Reroll tier list guide in Shadowverse: Worlds Beyond (Shadowverse WB). Includes if rerolling is possible, how to reroll in PC, new player guest account rerolling by class and more.
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Reroll Tier List | How to Reroll Guide |
Table of Contents
Reroll Tier List
Reroll Quick Reference Chart
- Tier 1
- Tier 2
- Tier 3
- Tier 4
The recommended cards to reroll for in Shadowverse: Worlds Beyond are cards like Albert, Levin Stormsaber and Aria, Lady of the Woods, which are core cards or finishers for a deck.
Best Deck Ranking Tier ListReroll Evaluation Criteria
Tier | Evaluation Criteria |
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![]() | - Legendary cards that are essential and form the core of a deck - Neutral class cards that are used in various decks |
![]() | - Cards that play a supporting role in a deck - Cards that improve a deck's consistency |
![]() | - Legendary cards that are used in smaller numbers in a deck - Essential Gold cards for a deck |
![]() | - Gold cards that play a supporting role in a deck |
Filter if You've Decided on a Leader
You can tap the class names at the top of the list to filter by that class. If you've already decided which leader you want to use, filter the list to check.
Rare Chance of Exchange Ticket Drop

With an extremely low drop rate of 0.060%, you might get an "Exchange Ticket". These are not cards and have no direct effect on matches, but they can be exchanged for special leader skins and other items.
How to Get Exchange TicketsEvaluation of Best Reroll Cards
Recommended Neutral Reroll Cards
- - A valuable Restore card that can be used by all Deck Classes
- Offers multi-target removal through both Fanfare and Evolution effect
- Can serve as a late-game finisher thanks to Sweetness of Voracity - - A valuable damage card that can be used by all Classes
- Excellent for chipping away at health before a finisher
- Easy to Play due to destroy - - Valuable 2 draw and 2 Restore
- Creates a strong Field with Super-Evolution
- Highly versatile and can be included in any Deck - Ruler of CocytusTier- A strong finisher in long games
- Can be included in Decks that can fight past turn 10
- Powerful when played early with Ramp-Up or Bonus Play Points - - Powerful for its ability to strengthen Super-Evolution while building a Field in the early game
- Can support Super-Evolution, which has low removal capabilities
- Has minimal performance as a Ward - - A highly versatile 2-cost 2/2 that can be included in various Decks.
- Excellent for its ability to remove threats without spending an EP (Evolution Point).
- There are also situations where its Last Words can't be used effectively. - - A versatile 2-Cost Follower
- Can counter a Super-Evolution with 2 Cost and an EP (Evolution Point)
- Can be included in most Decks - - Pull off a special victory by drawing every card in your Mjerrabaine Deck.
You can draw 6 cards every turn, giving you virtually infinite resources.
- Wildly inconsistent and heavily luck-based, but so much fun to play when everything goes right. - Dogged OneTier
- - Powerful when you can Evolve multiple Followers
- Used in board development Decks
- Creates pressure on wide board development just by being on the field - Divine ThunderTier- Can deal with large Followers without using an EP (Evolution Point)
- Can catch low-Stats Followers in its AOE
- A good card to include if you have a spare slot - - Dedicated draw engine for Combo Decks
- Powerful if you can build a Deck that makes good use of its Fanfare
- Can be used in a Mjerrabaine, Great Manifest Deck with no downside
Neutral cards are cards that can be used in any class. Since they can be included in a variety of decks, they are especially recommended if you don't have a preference for a specific class.
Recommended Forestcraft Reroll Cards
- - Powerful AOE with no Fanfare condition
- Can weaken the opponent's Field and Restore, making it great for stalling
- Field weakening and Ambush have good synergy with Killer Rhinoceroach - - A valuable draw engine
- Upon Evolve, it can handle both board development and Large Follower
- Useful as a bridge in Combo decks - - A damage card that gets stronger with Combos
- High damage when combined with Aria, Lady of the Woods's Crest
- A finisher for Combo Decks - - Powerful 2 Cost destroy effect that doesn't use EP (Evolution Point)
- Also strong against followers with Last Words or Barrier
- A versatile destroy card included in most Forestcraft decks - Garden's AllureTier- Convenient for organizing your hand with Fuse
- Used in Combo Decks
- Underwhelming if you can't make use of Fuse - - Can be Played for 0 Cost to create a strong field.
- Making it 0 Cost and combining it with Killer Rhinoceroach is powerful.
- Even if drawn late in the game, its Cost seems like it will decrease quickly. - Godwood StaffTier- Its ability to continuously supply resources by making 3 Combos every Turn is powerful
If played beforehand, its 0-Cost Bounce with Engage is powerful
- A key utility card for Forestcraft - - The Fairy added by Crest stabilizes Combos
- Provides a constant source of damage when combined with Aria, Lady of the Woods
- Will become even stronger with the addition of Fairy Buff Card - - A powerful Crest that grants Storm to Pixies
- Develops Fairies with Super-Evolution
- A key card for Pixie-focused Decks - - Can create a powerful Ward and Rush Field with a single card.
- Has very high standalone performance.
- Has good synergy with late-game Decks. - - Pushes high stats while performing a Board Lock
- Strong against Decks that perform wide board development
- Underwhelming if there's no way to win after stalling for time - - Excellent total stats for a single card
- Can deal damage with Fairy when combined with Aria, Lady of the Woods
- Strong for its ability to apply field pressure in the early to mid-game - - The combo on the next turn is powerful if you can play it
- High damage when combined with Killer Rhinoceroach
- Difficult to preserve your hand and play it - - Applying pressure with high Stats in the early game is powerful
- Managing the Pixies in your hand is important
- The earlier the Turn, the stronger it is - - A 20-point One-Turn Kill is possible if the conditions are met
- The One-Turn Kill conditions are very difficult and require extensive support - - Random destroy effect that gets stronger the more Combos you have
- When used with 5 or more Combos, it's stronger than Ambush from Above
- Can be used with Krulle or a Fairy for precise destruction
Forestcraft is a class that uses many low-cost cards. It tends to have a wide range of options each turn, making it a recommended class for those who want to play technically.
Recommended Forestcraft DecksRecommended Swordcraft Reroll Cards
- - A Storm finisher with a destroy effect via Enhance
- High damage, capable of dealing 12 damage with Super-Evolution
- Good Stats even as a 5-Cost Storm follower - - The multi-sided Barrier from Super-Evolution is super powerful
- The 2 draw for what is effectively 3/4/4 Stats is powerful
- A highly versatile card that will likely see long-term use - - A long-awaited AOE ability for Swordcraft
- It's powerful because it's self-contained, capable of board development on its own
- Strong in the long game due to its auto Super-Evolution - - Remnant of Hollowness is a cost-effective Damage card
- Combine with Sinciro, Heir to Usurpation or Albert, Levin Stormsaber for massive Damage
- Be careful not to forget its Crest - - Can use a powerful AOE if you can Fuse
- Strong against Barrier with its 2-stage Super-Evolution AOE
- Drawing Gilded cards are a challenge - - Has a major impact on Follower-based Decks
- A powerful ability that can win the game on its own if not dealt with
- A power card that requires a counter - - Excellent for its ability to cover multiple early game plays with a single card
- Easy to apply buff abilities to it due to Ambush
- Its Super-Evolution is powerful after keeping it in Ambush and then developing the board - - Valuable high-power burn damage and large Restore.
- It forgoes board development, so it has no synergy with the Deck.
- Strong against opponents for the first time, as it can deal Damage from an unexpected angle. - - Strong in early game Field trading
- Enhance is risky and requires you to Select the right timing
- Strong if you can make good use of its 0-Cost - Returning SlashTier- An excellent destroy card that doesn't reduce your hand size
- Its removal range is extremely powerful when combined with Gilded Blade
- A concern is that Fuse competes with Sinciro, Heir to Usurpation - - Extremely powerful Field clearing ability in the mid to late game.
- Can mitigate the tempo loss from playing Loot.
- A core card for Loot Swordcraft. - - Strongest class of Field in the early game with the fastest Evolution
- The key is whether you can build a strong Field with this in the mid-game
- A must-counter card - - As a 3-Cost destroy effect, dealing an incredible 5 damage is powerful
- Its Enhance effect gives it Ambush, making it easy to attack on the next Turn
- A versatile destroy card for Swordcraft - - Board development on par with a Super-Evolved Follower from a single card
- Valuable multi-target removal ability
- If Amalia, Luxsteel Paladin survives behind a Ward, it's almost a guaranteed win - - Powerful because it can destroy 2 large Followers without using an EP (Evolution Point).
- Develops Knights, so it has good synergy with the Deck.
- Save your EP (Evolution Point) to lead into your finisher. - - Strong because once played, it can periodically assist with board development
- If it revives and Super-Evolves, it becomes a 0-Cost 5-damage effect
- Strong if you can Play it in the early game
Swordcraft is a class that excels at developing a board of followers. It has many decks that are easy for beginners to handle, making it a class where you can learn the fundamentals of Shadowverse: Worlds Beyond.
Recommended Swordcraft DecksRecommended Runecraft Reroll Cards
- Dimension ClimbTier- A core card for Runecraft Spellboost
- Offers great flexibility by restoring Resources and Play Points
- Best used after reducing the number of cards in your Hand - - Powerful as it can Boost while developing a strong field
- Strong when played together with Blaze Destroyer or Emmylou, Witch of Wonder
- Strong if it can Evolve and leave behind 6/6 stats - - Can force a powerful Field on the opponent with Mode 1
- Mode 3 has exceptional restoration・Improves durability when included in Earth Runecraft Spellboost - - The ace card of Runecraft Spellboost
- Creates a strong Field even when played as is
- A finisher with its Enhance and Super-Evolution effects - - A powerful Support Card that allows you to draw without Tempo Loss.
- Highly versatile card that can be a stape in most decks.
- Has meta ability against decks that play multiple cards of the same name. - - A core card for Decks centered around Followers
- Its 9 Cost is high, so you need to survive until then.
- A @@@ロマンカード@@@ - - As long as you have an Earth Sigil, it can be resurrected and has good field presence
- Can be expected to be a finisher for Earth Rite Runecraft
- Can also be considered for inclusion in Earth Rite Spellboost Runecraft - - High supply of Earth Sigils
- A key component for cycling the Deck with Super-Evolution
- Powerful if more Earth Rite cards are added - Demonic CallTier- Combined with Demonic Shikigami, getting 2 boosts for 0 Cost is powerful.
- It stays on the field, so it can also strengthen your field. Kuon's... - Homework Time!Tier- With 5 Boost, it becomes a powerful destroy and Draw source
- A key utility card for Runecraft Spellboost
- Seems like a good keep in the Mulligan - - A powerful Crest that can continuously strengthen the field
- Easy to Play as it has a destroy effect
Will be powerful as more Earth Rite cards are added - Pascale's DanceTier- Can be used in Earth Rite Deck Runecraft Spellboost
- 10 Earth Rite is difficult to achieve and weak against powerful late-game destroy effects
- Mainly used as a 1-draw Earth Rite Drawing Card - - Very weak on its own, so it requires a Combo.
Use it by changing its Cost with Truth cards.
A powerful destroy effect after Raio. - - Powerful removal in exchange for increasing a Follower's Cost
- A fair effect since you are just borrowing the Cost in advance
- It's best to increase the Cost of cards when you are likely to have leftover Play Points - - A card that compensates for Runecraft Spellboost's weakness in the early game.
- Becomes a draw engine upon Evolution, making it highly versatile.
- Can be used as an insurance policy for when you have a bad hand. - - Has exceptional specs if you have an Earth Sigil
- A strong field presence, becoming a 2/4/4 and destroying 2 enemies without needing an EP (Evolution Point)
- Look forward to the addition of more Earth Rite cards in the future
Runecraft is a class that fights using spells. It's a class that develops a unique playstyle compared to others, allowing you to enjoy matches that are different from other classes.
Recommended Runecraft DecksRecommended Dragoncraft Reroll Cards
- - A low-Cost Follower that is useful from the early to late game
- Its Evolve ability is excellent for countering Aggro
- Can counter Combo Decks with Whitefrost Whisper - - An Attacker that stays on the Field thanks to Intimidate
- Attacks the Leader while maintaining a Board Lock
- A finisher for Face Dragoncraft - - A high-performance card that mixes AOE and burn damage
- Unleashes massive damage - hen Super-Evolved and paired with self-damage cards
- Shows strong potential as a finisher for Dragoncraft decks - - Excellent for mid-game destroy.
- High damage and straight up powerful attacker.
- Gets more powerful depending on other synergy cards. - - A core card for Dragoncraft Ramp.
- Requires some strategy to cover the vulnerability when it's played.
- Very strong in a Control meta. - - Builds a strong Field with a single card through Super-Evolution
- You want to play it early with Ramp-Up or Bonus Play Points
- Strong even without Super-Evolution - Draconic StrikeTier- Powerful for its ability to clear the field while pseudo-Ramp-Up
- Excellent as a mid-game bridge for Dragoncraft Ramp
- The AOE damage is modest - Fan of OtohimeTier- Can turn unneeded cards in Hand into Storm, powerful in Aggro
- Cost-effective if it can be activated 2 or more times
- Doesn't waste Play Points if played on the first Turn - Ferocious FlameTier- Low-Cost destroy that has good synergy with Galmieux.
It's strong in the late game because your Hand size doesn't decrease
- Its drawback is that it's difficult to Play in the early game - - The cornerstone of Dragoncraft Ramp's defense, providing Restore, removal, and Ward
- The amount of restoration can be further increased by including Fan of Otohime
- A strong card to just Play after you Ramp-Up - - A valuable Ramp-Up card
- Also has Auto-Evolution, so it's rarely a dead card
- An essential and important card in Dragoncraft - - Highest damage output that can be played without Super-Evolution
- Dragoncraft's finisher
- You want to aim to get this through - - The lowest Cost card that summons a Vastwing Dragon.
- Powerful as a bridge to Overflow on turn 6 (6 Play Points).
- Stronger than Forte, Blackwing Dragoon because it's less situational. - - Powerful as a mid-game AOE card
Buffs your hand in combination with Fangs of Ardent Destruction
It's excellent that it can retrieve Fangs of Ardent Destruction with a single card, even without a target. - - A powerful AOE, but the Hand consumption is a drawback.
- Since it can destroy with its AOE, it's hard to Super-Evolve.
- The fact that it's an earlier AOE than Twilight Dragon is a point in its favor. - Twilight DragonTier- When played, can destroy almost all followers
- Can deal with the opponent's Super-Evolution with just its Fanfare
- Advantageous in the long game with Super-Evolution
Dragoncraft is characterized by its ability to increase maximum play points with PP Boost. It's a class that develops a board with large followers using PP Boost, leading to more flashy matches compared to other classes.
Recommended Dragoncraft DecksRecommended Abysscraft Reroll Cards
- - Boost Faith Value to unlock this card's full potential
- Becomes extremely powerful with the right Mode Card
- A core piece in any Mode Abysscraft deck - - A powerful card that lets you choose between Storm and establishing field presence.
- A strong transitional play leading up to Cerberus, Hellfire Unleashed.
- Also serves as a finisher in Mode Abysscraft. - - A versatile late-game card that can switch between board development and destroy
- Board development makes it easy to lead into Cerberus, Hellfire Unleashed
- Strong in long games with its destroy and Restore effects - - Powerful AOE for 5 Play Points without using an EP (Evolution Point).
- If left on the field without evolving, it forces the opponent to deal with it.
- The burn damage is powerful in an Aggro deck. - - Buffs a wide board (Board Swarm) and acts as a finisher
- Also has high performance as a standalone unit when combined with Super-Evolution
- A strong ace card at any point from 8 Play Points onward - Rage of SerpentsTier- A very efficient burn damage card
- Be careful as it also deals damage to yourself
- You can win when the opponent's Defense is 3 or less and your Defense is 2 or less - - The destroy and Play Point Restore effects that compensate for the tempo loss from drawing are strong
- Powerful even after reaching 10 Faith
- Note that it doesn't increase your Faith Value by 2 - - A long-awaited mid-game board development card for Abysscraft
- Powerful when it can resurrect a follower with Last Words
- Super-Evolution is also strong, but you don't really want to use it from a Deck perspective - - Can develop a powerful field
- High value when Sham-Nacha, Heir to Entwining's Faith activates
- Powerful as a mid-game transition - - A valuable mid-Cost Storm card.
- Has good synergy with Abysscraft, which can easily develop a board of Followers.
- Becomes sufficient Damage with just one or two other followers on the Field. - - Powerful destroy effect that can turn the Field around with a single card
- Can deal with Super-Evolution Followers without using Super-Evolution
- Deals up to 3 Damage with Super-Evolution - - Trades with large Followers by granting Bane
- High Necromancy consumption makes it difficult to use
- Strong when combined with other Departed Followers - - Maintains the field with Bane + high Stats
- Has good staying power on the field with a Barrier upon Super-Evolution
- Gets the job done by restoring health when played, even without Super-Evolution - - Unreliable stats, but can deal damage with its Crest
- A valuable source of damage for Aggro Abysscraft
- Look forward to the release of more Self-damage related cards in the future - - Weak stats are covered by granting Bane
- Whether granting Storm is strong depends on additional cards
- Requires a dedicated build to be used effectively - - Highly versatile 2-Cost Follower
- Can deal with up to 3 targets with Evolution
- Competing 2-Cost cards are also strong, so this is an optional choi
Abysscraft is a class with unique systems like Necromancy and Reanimate that use the Cemetery. It's recommended for players who want to engage in tricky matches.
Recommended Abysscraft DecksRecommended Havencraft Reroll Cards
- - You can build a Ward Havencraft deck with the Ward-enhancing Crest
- It is also very excellent as a Ward follower itself
- The large increase in Stats makes for a powerful Field - - Develops a large board of low-cost Followers from the Deck
- You can control which cards are played by limiting the types of cards included
- Strong synergy in Ward Havencraft - - A versatile card that can destroy and buff the Field
- Has good synergy with Lapis, Shining Seraph's Crest
- Strong when a Follower comes into play from an Amulet - - Can destroy a wide Field with Evolution
- High durability with Ward + Restore + destroy
- Difficult to Play without using an Evolution - - Has Permanent Ambush, so it's powerful to keep it on the field and apply Buff
- Its Evolution is strong, allowing it to destroy the field while increasing its stats
- Watch out for the opponent's AOE - - A powerful Amulet that combines destroy, Restore, and burn damage
- Its Damage is powerful when it can hit the enemy Leader
- It's excellent that both the Damage and Restore can be used with a time delay - - Good synergy with Marwynn, Despair Manifest as it can be Destroyed by Fanfare.
- Can search for Followers related to Marwynn, Despair Manifest upon Evolution.
- Subsequent copies are slightly heavy. - - A Crest that deals damage to the field or leader every turn.
- If you attack, its @@@能力@@@ won't activate, making it difficult to play.
- Requires a clever way to deal damage to the leader. - - An infinitely resurrecting Storm finisher
- However, it's slow to get started and requires a long game
- The Deck's durability is necessary to play it multiple times - - Powerful Board Lock ability
- Strong even when used on its own
- Requires some ingenuity when used with Marwynn, Despair Manifest - Unholy VesselTier- Powerful because you can Engage it at any time; if you save the Engage, it can also become an offensive card.
- Just having it on the field can deter the opponent's board development plays. - - Storm with a destroy effect upon meeting a condition is powerful
- Even without meeting the condition, it's good value for its cost at 3 damage for 5 cost
- Its drawback is being unable to deal with large Ward followers - Winged StatueTier
- Strong because you can control the turn it's played with Engage
- Powerful in the early game with high Stats and Rush, allowing it to destroy stronger followers
- Has good synergy with Amulet synergy cards - - Powerful board development that's worth the Hand consumption.
- Strong when you can Combo it with Skullfane of Demise.
- Strong because it can prepare targets for Jeanne, Saintly Knight's buff. - - Powerful because it can destroy, deal burn damage, and develop your board without using an EP (Evolution Point).
Strong synergy with Rodeo, Anathema of Judgment.
- Be careful as it also Destroys things other than Last Word/Amulets. - - When used normally, it's just a temporary stopgap.
- Playing two copies can bypass the drawback.
In Havencraft, the value of surviving for one Turn is high.
- Has the potential to become amazing depending on future card additions.
Among all classes, Havencraft is particularly skilled at fighting with amulets. It also has a lot of healing, making it a class that excels at fighting while controlling the state of the board.
Recommended Havencraft DecksRecommended Portalcraft Reroll Cards
- - A long-awaited card with an AF Exact Copy ability.
- Its ability to create a strong Field without using an EP (Evolution Point) is powerful.
- It's also strong because it can destroy high-Stat Followers with Super-Evolution. - - Can deal burn damage and restore a defense point when evolved.
- Melodious Monody is a very versatile destroy card.
- Stronger when paired with cards that destroy units on the field - - A draw engine with excellent Stats
- Smooths out the Deck with Evolution
- Can be included in any Deck - - Can develop 3 Ominous Artifact, making the field strong.
- With Ominous Artifact, it also has Restore and burn damage, making it versatile.
- Optimal as a bridge to Ominous Artifact. - - A finisher you want to use Super-Evolution on
- Versatile enough to be used in a Combo or on its own
- Lloyd provides high sustainability for Orchis, Newfound Heart - - Can stall for time with AF while collecting Gears.
- The Exact Copy of AF remains on the field, making your field strong.
- Excellent as a mid-game play. - - The Restore and draw are never dead cards.
- Can deal with a strong field through Evolution or Super-Evolution.
- Functions as a bridge card in various Decks. - - A valuable card that supplies multiple Gear
- Upon Evolution, you get enough Gear for one Destroy
- Be careful with hand management upon Evolve - - Will become a new essential low-cost card for AF
- Evolve ability allows for strong use of AF Exact Copy cards
- Difficult to decide which AF to create in the early game - - Powerful because it can easily play White Psalm, New Revelation
- A powerful combo with Amulets and cards with Destroy effects
- Reduces the drawback by targeting White Psalm, New Revelation or Black Psalm, New Revelation - - High-performance low-Cost Ward
- Powerful when cards with Destroy and synergy are added
- This Super-Evolution has poor cost-performance when used normally and is intended for a Combo. - - Can Destroy a large number of an opponent's Followers depending on the Field
- Becomes powerful depending on the addition of strong cards that are good when Destroyed
- Underwhelming when used on its own - - It's nice to be able to bridge the mid-game without using EP (Evolution Point).
- It's possible to survive the late-game with multiple Ward followers.
- Strong in long games, as it can destroy while leaving a 6 Attack follower on the field. - Ancient CannonTier- Powerful as it can continuously destroy the opponent's field while collecting Gears.
- Be careful, as the second copy and onwards can be a dead draw.
- Strong if you can save up Gears without Fusing them. - - Powerful Evolve finisher
- Chip away with Orchis, Newfound Heart and use Liam, Crazed Creator for the final push
- You want to keep one Puppetry in your Hand - - Strong as a mid-game bridge with its destroy effect and high-Stat Ward.
- The mid-to-high Cost slots are crowded, so it's questionable if this is a must-include.
- Lloyd covers for Victoria's low Defense.
Portalcraft is a class that excels at creating tokens and making exact copies of other cards. It can be described as a class that progresses through matches by creating various interactions between cards.
Recommended Portalcraft DecksHow to Reroll and When to Stop
You Cannot Reroll on the PC Version
On the PC version of Shadowverse: Worlds Beyond, there is no account reset button, so you cannot reroll. To reroll, you will need the mobile version of Shadowverse: Worlds Beyond.
How to Reroll on the Mobile Version
- Download Shadowverse: Worlds Beyond
- Skip All Tutorials From the Top Right
- Open 1 Legendary Pack
- Select "Later" in the Battle Basics
- Open 1 Pack From the Log in Bonus
- Collect All Distributed Items From Your Gift Box
- Open Packs With the Items You Obtained
The reroll process for Shadowverse: Worlds Beyond involves skipping all tutorials, collecting items from your gift box, and then opening packs with those items.
Time Required | Approx. 3 Mins. |
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Number of Draws | Legendary Guaranteed Pack x1 Standard Packs x32 |
Stop at 5 Legendaries or More
The point to stop rerolling in Shadowverse: Worlds Beyond is when you've drawn "5 or more Legendary cards". If you get multiple highly versatile cards, such as powerful Neutral cards, that can be used in a wide range of classes and decks, you can stop immediately.
Enter an Invitation Code After Rerolling

Once you're done rerolling, enter an invitation code to get Rupies as a reward. You can also get more rewards when someone enters your invitation code or as you progress in the game.
How to Enter Invitation CodesShould You Reroll?
You Should, as It's Quick
A single reroll in Shadowverse: Worlds Beyond takes a short amount of time, around 3-5 minutes per attempt. So, instead of spending hours on it, it's worth trying at least a few times.
Not Worth Days of Effort

In Shadowverse: Worlds Beyond, you can get one free pack every day just by logging into the game. Therefore, it's better to start the game early rather than spending many days rerolling.
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