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JP Guide

Ramp Dragoncraft - Best Deck Recipe

Last Updated:
Shadowverse: Worlds Beyond | Ramp Dragoncraft - Best Deck Recipe - GameWith

Ramp Dragoncraft Deck Recipe Guide and How to Play. See needed card list, cost, how to use, strategy and tips.

Table of Contents

Ramp Dragoncraft - Deck Recipe and Rating

Deck Recipe

Ramp Dragoncraft Deck
See it on the official deck portal
Follower
32

Spell
8

Amulet
0

Deck Cost
76,700
<1
2
3
4
5
6
7
8>
Card List

Featured Card Analysis

Wilnas, Flame Personified- Can force an Intimidate follower onto the opponent's field
- Has high removal capabilities and is also excellent as a counter
- Performs well in the current meta where there is a lot of healing from Drain
Sagatsumatsu, Fair Beheader- Can destroy enemy Ward followers and reduce their defense with Spilling Red
- Can also hold onto Spilling Red as a deterrent instead of using it immediately
- Hard to destroy due to its Aura

Alternate Cards

Ocean Rider
- Strong in early game trades with Rush
- Good to include alongside Neptune, Arbiter of Tides
Gran & Djeeta, Valiant Skyfarers
- A candidate for inclusion to replenish resources
- Its 5 damage makes it easy to destroy Intimidate followers
Izmir, Frigid Fate
- Easy to play in response to Althenia, Nurturing Bloom
- Its role when played for 10 play points overlaps with Fate of the World
Garyu, Fabled Dragonkin
- A strong card to play after ramping Play Points
- Easily destroyed by Althenia, Nurturing Bloom
Azurifrit, Heir to Disdain
- Can wipe the field created by Althenia, Nurturing Bloom
- Can destroy Armes, Depletive Demon

Rating

Deck Rating
Tier a_tier
RangePlay Difficulty
Mid-RangeSimple
Detail
- A deck built around ramp-up mechanics
- Applies heavy pressure through Intimidate effects and high-impact Storm cards
- Struggles to secure wins when forced into a defensive position
Best Decks & Tier List

Ramp Up and Win with High-Cost Cards

Ramp Dragoncraft is a deck built to accelerate Play Points and win with powerful high-cost cards. It deals damage through Storm cards and pressures opponents with Intimidate cards, giving it strong offensive tools and multiple paths to victory

User Score

Ramp Dragoncraft Deck - How to Play

Increase Your Play Points and Play Followers Early

In the early turns, play "ramp" cards like Dragonsign to increase your maximum Play Points. Boosting your play points quickly will allow you to drop massive, high-cost monsters while the opponent is still stuck playing small cards.

Stay Busy with Jellyfish Dancer and Filene

On turns where you don't have cards to increase your play points, play followers like Jellyfish Dancer or Filene. Jellyfish Dancer is a great early choice because it lets you perform two helpful actions for a very low cost.

Keep Boosting Points and Control the Table in the Mid-Game

In the middle of the game, keep increasing your play points if you can, but start focusing on destroying enemy followers using your Evolutions. The spell "Fangs of Ardent Destruction," which you get from Galmieux's power-up, will be your best tool for keeping the enemy's side of the table empty later in the game.

Wipe the Table with Fangs and Whispers

By combining "Fangs of Ardent Destruction" with "Whitefrost Whisper" (the spell you get from Filene), you can completely wipe out the opponent's entire army at once. This combo is incredibly effective when the opponent plays followers with "Aura" (cannot be targeted by spells) like Aether.

Overwhelm the Opponent with "Intimidate" Monsters

Once you have a lot of play points, start dropping huge "Intimidate" followers like Forte and Wilnas. Because enemies cannot attack followers with Intimidate, it is highly recommended to play them one after another to overwhelm the opponent and force them to burn through all their removal spells.

Destroy Everything with an Enhanced "Fate of the World"

Against popular decks right now, playing "Fate of the World" for its higher "Enhance" cost is a game-changer. If you successfully boosted your play points twice, you can play this on the exact turn your opponent tries to drop their boss monsters (like Althenia or Noel IV). This will wipe out their hard work while dealing damage directly to their leader, setting you up perfectly to win on your next turn.

Crush Their Health by Evolving Erntz

Evolve Erntz to deal massive damage straight to the enemy leader. Many popular decks rely on "Drain" followers to heal themselves by attacking, but they cannot attack Intimidate followers. Because of this, hiding behind Erntz's Intimidate while blasting them for 8 damage is a devastating strategy.

Don't Evolve Erntz if You Need to Heal

If your leader's health is dangerously low, it is actually better to play Erntz *without* Evolving him. Especially against fast, aggressive decks, or in a situation where outlasting the opponent's attacks wins you the game, you should use him to destroy an enemy and heal yourself for 8 health instead.

Finish the Game with Genesis Dragon Reborn

In the late game, use Genesis Dragon Reborn to deal the final blow. If you used a Super-Evolution on Erntz earlier, he dealt 8 damage plus 1 extra damage from the "Launch" effect. Even if the opponent manages to heal 1 health using Sandalphon's ability, you will still have exactly enough damage to win by Super-Evolving Genesis Dragon Reborn.

Save Your "Fangs" Spells to Destroy Blockers

Because your opponent knows you want to attack them directly, they will play Ward followers to protect themselves. If you save your "Fangs of Ardent Destruction" spells in your hand, you can cast them to clear the Blockers out of the way on the same turn you play your fast "Storm" attacker. This lets you secure the win without your attackers getting blocked.

The Ultimate Backup Plan: Enhanced Zooey

When you play Zooey using her "Enhance" cost, she attacks instantly and makes your leader completely immune to damage for one turn. However, she also drops your health down to exactly 1. Because of this massive risk, you should only play her when you are 100% certain you can win on your next turn, or in a desperate emergency where you will lose if you don't play her.

Mulligan Guide for the Ramp Dragoncraft

Look for Dragonsign and Liu Feng in Your Opening Hand

It is highly recommended to keep cards that boost your Play Points so you can play them right away. Aim for a starting hand that lets you play massive, high-cost followers early in the game by increasing your points quickly.

Keep 2-Cost and 5-Cost Cards Together

Keep 2-cost cards like Jellyfish Dancer, Filene, and Sloth of the Crestpetal together with 5-cost cards like Galmieux and Zooey. While you can use your cheap cards on the turns you aren't boosting your points, the dream scenario is to play a powerful 5-cost card immediately after boosting your Play Points with Dragonsign.

Against Aggressive Decks, Keep 2-Cost Cards on Their Own

If you suspect your opponent is playing a fast, aggressive deck that fills the board right from the start, you should keep your 2-cost cards on their own, even without point-boosting cards. Keep them in your opening hand to block their early attacks and stop your leader from taking too much damage.

How to Counter the Ramp Dragoncraft

Keep Playing Followers to Flood the Field

Dragoncraft Ramp decks often lean on cards like Galmieux or Filene to wipe out a large army of followers. By forcing them to use these defensive tools early, they won't have any answers left for the massive monsters you play later in the game. Try to drain their Evolution Points and destruction spells by constantly putting new followers on the field.

Play Followers That Are Tough for Megalorcas to Defeat

When your opponent tries to destroy your cards, they will often use the instant "Rush" attacks from Majestic Megalorcas summoned by cards like Jellyfish Dancer and Neptune. If you make sure the followers on your side of the field have at least 3 health, the opponent will be forced to crash two separate Megalorcas into a single target just to destroy it. This makes it much easier for you to keep your own army alive while wiping out theirs.

Keep Track of Their Healing from Neptune

Once Neptune hits the board, the enemy leader heals for 1 health every single time a Majestic Megalorca is summoned. Since Dragoncraft Ramp summons these Megalorcas constantly using Jellyfish Dancer and Neptune herself, you should always calculate the maximum amount of health they can recover based on their remaining Play Points. Use this math to safely chip away at their health so you can strike the final blow.

Save Spells for Enemies with "Intimidate"

Dragoncraft Ramp uses terrifying attackers with the "Intimidate" ability, like Forte and Wilnas. These cards are so dangerous that if you cannot destroy them immediately, they will easily win the game all by themselves. Because of this, you must always save cards that can destroy enemies without needing to attack them directly, such as Reaper's Deathslash or Phildau.

Get Ready for Massive Armies from Neptune

Your ability to wipe out a massive army created by Neptune will often decide who wins the match. A fantastic strategy is to save a powerful counterattack card like Sinciro, Heir to Usurpation so you can completely destroy their army using your 6 Play Points, even if your opponent has gained extra Play Points to play their big cards early.

Watch Out for Instant "Storm" Attacks

Dragoncraft Ramp decks are packed with deadly "Storm" attackers like Forte and Genesis Dragon Reborn, which can strike your leader the very turn they are played. These attacks can easily deal 8 or even 12 damage if they use a Super-Evolution! Always keep their massive damage potential in mind. Simply hiding behind a single "Ward" (Blocker) follower is a fantastic defense, forcing them to waste an extra destruction spell just to get past it.

Stay Safe from Erntz's Massive Damage

Erntz blasts your leader for 8 direct damage when it Evolves (or 9 if Super-Evolved!), so always try to keep your health at 10 or higher to survive. The catch is that when Erntz Evolves, it can only destroy a single follower. You can take advantage of this weakness by filling your side of the table with enough attackers so that even if they play Erntz, you can still win the game on your very next turn.

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