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 24 Spell 10 Amulet 6 Deck Cost 23,730 | <1 2 3 4 5 6 7 8> |
May, Journey Elf×3
111Bug Alert×3
1Fairy Convocation×3
1Ambush from Above×3
1Fairy Fencer×3
222Baby Carbuncle×3
222Lily, Crystalian Innocence×3
213Garden's Allure×1
2Lambent Cairn×3
2Killer Rhinoceroach×3
302Godwood Staff×3
3Titania, Queen of Fairies×1
422Glade, Fragrantwood Ward×3
533Olivia, Heroic Dark Angel×1
744Lymaga, Untamed Wild×1
777Bayle, Luxglaive Warrior×3
844
Alternative Cards
![]() Fairy Tamer | ![]() - Easy to secure a number of Fairies in the early game - A 2 Cost is heavy in the late game - A second copy of Titania, Queen of Fairies has higher priority |
![]() Fay Twinkletoes | ![]() ![]() ![]() - Increases field clearing ability from the early to mid-game - Can also deal damage if Aria, Lady of the Woods's effect is active |
![]() Dwarven Malletman | ![]() - Include if you really want to counter Aether, Empyrean Guardian - Almost exclusively a meta card for Ward B - Even if included, the disadvantage remains |
![]() Aerin, Crystalian Frostward | ![]() - Strengthens your defense - Has its pros and cons compared to Odin, Twilit Fate - Strong in mirror matches and against Aggro |
![]() Odin, Twilit Fate | ![]() ![]() - Makes it easier to aim for lethal with split damage - Cannot be Fused with Garden's Allure - Excellent for not requiring EP (Evolution Point) |
Rating
Deck Rating | |
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Tier ![]() | |
Range | Play Difficulty |
Combo | Challenging |
Detail | |
- A combo deck focused on dealing damage with Killer Rhinoceroach - Strong against late-game decks - Its position in the meta has dropped due to the rise of other decks |
User Score
A Deck that Deals Massive Damage with Killer Rhinoceroach
Rhinoceroach Forestcraft is a deck that aims for massive damage with Killer Rhinoceroach while developing the board with small followers such as Fairies. Its powerful strategy involves using Carbuncle and Bayle, Luxglaive Warrior to increase your combo count and clear the field, then hitting the enemy leader with Killer Rhinoceroach's Storm.
Rhinoceroach Forestcraft - How to Play
Develop Your Board and Aim for Damage

In the early game, develop your followers and use any that stick to the field to chip away at the enemy leader's health. Chipping away at their defense, even by a little, will lower the requirements for your late-game Killer Rhinoceroach combo.
Gather Your Combo Pieces

Use cards like Godwood Staff and Garden's Allure to draw and gather your combo pieces. like Killer Rhinoceroach, Bayle, Luxglaive Warrior, and Baby Carbuncle.
Play Godwood Staff to Retake the Field

If you play the Staff on an early turn, be sure to prepare to retake the field on the next turn with May, Journey Elf, Lily, Crystalian Innocence, or Glade, Fragrantwood Ward. If you don't have a clear follow-up play, it's recommended to hold off until you have 5 or 6 Play Points and play it alongside a combo with May, Journey Elf or Lily, Crystalian Innocence.
Fuse Unneeded Cards to Garden's Allure

Once your hand starts to fill up, organize it by Fusing unneeded cards to Garden's Allure to make room for drawing cards or adding Fairies to your hand.
Be Mindful of Your Hand Size
If you have a Godwood Staff on the field and Titania's Crest is active, you will draw one card at the end of your turn from the Staff and add a Fairy to your hand at the start of your next turn from the Crest. Because of this, if you don't end your turn with 6 cards in hand, you will overdraw on your next turn. Be careful to manage your hand size.
Use Chip Damage for Rhinoceroach Setup

Even chipping away for 1 or 2 damage in the mid-game will help your late-game Killer Rhinoceroach combo reach lethal thresholds like 17 or 18 damage. Make sure to convert any small followers left on the field into damage.
Olivia's Pressure Is Strong
When Super-Evolved, Olivia can clear the opponent's field, establish a strong board of your own, and deal an additional 2 damage, making her a powerful play before your Killer Rhinoceroach combo. If you build a strong field with other followers like Bayle, Luxglaive Warrior, it becomes difficult for the opponent to clear your field while staying out of 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 big damage. If you have a Godwood Staff on the field, you can efficiently deal massive damage by saving 6 Play Points for the following sequence: Killer Rhinoceroach → Engage Godwood Staff to Bounce Killer Rhinoceroach → Killer Rhinoceroach.
Use One Freely When Holding Two
In Worlds Beyond, Killer Rhinoceroach can often deal massive damage with just one copy. Therefore, if you have two or more, it's recommended to play one in the mid-game to chip away at the enemy leader's health and lower the lethal requirement for your next turn.
Simple Killer Rhinoceroach Damage Calculation
You can calculate the damage by counting how many cards you can play before playing Killer Rhinoceroach. When the opponent's defense is high, you'll often play it twice in a row by using Godwood Staff to Bounce it. In that case, subtract 6 from your current Play Points and count how many cards you can play with the remainder.
Decide How Many Killer Rhinoceroaches to Play

Each Card Adds 2 Damage
When playing two Killer Rhinoceroaches, the attack of both increases for each card you play beforehand, so one card increases the total damage by 2. The minimum damage from playing Killer Rhinoceroach twice is 3 (1+2), 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.
Enable 2 Plays with Baby Carbuncle (0-Cost)

When you Super-Evolve Baby Carbuncle, it costs 2 Play Points but refunds 3, increasing your available Play Points for the turn by 1. If you count Baby Carbuncle itself as a 0-cost 1-play and use the extra Play Point for a 1-cost card, you've effectively extended your combo by 2 for 0 cost.
Super-Evo Baby Carbuncle Deals 5 Damage
Super-Evolving Killer Rhinoceroach simply adds 3 damage, but Super-Evolving Baby Carbuncle extends your combo by 2 and deals 1 damage, making it extremely powerful as it increases your total damage by 5 while also providing removal.
OTK with 3-Rhinoceroach Combo

While the usual plan is to get lethal by playing Killer Rhinoceroach twice, if you have the Play Points and Bounce effects to play it three times, and you have a total of at least four 0- or 1-cost cards to play beforehand, playing it three times will result in more damage.
OTK with 4 Plays + EP or 5 Plays Pre-Rhinoceroach
Triple Rhinoceroach Lethal at 9+ PP | ||
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![]() or ![]() (Requires Super-Evolution) or ![]() | ![]() | ![]() + ![]() |
3–5 Total 0-Cost Cards | 1 is Enough | Killer Rhinoceroach + Staff, 3 Cards |
After playing four 0- or 1-cost cards, then playing Killer Rhinoceroach three times and Evolving one, you can deal 20 damage (5+6+7+2), and if you play five 0- or 1-cost cards before playing Killer Rhinoceroach three times, you can deal 21 damage (6+7+8).
Watch Field Space with Two Bayles
In patterns where you play two 0-cost Bayles, your field can fill up easily with cards like Lambent Cairn, Godwood Staff, and a Super-Evolved Baby Carbuncle. You'll need to be creative, for example by using Baby Carbuncle to return a Bayle, or playing Killer Rhinoceroach first to use an Amulet's Engage effect and free up field space as needed.
Mulligan Guide for the Rhinoceroach Forestcraft
Keep Fairy-Creating Cards and Followers
In the early game, keeping Fairy-creating cards will stabilize your board development and subsequent combo plays, so it's generally recommended to keep one of these in any matchup. Also, the cards you keep as a set along with these will change depending on the matchup and situation.
Keep Removal for Matchups with a Strong Field
For matchups that develop a powerful field from the early to mid-game, keep these removal cards and be prepared to reclaim the field.
Keep Godwood Staff as a Set with Fairy Creation or Removal

If you have two or more Fairy-creating cards, or a Fairy-creating card + May, Journey Elf, etc., in an opening hand where you can recover the tempo loss from playing Godwood Staff later, it's fine to keep them as a set.
Keep Bayle Against Mid- to Slow-Speed Decks

Against decks with a slow early game, prepare by keeping Bayle to ensure you can play it for 0 cost during the Killer Rhinoceroach combo in the late game.
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