Earth Rite Spellboost Runecraft Deck Recipe Guide and How to Play. See needed card list, cost, how to use, strategy and tips.
Table of Contents
Earth Rite Spellboost Runecraft - Deck Recipe and Rating
Deck Recipe

Follower 18 Spell 19 Amulet 3 Deck Cost 60,800 | <1 2 3 4 5 6 7 8> |
Alternate Cards
![]() | ![]() - 1 Cost lower than Rune Portal - Can sometimes apply pressure by staying on the field |
Rating
| Deck Rating | |
|---|---|
| Tier | |
| Range | Play Difficulty |
| Combo | Challenging |
| Detail | |
| - A high-level Combo Deck - Its weakness is that it cannot Restore, deal Damage, and Spellboost at the same time - Can push through mediocre attacks and Combos | |
User Score
Survive with Destroy and Restore, Draw for the Combo
Runecraft Spellboost is a deck that stalls with powerful destroy and Restore effects while cycling through its deck. It uses Spellboost to set up a high-damage combo centered on Dimension Climb. This deck is consistent and packs a killer endgame.
Earth Rite Spellboost Runecraft Deck - How to Play
Prepare Your Hand and Earth Sigils in the Early Game

In the opening turns, set up Earth Sigils with Witch’s New Brew and Melvie, Adoring Witch. Use leftover Play Points to Engage them, steadily building your stack while drawing cards. This lets you clear wide boards with the AoE from Sagelight Teachings and enables you to evolve Norman, Adamant Alchemist in the mid‑game.
Advance Spellboost

From the mid‑game onward, leverage Bergent, Rejected Artes and Anne & Grea, Mysterian Duo to Spellboost and reduce the cost of payoff cards like Dimension Climb and Homework Time!. The aim is to discount them enough to unleash combos such as Kuon, Fivefold Master + Dimension Climb or Ruler of Cocytus + Dimension Climb around turn 10.
Boost While Maintaining Tempo with Kuon or Anne & Grea
In the mid‑game, it’s crucial to advance Spellboost while applying board pressure to your opponent. Anne & Grea, Mysterian Duo and Kuon, Fivefold Master both accelerate your boosts that lets you establish a stronger field. Keep boosting as your opponent burns resources trying to respond to the field.
Cycle Your Deck While Buying Time with Restore and Removal

When your Defense runs low, recover with Sagelight Teachings or Norman, Adamant Alchemist’s restore ability. At the same time, stabilize the board with removal tools like Stormy Blast or Edelweiss, Sagelight Ward. This combination of healing and clears buys the turns you need to cycle your deck and line up your finishing combo.
Play Dimension Climb in an Emergency

Ideally, you want to save Dimension Climb for a Combo with Kuon, Fivefold Master or Ruler of Cocytus, but if you have no other answers in your hand or not enough healing, use Dimension Climb and try to deal with the situation with the cards you draw.
Push for Big Damage with Enhance Kuon

Enhancing Kuon, Fivefold Master delivers 10+ damage on its own. Pairing it with Dimension Climb secures your tempo for the following turns while amplifying Kuon’s output.
Kuon's OTK Route
Sequence Summon → Kuon (Enhance) → Dimension Climb → Gilnelise, Voracity Manifest + Sweetness of Voracity → Alchemic Flare to deal exactly 20 damage with 20 Play Points. Another option is to Summon ×3 into Kuon for 20 damage when Cocytus isn’t available.
Cocytus Combo

Play Ruler of Cocytus, then Dimension Climb to reset your Play Points and draw from the Apocalypse Deck. Find Astaroth’s Reckoning, evolve, and end the game instantly. If not, let Demon of Purgatory and Silent Rider chip away until victory is inevitable.
Mulligan Guide for the Earth Rite Spellboost Runecraft
Keep Earth Sigil Sources, Dimension Climb, and Bergent
Witch’s New Brew and Melvie, Adoring Witch should be kept in every matchup. They let you steadily generate the Earth Sigils you’ll need from the mid‑game onward, all while maintaining tempo and card flow. These early keeps ensure your Earth Rite payoffs come online without slowing your curve.
Dimension Climb Is Non‑Negotiable

Dimension Climb is the backbone of your late‑game combos, enabling explosive turns with Kuon or Cocytus. It also doubles as a defensive tool: in emergencies, you can use it mid‑game to dodge lethal and reset your resources. Because of its flexibility and win‑condition role, always keep Dimension Climb regardless of matchup.
With Bergent, You'll Never Lack Spellboost

When Bergent, Rejected Artes evolves, it not only clears small enemy followers but also triggers continuous Spellboosts which accelerates your hand at a good pace. This dramatically increases your deck’s cycling speed, ensuring you reach your finishers faster. Because of its standalone value, Bergent is worth keeping in any matchup.
Keep Alchemic Flare Against Aggro Plays

Alchemic Flare is a strong keep against aggressive decks, since this card gives you early removal and an Earth Sigil. However, it requires a target to be played, so it can’t be used on turn 2 if you go first. Keep this limitation in mind when deciding whether to hold it in your opening hand.
Keep Sagelight Teachings or Edelweiss with an Earth Sigil Source
Against Aggro or Mid‑Range decks, keep Sagelight Teachings or Edelweiss, Sagelight Ward only if you also have an Earth Sigil generator like Witch’s New Brew or Melvie, Adoring Witch. This pairing ensures that by turn 4, you can reclaim control by clearing the board, before your opponent snowballs.
Keep Homework Time! Versus Slower Decks

When facing slower opponents with weak early turns, Homework Time! becomes a strong keep. Dropping it on turn 3 accelerates your Spellboost curve and sets up discounted payoffs for the mid‑game. It’s a situational but valuable option when you expect little pressure in the opening turns.
Keep Anne & Grea Instead of Bergent

Whether you’re going first or second, Anne & Grea, Mysterian Duo establishes one of the strongest boards on turns 4–5. This lets you stall for time, Spellboost efficiently, and either counter your opponent’s plays or press your own advantage. If Bergent isn’t in your opening hand, Anne & Grea is the next best keep.

Against Control decks, Dimension Climb is a must‑keep. You want the flexibility to play it at any point in the late game. Since Control decks rarely punish slow starts, you can safely pass early turns while holding Dimension Climb.
Keep Stormy Blast When Going 1st Against Aggro

When going first against Aggro, you won't be able to reclaim the field with an EP (Evolution Point) until turn 5. That means if the opponent develops followers aggressively from the opening turns, you risk falling behind before you can stabilize. Stormy Blast is worth keeping on its own to prevent early defeat and maintain your board.
Related Articles

| Rankings & Recommended Decks | |
|---|---|
Best Decks | Pro-Curated Decks |
First Farer Missions | F2P Decks |






