Are Legends of Runeterra K/DA Cards Good?
The short answer is: Yes, the Legends of Runeterra K/DA cards are good! Are they overpowered? We don’t think so, because they’re fairly niche. Each one does something in particular very good. We just hope the other factions get access to similar cards. Since this is a game where multi-faction is embraced, it will still be okay for the time being. Today, I want to look at each card, what it can do, and drop a potential decklist for each of them. Thankfully there are quite a few options and ways to use them. Do I have preferences on these cards? Of course, I do, I’m not a robot!
I do however think these cards all straddle the line of useful/niche’ pretty well. I think there is potential to do some truly destructive things and create situations that feel unwinnable for your opponent, but that’s what I like best about card games! Anyone can enjoy the back and forth of skilled play. But personally? I really like just winning outright. One of the best parts is these cards can definitely breathe life into older concepts, or decks that just aren’t working like they used to/should.
Unfortunately, I don’t have all the cards yet, so a lot of this is experimentation and research via the magic of the Internet. I’m still very excited to see what they can do in person.
Go Hard/Pack Your Bags – Shadow Isles Karma
The moment I saw Go Hard, I immediately knew it would be a force of nature with Karma. It’s practically built for her, even though she’s not a member of K/DA. Why not her instead of Seraphina? That’s another discussion for another day though. Spooky Soraka/Shadow Isles Soraka was really in a bad place. It lacked the punch it should have, with only one real, reliable AOE attack. But thanks to the K/DA cards in Legends of Runeterra, Karma’s got a brand new bag. We can demolish other players in pretty short order, with just Karma.
However, we want Thresh too, to help us get Karma in case she dies, or in the event we never see one (Hey, it happens). Level 2 Karma lets us duplicate all spells we cast, giving us a lot more speed in transforming Go Hard into Pack Your Bags. In fact, it’s our new, exciting win condition! We don’t even really need minions, but we have a few to keep us in the game.
Let’s talk about this new win condition!
How Does It Work?
Go Hard is a 1-cost, Slow-Speed spell that drains 1 life from a unit. It then shuffles 2 copies of Go Hard into your deck. This gives you a grand total of 9 copies of the card. Once you’ve cast it 3 times, all copies of Go Hard everywhere transform into Pack Your Bags, and that’s where the real fun begins. Since both copies of this are 1 mana, we have the ability to counter with Deny, making this deck all the better. But what does Pack Your Bags do? It deals 5 damage to all enemies and the enemy Nexus. Then it transforms (everywhere) back into Go Hard, and the cycle repeats. That’s why it’s so important to have Level 2 Karma.
Karma will make you duplicate every spell you cast, on the same targets. We get to Go Hard faster, and then double up on Pack Your Bags, making it hit all enemies for 10 damage and the enemy Nexus. From there, it’s just a matter of time until we win. Not too many units can survive that host of damage. Originally, we survived on Withering Wail which hit all enemies for 1 and healed our Nexus for 3. That’s no longer an issue.
The only real downside is it’s a bit on the slow side. I’d like to see Karma/Freljord too, to add some much-needed Mana Ramp. I’m still figuring out how that might work though. Honestly, it’s probably just a matter of swapping out Trundle out of the Aurelion Sol deck, and slotting in Karma and making sure we have the right spells.
As far as this deck goes, we’re going to want Deep Meditation to help us get more spells in hand. This is again, especially good at Level 2 Karma. Costing 2 less (3 instead of 5), and has us Draw 2 other spells. It costs that 2 less if we’ve cast two spells last round, which is fantastically easy. If we have a double of this, we draw 4 spells! That just makes our odds of pulling Go Hard/Pack Your Bags much greater.
However, this deck does struggle against heavy aggro. That’s not going to be a surprise though. Those annoying Hecarim decks that come out of nowhere, as well as various Noxus aggro decks can get going before we do. The entire deck is built around slowing and stalling the other player. We’re going to use stuff like Vile Feast, Steel Tempest, and Concussive Palm to do everything in our power to slow the other player from battering our faces in.
Tasty Faefolk will help too as a 4/2 [Lifesteal] unit. The Rekindler will help if we have to block with Thresh/Karma, by bringing back our strongest dead allied champion. We could block with Thresh, bring him back, and use him yet again. That’s our strategy: Slow them down as much as we can. Simply having a level 2 Karma is intimidating though. Everything we cast as a spell doubles. Grasp of the Undying? Now it hits a unit for 6 (drains). Mist’s Call gives us two units that died this turn as well.
But Go Hard is what we want. It’s our safest way to win.
Thresh (5) x3
Karma (6) x3
Tasty Faefolk (3) x3
The Rekindler (7) x3
Go Hard (1) x3
Steel Tempest (2) x2
Vile Feast (2) x3
Mist’s Call (3) x2
Concussive Palm (4) x3
Deny (4) x2
Deep Meditation 5) x2
Grasp of the Undying (5) x3
Will of Ionia (5) x1
WIthering Wail (5) x3
Vengeance (7) x2
The Ruination (9) x2
I’m still torn here; I like the idea of a Mana Ramp featuring Go Hard more, but I just am not sure where to begin. I love the concept of this quite a lot though, and Go Hard is a fantastic card, that’s for sure. It’s heavily reliant on getting more copies of itself in hand, and Karma’s passive and Deep Meditation can certainly help as well. With Karma making duplicates of spells that in turn make duplicates of themselves, we can very easily win in a few turns, if the timing is right. Of course, the hard part is surviving that long. I’ve been pondering removing a few of the spells to add more frustrating creatures, but so far, I think this is just about right. Should, if nothing else, be fun in casuals.
Give It All – Heimerdinger’s Borg Army – Piltover/Targon
Veimerdinger is a pretty sharp deck in the upper echelon of Legends of Runeterra gameplay; it’s not very risky, and it’s powerful. But what if we could give it a ludicrously powerful bomb to finish the game with? How do you like the idea of swinging for 50+ and to make sure they all have abilities like [Elusive], [Overwhelm], and [Quick Attack]? Give It All is the perfect card for any Heimerdinger deck, to be honest. We don’t have to run it in a Targon deck, but Targon gives us the survivability we want to make this deck more reliable.
The problem with this particular build is that we don’t have any 6-cost cards to make sure we have an Elusive unit for Give It All. That’s where Solari Priestess comes in! She can Invoke a Celestial card that costs 4, 5, or 6. It really doesn’t matter what the spell is, as long as Heimerdinger’s out when it’s going down.
This is a deck that was already good, but with Give It All, it becomes great. So let’s talk about exactly what Give It All does. It is a slow spell, mind. But this 8-cost spell raises all allies’ Power and Health to the highest Power or Health among all allies. It also grants all allies the allied keywords your team has. You just need high power or health unit, and every unit on the board gains that. Say you’ve got a 10/10 in play, and you have six units in play.
Let’s also say, for example, Overwhelm, Regen, Elusive, are all represented. Now, you have 6 10/10 [Overwhelm, Regen, Elusive] units. This isn’t an “until end of turn” ability either. It lasts until the units die!
That’s what makes this so great. We take a deck that’s already solid, reliable and good, and crank its potential and value up to 11.
How Does It Work?
Originally, this is a deck that relies on value from Heimerdinger and partnering with the self-buffing capabilities of Vi. When she’s in play or in your hand, she gains +1/+0 when you play another card. This caps at +8, making her potentially a 10/4 upon casting. Having Heimerdinger makes it incredibly easy to abuse this, as well.
Anytime you cast a spell when Heimerdinger’s in play, you create a Fleeting Turret equal to the casting cost of the spell you cast. However, it also costs 0 this round. So no matter what you do, as long as Vi is in hand, she’s going to be buffed again and again. Casting costs 0-8 are represented on Heimerdinger, culminating in the powerful 8/8 T-Hex turret. Heimdinger’s turrets can have the following abilities, depending on the turret:
- Overwhelm (MK4: Stormlobber)
- Quick Attack (MK5: Rocket Blaster)
- Fearsome (MK3: Apex Turret)
- Elusive (MK6: Floor-B-Gone)
- Tough (MK2: Evolution Turret)
- Challenger (MK0: WIndup Shredder)
Some of these turrets are mediocre at best, but they’re free. You want to keep some of these around and not attack with them, just to keep those allied abilities, for Give It All. Simply casting Give It All gives an 8/8 T-Hex (that we can play, not in play), but it may not be our strongest unit. Vi’s cap of 10 power is going to be our end-game goal. The rest of the deck is designed to keep us in the game until we have the keywords we want on Turrets, and a powerful enough Vi to win the game.
The most ideal set-up, for my money, is Overwhelm, Elusive, and Quick Attack. The others are useful too, mind. I didn’t include Barrier, because I do not believe it carries over after it pops, but it’s still useful. Don’t overlook it. The only major downside is that it’s not really a fast deck. On top of that, we have to worry about Vi being immediately killed upon being played.
It’s something that can happen. If that’s the case, just keep playing Turrets and use those instead. Give It All will still make sure our allies have what we need, hopefully. We also have cards like Starshaping to cast cards with higher-costs (7 or more). We will be able to get a high-power or health unit to win this game.
At the end of the day, we want just one high power or high life unit, a couple of keywords, and the rest of our units are irrelevant. They could be our basic followers for all it matters. They’ll all transform when it’s time to fight. Heck, we could simply win the game with Vi on her own, since her leveled up form deals 5 damage to the enemy Nexus when she hits an enemy in combat (when attacking).
We have to consider what we can do to stick around.
That’s what the entire deck is! Spring Gifts (fully heal an ally) comes from casting Spring Guardian for 3 mana. Simply striking with your Mountain Goat gives you a Gem (1-cost, Burst). That heals an ally for 1 and grants it +1/+0. However, you can’t cast it as a response or in combat. Since the Mountain Goat is a 3/2 for 2, we will likely get at least one Gem out of it. We’ve also got stuff like Pale Cascade to buff him or perhaps a champ/turret.
If you cast it as any spell but your first, it also gives you a card to draw in addition to the +2/+1. Many of the Piltover/Zaun staples are here too. Thermogenic Beam, Mystic Shot, Get Excited!, Statikk Shock, alongside the new Give It All.
We have all the tools needed to stick a game out. That’s what makes this deck so good. It doesn’t require truthfully risky plays. We don’t have to gamble very hard. Simply having Heimerdinger in play and Vi in hand starts setting up victory. We can keep the other player on the backfoot for as long as we care.
The only dangerous part is that most of the turrets have 1 life. It’s not such a big deal though, because we always have more spells to cast. Leveled up Heimerdinger also gives them +1/+1 when they enter play. All he needs to level up is to see you summon 12+ power of turrets. Two sixes are enough for a level up!
From there, wait out Give It All, make sure you have a strong unit in play, a keyword or two that’s useful, and cast away! From there, you swing lethal and win the game. Elusive is the best one, but Fearsome, Overwhelm, whatever you have will surely help.
Heimerdinger (5) x3
Vi (5) x3
Ezreal (3) x1
Mountain Goat (2) x3
Solari Priestess (3) x3
Spring Guardian (3) x3
Sump Dredger (3) x2
Thermogenic Beam (0) x2
Guiding Touch (2) x3
Hush (2) x3
Mystic Shot (2) x3
Pale Cascade (2) x3
Get Excited! (3) x3
Statikk Shock (4) x1
Starshaping (5) x2
Give It All (8) x2
Honestly, I thought about putting an Ezreal or Teemo into this deck to add an easier path to [Elusive], and so I replaced a Thermogenic Beam with him [Ez]. That’s still something that has to be tested, but I like the idea at the very least. We have so many powerful, cheap spells to use. We can buff (Pale Cascade), deal direct damage (Mystic Shot, Statikk Shock, Get Excited), or silence a powerful unit (Hush). No matter what spell type you need, we have it, except counters. Give It All is excellent in any Heimerdinger deck though. You can easily slot it in without really losing anything.
Go Get It, Mistwraiths – Shadow Isles/Ionia
Why wasn’t this a Shadow Isles card? It’s so strange to see a card like Go Get It as an Ionian card. Is it because the card features the [Recall] keyword? But it also adds [Ephemeral], which is the biggest part of Shadow Isles decks, if you ask me. Go Get It is likely only going to appear in the various Shadow Isles decks, but it would not be the first time I’ve been wrong. The ability to proc allied abilities a second time without any consequences whatsoever could be amazing in Ionia/Demacia decks, Ionia/Noxus, or. . . almost anywhere, really.
Go Get It is the Ionian addition to the Legends of Runeterra K/DA cards. It’s a 5-cost Fast spell, that has you [Recall] an ally. You then replace that ally with a [Ephemeral] copy that is identical in every way. The copy you recalled costs 0 mana this round. One of the most obvious uses for this is for Mistwraith. That way, you can bounce a Mistwraith to your hand, trigger its ability again, and then cast the real one again.
We combine this with cards like Fading Memories to keep making our Mistwraiths stronger and stronger. Every time you cast Mistwraith, every Mistwraith everywhere gains +1/+0 permanently. It used to be +1/+1 though. Between this, Wraithcaller, Stalking Shadows, and Risen Mists, we can make a ton of Mistwraiths.
If we manage to trigger Nocturne’s level up (attack with 5+ Nightfall allies), simply playing units gives enemies -1/-0 for the turn, and they have Fearsome. That’s the end game for us. Make our Mistwraiths as big as humanly possible, make them have [Fearsome], so creatures can’t block them with less than 2 power, and swing essentially unblockable damage.
That’s going to be a little slow, but it’s definitely feasible. It’s not a fast deck, but it’s going to be powerful. Most of the deck is built around making life as unpleasant for the other player as possible. The early game is probably going to be built around Elise harassing them with spiders, while we slowly set up our ever-growing Mistwraiths.
The best part about Nocturne is he doesn’t have to see us attack with our Nightfall allies, but he is one of them. Nightfall requires this spell to not be the first spell we cast on the turn. Here’s who have have on the Nightfall front:
- Nocturne: 5/3 Fearsome Champion. Nightfall: Grant an enemy Vulnerable and give enemies -1/-0 for the round.
- Stygian Onlooker: 2/1. Nightfall: Give me +2/+0 and Fearsome this round.
- Doombeast: 3/2. Nightfall: Drain 2 from the enemy Nexus
We do have options. It just won’t likely be immediately upon dropping Nocturne, that he levels up. I’m torn on Elise though. I’d almost rather have Hecarim even though both of their level ups are tedious in this deck. Perhaps Elise is just here to distract though, so that’s fine. If we can get her to level up, that’s just as well. We do want Nocturne to level up and stay alive. Ideally, we’ll trigger Go Get It on our attack phase. That way, we cast any of our Mistwraith cards to make sure they’re as big as possible. Then we bounce a Mistwraith to hand, cast another for 0, cast anything else we have to make them that much bigger. The more units, the better. That way, if we have a Wraithcaller we can cast, we’ll do that too. That will summon another Mistwraith.
Ultimately, this will give them Fearsome (through Nocturne), and they should be unblockable at this point. Then we swing hard, and win the game! It’s not a complex deck, to be honest.
Elise (2) x3
Nocturne (4) x3
Stygian Onlooker (1) x3
Arachnoid Horror (2) x3
Mistwraith (2) x3
Doombeast (3) x3
Frenzied SKitterer (3) x3
Wraithcaller (4) x3
Fading Memories (0) x3
Glimpse Beyond (2) x3
Stalking Shadows (2) x3
Risen Mists (4) x3
Go Get It (5) x3
Atrocity (6) x1
As far as Go Get It goes, it’s not the weakest of the cards, and it’s not too hard to build around. But I do fear it’s only going to be in Shadow Isles decks and feel even more niche than the other cards. The only harder card to build around for my money is Out Of The Way, which makes buffs permanent. I’m still trying to figure out how I want that one to work. I like this deck because I think heavy Shadow Isles decks are very satisfying to play. Even though Mistwraiths were nerfed some time ago, this will make the deck have the desired punch you’re craving. If you’re really feeling fancy, you can double-up on Go Get It on one turn and make sure Nocturne and Pals can swing harder and safer.
Lee Sin and Braum Say ‘Get Out of The Way’ – Ionia/Freljord Out of The Way Deck
This was the hardest deck for me to figure out. There aren’t a ton of “Temporary Buff” decks. For example, Demacia decks deal in a lot of permanent buffs, so that’s not such a big deal. However, out of the various Legends of Runeterra KDA cards, the one that speaks most to Out of The Way has to be Lee Sin/Shen. I also considered Lee Sin/Taric and Lee Sin/Braum. Any of the beefy supports, really. But I like Shen because of his sheer usefulness as support. I go with them also because this deck runs some Piltover cards, but you can easily slot those out for a few Targon buffs.
Lots of temporary buffs, lots of pure nonsense. That’s what we’re craving, after all. Out of The Way is a spell that, for the rest of the game, makes our buffs permanent. It’s 5 mana, and Slow Speed, so it can be countered. That’s why I want it in a deck that can still win regardless. That my friends, is a Lee Sin deck. If we get Lee Sin permanent Challenger, and Permanent Lifesteal? It’s on.
It’s not a card that makes the deck unbeatable, because Lee Sin decks are already powerful. The only reason I didn’t opt for Lee Sin/Teemo, is that deck doesn’t really need to get a variety of buffs made permanent. It’s already filthy strong because it’s Lee Sin/Teemo and for no other reason. I suppose we should get started and figure out just what makes this deck tick in the first place.
How Does It Work?
We want a deck that’s going to cater to both of their strengths. Lee Sin wants to be as strong as possible, so when we kick enemies into the Nexus, they explode into treats. With both Shen and Lee sin at level 2, that’s going to be easier than ever. After all, Shen grants his supported ally Barrier when they attack together; any ally that receives a Barrier also gets +3/+0 for the round.
If we’ve already cast Out of The Way, that’s now a permanent +3/+0. Sadly, Barrier is not permanent, because that would be filthy OP. The only way to get past it would be Obliteration. This also potentially makes your Greenglade Caretaker a force of nature, if Level 2 Shen is out. Whenever an ally receives [Barrier], Greenglade Caretaker gets +2/+0, and then another +3/+0 if the Barrier target is the Caretaker itself.
The other most important thing about this deck is making sure Lee Sin has permanent [Challenger], so he can always target the weakest unit (or the thing that needs to die the most), get [Barrier] from Shen, and then blast it and the enemy Nexus to pieces. How does that happen? Well, first Lee Sin needs to be Level 2 (we need to cast 8 spells, and he doesn’t have to witness it). Shen’s level 2 requires him to see allies gain Barrier 4+ Times. It can be from your hand, too. Casting spells is the easy part though, most of ours are dirt cheap. We also have spells like Ki Guardian to give Barrier to an ally in our hand. Someone could simply come into play with it. Level 2 Lee Sin is vital to our winning strategy, and Out of The Way makes it way easier.
The first time you cast a spell for the round, Lee Sin gets Challenger [now permanent]. If you cast another, he gains Barrier, and this happens at both levels of Lee Sin. However, Level 2 Lee Sin hits enemies he challenges with Dragon’s Rage for free. Dragon’s Rage kicks an enemy into the Nexus, striking both of them (both the enemy and the Nexus take full damage). If the enemy survives, Recall it.
Now you’re probably getting why this is so scary. If we can permanently buff Lee Sin, we can very quickly turn this into an OTK deck. That means we need buffs that are useful. They need to be good both temporarily, and permanently. That brings us to Piltover’s Vault Breaker. As a 3-cost Burst spell, it gives an ally +2/+0 for the round and creates a [Fleeting] version of the same spell in hand. That means you can give Lee Sin +4/+0 for the round/permanently.
Consider that Level 2 Lee Sin is a ⅘ baseline, and assume he’s attacking with Level 2 Shen. Now he becomes a 7/5, simply by declaring an attack. We double-dip on Vault Breaker, making him 11/5, which takes 6 mana total. With Spell Mana, this is easily done. With another 3 mana, we can cast Twin Disciplines to give him either +3/+0 or +0/+3, depending on what we need. If we go all-in on attack power, that means he’s going to hit the enemy Nexus for 14 damage.
That’s just him! We’re not counting possible damage from Greenglade Caretaker or Cloud Drinker, which, if we slap a Barrier on it, it’ll gain another +3/+0 (making it a 6/5). If you’re worried about Lee Sin taking damage, we have a solution for that too. Just cast Rush for 1 mana as a Burst Spell. Normally it’s +1/+0 and [Quick Attack] for the round, but with Out of The Way, it’s now permanent Quick Attack. So when we’re on the offensive, he’s got First Strike. If he deals lethal damage, he takes no damage in response!
If you want your Caretaker/Shen to have Challenger, you can do that with Sonic Wave, which also creates a Fleeting Resonating Strike (1-mana cost, burst) in hand. Don’t cast Sonic Wave unless you have the extra 2 mana unless it’s an emergency. Resonating Strike gives an ally +2/+0 at Burst Speed (temporary, unless Out of The Way is in play).
We even have defensive options, should Lee Sin or someone else we care about gets pulled into the way of oncoming violence (Challenger/Vulnerable). Stand United is a 6-cost Burst Spell that ultimately swaps 2 allies and gives them both Barrier for the round. If Level 2 Shen’s out, that means they both also get +3/+0. It could very well save someone from doom.
Even our creatures help out in little ways. Scales of the Dragon, for example, is a 4/2 for 3, that when summoned, creates a copy of Dragon’s Protection in hand. That spell is a slow 2-cost that gives an ally a permanent +0/+3, even without Out of The Way. We also have another Piltover card, Jae Medarda. Their purpose is to take damage and survive. They’re a 4/4 and when they are targeted and survive, you draw a card. The liberal use of Barrier is great for him. He’s a great card to use in conjunction with Shen if you can give him Challenger, or just in general. He is a 4/4 and is immediately a threat. He doesn’t have to attack to get it though; he simply has to be targeted by something and not die from it.
He’s our key drawing engine. But between Rush and Spirit’s Refuge, we can make Lee Sin a dunking machine. Spirit’s Refuge will give him (or any ally) Barrier and Lifesteal for the round, which is just lovely. Lifesteal doesn’t heal Lee Sin, but it does heal our Nexus. It allows us to ignore certain attacks and just come back from nothing.
Our end-game goal is to get Out of The Way cast as fast as possible and start buffing Lee Sin. That way, we can make a concerted strike, and win in one turn thanks to his Dragon’s Rage on Level 2 Lee Sin. Set up our leveled-up Champions as soon as possible, and laugh as we blow the other player away in one strike. Don’t hold back though; attack as often as it’s safe.
Lee Sin (4) x3
Shen (4) x3
Rush (1) x3
Ki Guardian (2) x3
Sonic Wave (2) x3
Vault Breaker (3) x2
Twin Disciplines (3) x2
Deny (4) x2
Spirit’s Refuge (4) x2
Out of the Way (5) x3
Stand United (6) x2
Greengalde Caretaker (1) x3
Scales of the Dragon (3) x3
Jae Maedarda (6) x3
Cloud Drinker (6) x3
This is a bit contrived, but I really like its possibility as an actual functioning deck. Sometimes, concepts like this are very hard to pull off. Thankfully, this is a deck that already existed, and we just added something to it to make it safer. We could easily remove the PIltover stuff, and slot in Taric instead of Shen. But I like this more. This is the easiest one to put together I think, and has the merit of lots of Burst-Speed, low-cost spells to really save our champions/allies easily.
Teemo and Sejuani Feel the Rush – Piltover/Freljord Feel the Rush
Feel the Rush is essentially a better version of Warmother’s Call, in my personal opinion. It summons 2 different champions from your deck and makes them 10/10s. Some people think Braum/Trundle, some people think Trundle/Ashe or Trundle/Tryndamere are the right picks for this deck. That is just sad and shortsighted. The correct answer includes Teemo! Originally I thought “Teemo/Ezreal,” but Sejuani’s just too fun to pass up.
By now, we’re going to have Level 2 Sejuani and probably Level 2 Teemo as well. Being able to Frostbite the whole enemy attacking line is going to be terrifying. Plus she’s now a 10/10 Sejuani with Overwhelm. Teemo will have Elusive, so he’s free to attack, as long as the opponent has no Elusive minions. Perhaps the best part of this deck is again, it’s already a concept that works well.
It’s a deck that’s already pretty strong on its own. In fact, I played against this, sans Feel the Rush today and it was already strong. Starlit Seer’s ability to give the top ally in your deck +1/+1 anytime you cast a spell (in a TEEMO deck) is horrifying. Want to potentially see a Level 1 Sejuani that is an 8/9? You can! Thanks to the low-cost Mushroom Cloud cards, and low-cost buff spells, we can easily make that happen.
Normally this deck would also have the traditional Freljord Mana Ramp cards: Wyrding Stones and Catalyst of Aeons. Honestly? You could still slot them in if you were of the mind too. If I replaced anything, it would likely be Ruthless Raider/Statikk Shock, maybe. I’d be careful of making that change though. It’s just some food for thought.
Teemo makes leveling up Sejuani insanely easy too. You just have to damage the enemy Nexus in five different rounds. The constant Poison Puffcaps that come from attacking with Teemo, or through Puffcap Peddler/Chump Whump, we’re going to damage them nearly every round. We can also stay in the game through Kindly Tavernkeeper healing us, and a few Frostbite shots through Avarosan Sentry/Flash Freeze.
We want to get to the point where we have a spare 12 mana for Feel The Rush. Bear in mind that Legends of Runeterra doesn’t adhere to MTG Arena’s Legendary rule; so you can have as many of the same Champion in play as you want! Out of all the KDA cards coming to Legends of Runeterra, this one might be the most absurd in terms of raw, immediate damage. With careful planning, you can cast Feel the Rush on Turn 9, so you just have to survive that long and make the other player antsy. We have cards like Thermogenic Beam to deal damage with, and buffs such as Elixir of Iron/Troll Chant to keep us going.
The end-game is very simple, which explains this deck write-up being a little simpler/shorter. We want to build up the mana, activate Feel The Rush, and swing with a 10/10 Teemo and 10/10 Sejuani. If you already have one of each in play, that’s great too!
Teemo (1) x3
Sejuani (6) x3
Avarosan Sentry (2) x3
Ruthless Raider (2) x3
Starlit Seer (2 (x3)
Kindly Tavernkeeper (3) x3
Puffcap Peddler (3) x3
Chump Whump (4) x3
Thermogenic Beam (0) x3
Elixir of Iron (1) x3
Troll Chant (2) x3
Flash Freeze (3) x2
Statikk Shock (4) x3
Feel The Rush (12) x2
What I’m curious about is how Starlit Seer will work with Feel the Rush. If it draws a Teemo and/or Sejuani, and one was on top, would it still get the +1/+1? It’s not a big deal, but I am curious. This is a deck type that already worked. You don’t need Feel The Rush, but it’s just another really great way to win. Simply getting a Turn-1 Teemo in play means you can start triggering Sejuani’s level up so much faster. There’s a chance you’ll defeat the other player simply by Puffcap damage and Sejuani. However, this deck lacks the Tuskraider, which doubles the Power/Health of all allies in the deck. I’d like to make room for it, but it’s not really necessary in this set-up. But it’s a card to keep in mind, because the Teemo/Sejuani deck does make use of that follower. All told, it’s a fantastic deck.
So, these are my thoughts on the K/DA cards! All told, I find each of the cards to be good in their own way. Not overpowering, but not useless. In fact, they all have very direct uses, that you could slot into a variety of decks. They’re memey, but they’re not useless. I am hoping to see them in more decks, too.