional 4 damage.
- : Lounes, Levin Apprentice adds a significant amount of consistency to Levin
Swordcraft, with her
fanfare effectively meaning you get to run an extra 3 copies of or . Alongside this, her allows you to summon one of the two Alberts for a total of 4 play points (or 3 with an evolution point). As soon as turn 4, you can summon out , and as soon as turn 6 you can summon out , and bury her off of the
Fanfare of Albert, Thunderous Doom.
- : Given that Levin
Swordcraft would like to get to the threshold of 10 Levin cards in cemetery as quickly as possible, having a 1 play point card that discards a Levin card in order to draw a card is core to the archetype. Mona, Levin Mage also has the upside of having Ward and restoring
+1 to your leader if you have 5 Levin cards in your cemetery, all on a 2/2 body.
- : The next Levin sister, Mina, Levin Vice Leader, offers 3 damage to an enemy follower on her
Fanfare if you have 5 Levin cards in your cemetery. Additionally, as we have seen in many modern archetypes, her offers you the ability to look at the top 4 cards of your deck and add a Levin card to your hand.
- : While Levin
Swordcraft has no shortage of ways to interact with standing enemy followers, Mena, Levin Duelist's condition to gain Assail and Strike - Give this follower
+2/
+1 is passive, so if she is left alone she can potentially snowball out of control.
- : Meet the Levin Sisters! is a very important part of Levin
Swordcraft's consistency, and essential to smoothing out the deck's curve. You have the option to tutor out one of , , for 1 play point, or if you pay 4 extra you can simply summon all 3 instead. By turn 5, you should have at least 4 Levin cards in your cemetery, so playing for 5 play points should allow you to discard a Levin card to draw a card, heal
+1 at the end of the turn, deal 3 damage to an enemy follower, then 5 to another enemy follower - all without an evolution point.
- : Jeno, Fanged Tyrant has the opportunity to 'cheat' the curve by burying a Levin follower that costs 3 or less, which include both and . His
Fanfare dealing 4 damage to an enemy follower is icing on the cake, and he can come down on turn 2 at the earliest. Another notable synergy is that, since 's counts allied followers that were put into the cemetery from the field, can potentially increase Albert's damage by 6.
- : Levin Justice brings back two of SVE's earliest Levin cards - and . At the base cost of 3 play points, dealing potentially 4 damage and summoning is nothing to scoff at, also increasing your Levin count by 2. But, if you pay an additional 2 play points, at the cost of 5, you can summon to deal an additional 3 damage to the opponent.
Natura
- : As another 'main character' card, Stroke of Conviction offers a lot in the package of one card. At the cost of engaging 2 cards named , allows you to deal 5 damage to an enemy follower, 2 damage to its leader, and give an allied Natura follower
+1/
+1. Stroke of Conviction does benefit from having an allied Natura follower on your field in order to play, so be mindful of that while playing Natura
Swordcraft.
- : Panther Scout is one of the newest Natura
Swordcraft cards that offers potential synergy with . innately has Storm, which is a powerful keyword, but her
Fanfare offers the ability to generate a onto your field or into your EX area, steadily advancing the Natura
Swordcraft gameplan.
Generics
- & : Lecia, Sky Saber and Nano, the Dawnblade must be mentioned as a duo, as they rely entirely on each other. summons on her
Fanfare. While Nano seems like she doesn't do much on her own, if you evolve her, she gains the ability to swing into a standing enemy follower while Lecia is on the field. Additionally, when evolves, either gives your leader
+2, which is nothing to scoff at, or she puts a into your EX Area. Twilight Blade offers any deck running Lecia and Nano the ability to deal 10 to all enemies for 9 play points, or 8 play points alongside an evolution point, which will certainly help end the game if the game is not over by turn 9 (or 8).
Runecraft
The new support that
Runecraft receives in BP12 and BP13 is more archetypal, primarily focusing on the Mage and Academic traits - adding new consistency pieces and finishers to both. Specifically, for Mage, the deck receives an additional number of ways to keep up the 2 Mage follower condition that a number of the Mage spells require. Additionally,
Runecraft receives , which ends up getting banned in BP18: New Testament City - Togh Keyoh due to an infinite.
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Mage
- : Daria, Infinity Witch is one of Mage
Runecraft's strongest consistency pieces - on her
Fanfare, she allows you to add 1 Mage spell and 1 Mage follower from the top 3 cards of your deck to your hand. On top of that, her 
ability will effectively allow you to play a Mage spell for 3 less - including Mage spells that cost more than 3. Some of her ability's strongest targets include, but are not limited to: , , and .
- : Mage's previous top end was limited to and any potential followers you could sneak alongside it, but that changes once we receive . First, you must
her to put her into your EX area, and if you have at least 5 Mage followers and 5 Mage spells in your cemetery, she will gain one mana counter. Then, at the end of your turn, if you have played a Mage follower and a Mage spell this turn, while she is in the EX area, she gains one more mana counter. Finally, once you're able to play and evolve Ghios, her allows you to select up to X Mage spells that cost 3 or less in your cemetery, and put them into your EX area, where X is the number of mana counters she has. The spells end up costing 3 less to play this turn, and you remove all mana counters on her. While has a lot of text, the strategy with her is simple: pick the best 4 to 5 spells and replay them, offering you 12 to 14 damage and clearing the board, while restoring some amount of
to your leader.
- : As part of the new Mage support we received, Melvie, Princess Witch adds an early Mage follower with two simple conditions on her
Fanfare: Spellchain (5) to give her
+4 and 5 Mage followers to give her
+4. Melvie offers a source of board interaction as well, as potentially 5 damage to an enemy follower for 1 play point can be very helpful in specific matchups.
- : One thing the Mage archetype has desperately needed is some lower costed Mage spells, and Riven Earth helps cover that gap by being a 1 play point Mage spell that deals 2 damage to an enemy follower - which matches our current baseline, with a condition to boost it up to 4 damage and 1 to its leader.
- : Chaos Wielder establishes himself as the first Mage follower that costs a net play point count of 0, which helps enable a number of our Mage spells that require 2 Mage followers on the field, such as or . Alongside this, his offers the standard 2 damage for an evolved 2 play point follower, while potentially having the upside of drawing a card if there are at least 5 Mage followers in your cemetery.
- : Having a source of healing, albeit conditional, is needed in most modern SVE archetypes. Previously, Mage
Runecraft relied almost entirely on as its primary source of healing, alongside as the Stack generation. , while fitting our standard 4 damage to an enemy follower for 2 play points, adds another source of healing if you have 2 Mage followers on the board.
- : While unassuming on his base form, allows you to 'cheat' the curve, allowing you to play up to 3 cost spells for 3 play points (or 2 with an evolution point). Notably, he enables some of the spells that require 2 Mage followers on the board as early as turn 2 while keeping up the chain of Mage followers and spells.
- : Burn damage is one of the few sources of damage that leaves little room for interaction, and one copy of Chain Lightning offers potentially 12 damage for 9 play points if the condition is met - having 2 Mage followers in play. Mage
Runecraft can actually get to this threshold a turn earlier due to the common inclusion of in most lists.
Academic
- : Academic
Runecraft has a very distinct lack of Ward followers, healing, and damage. offers all three, in a relatively compact package. Anne, Mysterian Imperatrix, on her
Fanfare, requires you to discard an Academic card to draw a card. Then, if you have 5 Academic cards in your cemetery, she puts an in your EX area. Finally, you can 
her to play a from your evolve deck - the first time we see a spell in the evolve deck. has a distinct advantage of being a 2 play point card, which means two things - the first is that she can be summoned off of . Secondly, both and both end up costing 1 play point if played while are on the field.
- : While Anne, Mysterian Imperatrix offers a large amount of Academic
Runecraft's endgame, her wife Grea, Scorching Fury helps shore up the early and midgame for the deck. offers a similar
Fanfare, where you discard an Academic card in order to draw a card. Then, if you have at least 5 Academic in your cemetery, you get a in your EX area. Additionally, Grea has a very simple 
to deal 1 damage to an enemy follower. Her token, , offers a very strong source of removal as well, with it having a baseline of dealing 4 damage to an enemy follower for 1 play point. Resentful Blaze scales up as well, as once you have 15 Academic cards in your cemetery, it can deal 4 damage to two enemy followers instead.
Generics
- : Given that
Runecraft is one of the more spell heavy classes, it would be inevitable that it receives a 0 follower deck - . Arcane Item Shop requires a dedicated deck, typically following along the same Chess engine that a lot of the decks focusing around , and actually including Dimension Shift in the same lists as Arcane Item Shop. One thing you do have to be mindful of, given that most of your spells require targeting followers, is to make sure that you leave enough on your enemy's board
Dragoncraft
Natura
Dragoncraft received some extremely powerful support in BP12: Worldreaver's Descent, and alongside the Draconic Duelist support the class receives in BP13: Dominion of Darkness, both archetypes receive a much needed shakeup in playstyle. and his spell both add an extremely high amount of consistency and removal to Draconic Duelist, which are both helpful in the deck's primary gameplan.
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Draconic Duelist
- : As our next titular card, Drache, Fiery Dragonlord begins the new core of Draconic Duelist. Drache is an incredibly simple card, effectively costing 1 play point off of his
Fanfare. Notably, this allows you to play a card like , which would very easily activate Draconic Duelist's standard condition of needing 3 Draconic Duelist followers on board. , while being costly at 3 play points, is extremely powerful - typically you would be able to summon a , or a - both potentially leading you into .
- : Howling Conflagration is a major part of Draconic Duelist's consistency, as if you end up playing the card for 5 play points, you will be able to summon out and give him Assail. The most important thing to keep note of, while playing , is that the spell requires a valid target in order to even be played.
- : Drawing cards and healing are both essential to any modern deck, and Draconic Duelist is no different in that regard. While 's healing is locked behind Overflow, he offers that in a compact 2 play point package, especially given that Draconic Duelist typically runs very few non Draconic Duelist cards - those being , , and .
- : Roy, Dragonreaver offers the first in-archetype ramp for Draconic Duelist, which is a pivotal part of Draconic Duelist's ability to take over the game if it goes long enough. Him being a 3 cost follower also allows him to be summoned for free from , alongside 's
Fanfare, or from 's
Fanfare. Finally, Draconic Duelist has two sources of amulets to enable Roy having Rush - and the token from {id="BP09-065EN}.
- : As another extremely valuable consistency card, Flame Pillar Dragonewt is primarily ran for his . He allows the entire Draconic Duelist deck to function as effectively a toolbox, allowing you to pick the most apt card for the situation - if you need early game ramp and a Rush follower, if you need the early removal from his

ability, or if you need the Storm damage. does also have an occasional
Fanfare that deals 4 damage to an enemy follower if Overflow is active, but a majority of the time you will be playing him to help you get to Overflow rather than while it is active.
Natura
- : In previous iterations of Natura
Dragoncraft, the damage from was often too slow to end the game on its own, as it took too long to ramp up. Games ended just a turn too early at the time, and as a result, Natura
Dragoncraft ended up not nearly as strong as it could have been. changes that, as she offers the passive ability that allows you to deal 2 damage to any enemy when you discard one or more cards. Additionally, her
Fanfare allows her to be hand neutral while discarding a card, which is always valuable for Natura decks in general. Her does require you to discard a card in order to give your leader
+2, all while activating her passive ability. The other reason that Shipsbane Plesiosaurus is as strong as it is, is due to the fact that every single activates her passive as well, potentially leading to as high as 10 or 12 damage swings. This, alongside the damage of , allows Natura
Dragoncraft to solidly end the game.
- : Steelcap Pachycephalosaurus is the next in line of 2 cost followers that deal 2 damage from its , but it has two very distinct upsides to it. First, its
Last Words effect generates a . Additionally, the damage that does from its can scale up to 4 if you have discarded a card this turn, which typically would cost at least an extra play point.
- : As BP12: Worldreaver's Descent offers a number of upgrades to SVE's baselines, Cursed Furor offers itself as an upgrade to the standard of dealing 4 damage to an enemy follower for 2 play points. Summoning a is extremely helpful for Natura
Dragoncraft, and the fact that it can gain Quick in Overflow is nothing but an upside.
Generics
- : Aggro
Dragoncraft got a majority of its support from BP11: Bullet of Fate with cards like and , but definitely helps shore up the deck's endgame by offering a notable endgame push, mainly due to his summoning a
Dragoncraft follower that costs 2 or less in your cemetery. One of the strongest damage pushes that
Dragoncraft actually receives is due to potentially being 6 damage off of Assault Dragoon.
- : Jerva, Wyrm Transcendent is the second version of Jerva that we've seen, and this variant seems geared towards the recent Big
Dragoncraft support that we received in BP11 of Fate. Namely, discarding him from effects like or means that he goes into the EX area. This offers the modality of being able to 
in order to banish him from the EX area to deal 6 damage to an enemy follower, or the more common use case of playing him for 9 play points in order to deal 6 damage to all other followers on the board and all enemy leaders.
Abysscraft
Necrocharge
Abysscraft becomes one of the strongest
Abysscraft decks by a decent margin, especially with the introduction of adding an immense amount of consistency to the deck's primary gameplan of achieving Necrocharge (20), while Machina
Abysscraft receives some very supplementary support to help enable its aggressive combo playstyle.
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Necrocharge
- : Recurring strong
Abysscraft followers is Necrocharge
Abysscraft's bread and butter, and Chris, Beyond the Patch is a very simple card that does that. His strongest targets are being able to potentially summon for 1 less play point, and as a way to help finish the game. Notably, with 's token, , requires one additional follower if you want to
a follower that isn't Iceschillendrig.
- : Gremory, Death Teller accelerates every single Necrocharge win condition immensely, as her
Fanfare buries the top two cards of your deck. She seems unassuming as a 2 play point 2/3 follower with Ward, until you realize she has an
ability. For 
, you resummon her from the cemetery and give her
Last Words to banish her, which repeats her
Fanfare. This ability can only be activated if you've reached 10 cards in your cemetery, including the Gremory you are planning on summoning, but if you have played a this game, you should have no qualms activating her ability.
- : As we have seen with , a 2 play point follower burying the top 2 cards of your deck seems to be just enough to help Necrocharge
Abysscraft, and Kagero, Swordbound Soul offers that in a majority of cases. His
Fanfare has an alternate option that you should only activate once you have Necrocharge (20) active - he can put a from your cemetery into your EX area, and Necrocharge (20) to make it cost 2 less to play this turn. Finally, offers an additional way to remove engaged followers, as while Necrocharge (10) is active for you, Kagero has Rush and Bane.
- : Soulstrike is very rarely played, and even then only alongside . It does match the established standard of 2 play points to deal 4 damage to an enemy follower, but playing Soulstrike typically does not gain you any tempo, a very important aspect of any Necrocharge
Abysscraft. The primary upside of Soulstrike is , as Kagero can potentially allow you to play Soulstrike for free, and if the spell is free, it will be able to deal 4 damage to an enemy leader as well. Just be mindful, Soulstrike does require an enemy follower to be played!
Machina
- : While this is the Machina section, Neun, Daybreak Vampire also masquerades as Vampire support, given that his
Fanfare can summon either an or a and put either one into the EX area as well. Neun would not be very notable without his , giving
+1 to each 1 cost follower on your field and in your EX area. This includes both the and the , as well as any other non token 1 cost followers, of which both Machina and Vampire
Abysscraft contain plenty of.
- : Despite being both a Machina and Vampire card, Garnet Waltz is a much less hybrid card. Your primary choice will be to summon a and put one into your EX area, or summoning both instead if a is in play. has an alternate choice where you can choose to deal 2 damage to each enemy leader and deal 1 damage to your leader, but in the Machina
Abysscraft deck, this option will be very situational. (As a slight sneak peek, this card receives a massive boost with the introduction of 's token, , in BP17)
- : Aenea's creation, Roly Poly Mk I is a very simple card. is a 1 play point follower with
1/
3, Ward, and is Machina traited. It is extremely difficult to remove until it attacks, at least in the early game, and only gets more difficult to remove if is in play, as it only takes 1 damage at a time if she is in play. Finally, has an ability to 
in order to summon it from your cemetery, give it
+1, and
Last Words to banish it. You can only activate this ability while is in play, but there is a very reasonable chance that activating this ability will keep you alive for one more turn.
- : Bane tends to be annoying to deal with by most classes, and Machina
Abysscraft receiving Jackshovel Gravedigger simply helps the class reach its combo turns. Before we talk about 's
Fanfare, we need to talk about her . She simply summons a and buries the top card of your deck, which both help out Machina
Abysscraft. Back to 's
Fanfare, she evolves herself if she was summoned by an ability. Currently, and are the only two ways to activate this condition, but there will certainly be more to come in future sets.
- : Given that can only evolve if there are 5 Machina followers on your field, Machina
Abysscraft has issues building a board without investing a high number of cards. Friends Forever changes this, as the card summons up to two Machina followers that cost a total of 5 or less from your cemetery. You can do a number of combinations, such as summoning an alongside any other Machina 1 cost follower, and then using the
Fanfare of to summon . You can then activate the ability of and pay one play point to summon it back to the field, and then
and banish 2 Machina cards from your cemetery to summon an . This is 6 play points to fill the board and allows you to evolve Mono, and is one of the many combinations you have with Friends Forever.
Sanguine
- : Since Sanguine Necklace does have Sanguine in its name, it would make sense that it benefits Sanguine immensely. Specifically, you can invest 1 play point in order to activate Sanguine later, all while drawing a card. proves to be a staple for any current and modern Sanguine decks, and is a staple to keep your eyes out for.
Generic
- : Linkstaff Necromancer offers exactly what you would want in a generic
Abysscraft deck. Her
Fanfare buries the top card of your deck, which is simply an upside. More importantly, her casts a wide net over what followers she can summon, as Departed is a staple trait. Some of her notable targets include, but are not limited to: , , and .
Havencraft
While the number of defining
Havencraft cards is a little lower than the other classes, the cards it did receive are staples for the class's forseeable future - adding a effect for the deck, and being a consistent and recurring source of Storm for the deck.
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Machina
- : Rola, Inferno Dragoon is one of the strongest new cards that
Havencraft has received in the combined set, and while this is the Machina category of the
Havencraft section, Rola qualifies as more of a generic card. Her
Fanfare puts a into your EX area, which isn't relevant outside of the Machina decks. It also has a tiny condition that allows her to auto-evolve if she is put onto the field by an ability. Within Machina, you have 's
ability, , and as ways to summon Rola, and as a generic aggressive card, you can summon her off of the . Notably, has two options on her evolution - she can gain Storm, which applies directly towards most aggressive
Havencraft decks. Alternatively, Rola can deal damage to an enemy follower equal to the number of Machina followers on your field, which would typically end up around 3 to 4 by the time she auto-evolves.
- : While Machina
Havencraft can build boards relatively easily, the deck does struggle to leverage those boards into a way to end the game. offers a way to make those boards significantly more lethal, as he has this line as part of his
Fanfare: "If this card was put onto the field by an ability, give each Machina follower on your field
+1/
+1." He also incidentally generates a on his
Fanfare, which is standard on most Machina
Havencraft followers.
- : As the newest 'summon' effect, Salvation Ex Limonia offers valuable recursion to Machina
Havencraft for 2 play points. (You typically wouldn't be running as it is not a Machina card, but if you happen to draw it, more power to you.) Some of your strongest targets for are if you need to destroy all enemy followers with her , as both of her can be valuable, and if you need to push a board advantage.
- : Machina
Havencraft has a solid amount of control over the board due to , a decent amount of damage due to the introduction of , and a decent amount of board pressure due to the option of , but one option the deck lacks is a true way to help finish the game. offers that, as on its
Fanfare, it can summon a 2 cost or less Machina follower from your cemetery. Notably, the strongest targets for this are the two new Machina followers that
Havencraft received, and . Gullias can also
by banishing 2 cards named from your EX area in order to give itself Storm. Finally, we can look at . Its on evolve effect offers either the ability to deal 5 damage to an enemy follower, or more notably, the ability to give each other Machina follower on your field
+1/
+1.
Generics
- : has proven to be an undeniably strong follower, as she allows you to 'cheat' out a 2 cost follower. is
Havencraft's own take on Chipper Skipper, as he innately has Ward, but more importantly, his allows you to directly summon a 2 cost follower rather than putting it into your EX area and then allowing you to play it. This innately seems like a downside, as your turn's ordering is a little less flexible, but there are two newly released cards that benefit immensely from being summoned rather than played: and . Lunerian Paladin also restores your leader's
by 2 if you summon a follower with Ward, which does come up occasionally!
- : As our third Jeanne, is the first to deal damage to your own leader. Her
Fanfare allows you to give your leader
-2 in order to destroy an enemy follower that costs 2 or less, which is solid removal on curve. On the other hand, her effect deals 3 damage to all enemy followers and enemy leaders, while giving your leader
+3 - effectively negating her
Fanfare. She also helps enable the Storm condition of 's
Fanfare, which comes up in the more aggressive
Havencraft variants.
Gold Ship
- : Absolute Tolerance is a card that you would never activate the
Fanfare of - 15 cost innately is too expensive, and none of Tolerance's conditions are viable until too late in the game, especially at the same time. Despite this, sees play for one specific reason - . Gold Ship's
Fanfare, if you see Absolute Tolerance, does 15 damage and gives your leader
+15, and
Havencraft has a number of tools to help set this up, more specifically the Oracle Think Tank cards from the CP03: Cardfight!! Vanguard the introduction of establish the deck immensely alongside the introduction of future Umamusume cards!.
Neutral
While we do receive some Machina and Natura support, arrives with a pre-restriction due to how game-warping Fracture can be - especially if you have the opportunity to play two in a row.
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Machina & Natura
- : Machina and Natura are typically depicted on opposite sides of eachother, bringing in the duality of technology and nature. is one card that offers both traits, and interacts with each deck very differently. In Natura, you are typically drawing and discarding cards extremely often due to the effect of . interacts with by, when it is discarded,
a on your field in order to put a Natura card from your cemetery that isn't named Natur Al'Machinus back into your hand. This allows you to recur some of your deck's strongest Natura cards. Examples include in Natura
Swordcraft, or her spell in Natura
Forestcraft, and the option of either or in Natura
. On the other hand, 's
Fanfare is relevant for the Machina sides of things. Her [[icon]]Fanfare allows you to look at the top 3 cards and reveal a Machina card to add to your hand. Then, she puts a in your EX area. Finally, she recovers 3 play points. offers a solid amount of consistency to some of the more board focused Machina archetypes, as she doesn't really function as well for the
Abysscraft variant of Machina. Notably, Natur Al'Machinus allows you to draw into and potentially play or on the same turn as you play her.
- : Changewing Cherub is the second Machina / Natura card we've received, and she adds to both deck's early board control and resource generation relatively significantly. Her
fanfare allows you to place either a or in your EX area, which advances the gameplan for most Machina and Natura decks. Additionally, deals 2 damage to an enemy follower if you have a total of 5 Machina and/or Natura cards on your field and in your EX area, which gives an additional bit of board control over to all of the newly strengthened Machina and Natura decks.
- : Given that Natura decks tend to need to churn through as many cards as possible, offers a simple way to cycle through the deck for a Wasteland or Natura card from the top 3. Notably, Wasteland decks tend to not run as the consistency buff isn't worth the tempo loss of not setting up one of the Mount tokens or just playing towards the board.
Generics
- : As the only pre-hit card from BP13: Dominion of Darkness, Planetary Fracture offers the strongest form of
Neutral removal that we've seen. For 8 play points, is a very simple card. It banishes all cards on the field and the EX area. Additionally, each player banishes the top 10 cards of their deck. Planetary Fracture received its pre-restriction due to the fact that playing multiple in a row created a relatively toxic environment, killing any opponent who happened to draw through 20 cards by turn 9. Now, with the restriction of only being able to run 1 copy in any deck, only sees play in the more control oriented archetypes.
- : As a very pretty card, Sahaquiel & Israfil see play due to the introduction of one specific deck:
Havencraft. Specifically, 's
Fanfare allows you to summon any 6 cost or lower
Neutral follower, which includes the upcoming card , which allows you to summon Gold Ship from hand. then reveals the top card of the deck, ideally in order to deal 15 damage to the enemy leader and give your leader
+15. Then, you use in order to reactivate the
Fanfare of , typically ending the game at this point.
- : As a tech slot in many aggressive decks, Miriam, Mutinous Being offers a combination damage and healing. She passively has the following ability: "During your turn, whenever a follower is put from your field into the cemetery, deal 1 damage to each enemy leader." As trading in followers isn't the most helpful for the aggressive decks, Miriam allows you to turn those trades into damage. Importantly, her , while costing two play points (or one and an evolution point), allows you to bury another follower in order to summon a . The Keenedge Artifact offers a way to heal 3 in decks that typically would have no access to healing, and the bury portion of Miriam's on evolve effect allows you to avoid specific board lock scenarios enabled by cards like .
- : Despite the card seeming like he is primarily for evolution based archetypes, Grimnir, Voidwrought Wind shows up in a number of midrange decks that just happen to evolve a number of times early. His
Fanfare deals 5 damage to an enemy follower and 3 damage to its leader, which you can only do if you have 3 faceup evolved followers in your deck. (Notably, this doesn't include Advanced followers such as .) The primary deck that tends to run Grimnir is Wasteland
Swordcraft, as the deck has a strong number of evolutions throughout the earlygame.