Get the best Shadowverse: Worlds Beyond reroll with our Tier List and guide. Learn the best cards, how to reroll on mobile, and when to stop!
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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 Decks & Tier ListReroll Evaluation Criteria
| Tier | Evaluation Criteria |
|---|---|
![]() | - 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
- Can become a finisher depending on which effect will activate
- This ability is just too random- Dark DimensionsTier
- Provides AoE removal
- Struggles against decks that use Encroacher
- 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 strong finisher option for Evolution decks.
- Shines when paired with cards that auto-evolves and has removal.
- Dead weight without its Skybound Art.
- 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- 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
- Great draw engine that adds 8 cards to your hand
- Can dramatically reduce the cost of expensive cards
- Commonly used in decks like Fennie Dragoncraft
- Great for filling your side of the table early on while helping you reach your super-evolution faster
- Really helpful for decks that focus on super-evolution, which sometimes struggle to take out enemy followers
- While it can protect you, don't rely on it too much since its own strength is mediocre- World of GamesTier
- A draw engine that can be played for 1 Cost
- Synergizes well with decks that chain multiple cards of the same cost
- Easy to use in Destroy Portalcraft
- A versatile 2-Cost Follower
- Can counter a Super-Evolution with 2 Cost and an EP (Evolution Point)
- Can be included in most Decks
- A highly versatile card that lets you choose between destroy or draw.
- - Its Skybound Art helps mitigate tempo loss.
- High cost limits its use to select decks.
- Valuable 2 draw and 2 Restore
- Creates a strong Field with Super-Evolution
- Highly versatile and can be included in any Deck
- Can be a finisher depending on how it's activated
- Highly random and inconsistent
- Its high cost makes it difficult to use outside of Dragoncraft decks
- Low-cost follower with Barrier.
- Small search pool means you can grab exactly what you need.
- Commonly used in decks with key 7+ cost cards.- Dogged OneTier

- Divine ThunderTier
- Can take down big followers without needing to use an Evolve point
- Can clear out a group of weaker followers by hitting them all at once
- 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.
- Powerful when you can Evolve multiple Followers
- Used to put more followers on the field
- Its mere presence creates pressure to your opponent
- You can achieve special victory by drawing your entire Mjerrabaine, Great Manifest deck
- You can draw 6 cards every turn, giving you virtually infinite resources
- Mjerrabaine, Great Manifest decks are often inconsistent and highly dependent on luck
- 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
- A versatile card that provides both draw power and removal
- Its random destroy effect can take out even troublesome enemy follower
- Works well with Crest Bishop decks where removal is especially valuable
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
- Accumulating Faith enables continuous Damage and AOE
- A strong option for evolution‑focused decks
- Faith requirement is a tall order
- Can rack up a high Evolution count.
- Can destroy up to 3 followers with Super-Evolution.
- Can attack twice, applying pressure that can't be ignored.
- A damage card whose damage increases with combos
-
- Powerful as a Rhinoceroach Forestcraft finisher
- Highly damage-efficient when playing 2 or more at the same time
- A valuable draw engine
- Upon Evolve, it can handle both board development and Large Follower
- Useful as a bridge in Combo decks
- Gain multiple Evolutions with a single card
- A good candidate for slower Decks due to its high card power
- Has good synergy with Storm
- Its stats increase as you build up your combo.
- You can recover resource with evolution.
- Can be used more effectively the better you are at improvising.
- 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 versatile card that provides resources, combo, and removal
- A universally strong card that fits into many Forestcraft builds
- Excellent for farming Combo, especially when you activate its effect twice
- 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- Garden's AllureTier
- Convenient for managing your hand via Fuse
- Used in combo decks
- Used in Rhinoceroach Forestcraft decks
- 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
- Restores EP (Evolution Point)
- Transforms into a 2-cost card that grants 1 Evolution in the late game
- Highly effective in securing Evolution priority during mirror matches
- 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
- Provides valuable DP restoration for Evolution Forestcraft decks
- Its high cost makes it difficult to play alongside other cards
- Powerful way to remove enemy cards for just 2 play points without needing to spend an evolution point
- Can clear away even the toughest enemies that are usually hard to get rid of
- Lets you draw a card when you evolve it- 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
- Can counter large followers
- Can earn Evolution count through Springbloom Fairy
- Difficult to use when there are many small followers on the Field
- Can be played for 0 cost to build a strong field
- Extremely powerful when paired with Killer Rhinoceroach for a 0‑cost combo
- Even when drawn late, its cost is reduced right away
- Accumulate Spellboosts to deploy a powerful follower at a discount
- Highly effective when granting Barrier to followers like Blaze Destroyer
- Its fixed play cost and Super Evolve requirement present notable drawbacks
- 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
- 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
- A powerful Amulet that lets a Pixie attack the very turn it's played
- Fills your side of the field with Fairies when you evolve it
- A must-have card for Tempo Forestcraft decks- AlfheimrTier
- Has draw, so it's never a dead card
- A support card for Forestcraft
- Unconditional +1/+0 boost to all allies is powerful
- A spell that draws a large number of cards based on your combo count
- Excels in decks like Rhinoceroach Forestcraft and Opulent Rose Queen decks
- Its biggest strength is the ability to refill your hand instantly
- 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
- Can create a powerful Ward and Rush Field with a single card.
- Has very high standalone performance.
- Has good synergy with late-game Decks.- Spirited SkipperTier
- Capable of wide board development with a single card
- Has good synergy with Aria, Lady of the Woods
- Excellent at clearing the Field with Super-Evolution
- 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
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.
Best Forestcraft DecksRecommended Swordcraft Reroll Cards
- A versatile card that's strong whenever its played
- Provides both pressure and removal in the early game
- Can destroy enemy cards while chipping away at enemy DP when Enhanced
- Fulfills multiple roles with access to Bane, Drain, and Storm
- Provides a highly effective board-wide buff upon Super-Evolving
- Serves as an indispensable inclusion for Enhance Swordcraft decks
- Offers strong field control thanks to multiple destroy‑type spells
- Provides a full‑board buff
- Works best in a deck built around cards with Enhance
- 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
- 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
- The Barrier you get from its Super-Evolution is incredibly strong
- Getting a 4/4 follower for 3 play points that also draws 2 cards is very powerful
- Extremely flexible and fits well in almost any deck
- A Swordcraft AoE card
- Can clear enemy followers while also giving you a strong position afterward
- Very powerful in the late game thanks to its automatic Super‑Evolution
- Triggers a flashy effect that evolves all your followers at once.
- Can be difficult to set up effective evolution targets.
- Demands creative and thoughtful deck building.
- Provides powerful area-of-effect removal for Swordcraft
- Evolving can completely flip a losing board state if luck is on your side
- Serves as an excellent finishing blow for aggressive decks
- 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
- 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
- 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
- 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- Returning SlashTier
- A great way to destroy followers without using up the cards in your hand
- It can take out much tougher followers when you use it with a Gilded Blade
- One drawback is that it needs the same cards for its Fuse effect and competes with Sinciro, Heir to Usurpation
- High control ability
- A solid choice for slower Swordcraft decks.
- Provides high defensive value by clearing the field and being able to restore defense points.
- One of the strongest ways to fill your side of the field early on with a quick evolution
- The goal is to use this to build a strong presence in the middle of the game
- Your opponent will usually need specific removal cards to deal with it
- 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
- Can be used to destroy large followers
- Increases Enhance count
- Has mediocre stats and does not apply pressure to the field- Knightly ArdorTier
- Great for breaking out of board locks.
- Loses value if no followers are left on the field.
- Run it for effects number 1 and 2 or keep it for its number 3 and 4 effects as a safety net.
- 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.- Unkei, GoldbloomTier
- A versatile card that can clear the field and restore resources
- Can be used for draw or direct damage, depending on what you need
- A strong inclusion for decks that often run low on resources
- 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
- Offers strong burn damage and a large amount of healing
- Doesn’t fit well with the deck because it doesn’t add anything to your side
- Can cause Board Lock
- 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.
- Hard to fit into most themed decks
- Generates a steady advantage if it survives on the field
- Generates multiple Glittering Gold cards
- A strong consideration for many decks thanks to its early‑game utility
- Using several copies together makes it easier to set up lethal
- Versatile spell that lets you draw and destroy
- Enhance gets in the way and requires a bit of creativeness to be effective
- A downside is that this card has no synergy with other existing cards
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.
Best Swordcraft DecksRecommended Runecraft Reroll Cards
- Can be revived as long as you have an Earth Sigil, giving it great staying power on the field
- A powerful finisher for Earth Rite Runecraft
- You'll want to set up plenty of Earth Sigils before playing it
- Ace card of Runecraft Spellboost decks
- Creates a strong field even when played without buffs or evolution
- Becomes a powerful finisher with its Enhance and Super-Evolution effects
- Mode 1 can flood the field with strong followers
- Mode 3 offers excellent healing
- Helps your deck last longer when used in Earth Rite Spellboost Runecraft decks- 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
- A reliable damage source for Earth Rite Runecraft.
- Provides consistent damage and healing.
- Has good synergy with Edelweiss, Sagelight Ward
- A essential piece for decks that focus on playing lots of followers
- With a play cost of 9, you’ll need to hold out until you can finally play it
- A "dream card" that's more for fun than for winning every game
- Strong because it can push your side forward while also Spellboosting
- Can clear three enemy followers at once
- Very powerful when it Evolves and stays on the field as a 6/6 card
- Serves as a core card for Cursed Hand Runecraft decks
- Acts as a potent finisher when paired with Depths of the Eld Crystals
- Requires a dedicated deck build that will greatly impact Cursed Hands Runecraft decks- Ara, DawnblossomTier
- A buff card for Spellboost decks that can be played for 0 Cost
- Upon Evolution, can transform your follower and grant it Storm
- Its ability to develop the board while removing threats at a low cost makes it extremely powerful
- A powerful ability that reduces maximum Defense by playing 2 or more cards
- It's possible to win with only Lhynkal in a dedicated build
- It takes a long time to reduce Defense to 0
- A great support card that lets you draw cards without slowing down your tempo
- Really flexible and works well in almost any deck you build
- Very useful against opponents who like to play several copies of the same card
- Serves as a core card for Crystalspawn Runecraft decks
- Provides excellent health restoration thanks to its drain effect
- Held back by its heavy reliance on Super-Evolution
- Gains incredible stats have an Earth Sigil
- An absolute powerhouse that turns into a 4/4 follower and destroys two enemies without even spending an Evolution Point
- Works perfectly with Skybound Art cards
- Increases the number of Crystalspawn at your disposal
- Deals immediate damage with its Storm effect
- Doubles as a reliable tool for clearing the enemy field
- A 2-cost follower with good stats
- Great at generating Earth Sigils
- Helps you cycle through your deck smoothly when it super-evolves
- Generates copies of Fearless Soldier
- Clears the field of smaller enemy followers when Evolved
- Stack Spellboosts to create a giant low-Cost Follower
- Powerful when you can give Barrier to Blaze Destroyer, etc.
- The fixed Cost and Super-Evolution requirement are drawbacks- Alchemic FlareTier
- Fills a long standing gap for 2-cost cards in Runecraft Spellboost decks.
- Great for shaving off enemy defense points
- It's never a dead draw because all of its effects are useful in any situation. - Homework Time!Tier
- Turns into a powerful engine for destroying followers and drawing cards after 5 Spellboosts
- A cornerstone for Spellboost Runecraft decks during the early game
- A top-tier keep when you're deciding your starting hand during the mulligan - Demonic CallTier
- Along with Demonic Shikigami, getting 2 Spellboosts for 0 cost is very strong
- Since it stays in play, it can also power up everything on your side
- Increases the damage of an enhanced Kuon, Fivefold Master
- 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
- Shows its true potential by building a dedicated Deck
- Aim for high-Cost Followers and Storm
- Can become even stronger with additional cards
- 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.- Pascale's DanceTier
- A good fit for decks that use Earth Sigils
- Reaching Earth Rite 10 is tough, and it struggles against strong late‑game destroy effects
- Mostly used as a simple Earth Rite draw card that gives you 1 draw
- Weak on its own and requires a combo to be effective
- Possible to reduce its play cost using Faith-related cards
- Provides a destroy when played after Raio, Elimination Manifest
- A single card that provides both board development and removal.
- Its Auto‑Evolution pairs well with Skybound Arts
- Helps defend against Storm by developing two Ward followers
- Banish effect makes it highly effective against Rotting Zombie.
- The Crest is powerful, but hard to justify using Super-Evolution on it.
- Better used as a damage source via Earth Rite Evolution than with Ruler of Cocytus.
- A strong Crest that keeps boosting everything on your side
- Easy to use because it can destroy enemy followers
- Uses a lot of Earth Sigils
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.
Best Runecraft DecksRecommended Dragoncraft Reroll Cards
- Gives you two 1-cost cards to help clear the field
- Uses Storm and Bane to take down enemy followers without spending an Evolution Point
- Incredibly hard for your opponent to target and remove thanks to its Aura ability
- Enters the field for free whenever it is discarded
- Refills your hand by drawing up to three cards when Super-Evolved
- Cannot damage the enemy leader on its own because it has zero Attack
- Durable thanks to Intimidate
- Hits the opponent's leader directly while locking down their field
- The main way to finish the game for Dragoncraft decks- Yube, CrestpetalTier
- An infinite resource Crest that adds a Majestic Megalorca
- Useful both for applying field pressure and breaking through Wards
- Works well with with Neptune, Arbiter of Tides and Fan of Otohime
- A versatile card that can switch between removal, restoration, and direct damage
- Highly efficient since it doesn’t require Super‑Evolution
- Has strong synergy with Ramp‑Up Storm Dragoncraft and Fennie, Prismatic Phoenix Dragoncraft
- Excellent for mid-game destroy.
- High damage and straight up powerful attacker.
- Gets more powerful depending on other synergy cards.
- A long-awaited card that boosts Play Points.
- Especially strong when played right after a turn 3 Revelation.
- Its Enhance effect offers high risk with high reward.
- 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
- 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
- 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
- Highly effective when played at 7 Play Points after ramping
- Generates a game-winning advantage if left unchecked
- The number of copies run frequently can sometimes fluctuate depending on the meta- Fan of OtohimeTier
- Can turn extra cards in your hand into followers that can attack right away, which is great for aggressive decks
- Works really well with Yube, Crestpetal's Crest
- No Play Point loss if played on turn 1
- Allows you to discard three times without depleting your hand
- Doubles as an effective area-of-effect removal tool
- Deals the most damage of any card you can play without needing a Super-Evolution
- A great way to end the game in Dragoncraft decks
- You’ll want to make sure this attack lands to win the match
- A valuable, low-Cost follower that can Super-Evolve on its own.
- Falls flat without Skybound Art.
- Synergizes with Liu Feng, Goldennote Ward to accelerate Evolution triggers.
- A key defensive card for Dragoncraft decks, offering Restore, removal, and Ward
- Can heal even more when paired with cards that create Marine
- A strong follow‑up play after you’ve gained extra play points through Ramp‑Up
- Hard to remove from the field thanks to Ward, Barrier, and high stats.
- Powerful when combined with cards to discard.
- Great candidate to use in the mid-game card for discard decks.
- A high‑quality removal card that’s useful from the early game onward
- Its strong early impact makes it a viable option for many decks
- Can also serve as a finisher during the late stages of the game
- Good Ramp-Up card
- Powerful auto-Evolution
- A must-have for both Ramp-Up and Evolution decks- Ferocious FlameTier
- A cheap way to get rid of followers that pairs perfectly with Galmieux, Ardor Manifest
- Great for the late game since it helps you keep plenty of cards in your hand
- Its main drawback is that it can be hard to find a good time to play it early on - Twilight DragonTier
- Can destroy almost any follower as soon as it hits the table
- Its Fanfare alone is strong enough to take out an opponent's Super-Evolved follower
- You can also draw cards if you use its Super-Evolution
- The lowest cost card that summons a Vastwing Dragon.
- Powerful as a bridge to Overflow on turn 6
- Better than Forte, Blackwing Dragoon because it's less situational- 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
- Powerful as a mid-game AOE card
- Buffs hand in combination with Fangs of Ardent Destruction and others
- Excellent for being able to retrieve Fangs of Ardent Destruction with 1 card even when there are no targets
- Highly effective when copying powerful cards from the opponent.
- Its inconsistency makes it difficult to build around a good strategy.
- Odin, Twilit Fate is a better option compared to this card.
- Strong AoE, but losing cards from your hand is a real drawback
- Can be taken out by AoE, which makes Super‑Evolution hard to use
- Easy to chip away at the opponent’s Leader with Crests
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.
Best Dragoncraft DecksRecommended Abysscraft Reroll Cards
- 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.
- Builds a strong field presence from a single card
- Helps accelerate the total evolution count
- Excels as a reactive play thanks to its area-of-effect removal
- Boost Faith count to unlock this card's full potential
- Becomes extremely powerful with the right Mode card
- A core piece in any Mode Abysscraft deck
- Boasts incredible durability, making it nearly impossible for opponents to destroy
- Acts as a potent finisher by gaining the ability to attack three times upon Super-Evolving
- Considered one of the strongest cards available, held back only by its high play cost
- 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
- A flexible late‑game card that helps you clear enemy followers while also giving you a solid footing on the field
- Becomes even stronger when you play it after Sham‑Nacha, Heir to Entwining
- Great in long matches thanks to its destroy effects and restoration
- Serves as a key card for Evolution Abysscraft decks
- Provides excellent utility by replenishing your resources
- Difficult to use effectively until you accumulate 4 Necromancy- Milteo & LuzenTier
- Extremely powerful once you master Crest mechanics
- Comes with a significant drawback and needs a dedicated deck to shine
- Attack by making full use of Auto-Evolutions
- A Crest with an extremely powerful finisher effect.
- Solid 7-Cost card with a destroy effect.
- Requires a long setup time to activate Crest.
- 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.
- 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
- Excellent EP Restoration and AoE
- Good option in Mode and Evolution Decks
- Can develop a powerful field
- High value when Sham-Nacha, Heir to Entwining's Faith activates
- Powerful as a mid-game transition
- Best used to trade with large Followers by granting Bane
- Uses up a lot of your Necromancy to activate
- Works really well when you have a bunch of Ghosts ready to go
- Increases your evolution count by 2 without spending an EP, which makes it a good choice in evolution‑focused decks
- Still summons a Bat even when it evolves automatically
- Bat’s Drain effect helps restore your leader’s defense- 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 DP is 3 or less and your DP is 2 or less
- Can evolve all of your Followers on the field.
- - Staple for Evolution decks
- Even Midrange Necro gets mileage from the pressure this card brings.
- 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
- 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
- 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
- Weak stats, but this is covered by granting Bane
- Granting Storm is powerful
- You must save a Super-Evolution
- Great for when you need to build up your Reanimate count quickly
- Can take out up to 3 of your opponent's followers at once when you evolve it
- Isn't quite as strong as other cards that cost 2 play points
- A powerful finisher that deals 16 damage
- Can also clear the field
- Requires you to survive long enough to reach 10 Play Points
- Becomes a draw engine that doesn't lose tempo if its conditions are met.
- Deckbuilding is required to use all of its effects.
- Even without summoning a Skeleton, a 2 Cost for 2 draws is powerful.
- 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- CorruptionTier
- A high-damage card that’s challenging to use effectively.
- Appears suited for Aggro decks but lacks strong synergy with their core strategy.
- Needs to be used with some ingenuity
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
- Destroys your Amulets by sacrificing other cards on your field
- Grants a high-damage Spell once its Faith condition is met
- Needs more Amulets with strong synergy to reach its full potential
- Fills your side of the field with followers every time you draw a card
- Shines brightest when played in a dedicated deck built around its effect
- Incredibly strong once you master its unique playstyle
- 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
- Plays two Amulets onto the field with just one card
- Super-Evolving gives you the flexibility to destroy any card on the field
- We're looking in the future for more powerful Amulets that Cost 2 or les
- The Crest that boosts your Ward followers is very strong
- Its Last Words effect is also great for keeping your leader safe
- The big stat increase lets you take control of the fight quickly
- Provides strong defense with its Ward.
- Can be included in a wide range of deck types.
- Synergizes well with Aether, Empyrean Guardian, Wilbert, Desolate Paladin, and Marwynn, Despair Manifest
- Powerful resistance and destroy ability.
- A card whose strength varies depending on matchup.
- Big player in the current meta.
- A Crest that deals damage to the field or leader every turn.
- If you attack, its ability won't activate, making it difficult to play.
- Requires a clever way to deal damage to the leader.
- Offers strong field presence that’s worth the cards you spend
- Gets stronger the more Amulets you have
- Often used in Control decks
- Can Auto‑Evolve and synergizes well with Skybound Art
- Can buff your low‑cost Ward followers played in the early game
- Can also be used to debuff the entire field
- Versatile card that can take out enemies and buff your followers
- Works really well with cards that help you fill your side of field
- Especially 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
- Strong because you can control the turn it's played with Engage
- Powerful for removing followers in the early game with its high stats and Rush
- Has good synergy with Amulet-related cards- Unholy VesselTier
- Strong because you can use Engage whenever you need it
- Can turn into a threat if you save your Engage for the right moment
- Just having it in play can stop the opponent from freely putting followers on their side of the field - Sublime Eld TomeTier
- Easy to earn Faith for Lyanthoth, Eld Tome.
- Has good synergy with Depths of the Eld Tome
- Can also be used for to control the field
- 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.
- Powerful Board Lock ability
- Strong even when used on its own
- Requires some ingenuity when used with Marwynn, Despair Manifest
- Works wonderfully as a 1-cost Amulet using the Crystallize ability
- If played for its Crystallize cost, Kandima, Sublime Hatred can easily summon it later
- Can take down two enemy targets using its Bane and Evolution
- A useful Amulet that lets you choose between destroy and draw.
- Simple to use thanks to its zero Engage Cost.
- Works like Unholy Vessel to stall opponent's board plays.
- 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
- 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
- A finisher that can attack the turn it's played and keeps coming back
- It takes a little while to get going, so it's better for matches that last a long time
- Your deck needs to be tough enough to stay in the game so you can play it multiple times
- Can destroy enemy followers, deal extra damage, and put followers on your side without using an Evolution Point
- Works especially well with Rodeo, Anathema of Judgment
- Be careful, because it also destroys cards other than Last Words Amulets
- A defensive card that both restores and develops the board with multiple Wards
- Highly efficient thanks to its self‑contained Evolution/Super‑Evolution
- An excellent board‑building tool for Ward Havencraft
- A viable option for Amulet-focused decks.
- Will gain more value if more Restore cards are added in future sets.
- Underwhelming when played without support.
- Used commonly as a stopgap
- Using two copies together removes the drawback
- In Havencraft, staying alive for even one extra turn can make a huge difference
- Permanent Ambush lets your followers keep their buffs
- Evolving to clear the opponent’s side while raising your own stats gives you a strong swing in the fight.
- Keep an eye out for AoE and random effects, since they can wipe out your followers before they help you
- Powerful as it combines both destroy and hand replacement.
- A drawback is that you cannot choose which card to return.
- Powerful when combined with Kukishiro, Mistbloom's Crest.
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.
Best Havencraft DecksRecommended Portalcraft Reroll Cards
- Makes enemy leader more vulnerable to combos.
- Easy to play thanks to its removal.
- A bit slow to hit the board.
- 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
- Strengthens your field while increasing your evolution count
- A good card to include in Evolution Portalcraft
- Held back by its low damage output and reliance on Super-Evolution
- A great way to end the game using Super-Evolution
- Very flexible, working well on its own or as part of a combo
- Can deal huge damage when you use it with the Puppets in your hand
- A draw engine with great stats
- Improves deck consistency upon evolution
- Worth considering for any deck
- Lowers costs and lets you reuse your followers
- Provides basic field control using the Rush ability
- Effectiveness depends heavily on your current field setup
- 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.
- 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.- Imari, DewdropTier
- Powerful for its ability to gain tempo while searching for key pieces
- Excels in Artifact Portalcraft, where cycling can be crucial
- Becomes even stronger when paired with spells that amplify its value
- Serves as a powerful Ambush follower if it manages to survive on the field
- Disrupts your opponent's strategies when evolved
- Offers excellent flexibility by letting you choose between its abilities
- Restore and draw effects are always useful
- Can answer powerful enemy setups with Evolution or Super‑Evolution
- Works as a flexible card that helps connect different parts of various decks
- 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
- Strong meta card against Storm Decks
- Its high Cost is a huge drawback
- Its Fanfare has a drawback, which - makes it difficult to use outside of late-game scenarios
- A strong way to finish the game with its Evolve effect
- - Also great for filling your side with followers that have Ward
- You'll want to keep one Puppet in your hand
- Auto-Evolves to destroy enemy threats with massive damage
- Can be reduced to 0 cost through synergy with Ralmia, Sonic Boom
- Effectiveness relies heavily on the current situation on the field- Neuron DisrupterTier
- Can remove the enemy followers while drawing cards
- Restores Play Points which effectively lets you cheat its cost
- Shines in decks like Puppet Portalcraft
- Clears the field while establishing a wide board presence
- Highly effective in Take Two, but struggles in standard matches
- 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
- 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.
- Strong in the mid‑game thanks to its destroy effect and high‑stat Ward
- Lloyd helps cover Victoria’s low health
- Competes with many other cards for the same slot- Chaos LegionTier
- Well-balanced mix of destruction and burn damage.
- Turns into a finisher with its Skybound Art.
- Boosts Puppetry Portalcraft’s aggressive strategies.
- Puts out 3 Ominous Artifacts at once, giving you a very strong setup right away
- Has flexible uses thanks to Restore and the burn damage from Ominous Artifact
- Works especially well as a lead‑in to Masterwork Artifact
- Provides powerful area-of-effect option for Artifact decks
- Excels at retrieving Artifact cards
- The overall high play cost of the deck remains a concern
- 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
- 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.
- A valuable card that supplies multiple Gear
- Upon Evolution, you get enough Gear for one Destroy
- Be careful with hand management upon Evolve
- An ability that can transform any card on the field
- Can destroy an opponent's powerful Last Words or Amulets
- Also recommended for use on your own weak followers- 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.
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.
Best 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. |
|---|---|
| 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 But Only For a Few Tries
A single reroll in Shadowverse: Worlds Beyond takes a very minuscule amount of your time, and it's still worth trying to snag a legendary, but only within a few tries.
Not Worth Days of Effort

In Shadowverse: Worlds Beyond, you can get one free pack every day just by logging into the game. So, it's better to just start and play the game rather than waste days trying your luck for a legendary that you can still get in the future.
Related Articles

New Card Pack: Apocalypse Pact
Set 6: Apocalypse Pact Card ListRecommended Guides
| Popular Recommended Articles | ||
|---|---|---|
Reroll Guide | Strongest Decks | Pro-Curated Decks |
Card List | Event Information | Invitation Code |
| Recommended for Beginners | ||
Beginner's Guide | First Farer Missions | Free-to-Play Decks |