This is a deck list and guide for Pixie Forestcraft in Shadowverse: Worlds Beyond. We also cover ratings and counters for Pixie Rhinoceroach Forestcraft.
Best Deck Tier ListTable of Contents
Rhinoceroach Forestcraft - Deck Recipe and Rating
Deck Recipe

Follower 28 Spell 6 Amulet 6 Deck Cost 19,350 | <1 2 3 4 5 6 7 8> |
May, Journey Elf×3
111Good Fairy of the Pond×3
111Bug Alert×3
1Fairy Convocation×3
1Fairy Tamer×3
211Fay Twinkletoes×1
221Baby Carbuncle×3
222Lambent Cairn×3
2Lily, Crystalian Innocence×3
213Killer Rhinoceroach×3
302Godwood Staff×3
3Glade, Fragrantwood Ward×3
533Olivia, Heroic Dark Angel×2
744Aerin, Crystalian Frostward×1
768Bayle, Luxglaive Warrior×3
844
Card Replacement Candidates
![]() | ![]() ![]() ![]() - Strong lethal support with Fairy's Storm - Limited opportunities to play - Many games can be won without it |
![]() | ![]() ![]() ![]() - Increases field clearing capabilities in the early to mid-game - Hard to use in the late game due to limited field space - Inefficient Fairy generation |
![]() | ![]() ![]() ![]() - Can clear multiple followers without using an EP (Evolution Point) - Decent as a turn 4 play |
![]() | ![]() ![]() ![]() - Can deal damage before playing Killer Rhinoceroach - Having Storm while also destroying followers is powerful - High cost and requires Super-Evolution, so you can't run multiple copies |
Rating
Deck Rating | |
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Tier ![]() | |
Range | Play Difficulty |
Combo | Challenging |
Detail | |
- A deck that fights primarily with Pixie followers and Killer Rhinoceroach - Can deal massive damage with Killer Rhinoceroach - Can flexibly change plans depending on the opponent - Its weakness is a lack of Restore and Ward |
User Score
A Deck centered around Pixie Followers
Pixie Forestcraft is a Deck centered around cards that reference Pixie Followers, such as "Fairy". It generally aims for victory by dealing damage with Pixie Followers that have been granted Storm by the Crest of "Aria, Lady of the Woods".
Rhinoceroach Forestcraft - How to Play
Gather Fairies in the Early Game
In the early game, replenish your resources with cards that add Fairies to your hand, while also developing your field and destroying enemy followers.
Chip Away at the Leader's Health by Going Wide
By chipping away at the enemy leader's health with followers played in the early game, you lower the requirements for a one-turn kill with Killer Rhinoceroach in the late game. In Reno Forestcraft, dealing chip damage whenever possible increases your finishing power.
Play Godwood Staff Strategically
You might be tempted to play Godwood Staff as early as possible, but it's not always the best move to play it on curve, so make a plan based on your hand and your opponent's board.
Prioritize Tempo Over Early Game Draw
This deck has little healing, so letting your opponent build a field while you play the Staff can be a losing play. Also, for decks with little healing or Ward, the damage you deal in the early game directly lowers your lethal requirement, so controlling the early field can be more valuable than drawing a few cards.
Prepare to Reclaim the Field Before Playing It
If you play the Staff on an early turn, be prepared to reclaim the field on the next turn with cards like May, Lily, or Glade. If you don't have a clear play for the next turn, it's recommended to save it until you have 5 or 6 Play Points and play it in a combo with May or Lily.
Gather Combos by Destroying Followers
In the mid-game, control the field with low-cost removal like Lily and May, or with Glade's AOE, while cycling through your deck to draw important cards like Killer Rhinoceroach, Bayle, and Carbuncle.
Deal Chip Damage for Killer Rhinoceroach
Even if it's just 1 or 2 points, chipping away at the enemy leader's health throughout the game will allow you to reach lethal thresholds like 17 or 18 damage with your Killer Rhinoceroach combo in the late game. Make sure to convert any small followers left on the field into damage.
Olivia's Board Presence is Strong
When Super-Evolved, Olivia can clear the field, establish a strong board presence, and deal an additional 2 damage, making her a powerful play before your Killer Rhinoceroach combo. If you build a strong field by playing other followers like Bayle alongside her, it becomes difficult for the opponent to both clear the field and escape Killer Rhinoceroach's lethal range.
Finish with Killer Rhinoceroach

Play the 0- and 1-cost cards you've gathered in your hand to build up your combo count and aim for massive damage. If you have Godwood Staff on the field, you can save 6 Play Points to efficiently deal massive damage with the sequence: Killer Rhinoceroach -> bounce Killer Rhinoceroach with Godwood Staff's Engage -> Killer Rhinoceroach.
If You Have Two, You Can Play One Casually
In Worlds Beyond, you can often deal massive damage with just one Killer Rhinoceroach, so if you have two or more, it's recommended to play one during the mid-game to chip away at the enemy leader and lower your lethal requirement for the next turn.
Easy Killer Rhinoceroach Damage Calc
You can calculate the damage by counting how many cards you can play before Killer Rhinoceroach. When the opponent's defense is high, you'll often use the pattern of playing it twice in a row by bouncing Killer Rhinoceroach with Godwood Staff. In that case, subtract 6 from your current Play Points and count how many cards you can play with the remaining Play Points.
Decide How Many Killer Rhinoceroaches to Play
Decide how many Killer Rhinoceroaches to play based on your hand and the field. When the opponent's defense is high, the pattern of playing it twice in a row is common, so first, let's learn the pattern of using 6 Play Points to play two Killer Rhinoceroaches.Each Card Adds 2 Damage
When playing two Killer Rhinoceroaches, each card played beforehand increases the attack of both Killer Rhinoceroaches, so one card increases the total damage by 2. The minimum damage when playing Killer Rhinoceroach twice is 1 + 2 = 3, so it's easier to understand if you think in terms of how many 2-damage increments you can add to that base of 3.
Add Extra Damage Later
It's recommended to first calculate the simple Storm damage from Killer Rhinoceroach, and then additionally calculate how much more damage you can get from other sources, like +2 from Evolution, +1 from a Fairy's Storm, or +1 from Lambent Cairn's Engage.
Use Carbuncle as 2 Plays for 0 Cost
When you Super-Evolve Carbuncle, you spend 2 Play Points and get 3 back, so you gain 1 usable PP for that turn. If you count Carbuncle itself as one play for 0 cost, and then use the extra 1 Play Point to play a 1-cost card, you've effectively extended your combo by 2 for a net cost of 0.
Super-Evolving Carbuncle is Worth 5 Damage
Super-evolving Killer Rhinoceroach simply adds 3 damage, but Super-evolving Carbuncle extends your combo by 2 and deals 1 damage from its Knockback Damage effect, so it's extremely powerful as it extends your damage by 5 while also providing removal.
OTK with the 3-Rhinoceroach Pattern

Usually, the plan is to get lethal by playing Killer Rhinoceroach twice, but if you have the Play Points and bounce effects to play it three times, and you have a total of four or more 0- or 1-cost cards to play before it, playing it three times will result in more damage.
OTK in 4 Plays + EP or 5 Before Rhinoceroach
With 9 PP and Killer Rhinoceroach | ||
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![]() or ![]() (Requires Super-Evolution) or ![]() | ![]() | ![]() + ![]() |
3-4 0-Cost Cards Total | 1 Is Enough | 3 Cards Total (Rhinoceroach + Staff) |
By playing four 0- or 1-cost cards, then playing Killer Rhinoceroach three times and evolving one of them, you can deal 20 damage (5+6+7+2). If you play five 0- or 1-cost cards then play Killer Rhinoceroach three times, you can deal 21 damage (6+7+8).
Watch Field Space When Playing Two Bayles
When playing two 0-cost Bayles, your field can easily get filled up with cards like Lambent Cairn, Godwood Staff, and a Super-Evolved Carbuncle. You'll need to be creative, such as by bouncing Bayle with Carbuncle or playing Killer Rhinoceroach first to use up your Amulets' Engage effects and free up field space.
Mulligan Guide for the Rhinoceroach Forestcraft
Prioritize Your Opening
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In the early game, keeping Fairy-creating cards will stabilize your early game field development and subsequent combo plays, so it's recommended to keep them in basically any matchup. Additionally, the cards you keep as a set along with these will vary depending on the matchup and situation.
Have Removal for Matchups with a Strong Field
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Against Swordcraft, Runecraft, and Portalcraft matchups, where you have a low chance of winning the early game field contest and they develop a powerful field in the mid-game, keep these removal cards to prepare to retake the field on turns 4-6.
Keep Godwood Staff with Fairy-Creating Cards or Removal

If you have an opening hand that allows you to recover the tempo loss from playing Godwood Staff later, such as having two or more Fairy-creating cards or a Fairy-creating card plus May, Journey Elf, it's a good idea to keep them as a set.
Prioritize Trading Blows in Some Matchups
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Mainly in mirror matches or against Dragoncraft, winning the damage race throughout the match often leads directly to victory. May, Journey Elf and Fay Twinkletoes can build a strong field while dealing with the opponent's, and by keeping Killer Rhinoceroach, it becomes easier to draw multiple copies and aim lethal.
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