You absolutely need 3 of these if you’re going the Earth Rite route along with Commence Experiment. Preferably 0 but 1-2 is pretty good and 3 is not bad.Ĭrafty Warlock: Last Words: Summon an Earth Essence. This can get you out of the series of bad draws, just make sure to lower the cost of this card to justify the effect. If you’re going for the Earth Rite route, having at least one of this card on your deck is of your interest, Conjure Guardian comes in hand in crucial times, they have 3 attack and 3 defense and has Ward.įate’s Hand: Draw 2 cards. This obviously works better with Earth rite but at 3 cost this gives you an advantage if used to higher cost cards.Īncient Alchemist: Earth Rite: Put three Conjure Guardians into your hand. Petrification: Transform an enemy follower or amulet into a Clay Golem. It’s really handy once you Spellboost this card a couple of times and the cost justifies the effect you’ll get on this Runecraft card. Get at least 1 of this card in your deck. Once your draw and use this card, Second Curse will deal 5 damage to an enemy follower at 6 cost then summon the Final Curse which deals 8 damage at 9 cost.įire Chain: Deal 1 damage to a random enemy follower 1 time. This card will give you leverage from early game to late game. You absolutely want one of this card in your deck. Heck, it’s even capable of taking down high-cost units way higher than this unit cost.įirst Curse: Deal 2 damage to an enemy follower. It’s doesn’t take much spells to have this unit really strong and take out at least one of your opponent’s follower. Whatever route you go with your deck, I think this card is an absolute necessity. Lightning Shooter: Fanfare: Deal 1 damage to an enemy follower. Imagine the look on your opponent’s face when he just drops his game ending card with high cost only to have it transformed to Snowman which has 1 damage and 1 defense. Don’t get me wrong, it presents really high value especially during pinch. Like the Mythril Golem, you don’t need more than 1 of this card. Winter’s Caprice: Transform each follower into a Snowman. A fair amount of Spellboost on this card can wipe out your opponent’s entire field just by playing this card. You might not need too many of this card on your deck, maybe 1 or 2 will be enough, there are many other cards you can put on your precious card slot than this however during late game this is really good. Mythril Golem: Fanfare: Deal 1 damage to all enemy followers. Imagine playing this card on let’s say 8 Spellboost?. You’ll mostly come up of a deck with plenty of spell, have at least 1 of this card then play it late game. Rune Blade Summoner: Fanfare: Gain +0/+0. Not to mention, if you evolve this card, you’ll get another random Spell from your deck and pretty much guarantee you at least 1 spell boost on all the cards in your hand. This is my favorite card out of all the cards you can get with Runecraft. Whenever this follower attacks, spellboost the cards in your hand. Merlin: Fanfare: Put a random spell with Spellboost from your deck into your hand. Include 2 or 3 of these cards in your deck. This card works best if your deck is revolving around Dimension Shift and Flame Destroyer combo. Sorcery Cache: Spellboost a card in your hand 2 times. Imagine if you have two of these at 0 cost then have 2 dimension shift at 10 cost at the very least. The idea here is to Spellboost this card to lower the cost, ideally 0 cost or close enough so you can drop 2 high damage follower plus the Dimension Shift. This goes hand in hand with Dimension Shift. Couple this with lots of good Spellboost cards, you’ll be able to cast this card at ridiculous amount this works well with Flame Destroyer.įlame Destroyer: Subtract 0 from the cost of this card. Well technically, it will give you another turn to finish your opponents before they can even lay a counter. This is easily the favorite card of many players, This card has the potential to let you end the game in a single turn late in the game. Dimension Shift: Gain an extra turn after this one.
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