Just Add Bacon’s Skyweaver Meta Breakdown, 4/13/2022
Howdy y’all, my name is Just Add Bacon, loudly and proudly bringing y’all the April meta report. While one might normally expect me to be down in spirits, given the dominance of Axel and Titus in the constructed meta, my experience from the January report has left me well immunized to the toxic effects of a Wisdom overdose. Also, Fox, Mira, and a new Titus aggro deck have been doing fairly well, which leaves my Strength weaver brain properly mollified. So, without further ado, let’s break it down.
Disclaimer: How to read the report
This report was constructed through two surveys. In the first survey, high-level Skyweaver players were asked for each hero to list whether or not they had an Aggro, Control, Midrange, Combo, or other deck that was relevant in the current constructed meta (Ladder, Conquest, and Competitive Tournament Play). The lowest half of the suggested decks were cut and the rest were added to a second survey. In this part, respondents were asked to name the tier(s) in which each deck could be reasonably placed. These tiers were given scores of 4 for S tier, 3 for A tier, 2 for B tier, and 1 for C tier. Additionally, a plus or minus (+/-) added to the tier increased or decreased the score by .3 (for example, an A+ tier would have a score of 3.3). The highest and lowest scores were dropped (to reduce variance) and scores were used to calculate a weighted average, which is the score listed next to each deck. The decks were then sorted into (nearly) equal groups to create the relative tiers for the previous meta.
Given that this report only addresses this meta, it’s important to note how the scores relate in relative and absolute terms. The difference between the scores of the two decks represents the rough gap in power between the decks. The absolute score of the deck represents its strength in a vacuum. For example, the majority of decks that ultimately made it in C tier have scores that would correlate more towards B tier. They are, however, in C tier due to their relative power with the other decks considered in this report. There is also a Confidence Interval next to each deck, although this data is anecdotal, not empirical. Roughly, it correlates to the spread in the data. The more “tight” the data, the higher the confidence interval. Conversely, the more varied the opinion on a deck’s strength, the lower the confidence interval.
However! All of this was done with a survey size of 13. The opinions used to create this report represent a very small number of players in a rapidly developing meta. So don’t be afraid to try things out that are “weak” or “off meta”! Who knows, you might discover something that makes it onto the next report
Side Note: There are less decks than normal as the meta has become slightly homogenized. Therefore, the tiers are smaller than on the average report.
S Tier
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Credit: Just Add Bacon
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Credit: XiaYu
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Credit: ViRaim
This report marks another instance of a single prism dominating S tier, although it’s not the first time. The February report had an almost prism-dominant meta (Banjo Zam was the only exception from an otherwise Heart meta) and last January featured a Wisdom-dominant RPS meta. Here however, we’ve collapsed in with no representative for any beatdown focused archetype, and instead have roughly two versions of the same idea. Additionally, given the more favorable meta, Iris has climbed substantially from A tier.
To understand the exhaust archetype, I think it’s most important to understand how archetypes interact in Skyweaver, and how exhaust manages to work this into a win condition. In Skyweaver, I recognize 5 distinct archetypes. Archetypes can be thought of as focuses of a deck, and are always built around some win condition. Aggro is the simplest of these. Aggro simply tries to race its opponent for lethal, usually competing with them on basic fundamentals like board control and tempo. Traditional Aggro decks generally place at least a moderate emphasis on units, with units being the main tool for generating damage and advancing the win condition.
Burn is the second archetype I recognize, and I call it distinct from aggro for a few reasons. First, because of the hero attack and ood damage, burn generally has a winning match up against aggro. For the purposes of understanding decks and the meta, this distinction is quite useful. Secondly, Burn places less emphasis on board control than your traditional Aggro deck. Burn aims to race the opponent at a faster rate than Aggro, but generally at the expense of card advantage. It also runs more specialized damage spells, generally for doing direct damage to the hero. It may be more explosive than Aggro, but having less units also means its damage is not generally as sustained.
Midrange exists on the opposite end of Aggro from burn, as it goes heavier into its units. Midrange plays a slightly slower game than Aggro, but what it loses in speed it makes up for in card value. More expensive midrange units with better stats tend to have resistance to tempo efficient removal, and can also trade well versus Aggro’s units. Powerful finishers such as {{Pharonis}} or {{Enigma Golem}} may be employed, but these are generally the last resorts of the midrange deck. Consequently, midrange aims to slow down games against burn and aggro, since its odds of winning are greater as the game goes on.
While Aggro and Burn are generally beatdown focused archetypes, and Midrange will change based on its opponent, Control is our first primarily defensive strategy. Control decks run strong defensive tools and reliable removal to control board versus aggro. Control decks especially love to run aoe (area of effect) spells. For a Control deck, the win condition is usually either sheer card advantage, or expensive finisher cards, such as Fireball or Titanic. A Control deck works by slowing down its opponent until the game is in a later state, where the Control player can take advantage of more powerful effects. Against all archetypes except Combo, a Control deck’s win condition is to simply stall the game.
Combo is our final archetype, and its win condition is always some deck-specific combination of cards. It may be an OTK (One Turn Kill) deck, such as with Banjo {{Zam}} or Iris Lion Combo, or it may be a combo that aims to snowball, such as NakaMask. An important distinction is that a combo deck is not any deck that utilizes a powerful combo or buildaround, such as Mira Will. Rather, it must be the case that the deck does not have a win condition if the card is not played. For Zam decks with 7 units this is generally the case. For a Mira list with 15, this is not. Combo decks tend to thrive against Control decks, since the slow Control decks give the Combo player plenty of time to set up. Conversely, they tend to need to be careful versus aggressive decks like Burn and Aggro, since combo pieces are functionally dead cards, and represent a disadvantage in those matches.
With all of this stated, we can now understand how Exhaust decks work. Exhaust is a Skyweaver variation of the Control deck, in which the win condition is either an ood war, or the threat of an ood war. But how does this work as a win condition? In all exhaust decks, take as a given that exhaust has a better draw engine than the competing deck
- Burn: When burn runs out of direct damage, exhaust can stabilize through healing. Given that it reaches this point, burn’s lower number of units makes it easy for exhaust to deplete it of resources. Exhaust wins through card quantity and quality.
- Aggro: Exhaust here has the same wincondition as the traditional control deck. However, the lack of finishers decreases the odds of dead draws versus the aggro deck, helping improve the matchup. Aggro runs out of resources, and Exhaust wins through card quantity and quality
- Midrange: Exhaust runs reliable and versatile removal options. Given that the units can be answered, Midrange is too slow to be able to threaten exhaust before its most powerful tools come online. Midrange runs out of resources, and Exhaust wins on card quantity and quality.
- Combo: Currently there is no infinite damage combo in Skyweaver. As long as the damage is finite, it is possible for Exhaust to outheal the damage of the OTK combo. If Combo fails to win with their combo, they essentially lose the game by default.
The above understanding of archetypes and matchups help explain why Exhaust has emerged in Titus and Axel as opposed to a hero like Iris or Banjo. All Wisdom decks have access to the key cards for Exhaust builds: {{Prismata}}, {{Arcadeum Mask}}, and {{Ponderous}}. But, Strength and Heart provide better support for the strategy than Agility or Intelligence. Heart provides valuable and prolonged healing options ({{Vishiva}}, {{Avatar of Light}}), which pair nicely with Wisdom’s bursts of healing ({{Gift of Aya}}, {{Jakintsu}}). On the other end of the support spectrum, Strength provides useful removal tools such as {{Sunder}}, {{Chomp}}, and {{Kha’s Wrath}}, which help it better deal with decks such as burn. Its healing is not as strong, but it also generally needs less healing.
In either case, the importance of powerful removal tools to the viability of exhaust can not be overstated. Exhaust quickly falls apart if its opponent maintains board control. This is not often a problem however, as options such as {{Whisk Away}}, {{Thanite}}, and {{Seal of Doom}} can cover a myriad of threats. While the nerfs to previous powerhouses like {{Touch the Sky}} and {{Doomsday}} have left wisdom fewer tools to answer boards well, the tools it still has are quite potent.
Finally, we also have Iris Lion Combo, ascending through the ranks thanks to the advantages of a more favorable meta. There’s not much new to say about the deck, other than just highlighting that combo decks naturally benefit from a meta with little pressure from aggro. Some aggressive decks may perhaps pressure it, such as Fox Burn or Titus Aggro, but defensive tools like {{Incinerate}} and {{Mr Whiskers}}, mana manipulation cards such as {{Cloud Sloth}}, {{Head in the Clouds}}, and {{Take Root}}, and strong aoe effects like {{Flame Noble}} and {{Maelstrom}} give the deck numerous answers to aggro. Assuming that Exhaust decks are nerfed in the coming patch, I expect Iris to fall back down as aggro returns to the meta.
A Tier
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Credit: Urban Nomad
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Credit: GoZu
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Credit: Cytus
In A Tier we see a lot of other decks that have been making appearances in the latest constructed league. Banjo Zam, like Iris, has enjoyed a respite from aggressive Aggro and Burn decks, and has even been shown to be a possible counter to Exhaust decks by players like my fellow Fox Fang member Urban Nomad. Mira Will has also shown up in force in recent days, benefiting greatly from the recent buff to {{Amaruath’s Will}}. While Midrange tends to do poorly versus control decks, the exceptionally tanky nature of Mira’s units gives her some respite from some of the more common removal tools. Finally we also have the fairly novel Titus Aggro, which has made quite a splash in several games in the latest league rounds.
Mira Will (or perhaps Miracle Will, given that it’s a miracle it’s playable now) is a midrange deck focusing on a {{Amaruath’s Will}} as a build-around. Will grants every unit in the hand and deck with no attachment the Anima enchantment, which will grant the unit +2/+2 when that enchantment is removed. Mira other cards then focus heavily on leveraging this buff to create exceptionally powerful units. Weakly statted spell-searchers like {{Angler}}, {{Ghost Duster}}, and {{Cobalt}} can all automatically overwrite the anima, quickly turning them into some of the best all-around units in the game. Other options like {{School of Fish}} and {{Rodent Problem}} also reliably set off Anima, while also giving the deck some higher tempo options. On the top end, {{Enigma Golem}} is everything Midrange could want from a finisher. It has huge stats before the anima, and afterwards it’s just harder to kill. Its draw effect also makes it nicely safe, since it can find crucial cards like {{Cross Reference}} or {{Mass Confuse}}. Other options like {{Timber}} or {{Breacher}} can also be played to strong effect.
However, the deck does have a minor issue, that being its reliance on the titular card {{Amaruath’s Will}}. Drawing Will early can certainly be consistent (most decks run {{Ari’s Insight}} with no other 3c options than Will, and then run {{Cross Reference}} and {{Angler}} to search for it) but it’s not a guarantee. While the deck is certainly capable of standing on its own in games where it doesn’t draw Will, its odds of winning versus things like Titus or Axel are substantially diminished. Another issue is the actual cost of playing Will. 3 mana isn’t too much, but early on it can represent an entire turn. Versus something like Fox Burn, that turn can easily convert into a lot of face damage, something Mira has few responses for. Of course, Fox may end up overwhelmed by her stats, or aoe, but Mira is not a perfect deck.
One final deck that must be mentioned is the newly formed Titus Aggro. Given my business with the league, I’ve been unable to experiment with this deck at this time. However, I am nothing if not resourceful. Cytus, a fellow Fox Fang member, has been piloting the deck through several rounds of the recent league, and was courteous enough to give the following synopsis of the deck:
Despite the innocuous face of Titus, few opponents can withstand the pressure of his continued aggression. The rework of mana flask makes the combination of {{Eldritch Lore}} and {{Aqua Sword}} a strong 4c +6/+4 buff opinion for the player going first. On top of that, the deck is also armed with some best draws in the game including {{Memesis}}, {{Turn the Tide}}, {{Hydrate}}, and {{Ponderous}}. Combining these with some of the most ferocious creatures in STR and WIS prism, such as {{Psyche}}, {{Oni Smith}}, and {{Frost Adept}}, you’ve got a deck that constantly demands a response each turn, yet also keeps a steady stream of fuel until the deck runs dry – a consistency rarely seen in aggressive archetypes. A final strength of the deck worth mentioning is the precise control of damage output. A wide variety of damage spells and banners ensure that players always get the exact number that they want, almost never overkilling anything. It’s quite suitable for players who care about efficiency.
B Tier
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Credit: ViRaim
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Credit: Whodatboy
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Credit: LuvShirley
Sliding gently into B tier, we have the remains of aggressive archetypes of days past. Fox Burn, which has seen consistent play for several months now, is easily the best deck of this tier, and it’s quite likely that his score has been depressed due to the power of Exhaust decks. Don’t let the B tier status fool you, the difference between Fox and Axel is only .63, which in absolute terms is about half a tier total. Also close behind are Zooey, who has maintained her swarm focused playstyle, and Sitti Flood, which is now caught in a slightly awkward position with the nerf to her healing.
Fox Burn is a highly aggressive deck that aims to overwhelm the more powerful decks in the meta with its speed. The good Fox player always understands that it doesn’t matter how good the opponent’s cards are if they don’t get to play them, and prioritizes this as the way to win games. Explosive, sticky, and tempo efficient units comprise the opening plan for Fox, while removal spells with burn occupy the higher spaces on the curve. Much like Titus Aggro, cards like {{Psyche}} provide huge reloads for the deck, and midrange threats like {{Mighty Steed}} and {{Righteous}} provide durable options against control decks.
The burn of Fox burn is the most interesting part however, as it plays with a large number of conditions. For starters, cards such as {{Hot Dog}} and {{Run Wild}} provide very useful sources of damage, tempo, and consistency for the deck, but both require fire to be in hand. This generally isn’t an issue for the deck, it runs a lot of fire, but keep this in mind for the exhaust matchup. {{Chomp}} is a burn tool that deals more damage the less health the target has, making it very dangerous for cards like {{Eclipse}} and {{Shade}} to deal with. Finally, {{Kha’s Wrath}} is a last resort for the deck, allowing it to answer a number of otherwise unwinnable scenarios, such as a {{Wall of Dead}}, {{Jar of Souls}}, {{Undergrowth,}} or just a well played {{Mr Whiskers}}. However, {{Chomp}} and {{Wrath}} both conflict with {{Psyche}}, and are only effective for the deck while it has tempo, so they can end up backfiring for the deck if it loses its aggression.
These realities are why Fox is disfavored against Exhaust decks. Defensive tools such as {{Whisk Away}}, {{Mr Whiskers}}, or the tech option {{Spiderella}} all impair the ability of the deck to rush down the opponent. Burst and sustained healing options allow Exhaust to recover lost turns from charging units, and options like {{Vishiva}} require the opponent to draw Wrath perfectly on time. Finally, the smaller set of units the deck runs means that exhaust is allowed to play more aggressively with its removal, removing one of the constraints of the deck. The deck may certainly beat Exhaust, but it will always be a nerve-racking experience for the Fox player, as they are mostly at the mercy of their opponent’s draws.
One final deck I want to discuss here is Sitti, which while still strong is now facing a minor identity crisis. On the one hand, her vast resources and consistent draw still make her a pain for any aggro deck to deal with. She has many efficient removal options such as {{Dead Weight}} and {{Encapsulate}}, and being able to recover {{Anchor Drop}} and {{Frigid Blizzard}} means things like Mira Will can be ground out of resources. However, her lack of healing has certainly hurt her, as she now has a far worse matchup versus Exhaustion decks. She also may suffer more versus things such as Fox Burn, which can readily close games before her value makes any difference. She is still good, but Sitti players will have to adapt if they wish to keep her relevant in the future.
C Tier
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Credit: Kurimu
And finally, in C tier, we have Horik Light, the final deck to make the cutoff for the report, and only barely at that. While it was once an extremely potent deck, Horik has fallen off almost completely, reflecting other trends in meta homogenization and optimization. Still, it is worth examining why Horik might have dropped so low.
For starters, Horik Light is a typical Midrange deck. It runs generic Heart prism draw to work through the early game ({{Crypto}}, {{Icaru}}, {{Chester}}, {{Eclipse}}) and doesn’t truly get rolling until its more expensive units begin coming out. {{Light Ranger}} is one of the best statted spell-searchers in the game, and find a decently handy buff for for the deck in {{Glorious Mane}}. Other options such as {{Cleo}} and {{Chief Justice}} provide banner as well as other utility effects, and {{Pharonis}} can win the game if left unanswered. So, given all of that, what happened to the deck?
Perhaps the most substantial effect on Horik has been the rise of Exhaust decks. As a Midrange build, Horik lacks fast aggression, which means that Exhaust is given free reign to set up things like {{Take Root}} and {{Gift of Aya}}. Secondly, the draw engine of Horik is immensely vulnerable to essentially all decks in the meta. While it may also run things like {{Temple Watch}} and {{Soul Guide}}, the principle source of Horik’s draw is easily disrupted by options like {{Burn to a Crisp}}, {{Whisk Away}}, and {{Righteous}}. Finally, and perhaps most damningly, Horik’s stats just aren’t good enough for Midrange. When compared to something like Mira Will, the buff from {{Glorious Mane}} is simply lacking, nevermind the difference in consistency. It may be one thing for a deck to have a bad matchup against the top decks in the meta, but to be sub-optimal at its own job just renders it pointless. Perhaps changes in the future will return it to relevancy, but for now it would appear that, for Horik, the lights are out.
So, did I get everything right? I’ve built my entire ego on an assumption of impeccability, so the odds of me coming to any conclusion other than perfection are rather low. But, if dare to contest me, feel free to leave your thoughts in the comments below or message me on Discord! I am always happy to help new and experienced players, and willing to answer any (relevant) question to the best of my abilities. Special thanks to all the wonderful Fox Fang members who helped with the compilation of this report, as well as the team at Skyweaver Leagues who helped with editing. Special thanks are also owed to the amazing team at Horizon, who really do spoil us when it comes to their frequent balance patches. This game wouldn’t exist without them and all their hard work, and for that I think we’re all pretty grateful. Until next month, see y’all in Sky.
Just Add Bacon is a surprisingly supple Strength player of the Skyweaver community, working on projects such as Skyweaver Leagues, and his own personal team, Fox Fang. He is also very active in the competitive scene, holding several pre-launch tournament wins and a +60% winrate in constructed conquest. His favorite decks are Horik Control and Fire Fox Aggro. “Basically, anything I can put a dragon or fox into. Or both.”
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