In “What’s the Play?”, I will be looking in depth at different mulligans, board states, and more from the Team Disastra internal #what-do-i-do-here channel, screenshots from my own games, and screenshots from Twitter.

This time we’ll be taking a deep dive into a game I watched on Japanese Shadowverse player LivetubeSTAR’s (https://twitter.com/LivetubeSTAR) stream.

Giant Chimera vs Neutral Blood

Silent laboratory or Mysterian Missile?

Without evolution points you would play the follower out first before using removal since the follower cannot attack immediately. The ideal way to take the least amount of damage possible is if removal from hand is used to clear the board every turn. Without a removal lined up for every turn, followers without special effects should be played first since they require a turn to trade with the board. With evolution points the question becomes more difficult because 1 follower every turn can effectively become removal by immediately removing power off of the board.

We will be assuming the deck is Neutral Blood instead of Old Blood King Blood because of Actress Feria played on turn 3 during the game.

Giant Chimera vs Neutral Blood matchup

Most of the time after the evo turns 4-6, Giant chimera is able to stabilize and comfortably remove every follower from the board and start pushing damage back at Neutral Blood. At this point, Neutral Blood attempts to deal the final points of damage from hand. Neutral Blood can have 3-4 damage on turn 5 with Hector shooting face or Savage Wolf evo face. Turn 6 Phantom Cat typically deals 2-4 damage. With an extra Razory Claw, this can result in a quick 8-11 damage. The objective is to take as little damage as possible and make sure enough pressure is being put back onto the Blood player to attempt to keep Blood evolution points used onto the board rather than to face.

Key cards to put pressure back onto Blood include Chimera and Flame Destroyer. Since Scarlet Sabreur cannot deal damage face with its fanfare any more, it has been cut from a lot of Neutral Blood decks. Without a Bane follower like Scarlet Sabreur or Hard removal like Dance of Death, this means it often takes multiple cards to deal with large Rune threats. Blood often cannot spend those resources removing large followers so a common win condition for Giant Chimera is to hit face and threaten lethal with larger evolved followers Blood ignored while using evolution points and removal from hand to clear the Blood board .

Played in the game:

Turn 1st Neutral Blood Damage 2nd Giant Chimera Damage
1 Goblin (1/2) 0 Mysterian Knowledge
2 Paradise Vanguard

(1/2 + 2/2)

1 Mysterian Missile
3 Actress Feria (1/2 + 2/2) 1 Amaterasu (2/2)
4 Actress Feria

(1/2 + 2/2 + 2/2)

3 Amaterasu trade into 2/2, Insight, Amaterasu evo over 2/2

(4/2 Amaterasu)

(Heal 2)
5 Evelisia, Goblin evo face (2/1 + 3/4) 4

LivetubeSTAR takes 9 damage and heals 2 off of Amaterasu staying at a comfortable 13 HP. The Blood opponent was not able to play card draw such as Baphomet or Pure-hearted Singer, and as a result has a very small hand going 1st and is unable to play pp-cost effectively on turns 3, 4 and 5. These weak Blood turns gave Giant Chimera a lot of different winning game plans.

In the game, LivetubeSTAR played Amaterasu trade into 3/4, Amaterasu evo over 2/1, Silent Laboratory ending the turn with a 2/2, 4/2 Amaterasu and healing up to 15 HP.

Now let’s look at the same game if Silent Laboratory was played on turn 2 instead of Mysterian Missile. I will not be taking into consideration Giant Chimera’s turn 5 since it can change too much depending on draws.

If Silent Laboratory was played instead of Mysterian Missile with everything else the same

Turn 1st Neutral Blood Damage 2nd Giant Chimera Damage
1 Goblin (1/2) 0 Mysterian Knowledge
2 Paradise Vanguard

(1/2 + 2/2)

1 Silent Laboratory (2/2)
3 Actress Feria

(1/2 + 2/2 + 2/2)

3 Amaterasu, trade Laboratory follower into 1/2 (2/1 + 2/2)
4 Actress Feria

(2/2 + 2/2 + 2/2)

4 Amaterasu and Laboratory follower trade into 2/2s, Insight, Amaterasu evo over 2/2

(4/2 Amaterasu)

(Heal 2)
5 Evelisia (2/1) 1

What’s the difference?

We arrive at the same total damage taken of 7, but Mysterian Missile is left in hand instead of Silent Laboratory. An Earth Sigil is left on the board. At this point, it seems like Silent Laboratory was better than Mysterian Missile.

But wait, there’s more!

Mysterian Missile was left in hand while the Blood player’s board was fully cleared on turn 4. In that case, playing Mysterian Missile on Turn 3 could save more health.

Turn 1st Neutral Blood Damage 2nd Giant Chimera Damage
1 Goblin (1/2) 0 Mysterian Knowledge
2 Paradise Vanguard

(1/2 + 2/2)

1 Silent Laboratory (2/2)
3 Actress Feria

(1/2 + 2/2 + 2/2)

3 Insight, Mysterian Missile Feria, trade Laboratory follower into 1/2 (2/1)
4 Actress Feria

(2/2 + 2/2)

2 Trade Laboratory follower into 2/2, Amaterasu evo over 2/2

(4/2 Amaterasu)

(Heal 1)
5 Evelisia (2/1) 1

If we go by hands drawn in the game, another play would be to play two Magic Missile on turn 4 and evo the Silent Laboratory 2/1 follower on the board into a 2/2 to leave a 4/1 behind and heal 1 less health.

This still leaves behind an Earth Sigil, cycles 2 additional cards, and boosts Chimera 1 additional time (4pp going into turn 5) while remaining at the same health as the previous two examples.

This can be a considered a risky play if Blood has 2 followers on turn 4 and a 2pp follower isn’t drawn for Giant Chimera. However, Baphomet is typically played before a neutral 2pp 2/2 follower on turn 2 and turn 3. Even if the Blood player played a 2/2 follower on turn 2 going 1st to avoid a Magic Missile, they would generally play Baphomet on turn 3 over a Neutral 2pp 2/2 with so few cards in hand.

Conclusion

Silent Laboratory is generally better than Mysterian Missile on turn 2 into Goblin.

Even with healing from Moon & Sun, Silent Laboratory on 2, Insight + Mysterian Missile on 3 usually saves the most health in this scenario.

The key is to set up turns to continuously remove expected followers efficiently. If you end up with extra resources, look back and try to find a place to spend resources earlier to save more health. In a slower game, try the opposite. Sometimes leaving small followers up like 2/2s to save evo points and removal can help deal with important threats or create a strong turn down the line.