The Best Legends of Runeterra Decks in October 2021


by in League of Legends | Oct, 4th 2021

Now that we’ve had some time to let LoR’s meta shift about and cards have been nerfed, it’s time to look at the best LoR decks going into October 2021. It’s not likely these are going to change until the next expansion drops unless we get another major update to shake things up. In particular, Irelia/Azir decks have gone from “must play” to “well, you can play this but there are better options.” It’s not terrible, but it’s not quite as powerful as other decks we’ve seen. Thanks to the nerfs, some other decks have made their way into Tier 1.

The change resulted in some other decks joining Draven/Sion at the top, like Zoe/Nami, which fills me with both joy and dread. There are a few Nami decks I’m seeing lately that are absolute monsters, too. We’re going to focus primarily on Tier 1, the best LoR decks for October 2021. We’ve had a few weeks with Bandle City, and we’re starting to see the cards from it really take . . . root? Yeah, I’m going to stick with that pun.

Zoe and Nami Sneak About! (Zoe/Nami – Elusive Deck)


I really feel like “Elusive” decks are kind of their own thing. Not quite aggro, not quite a midrange, some weird amalgam of the two. Almost like a combo deck too. But I adore Nami as a card, not just because she’s supported in LoL. But you have a seriously dumb amount of power in this deck. You take ordinary, useful Elusive cards and buff them so they’re wildly out of control. We’ve got serious value in this deck, and it’s not going to be a fun time for anyone that plays against it. There are decks that can win out (Sivir/Demacia, Zed/Lulu), but pretty much everyone else falls under the cuteness of Zoe and friends.

Champions:

The longer Zoe can stay on board, the better. She creates a threat for us every single turn, as long as she Nexus Strikes. This creates a Supercool Starchart or reduces its cost by 1 if we already have one. Then if we’ve played 10 cards with different names, she levels up. This spell costs 2, is Burst Speed, and Invokes a Celestial that costs 3 or less. It’s going to be so easy to level her up. She’s Elusive and goes from 1/1 to 2/2 when she becomes Level Two Zoe. Then when she levels up, your Nexus gains “When you summon an ally, grant its keyword to all allies.”

We’re always going to have sweet Elusive goodness in this deck. This can also grant us stuff like Lifesteal, Attune, just for starters. The Invoke cards could grant more too. Level Two Zoe also creates a Behold the Infinite that now costs 0. This just Invokes a card, so we could get a much wider range of OP cards.

Nami is the real star of the show. We use Zoe for threat creation, and as an Elusive, she’s amazing. Nami’s a ⅔ with Attune, so she grants us a point of Spell Mana when summoned. However, she’s a ⅔ and whenever you cast a spell, your weakest ally (that isn’t her) gains +1/+0. When we’ve gained 7+ spell mana in this game, she transforms. Here’s where our Elusive allies go off the rails. Now they gain +2/+2 to our other weakest ally. Both of these only affect allies that aren’t Immobile. This ¾ is really frustrating, and we have a lot of spells in this deck. It’s going to get out of control.

How Does It Work?


If we want to maximize efficiency, we’re probably not making any moves in the first couple of turns. This will give us 3 Spell Mana, allowing us to cast Double Trouble. This summons two random 1-cost followers, putting pressure on the board. Ultimately, we’re now much closer to Nami’s Level Two form. She needs us to gain 7+ Spell Mana. One more turn of being conservative is all we need. From here, we play Nami and get just about all the mana we need for her level two form.

From here, we want to get a few Elusive followers/champions in play like Zoe and start slinging spells. Sparklefly being a ½ Lifesteal/Elusive is an excellent move. Zap Sprayfin costs 4 and is also great with its Elusive/Attune. It also draws a spell that costs 3 or less from our deck, so now we can do more. Fleet Admiral Shelly grants other allies +1/+1 for every two spells we cast, which is wildly easy. Wiggly Burblefish costs 6 normally, but costs 1 less for each spell you’ve cast this game and is a 2/1 Elusive. When it is summoned, you also create a random 1-cost spell from your regions.

Our allies aren’t powerful out of the gate and are subject to taking direct damage and dying. Thanks to Mount Targon, we’ve got buffs to help. Both have Burst, too. Sunblessed Vigor costs 2 mana and gives +0/+2. Pale Cascade is temporary but grants +1/+1 for the round, and if it’s not the second or later spell, you also draw 1! Then later, you can cast Guiding Touch when they have more than 1 hp. It would heal an ally or your Nexus for 2 hp, hopefully saving them.

Since we have 24 spells in the deck, and none of them cost more than 3 mana, we can stock up spells, and bombard our opponent when sudden, buffed allies! We can make Moon Weapons, or steal 1 of 3 enemy spells played this game and create a copy in hand (Spell Thief). We can also use Make it Rain, which costs 2 and deals 1 damage 3 times among random enemy targets – it can also include the Nexus. So we’ve got plenty of spells to drop at the last minute.

Almost every spell in this deck is burst speed, too, so our opponent can’t stop them. Double Trouble is slow, and Make it Rain is Fast, so we’ve got plenty of options. The idea here is that we’re going to play Elusives, buff them through spells, and hit people for just…tons of damage. Sure, Nami only buffs the weakest ally, but that’s going to be constantly shifting so we non-stop buff our friends. Then with Level Two Zoe, even Nami can get Elusive! We’re going to hammer people tons of damage onto the other player, hopefully unimpeded.

Decklist

Champions:

Zoe (1) x3

Nami (3) x3

Followers:

Sparklefly (2) x3

Zap Sprayfin (4) x1

Fleet Admiral Shelly (5) x3

Wiggly Burblefish (6) x3

Spells:

Gifts From Beyond (1) x3

Spell Thief (1) x3

Guiding Touch (2) x3

Line ‘Em Up (2) x3

Make It Rain (2) x1

Pale Cascade (2) x3

Sunblessed Vigor (2) x3

Supercool Starchart (2) x2

Double Trouble (3) x3

Deck Code

CECQCAQGDAAQIBQOAEBQMEICAUDAKCYHAMEQSIZIFIZWFVYBAEAQGCK3AEBAEBRGFU

Final Thoughts


I love obnoxious decks like this. I’ve had to play against them quite a few times in the past, with Ezreal and others. I like the Nami/Zoe version though. Sharing buffs, dealing increasingly larger amounts of damage, I just love it. You could probably swap a few spells around if you needed though, depending on your personal needs/wants. But for my money, this is the best way to play Nami/Zoe. They bring a lot of friendship and joy, as they drag people under the sea to drown them, once and for all.

It’s Draaaaaaaaaaven – And Sion! (Draven/Sion Midrange/Aggro Deck)


So, we covered Draven/Sion in the previous article, so now we have to see how different they are. Turns out, not entirely! There are a few new cards that I didn’t have in the previous one, for both spells/followers. It’s still an incredible deck, and on turn 7, we should be able to just play Sion and start battering people. It’s a deck with a lot of damage (again). Aggro/Midrange seems like it’s a very potent way to go in LoR right now, and October isn’t going to change the best decks too much. This deck tends to fall to Nami/Zoe decks though. In my estimation, the Elusive nature of the deck and the constant growing creatures makes it harder to get through. That and it’s slow in comparison – with Sion’s 7-cost to play is pretty prohibitive.

Champions:

Since we’ve covered this before, I’ll be pretty brief. Draven’s here because he creates cards for us to discard, and he’s early-game and incredibly aggressive. We need that to hold off for Sion, after all. He levels up easily – strike with two Spinning Axes. Sion takes some time. A 7-cost, he grants your strongest ally Overwhelm when he’s discarded and goes back into your deck. We can use him as a discard tool for various spells, and our Spinning Axes. He also has +1/+0 (cap of +7) for each card you’ve discarded in this game. He can come into play as a 7/6, or a 17/6 at level 2! So he’s wildly strong. Then if his level two form dies, you get his 10/4 “Sion Returned” to come into play, which rallies. That’s how we win, simple enough. Trample people down with unreasonable damage!

How Does It Work?


Comparatively speaking, this deck costs less to build. Most of it is common, which is nice. We’re only running a trio of Epics – Lost Soul. When it’s summoned or discarded, you create a Twinblade Revenant in hand, so there’s value no matter which you do. So you can discard the 8-drop to get a 4-drop, that’s a 4/3 Challenger, which creates a Lost Soul when it dies! So we pitch the 5/4 for 8, to cast a 4/3 for 4, and that gives us back the 5/4 for 8.

Since Sion rewards us for playing/discarding creatures of decent power. In order to level him up, we need to discard or summon 35+ Power worth of creatures so this rotation of discarding/summoning is amazing. We’ve got quite a few ways to discard this card too! You’re probably familiar with Get Excited!, which requires a discard to deal 3 to anything. Some of our creatures require a discard too! Reborn Grenadier, for example, requires a discard. When this is discarded, you summon an exact copy of it, too, which is neat.

Some of these are really familiar, like Zaunite Urchin. Some of our cards also reward you for being discarded, like Fallen Rider creating a Risen Rider when it’s discarded. Grave Physician is an addition to this deck too and discards a card to draw a unit. So you absolutely love to see this. We also added Ravenous Flock into the deck as a control spell. We combine it with Arachnoid Sentry to stun something and then hit it for 4. It also deals that 4 damage if the target is damaged, so it’s solid either way.

Once we’ve got Sion on board, the game is pretty much over. The possibility of him coming in as a 17/6 is just hilarious. Then if he dies, you get Sion Returned, which is a 10/4 that rallies. So you could potentially hit someone for 27 in one turn if everything goes well. After all, you can attack with Level Two Sion, and follow up with Whirling Death to defeat your foe’s last blocker. Then Sion perishes, and you get another attack with Sion Returned! Pure devastation.

Decklist

Champions:

Draven (3) x3

Sion (7) x3

Followers:

Reborn Grenadier (1) x2

Zaunite Urchin (1) x3

Boom Baboon (2) x3

Fallen Rider (2) x3

Grave Physician (2) x1

Arachnoid Sentry (3) x2

Sump Dredger (3) x3

Lost Soul (8) x3

Spells:

Poro Cannon (0) x3

Ravenous Flock (1) x1

Mystic Shot (2) x2

Rummage (2) x2

Get Excited! (3) x3

Whirling Death 3) x1

Survival Skills (5) x2

Deck Code

CECQCAYECIAQIBAQAEAQGFADAECCMJZNAMCQGAIJBUCACBIDAYAQCAZOAEBQGDYCAECACNADAEBAGCIBAUBQIAIBAMFQ

Final Thoughts


We use those early game cards to put damage on the board and start a tempo of aggression. Meanwhile, Zaunite Urchin, Grave Physician, and Lost Soul start generating value. It’s very easy to summon Sion for the first time as Level Two Sion, too. It can easily happen on turn 7 with enough aggressive plays. We discard big creatures, play creatures at the same time, and stomp! That’s the sound your opponent will hear as you casually stride over the top of their Nexus. Such a fun deck.

Ninja Magic + Rallies = Devastation (Zed/Poppy Rally Deck)


What if we could take the power of Elusive in the previous deck, and give it a little different flavor of chutzpah? This deck promises to be faster, I think. It’s incredibly aggressive fast, combining the sneaky Elusive cards of Ionia with Demacia’s buffing and, more interesting, Rally. If we want, we can attack twice a turn at the right times and just win flat out with incredibly powerful moves. These creatures all feature very useful effects, and our allies’ level-up conditions synergize incredibly well. Poppy needs to attack with allies 3 times, and Zed or his shadows need to strike the enemy Nexus twice. What if we do that, then rally? Easy.

I’m a really big fan of how easy this deck is to put together too. No epics, just Rares, Commons, and two playsets of champions. That’s right, this deck is both economic and powerful. We don’t really need a lot of new cards either! That’s not a bad thing, to be frank.

Champions:

Everyone knows by now how frustrating Zed is. He’s a 3/2 Quick Attack that summons a Living Shadow with his stats whenever he attacks. So at baseline, it’s a 3/2. If we combine this with Poppy, she’ll buff Zed when he attacks, making the Shadow stronger too. It’s just going to get out of hand incredibly fast. Zed just has to strike the Nexus twice (him or his shadow). This turns him into a 4/3, and now, his Shadows also gain stats and keywords! Now the Shadow has a Quick Attack!

If we use a Brightsteel Protector, give Zed Barrier, the Shadow will also have it at Level Two. Absolutely brilliant, that. Poppy is new, though! She’s new, and she’s quite literally going to make an Impact. She’s a 4/3 for 4, and when she attacks, she and all allies with equal or less power will gain +1/+1. She’s also a great target for Barrier, and things of that nature. We’re going to just start bullying people as soon as possible. After she’s attacked three times with allies, she turns into Level Two Poppy.

Level Two Poppy becomes a 5/4 and gains Impact. When she strikes while attacking, she immediately hits the enemy target and the Nexus for 1 damage – and that can stack. Now, whenever she attacks, she grants her and her allies equal/less power than her +2/+2, and Impact. Suddenly, the damage is going to really spike. These buffs are permanent too, so if we can keep Zed around, he’s going to make shadows that are obnoxious and huge. We combine this with Elusive allies, and a few Rally effects, this is going to be madness. Absolutely love it.

How Does It Work?


The original version of this deck used Lulu instead of Poppy, and if that’s more your speed, that’s fine! You can sub her back in without much issue. Heck, you can replace Zed with Lulu, and it will still be a powerful force of nature! Either way, you get powerful trades with your challengers, your elusives, et cetera. Normally, Challenger allies are kind of on the weak side, when it comes to health. But if you can set things up right, you can use Poppy to buff the Fleetfeather Tracker for example.

Have it pull something forward that has no attack power, so it does nothing but grows. We can also combine that Fleetfeather Tracker with a Support ally, the new Young Witch. It gives her ally Quick Attack and +1/+0 for the round when supporting. She’s also got Elusive, so she’s generally speaking, very safe. We’ve got a lot of familiar cards here too. Navori Bladescout gets Elusive for the turn it’s played and that is rad. I like to play this when it’s time to use Rally to get the most out of the Bladescout.

Other popular Elusives are here, like Greenglade Duo, a 2/1 Elusive. It gains +1/+0 for the round each time you play another ally. That’s neat, but we don’t really need to stress it with Poppy around. Shadow Assassin is another Elusive that we love because she’s a 2/1 that has us draw a card when she’s played. Elusives tend to also have low HP, so bringing Poppy onboard is a no-brainer. Let’s make those Elusive allies far stronger!

So we’ve got the followers and champions nailed down. Easy enough. Everything’s low-cost, nothing over 3 mana. Poppy and Zed are 4 and 3 mana respectively too, so not the worst. Our spells are 1-3 mana also, except for Golden Aegis. It’s a Slow Spell, but it gives an ally Barrier this round, and also Rallies. Rally allows us to get an attack token if we don’t already have one. So we attack, and then we rally, or we rally on our opponent’s turn, to attack during their turn too.

Relentless Pursuit is also a Rally spell, Slow Speed, and for 3 mana. These are the cards we keep for when it’s time to seriously drop damage. It will help us level up if need be, or will just secure tons of damage with a full board. We’ve got a few just-in-case buffs too. Twin Disciplines for example is a 2-cost Burst Spell and gives an ally +3/+0 or +0/+3. It can save someone, secure a kill, or just dump tons of extra damage on a Nexus. If we have Zed and he’s going to swing free, for example, we drop this as we’re setting up an attack. That way he’s a minimum of 6/2, to do maybe 12 damage on the enemy Nexus. Or we can buff his defense (or anyone else’s) to keep them safe.

Sharpsight is a temporary +2/+2 and allows a unit to block Elusvies. That part is just a bit of icing on the deck, but we want to use these in the right situations. That’s going to change game-to-game. I like to use them as reactions, to keep someone alive or put pressure down. We have a counter in Nopeify! Too. If we have allies that would die by 1 point of damage, we can keep them around with Ranger’s Resolve, giving everyone Tough this round (for us). If our enemy has allies that only do 1 damage, thinking they’ll get free kills, we drop this at the last second.

The reason this deck is so fun is because of Poppy. We attack with her, set up support if possible, and swing with as many Elusives/Ninja as we can. We force our opponent to play defensive no matter what. It’s the pressure at all phases of the game, and we wind up getting bigger, and more dangerous thanks to Poppy. We have buff spells to keep things safe, and can Rally to do double attacks when we’re at our most dangerous.

Decklist

Champions:

Zed (3) x3

Poppy (4) x3

Followers:

Fleetfeather Tracker (1) x3

Navori Bladescout (1) x3

Brightsteel Protector (2) x3

Greenglade Duo (2) x3

Young Witch (2) x3

Shadow Assassin (3) x3

Spells:

Ranger’s Resolve (1) x2

Nopeify! (2) x2

Sharpsight (2) x3

Twin Disciplines (2) x3

Relentless Pursuit (3) x3

Golden Ages (4) x3

Deck Code

CEDACAYABYAQGAQKAECAAAQBAUFCSAYBAAERKHIFAEBAMCIMCE4QEAICAADQCAYCCQAA

Final Thoughts


What a blast, this deck is! I remember the Lulu/Zed decks, and how mad they would make me. Zed’s still somehow a threat even now, and I have a love/hate for him too. We can start the game with Challengers and Elusives, and around turn 4, we can begin buffing them if they’re still around. I absolutely adore this deck, and I think Poppy adds a lot to it. The ability to constantly increase in power whenever we attack, it just makes them harder to kill. They can take a point or two of damage, and then gain it back, thanks to +2/+2 from Poppy. She just steamrolls people in this efficient, fast-paced deck.

Bandlewood Brings Burn Back (Twisted Fate/Gangplank Burn Deck)


What an interesting use of the Bandle City cards! I was sort of surprised at first to see Bilgewater and Bandle City teaming up, but then I thought about it a second time. Impact is incredibly strong and will help us drop a Level Two Gankgplank pretty easily. After all, we need to damage the enemy Nexus in 5 different rounds. It’s incredibly easy for this deck to deal at least one damage to the enemy each turn, thanks to Impact and a host of spells. We target weak cards, to deal extra damage, or simply throw our cards at the enemy Nexus again and again.

This deck is flexible, which I love. We can win super early through overwhelming numbers, or we can play it safe and win towards the mid-game, with a Level Two Gangplank. Our Powder Kegs, bonus creatures, and spells will spell ruin for our opponent. Plus we have Twisted Fate too, I guess. He’s still my least favorite champion in Legends of Runeterra/League of Legends, but he’s useful. I just don’t like him personally. He can stick to being a lame, wannabe Gambit.

Champions:

Twisted Fate is okay, I suppose. The Destiny Cards you can pick from when you play him is flexible, and he’s a 2/2 Quick Strike. When he’s seen you draw 9+ cards, he levels up, but I don’t see that happening often. We’ve talked about him a few times here as well. As far as the usefulness for Gangplank/damage, we want to use Red Card more often than not – it deals 1 to all enemies and the enemy Nexus. Level Two Twisted Fate plays a Destiny Card the first three times you play a card each round, so he’s worth having. It just takes a mighty long time to get to it unless you build the deck for it.

Gangplank, however, fits the deck nicely. When he’s summoned you also summon a Powder Keg, which can stack. A 0/1, all your spells and skills deal 1 extra damage. Then when you use a spell or skill that damages enemies or the enemy Nexus. You can stack a few of these up for some explosive results. Once you’ve dealt damage to the enemy Nexus on 5 different rounds, he comes into play as a 6/6 Overwhelm, instead of a 5/5 Overwhelm. Level Two Gangplank summons a Powder Keg each round start, and when summoned. When he attacks, he deals 1 to all enemies and the enemy Nexus. Now you can see why he’s so key. He can pretty easily seal up the game for us.

This synergizes well with us, making our spells hit harder, our enemies’ minions weaker, and triggers some fun effects in our spells. Personally, I think Miss Fortune could be better than Twisted Fate, but perhaps not. I just think her passive and abilities would work better and make the deck faster.

How Does It Work?


We’re aiming to deal damage every single turn, with as efficient a means as possible. Crackshot Corsair, for example, can be incredible on turn 1, and the longer it sticks around, the better. A ½ for 1, it deals 1 to the enemy Nexus when allies Attack. It would be fun in decks that deal extra attacks too, but for here, it just makes sure that we deal guaranteed damage on our opponent’s Nexus. It’s all about balancing what we can do and what we can’t.

We obviously can’t trigger this ability when our opponent has the Attack Token. Instead, we have spells! For example, we have Parrrley, which is a 1-cost Slow Spell. It deals 1 to anything, and if it kills that target, it also deals 1 to the enemy Nexus. We can use it to just ping their Nexus directly, or hit a 1-health minion and get a two-for-one special. Double Up is expensive (5 Mana) but we can store spell mana for this. It’s a Fast Spell and deals 2 to an enemy. If it kills that target, deal 4 to the enemy Nexus. That’s an amazing value if you can time things correctly.

You make sure your opponent has a target in range, even if it takes a previous spell or attack first. Make It Rain is yet another of these spells since it deals 1 damage three times to different random targets (enemies) and the enemy Nexus as well. Lots of reliable damage here. Inventive Chemist is a new card in Bandlewood, that creates a Scrappy Bomb when played. That has a Countdown of 3 (or when destroyed), and it deals 1 to the enemy Nexus.

Bandle City also brings some sweet Impact cards. Stone Stackers is a 2/2 Tough/Impact, for example, which is a great card. If it’s being blocked by creatures with 1 power, it takes no damage! And striking with it deals 1 extra damage to the Nexus (via Impact). Tenor of Terror is a ⅔ with Impact as well, and if you’ve played a created card/killed a unit with a spell in this game, you also summon the Bass of Burden. Now we have a 3/2 Impact!

Even if these allies die in battle, they still deal the free Nexus damage provided they dealt damage. We create lots of cards with this, with Lecturing Yordle, for example. When this is summoned or attacked, it creates a Fleeting Poison Dart, and as a ⅗, it’s serious value. These Poison Darts are 1-cost slow spells, that deal 1 to anything (probably the Nexus), and plant 3 Poison Puffcaps into your opponent’s deck. All of these 1 damage spots are going to add up really fast.

Marai Warden also summons a random 1-cost follower, and Dreadway Deckhand summons a Powder Keg. So we get a lot of value really fast in this deck. I like to use the spells on their turn, and Impact/attack traits on my turn, to keep the damage flowing. Then we get Gangplank to wrap things up for us. We could in theory just win without him too. We just crank out that much steady damage. It’s got a hard time with decks like Zoe/Nami though because they hit harder, and sometimes faster.

Decklist

Champions:

Twisted Fate (4) x3

Gangplank (5) x3

Followers:

Crackshot Corsair (1) x3

Inventive Chemist (1) x3

Dreadway Deckhand (2) x3

Marai Warden (2) x3

Stone Stackers (2) x3

Lecturing Yordle (4) x3

Tenor of Terror (4) x3

Spells:

Parrrley (1) x2

Make It Rain (2) x3

Pokey Stick (2) x3

Double Up (5) x3

Hidden Pathways (5) x2

Deck Code

CEBQCBIGAECQKCQHIVEWBJQBAYBAMBA2D4QC2PACAEBAMEQBAUFBUAA

Final Thoughts


I love obnoxious decks like this. It’s got to be infuriating. If Teemo decks are anything to go by, constant damage is loathsome. It can be frustrating, high-speed aggro, or it can go midrange, and win via Gangplank mid-game bomb, alongside Twisted Fate. That said, this deck can be disrupted pretty hard, but once it gets going, it’s hard to stop the tempo it offers. With low-cost Bandle City and Bilgewater cards, and lots of damage, I’m hoping to see this stick around.

The Bandle Tree: A Unique Win Condition (Noxus/Bandle City Deck)


What if we run a deck of cheap, annoying creatures – but they aren’t necessarily supposed to win via damage? I mean we can, but that’s not the goal. This is “Why can’t we be friends?” the deck because we want to utilize all 10 factions. That’s because our ultimate wincon is The Bandle Tree! We can win because of damage, or we can just hold so many minions on board that no opponent can breach our walls. If we lose followers, we just laugh and summon more! If our opponent can’t break down The Bandle Tree, they likely aren’t going to win. We’re going to get a follower from a new region in hand every Round Start.

This is a turn-5 spell though, so it’s going to take some time to get started. It doesn’t matter though. It doesn’t need to see us cast all our followers. It just has to be in play when we summon a unit from a 10th unique region. How can we do this in our two-faction system? It’s all thanks to those annoying, but adorable Bandle City Yordles.

Champions:

You might be asking yourself, “Fizz? But he’s Bilgewater! How is this a Noxus deck?!” and that’s because of the magic of Dual-Region! Fizz is Bilgewater/Bandle City. Thankfully, we aren’t running any Bilgewater cards in the deck! We are running a Noxus follower (House Spider), and a pair of spells (Ravenous Flock, Scorched Earth). Fizz is a Yordle, so he fits the theme of the deck, he covers us for Bilgewater, and he’s a 1-cost Champion.

Not to mention, his ability is infuriating. Stopping enemy spells and skills that target it and giving it Elusive? So good. Then when we cast six spells he levels up. When this unit strikes the enemy Nexus as Level Two Fizz, we also create Chum the Waters in hand, so we can get more damage. He’s excellent for this deck.

Poppy is a champion we’ve already talked about a few times on here. She’s going to make our constant flow of weak allies buff and survive just a little bit longer. She also fulfills our Demacia requirement for The Bandle Tree. We have so many ways to get weak allies in play, so why not let them stick around?

How Does It Work?


The Bandle Tree is an amazing way to win. Each Round Start, it creates a follower from a new region in hand. We win the game at this point if we’ve summoned units from ten different regions. Dual-Region cards really help here. We don’t have all ten in the deck baseline, but The Bandle Tree will help without a doubt. As long as the other player can’t target landmarks, we win! It’s just going to be a matter of time.

We also have a lot of card draw to help us out. What about our baseline dual-region followers? We already know Fizz/Poppy. Proto Poro is a 1/1 with Impact, who is Bandle City/Freljord. Free extra damage on turn one with Impact! Huzzah! Bomber Twins is a 2-cost 3/2 from Bandle City/Shurima. When it is summoned, it also creates a landmark that costs 2 or less.

That’s a bit of a free threat. Loping Telescope is a Bandle City/Mt. Targon card, and Manifests a random Celestial that costs 3 or less, an Epic, or multi-region follower. So you can pick something you happen to need. Aloof Travelers is Bandle City/Piltover & Zaun card for 4 mana. It has both players draw a card, then our opponent discards their highest-cost card, which is amazing.

While Bandle City Mayor isn’t multi-region and is a 2/2 for 3, our Multi-Region units cost 1 less. It also Manifests a multi-region follower when played! Constant, non-stop value. We create a new threat with The Bandle Tree, and we have some other conjured cards. Hungry Owlcat is a 1-cost 2/1 that is Bandle City/Ionia. It comes from Bandle Commando. If it is Nexus Strikes, we create this card in hand. Since it’s a ½ for 2 mana with Elusive? Very easy.

We use our spell damage and our constant generation to make sure we get as many multi-region cards as possible. We don’t have to be aggressive either. Just make sure we have room on the board to play another multi-region card and tick them all off the list. Get 10 and win!

Decklist

Champions:

Fizz (1) x2

Poppy (4) x2

Landmarks:

The Bandle Tree (5) x3

Followers:

Proto Poro (1) x1

Bandle Commando (2) x3

Bomber Twins (2) x2

House Spider (2) x3

Loping Telescope (2) x3

Bandle City Mayor (3) x3

Aloof Travelers (4) x2

Spells:

Group Shot (1) x3

Ravenous Flock (1) x3

Pokey Stick (2) x3

Scorched Earth (3) x1

Buster Shot (4) x3

Minimorph (6) x3

Deck Code

CEBQCAIDG4AQEAYJBACQUALUQQA2MANHAGXQDQQBYYAQEAICAYXAGBIKFGMADQABAIAQKCVAAEAQGAYN

Final Thoughts


Out of all of the best LoR decks for October 2021, this is the one I ultimately like the most. Why? It’s got a weird win! I adore those. I still love my Soraka/Tahm Kench built around healing to win. This deck allows us to play all kinds of annoying cards, and not have to have them in our deck at all! We have Elusive to counter Elusive play, we have cards that are completely disposable too. We can force our opponents to block and lose cards, or weaken them for our spells. Then, we just need to have played cards from 10 regions! Love. To. See. It.

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