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Reached GM0 playing 7 different decks at ~67% winrate

Hey everyone, I just reached GM yesterday playing lots of different decks and wanted to write about it since it was by far the fastest I've ever gotten it since Cygames implemented the Master point retention change in Colosseum. I play pretty casually and only have enough time to play 1-2 hours of SV every day, so I was surprised at how quickly I got it(literal 2nd day of the 2nd month). For reference, I got GM during Ultimate Colosseum at the end of the 2nd month(after the mini expansion released), and in World Uprooted I greatly disliked the meta and played a lot of jank so i got GM in the middle of the 3rd month.
I streamed most of my climb at http://www.twitch.tv/psyblade and I generally just allowed dailies to decide what class/decks I was going to be using for the day. I'm the guy who has the Live2d Isabelle animation on the sidebar. I also ended up making guide videos for the vast majority of the decks I used, so this post will be a shameless plug for them, hehe...
This is a very fun and diverse meta, and easily ranks in Top 5 favorite SV metas for me alongside classics like post nerf RoB, Month 3 SFL, and pre-mini DBNE. In Constructed, I play every class except for Dragon so it is nice to see all classes have competitive decks. In most metas, there are only around 2-3 decks that I truly enjoy playing, but this is a rare example of a meta where most classes have a deck that I have fun piloting.
Decks used
Evo Sword Decklist Guide video
Probably the most consistent performing deck for me. Was strong from the very first day, and remained strong after the nerfs and many developments in the meta. If anything it got stronger once Haven started getting more popular. The strength of this deck is extremely subtle: both playing as and against it, I was constantly underestimating Evo Sword. It is surprising how the deck can make comebacks from all sorts of losing positions, which is something that Sword has traditionally been weak at doing. Many matchups are now hilariously inverted compared to how they were in the past: for example Sword vs Dragon and Sword vs Control Blood, Sword usually had to win the match quickly within a certain number of turns or would get outvalued. Now the tables have turned and Sword has the unbeatable late game.
Karyl Dirt Rune Decklist Guide video
A lot of people complain about this deck, but honestly this was by far my worst performing deck of the bunch. I don't track my exact stats, but it felt like my winrate with Dirt Rune was just barely over 50%. In theory this deck is supposed to be super consistent with all the card draw power and inevitability with Fool, Karyl, and Darkmage, but things very rarely worked out that way. It's not like I'm new to Rune too: Rune is my most played class, and Dirt Rune is my pet deck as I try to make it work in every expansion. I even have a guide video for it during World Uprooted when the deck was literal unplayable garbage. Although it is worth pointing out that Dirt for the past few years has been an aggressive Midrange deck with a ton of burn, while the Fortune's Hand competitive variant is more of a Control deck, so maybe I just haven't fully adjusted to the optimal playstyle change.
It is cool to see Dirt be viable after being trash for so long though. The last time Dirt was viable was over a year ago during the Altersphere meta, where it played Mysteria Magic Founder to get a spell damage boost leader effect.
Reanimate Hades Shadow Decklist(same as the one in KSLvD's Tempostorm writeup, with -1 Guilt +1 Savoring)
This is the only deck I used that I have not made a video on. I might do it later if I can collect enough footage. In theory there should be no competitive reason to play Reanimate Hades over Reanimate with Fatal Order. The Fatal Order Reanimate Shadow deck is IMO the #1 deck in the meta, as it is the best midrange deck with the best board potential, combined with unbeatable highrolls. No deck in the game can deal with the Reanimate highroll of Turn 4 Kuon followed by Turn 5 and Turn 6 Kuon. The deck is very consistent, with a ton of card draw power. On a good draw, it is basically invoking cards every turn starting from T5, so it is virtually drawing at least 2 cards every turn once evos are online.
Maybe my luck is just bad, but playing the Fatal Order decks I felt like so many games were just completely out of my control. I also bricked like crazy. A very common situation was just not drawing any Burial Rite cards despite the deck having 15 cards with that text on them. So I ended up playing the Hades variant, since that deck has more draw with Sarcophagus Wraith. It's a lot more fun for me to play since it feels like it has more player agency.
Wrath Blood Decklist Guide video
A super fun deck that is sadly outclassed by Control Blood. Fortune's Hand gave a big push towards this archetype though, and I feel like it just needs one more push to get there. Maybe even a small buff to Luzen. The deck has a strong curve of followers with burn, and a lot of games Permafrost Behemoth isn't even needed to win.
Control Blood Decklist Guide video
Now this is a deck whose play experience took a complete 180 over time. Early on in the meta Control Blood seemed so strong and an easy Tier 1 contender, with Rune as the only class with a favorable matchup against it. Now the deck feels like it has barely any good matchups. Maybe my list is just outdated, but I felt like as the meta developed its formerly unbeatable late game just couldn't stand up against classes like Sword, Haven, and Portal. You could still beat board classes by curving T6 Nerea into T7 Nerea, but outside of those situations every match felt like an uphill battle.
Control Blood is still a very fun and skill testing deck though.
Elana Haven Decklist Guide video
This deck is like the opposite of my experience with Blood. Haven early on seemed like unplayable garbage, and I experimented with different Elana lists utilizing the Wilbert ward package. Turns out a light Natura package was what it needed to be competitive. Even though Haven is pretty weak against Shadow and gets farmed by Sword, it is one of the best anti-Rune decks. Yukari also just shuts down Blood and Rune so hard due to how those two classes rely on spell and effect damage for wincons and board control.
Artifact Portal Decklist Guide video
Like Haven, this is another deck that took a complete 180 in performance as the meta developed. Early on, Portal seemed like the weakest class by far. It felt like you literally needed the stars to align to win games, since without Augmentation the Artifact deck had pathetic draw power and no potential for explosive turns. I experimented a lot with the new cards Slaus, Dimension Dominator, and even Fieran in Artifact Portal.
Turns out the secret sauce was adding Mugnier, The World, and Awakened Ragna. With this change, Artifact Portal went from being one of my worst performing decks to one of my best. In fact, near the end of my climb I'm pretty sure Artifacts was straight up the best performing deck I had. Feels like it has game in every matchup(except Discard Dragon), and is one of the few decks that has a chance at beating Terrorformer Forest if they find their mantis on Turn 1.
It is really satisfying to finally be using the Enhance(9) effect of Awakened Ragna regularly in games.
About Forest
I said in the beginning that I play every class except Dragon, so why is Forest not in the decks used? It really pains me to say this, because Forest is easily one of my top 3 most played classes. But every single Forest deck right now(Terrorformer, Roach Control, Amataz) is just highroll garbage. They are all decks whose performance entirely hinges on whether you can draw a certain key card in the first 3 turns.
Keep in mind that in terms of power level, Forest is in a great spot. It is an easy Tier 1 contender. But the class is absolutely not fun to play right now. I hope that the imminent rotation of Whirlwind Roach means that the class will get some interesting build arounds next expansion.
At least Chipper Skipper is cute, though. Defying all expectations, she's also responsible for Fighter actually showing up on boards in competitive matches
How did I calculate winrate?
I never actually recorded exact stats when played, so you might be wondering how I calculated my winrate. So I used a method that my friend u/isospeedrix came up with, using your Ranked Reward points and the amount of Master points that you climbed. Due to the fact that Grand Prix points now add to your monthly Ranked Reward points, they have to be subtracted to get a more accurate number of your Ranked points. So what I did is I used my Season 1 climb data, where I ended up at 9k MP.
~9k Master Points, ~22600 Ranked Reward points, 4900 Grand Prix Points
We subtract the ranked points by the GP points to get 17,700. Assuming that every win gives you +100 points(more on this later), it means that I have 177 total wins for the season. We can do the same thing with the master points to get 90. If we also assume that every game loss is -100 points, then this means that your ladder score is basically your "net wins", or the difference between your wins and losses. We then use these formulas:
(Master points)/100 = wins - losses
wins + losses = total games
%winrate = wins/(total games) x 100
Plugging in the numbers, we get 67%. Now 67% winrate is absolutely insane by card game standards, so we should talk about the limitations of this method. First up is that it doesn't take into account the fact that from 0-5000 MP, you get a winstreak bonus. The second is that wins and losses are not weighted equally. Depending on the difference in rank between you and your opponent, wins give you between 100-150 pts, while losses subtract between 70-100 pts.
The end result is that this method will always overestimate the winrate slightly. So even though I calculated 67%, it is lower in reality and is most likely between 60-65%.
Thoughts on meta and changes
It's not perfect, but this is definitely one of my favorite metas as there are so many different fun decks to play. I would not mind if there was a nerf to Karyl and some card in Shadow(probably Cloistered Sacristan) though. IMO Dirt is actually a fine deck overall, and it is just Karyl who brings it over the edge. For Cloistered, the main body is awful so maybe something can be done about the crystallize. Either make it crystallize(3), or increase the countdown so that if played on curve, it can't go off until Turn 5 without an insane highroll.
One complaint I have about the meta is despite the diversity, aggressive strategies are pretty weak. This has been the case in Rotation for a long time, and it looked like that was going to change in this set due to Rally being one of the strongest aggro mechanics ever. The emergency nerfs targeted Sword, but they hit Rally Sword much harder than Evo Sword. I do think that the Honorable Thief nerf was 100% justified though, as that card is just beyond broken. Rally(7) is so trivial to achieve in any board based deck.
For Wildcat, the nerf was also justified, but I do think that they hit it a bit too hard. I would have preferred if they changed it like how all other strong 7pp Sword commanders get changed: just make it cost 8. Specifically, I would have made it cost 8 and kept the Accelerate(4) effect so that it is not a brick when drawn early. This still makes it a strong card in both Rally and Evo Sword, but slows down the highroll potential. The reason I think the nerf was justified because despite how often this sub claims that Sword is honest and interactive, a lot of Sword matches in FH before the nerfs were anything but. I lost count of how many games I played against Rally Sword that were pretty back and forth, and then on Turn 7 the Sword user plays 2x Tsubaki to clear my board, who then get buffed out of AOE range due to the Invoked Fieran. I can't interact with the Tsubakis(due to Ambush, what a fun mechanic am I right guys) and then the next turn the Sword user plays Enhance(8) Panther Scout into Wildcat to deal 15 damage, which is almost always lethal since the deck already got in chip damage beforehand. With a Wildcat to 8 change, this kind of nointeractive setup is still possible but is just delayed by a turn.
I'm also surprised at how many people want more frequent, faster card changes. Like having balance checks every month is already unusual in the card game world. I know that Legends of Runeterra does changes every 2 weeks. But having whack-a-mole nerfs so often is how you kill a competitive scene(see Eternal Card Game).
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