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 Deck Ranking 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
- 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
- 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.- 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
- 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
- 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.- 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
- Valuable 2 draw and 2 Restore
- Creates a strong Field with Super-Evolution
- Highly versatile and can be included in any Deck
- 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.
- 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

- 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.- 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
- 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
- Powerful when you can Evolve multiple Followers
- Used in board development Decks
- Creates pressure on wide board development just by being on the field
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
- 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.
- A valuable draw engine
- Upon Evolve, it can handle both board development and Large Follower
- Useful as a bridge in Combo decks
- 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
- 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
- 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
- Gain multiple Evolutions with a single card
- A good candidate for slower Decks due to its high card power
- Has good synergy with Storm
- 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- Garden's AllureTier
- Convenient for organizing your hand with Fuse
- Used in Combo Decks
- Underwhelming if you can't make use of Fuse
- 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
- 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
- Strong in the damage card for early game.
- Remains effective in the late game once Super Skybound Art becomes available.
- A powerful card that combines both damage and destroy effects.
- 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
- 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 Crest that grants Storm to Pixies
- Develops Fairies with Super-Evolution
- A key card for Pixie-focused Decks
- 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
- 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
- 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 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
- 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
- Can create a powerful Ward and Rush Field with a single card.
- Has very high standalone performance.
- Has good synergy with late-game 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 - 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
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 strong and versatile card that's always useful.
- Can apply pressure or be used for removal in the early game.
- Can destroy with Enhance while also chipping away at the opponent's Defense.
- 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
- 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
- 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
- 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
- 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.
- 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
- 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.
- 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
- 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- 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
- 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.
- 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
- 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.
- 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- Returning SlashTier
・手札が減らない優秀な除去カード
・小剣と合わせて処理範囲が非常に強力
・融合がシンセライズと競合しているのが懸念 - 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.
- Powerful AOE for Swordcraft
It's luck-dependent, but can overturn a disadvantageous situation with Evolution
- Fan card
- 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
- A card that is difficult to include in Constructed decks
It generates advantage if it survives.
- 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
- 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.
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
- 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
- A reliable damage source for Earth Rite Runecraft.
- Provides consistent damage and healing.
- Has good synergy with Edelweiss, Sagelight Ward- 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
- 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- 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 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@@@
- 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
- 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 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- 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 - 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...
- 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- 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.
- High supply of Earth Sigils
- A key component for cycling the Deck with Super-Evolution
- Powerful if more Earth Rite cards are added
- Stack Spellboost to summon a low-cost, powerful Follower.
- Great when you can apply Barrier to cards like Blaze Destroyer.
- Becomes the core of a pure Runecraft Spellboost deck that can dominate the Field.
- 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 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
- 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 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
- 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
- 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.
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 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.- 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
- Excellent for mid-game destroy.
- High damage and straight up powerful attacker.
- Gets more powerful depending on other synergy cards.
- An Attacker that stays on the Field thanks to Intimidate
- Attacks the Leader while maintaining a Board Lock
- A finisher for Face Dragoncraft
- 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
- A core card for Dragoncraft Ramp.
- Requires some strategy to cover the vulnerability when it's played.
- Very strong in a Control meta.
- Becomes highly impactful when played at 7 Play Points after ramping up.
- If left unchecked, this card will significantly accelerate your path to victory.
- 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
- 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 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
- A valuable Ramp-Up card
- Also has Auto-Evolution, so it's rarely a dead card
- An essential and important card in Dragoncraft
- 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.- 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
- Highest damage output that can be played without Super-Evolution
- Dragoncraft's finisher
- You want to aim to get this through
- 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.- 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 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.
- 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.- 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
- 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.
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
- 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.
- Powerful board development with a single card
- Helps increase your Evolution count
Doubles as a powerful AOE response card
- 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
- 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
- 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 Crest with an extremely powerful finisher effect.
- Solid 7-Cost card with a destroy effect.
- Requires a long setup time to activate Crest.- 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
- Can evolve all of your Followers on the field.
- - Staple for Evolution decks
- Even Midrange Necro gets mileage from the pressure this card brings.
- 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
- Trades with large Followers by granting Bane
- High Necromancy consumption makes it difficult to use
- Strong when combined with other Departed Followers
- 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- 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
- 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.
- Can develop a powerful field
- High value when Sham-Nacha, Heir to Entwining's Faith activates
- Powerful as a mid-game transition
- 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
- Weak stats are covered by granting Bane
- Whether granting Storm is strong depends on additional cards
- Requires a dedicated build to be used effectively
- 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
- 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
- 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.
- 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- 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
- 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
- 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
- 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
- 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.
- 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.
- 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
- 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
- Powerful resistance and destroy ability.
- A card whose strength varies depending on matchup.
- Big player in the current meta.
- Can destroy a wide Field with Evolution
- High durability with Ward + Restore + destroy
- Difficult to Play without using an Evolution
- Powerful, as you can develop your board with Followers each time you draw a card.
- Highly luck-dependent and inconsistent.
- Strong if mastered.
- 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 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.
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 Lock ability
- Strong even when used on its own
- Requires some ingenuity when used with Marwynn, Despair Manifest
- 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.- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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
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 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
- 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
- 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.
- A powerful Ambush Follower if it survives
- Can also disrupt the opponent with Evolution
Its versatility is excellent- 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
- A draw engine with excellent Stats
- Smooths out the Deck with Evolution
- Can be included in any Deck
- 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.
- 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- 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
- 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 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
- 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.
- 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
- 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.
- 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
- 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.- Chaos LegionTier
- Well-balanced mix of destruction and burn damage.
- Turns into a finisher with its Skybound Art.
- Boosts Puppetry Portalcraft’s aggressive strategies.
- A valuable card that supplies multiple Gear
- Upon Evolution, you get enough Gear for one Destroy
- Be careful with hand management upon Evolve
- 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.
- 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
- A much-anticipated strong AOE option for Artifact decks
- Excels at recovering and recycling Artifacts.
High overall deck cost remains a notable drawback.- 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.
- 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. |
|---|---|
| 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.
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New Card Pack: Blossoming Fate

Recommended 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 |
