Legends of Runeterra Singleton Decks to Try
With 1.4 in Legends of Runeterra, the new Gauntlet mode was added to the game. It’s a mode with a weekly rotating series of matches, each with their own deckbuilding rules. The first weekend featured basic deckbuilding, but on July 3, we’ll be seeing Singleton! For those of you that play MTG, or have ever built a Highlander deck in Hearthstone, you know what this is! You have to make sure the deck has only one of each card. So we’re going to get you started with some Legends of Runeterra Singleton decks!
The challenging part about Singleton is manifold. You don’t want to try and do too many things, because you can’t run multiples of a card. That means every single card counts, and it needs to all funnel towards your general strategy. I feel like aggro is probably going to dominate this Singleton event, though. What stays on top remains to be seen, but my prediction is aggro. There are so many low-cost, useful champions and followers that we can use to browbeat someone down, or cheese out a victory.
This is not to say that control won’t be powerful. Having a deck full of really annoying control options with say, Ephemeral, or something will be annoying. I can see decks full of maybe two archetypes going over well (say Demacia’s buffing power with the annoying Shadow Isles or Bilgeport followers).
One downside I can see is that many of these decks are likely to be stuffed full of Rare or Epic cards, and plenty of champions. Even though you can only have one of each champ, I can see decks slotting in six of them to make sure they have options.
Since there are so many cards in these decks (and one of each of them), I don’t think a “key cards” section is going to be viable. So I’ll go over potentially why champions are in the deck, and try to put more emphasis on what the deck is doing overall.
On a personal note, Singleton is not one of my favorite modes. It feels reliant more than ever on RNG, and that’s not so good for me! But that’s okay, I believe in you guys. You’ll dunk hard.
The Cold Dead Rise (Freljord/Shadow Isles Control/Aggro)
When I thought about Singleton, my immediate thought was “Something really rude with Shadow Isles.” The Ephemeral playstyle feeds well into this style of deck. Especially when we can bring stuff back from the grave, or constantly flood the board with frustrating monsters that just die anyway. We can play as brutally as we like. Then we pair it with stuff from Freljord! Most of our Freljord kit is built around, making our damage better or controlling the board. With cards like Bloodsworn Pledge, Fury of the North, and Take Heart in place, our allies will survive just a little longer in combat, and be far more threatening.
How Does It Work?
Now, we have a fair amount of minions that benefit from death. In particular, one of my favorite combos is in this deck: Oblivious Islander + Commander Ledros! We play the Islander to turn Ledros into an Ephemeral unit with a 1-less cost (making him an 8-cost). Then when it’s time to play him, we do, and he deals damage to the enemy Nexus equal to half its health. From there, we let him die! Why? Because that returns him to our hand!
Meaning yup, we get to do that one more time! The possibilities are endless. Most of our deck is built around the early to mid-game, with much of it being in the 0-3 casting cost range. We do feature most of the big-name stars in Shadow Isles in terms of casting cost, though. The Harrowing, The Ruination, Commander Ledros, Rhasa the Sunderer, and Hecarim all feature here! Tryndamere shows up from the Freljord as well to put a beat down.
What’s the strategy here? It’s pretty standard Freljord/Shadow Isles shenanigans. We want our minions to be aggressive and ultimately die. Preferably with Thresh and/or Kalista in our hand. That way, they can see minions die, to come out leveled up. We have a lot of options here, so I’m going to go over some of my favorites.
Since this is a Shadow Isles deck primarily, we’re going to rely on followers that have [Last Breath] or, in some way, grant [Ephemeral]. Lots of our low-cost minions have fun or useful Last Breath ability. Ravenous Butcher, for example, requires us to kill an ally to play him but is a 3/2 for 0. What do we want to sacrifice for him?
Hapless Aristocrat gives us a Spiderling, Yeti Yearling, though a Freljord card, shuffles a pair of Enraged Yeti into our deck when it dies. Yeti Yearling and Warden’s Prey are my most ideal targets. Warden’s Prey also creates another Last Breath follower in our hand that costs 3 or less. That will hopefully give us access to something that’s not normally in the deck.
Of course, there’s also the ever-popular Shark Chariot, which can keep us far longer than you’d expect. It’s a 3/1 Ephemeral, with a very powerful Last Breath power: The next time an Ephemeral ally attacks, revive it also attacking. So, we swing with Shark Chariot as fast as possible.
Hecarim creates Ephemeral units, so even in the late game, this works. We have a couple of spells to create Ephemeral units, so don’t dump them all at once. Spread them out when you need damage! Fading Memories gives you an Ephemeral copy of a minion in your hand, as an example. When we play something like say, Cursed Keeper, we make a copy of it that will also die. That will give us a pair of Escaped Abominations.
Let’s also talk about Soul Shepherd. It grants your Ephemeral units +1/+1 when summoned, for that extra bit of oomph. But you might wonder if we have more possibilities to see a unit die. Why, of course, we do! We have a support unit! Stirred Spirits grants its supported ally +2/+0 and [Ephemeral]. If we say, combine this with The Undying, we can keep bringing it back repeatedly! It’s a 2/2 that when it dies, you revive at the next round start, and give it +1/+1 for each time it’s died.
However, another fun way to win is to put Phantom Prankster in play and just let things die. Whenever an ally dies, and this is in play, the enemies Nexus takes 1. If we keep swinging out with aggressive Ephemeral minions, we’re going to get that damage regardless of what they want. Then there are the late game bombs.
The Harrowing will revive our 6 Strongest allies, and give them Ephemeral. If we can hold Phantom Prankster that long (or revive it), it will be a very bad time. We want to make sure Rhasa the Sunderer and Commander Ledros have died by then. They will no doubt be in the top six. Commander Ledros, in particular, to deal that Nexus damage.
We have so many ways to kill our allies too! That will synergize nicely with Phantom Prankster and our Last Breath minions especially if we give one Ephemeral (like The Undying). Speaking of Phantom Prankster, there’s another card that fits that same slot here. Neverglade Collector will drain 1 from the enemy Nexus whenever an ally dies. If you can get both out and just put a few minions in danger every turn, that’s going to be game before you know it.
I’d save our buffing spells for our Champions through Thresh, Hecarim, Elise, Kalista, and Tryndamere, Anivia. We want them to stay alive as long as possible, but when we’re setting up for The Harrowing, we can let them go to the grave.
That’s our overall strategy: We’re going to overrun the other player with more damage than they can even believe possible. Since we want our minions to die, we can afford to be a little more aggressive. Use your followers that kill allies wisely, too. Use them on things that matter: Something that triggers an on-death effect or bolsters a champion.
Thresh/Kalista needs to see death, and if you attack with Tryndamere and he gets through, why not sacrifice him to guarantee his level up? Just some food for thought.
Elise (2-Cost Shadow Isles)
Elise is here when we just need some beat-sticks. We don’t make a lot of Spiders in this deck. We can, but it’s mighty tedious. She’s around for when she’s in the starting hand to make the other player focus her while setting up the real threats. In theory, we could win with her, but I think she’s just a distraction.
Kalista (3-Cost Shadow Isles)
She’s a 3-cost. To level up, she needs to see 3 minions die. Now, this does count if she’s in your hand. What makes her so powerful and useful is her Leveled-Up form. Then she becomes a 5/4, and each round, the first time she attacks, revive the strongest dead allied follower but make them Ephemeral. That unit takes damage for her during this round as well. We can keep bringing back one of those horrifying, powerful minions in the late game! We can keep bringing back say, Ancient Crocolith every turn, to have a 7/7 Ephemeral minion! Gives me chills just thinking about it.
Thresh (5-Cost Shadow Isles)
He has to see 6 minions die to make him level up from his 3/6 form to a 4/7. But his leveled-up form has him summon another attacking champion from your deck or hand, the first time he attacks this game. How’s this for a fun way to drop a Tryndamere? Then you let him die, and he comes back! If only champions counted for Kalista’s passive.
Anivia (6-Cost Freljord)
Anivia’s here to be annoying. She will level up when we have 10 mana. What makes her so great is that she deals 1 (2 when leveled up) to all enemies, including the Nexus, when she attacks. Plus, if she dies, she becomes Eggniviai! If you’re Enlightened (10 mana), she is reborn as well. She’s here to make the other player focus her down because she can destroy a weak frontline all on her own.
Hecarim (6-Cost Shadow Isles)
The best part about Hecarim, is you don’t have to have him see the 7+ Ephemeral allies attack! He can just show up leveled-up! Normally he’s a 5/5 with Overwhelm, which creates 2 Attacking/Ephemeral Spectral Riders when he attacks. When leveled up, though, he’s a 6/6, and Ephemeral allies have +3/+0. He’s my favorite champ in the deck, aside from Kalista. He’s our late-game bomb.
Tryndamere (8-Cost Freljord)
Tryndamere’s role hasn’t changed. He’s an “I Win” button. An 8/4 with Overwhelm that levels up when he dies. Then he becomes a 9/9 with Overwhelm and Ferocious!
Fading Memories (0)
Ravenous Butcher (0)
Hapless Aristocrat (1)
Mark of the Isles (1)
Oblivious Islander (1)
Warden’s Prey (1)
Yeti Yearling (1)
Avarosan Sentry (2)
Cursed Keeper (2)
Glimpse Beyond (2)
Shark Chariot (2)
Soul Shepherd (2)
Stirred Spirits (2)
Black Spear (3)
Blighted Caretaker (3)
Darkwater Scourge (3)
Flash Freeze (3)
Mighty Poro (3)
Mist’s Call (3)
Phantom Prankster (3)
Splinter Soul (3)
Take Heart (3)
The Undying (3)
Ancient Crocolith (4)
Bloodsworn Pledge (4)
Chronicler of Ruin (4)
Fury of the North (4)
Ethereal Remitter (5)
Neverglade Collector (5)
Rhasa the Sunderer (8)
Commander Ledros (9)
The Harrowing (9)
The Ruination (9)
I love this deck! It’s got an easy-to-follow theme and a ton of damage. We have lots of ways to get our creatures into the grave and be rewarded for it in a few ways. We have some sneaky buffs, lots of creature death/retrieval, and late-game bombs like you wouldn’t believe! I think this will be a pretty easy to pilot deck, as it’s just an extended version of something that already works in the traditional meta. Just make sure you’re letting your creatures die at the right time, instead of willy-nilly. This is a deck I’m going to have to put together with a bit more restrictions for standard, but I believe in the power of Shark Chariots.
In Pursuit of Perfection (Ionia/Piltover Combo)
Fun fact: This is not a new deck! There’s a version of this that already existed several months back. It was labeled as a “Highlander” deck, but it wasn’t, technically. They had extra copies of Purrsuit of Perfection and Progress Day! Which goes against the “Highlander” deck. We discuss that a few times over in our Hearthstone blog. But the long and short of it is a deck that only uses one of each card, built around triggering a particular effect.
Usually, it’s a card that says, “If all your cards in the deck are unique, do this.” But that doesn’t exist in Hearthstone. But there’s a card that stuck out to me in Piltover, that I don’t see anyone running. It’s Purrsuit of Perfection. This card, if you’ve cast 20 cards with different names this game, summons Catastrophe. What is Catastrophe? It’s a titanic cat robot, as you do. In specific, it’s a 30/30 with Overwhelm. That’s going to be our win condition. We can win with our other stuff, but frankly, we don’t need to.
One of the first real combo-style decks I saw that I loved was Shen/Karma. I love the idea of just hassling the other player with control. Protecting with Barrier, slowly building up until they just can’t stop me. Then this one comes out of nowhere when they have no counter-play options available: A GIANT ROBOT. Love it.
How Does It Work?
I had to adjust the original build. I had to remove quite a few cards (1x Progress Day!, 2 Purrsuit of Perfection, 2x Deny). I still think this deck will work. It is a bit on the slow side, but we have so many creatures and spells that I think we’ll virtually always answer. It’s just quirky enough to work.
So we had to make some minor adjustments in the name of Singleton. I added the third champion, with Heimerdinger. He’s the one that fits this deck the most. I might slot in a Vi, too. Heimerdinger creates a turret whenever we cast a spell (that has Fleeting). In a deck with 21 spells, that’s going to be easy. It will also help go towards our “Cast 20 Unique Cards” goal.
This deck is built around poking someone down and defending until we can cast Purrsuit of Perfection. We can very easily win without it. Heimerdinger, Shen, and Karma are powerful tools of destruction. Karma’s leveled up form will be truly destructive/beneficial. All we have to do is get to 10 mana!
Shen’s leveled up form is just as impactful as Karma or Heimer. He still gives his supported ally Barrier, but anytime we put barrier on an ally, it gets +3/+0 until end of turn. It’s great if we’re going to win, or in a pinch. When is +3 damage a bad thing, after all, right?
What’s our gameplan? This is Ionia – you know the strategy. We stall, slow down, and make the game unbearable! We have direct damage options (Thermogenic Beam, Jury-Rig, Mystic Shot, Get Excited!, Statikk Shock, Trueshot Barrage) up the wazoo. Everything in this deck has a purpose and a goal.
Like our creatures! Every creature does something useful, even if it’s just a Quick Attacker. The best part of this deck is the mana curve. About half of this deck costs 3 mana or less, with only a handful of cards going above 5 mana. We want to get Karma, Shen, and/or Heimerdinger out and keep them as safe as possible. They make this thing very frustrating for the other player.
Ideally, I think we want Heimer first, though. He’ll get us set up and poke the other player down. I try to put Karma down in the mid-game, if possible. Nice and close to being Enlightened, and to help us ramp up spells. She gives us a spell from our regions at the end of a round. This is amazing because it’s not always going to be something in our deck (again, leading towards utter Catastrophe).
Our creatures will keep us in the game for a long while, and they can even offer some poke/aggressive moves. Inspiring Mentor, for example, gives an ally in hand +1/+0. Eager Apprentice gives us 2 Spell Mana, and in theory, Silent Shadowseer could lead us to victory all on their own. Whenever they Nexus Strike, you create a copy of them in your hand. As an Elusive/Ephemeral unit, only play them when you know it’ll get through.
That way, you can just keep pinging their Nexus for 3, over and over. We have the classic control unit, Chempunk Shredder to deal 1 to all of their units, and Zaunite Urchin to draw with. We can buff our units with cards like Keeper of Masks, and Greenglade Duo (though that buffs itself, the point remains). Out of the Legends of Runeterra Singleton decks, I think this one appeals to me the most. I love slow, careful control decks.
We’re running all kinds of weird, fun cards. Jury-Rig as a discard card to get a Scrap Scuttler. Then we can use Rummage to discard that Jury-Rig! Discard 2 to draw 2, but if we have 1 card in hand, we discard 1 to draw 1. Steel Tempest will stun an oncoming attacker, and we have one Deny because Deny is godlike. Ionia decks that don’t have a Deny to counter are fraudulent.
If you want to make a big impact, or turn the game around, get one of your big Turrets from Heimerdinger, and in response to declaring attack, cast Spirit’s Refuge. Say, you play a Trueshot Barrage, to get a 7 Turret. Then you burn the rest of your mana on a Spirit’s Refuge to give it Lifelink and Barrier. You get 7 damage, gain 7 life, and they get to be really sad and angry.
Another card I snuck into this deck is Puffcap Peddler. We’re already running Clump of Whumps and Chump Whump for Poison Puffcaps to go in the other player’s deck. With how many spells we cast in this deck, we could honestly win off of Puffcap Peddler if we keep him safe. I have not put Teemo in this deck, but he’s certainly in the Maybeboard. Just slot out something in his same casting cost to keep the curve.
Sometimes, the best offense is a good defense. We can fort up, cast spells, and batter the other player down with surprise mushroom land mines. Of course, they’ll be a target for Challenger creatures. But remember, we have plenty of direct damage to nail threats. Our end game is hoping to draw into a Purrsuit of Perfection in the mid/late game and beat someone’s face in with a 30/30 Overwhelm.
We don’t have to. We can win with those aforementioned cards. We have more than enough damage and stall options to get anywhere we need to be. That’s what makes Ionia/Piltover decks so frustrating to deal with. Anytime you think they’ll in danger, they suddenly heal or barrier up, and you have no choice but to be sad about it.
I like that the cards that pulled a spell from anywhere have changed, too. Now it pulls from “Your Regions.” That way we don’t see this deck getting Decimates or other broken things. Flash of Brilliance, for example, gives us a 6+ cost spell from our regions. In theory, it could give us the Purrsuit of Perfection we’re after, or a Progress Day!
Progress Day! Is an incredible late-game card. As a burst spell, for 8 mana, we draw 3 cards and reduce the cards’ casting cost by 1. We don’t show them to the other player, so they have no idea what they’re in for. Cards like that are what makes Karma so deadly. If she’s leveled up, we get to draw SIX CARDS.
If, by some miracle, we get both Heimerdinger and Karma (leveled up) on the field at once, it’s over for the other player. Anytime we cast a spell, we cast it again, and anytime we cast a spell, we get a Fleeting Turret that costs 0 this round. So, we constantly flood the board with damage that the other player has no choice but to respond to.
That’s why this deck is so great. We have tons of options that all funnel down to that one hidden card: Purrsuit of Perfection! We have card draw, damage, slow down, control, you name it. We can have the game locked down and won way before that Cat Robo comes to life, but it’s so cool!
Heimerdinger (5-Cost Piltover)
Heimerdinger’s a threat at any phase of the game. As a 5-drop, though, he tends to drop in the middle. He synergizes well with this deck nicely. Whenever you cast a spell, whatever it cost, you get a mecha that coincides with that cost. It is free this turn and fleeting, so you can’t hold onto it. So you can use him to help build towards your win-con, while also dealing damage and building defenses. Once you’ve summoned 12+ power of turrets, he levels up. The leveled-up form does the same thing, only the turrets gain +1/+1.
Shen (4-Cost Ionia)
Shen’s rad. A ⅗ support that gives his supported unit (the unit to his right) Barrier for this round. This is only when they attack, mind. When he’s seen 4+ people get Barrier, he gets the level up. So then Barrier minions get +3/+0 for the round. This just makes things hit harder and make people think twice about blocking a barrier minion. I don’t think he brings as much as Heimer/Karma. Shen’s purpose is again to slow the pace of the game down and make people think before they respond to us.
Karma (6-Cost Ionia)
Oh, Karma. She’s the best part of this deck. Tons of extra spells for doing nothing, and when she levels up at 10 mana, she doubles all spells we cast! That means Catastrophe, if we cast and Karma’s out, gives us TWO 30/30s! Then we can give them Barrier/Lifesteal, because meh, why not?! Karma’s amazing, and in this deck that rewards us for casting spells is only better. She will keep giving us spells, so even if we aren’t drawing anything we want, there’s always another chance. Karma is amazing in so many ways and will be nothing but a benefit at any point in the game.
Thermogenic Beam (0)
Inspiring Mentor (1)
Zaunite Urchin (1)
Academy Prodigy (2)
Clump of Whumps (2)
Eager Apprentice (2)
Greenglade Duo (2)
Herald of Spring (2)
Keeper of Masks (2)
Ki Guardian (2)
Boomcrew Rookie (2)
Mystic Shot (2)
Insight of Ages (2)
Navori Conspirator (2)
Silent Shadowseer (2)
Emerald Awakener (3)
Flash of Brilliance (3)
Get Excited! (3)
Shadow Assassin (3)
Steel Tempest (3)
Twin Disciples (4)
Chump Whump (4)
Kinkou Lifeblade (4)
Spirit’s Refuge (4)
Statikk Shock (4)
Will of Ionia (4)
Chempunk Shredder (5)
Trueshot Barrage (7)
Progress Day (8)
One of the things I love about Legends of Runeterra, I don’t have to warn you against “tons of board wipe!” There is some in this game, but not as much by half as any other card game. Instead, you have to stress about “Challenger” and “Elusive.” We have some Elusive units, but not many. This deck wins when we control the flow of the game from the first step. We want the other player to stress and worry about every single card they play.
Do they get to keep it? Is it going to get blown up? Have they figured out my win-con? These are the questions we want the other player to have no choice but to ask themselves constantly. We have so many options and different ways to win that the other player will never see Catastrophe coming. We can probably get 20 unique cards cast by round 5-7. Just depends on how things go. You just have to consider every spell wisely.
Figure out early what your opponent is doing and stop them! You have the power to do so. You can come back with lifegain, you can barrier units in a pinch, and you can play aggressively. It’s all about what works best for you. This is going to be a sleeper deck, and I hope it sees a lot of use in the Singleton Gauntlet. This is going to be one of the fun decks for Legends of Runeterra’s Singleton Gauntlet.
More Damage Than Your Body has Room For (Noxus/Piltover Aggro)
One of the things that works so well in Legends of Runeterra decks, no matter the meta is Aggro. Going fast, hitting hard, constantly having sources of damage to confound the other player. In particular, Noxus has the power to deal damage to the enemy Nexus for doing virtually nothing. Why not capitalize on that? In fact, why don’t we combine it with Piltover’s Scout, Teemo?
When you combine Poison Puffcaps, with an already constant flow of damage and harassment, victory can be unsealed. But one of the keys to a good aggro deck is a good curve of cards. By a curve, we mean that every turn represents a new threat for the other player. Having card options for multiple turns (1, 2, 3, 4, 5, 6, for example). We don’t want a glut of high-cost, high-risk cards. Having a few is nice, but we want to have the power to do multiple things in a turn.
With this deck, the card cost is split mightily. About half the deck is in the 1-2 mana cost, and the rest sits at 3-5. We only have one 6-drop in the deck, and it’s Darius. He’s beefy enough to warrant being in the deck regardless.
This is based on a more traditional Noxus/Piltover burn deck, that normally stars Teemo, Draven and Darius. But since we have more cards to work with, I also slotted in Swain and Vladimir to join the party and Jinx. Honestly, I’m not sure if I want to keep her in. Her level up is very clunky, so if you don’t like her being there, just toss her for another low-cost creature like Legion Rearguard or something.
This is one of the Legends of Runeterra decks that are pretty straightforward and easy to pilot for Singleton. Our focus: Do as much damage to the enemy Nexus as possible. So let’s talk about how that goes down!
How Does It Work?
Noxus! They’re excellent doing lots of damage PDQ (Pretty Darn Quick). When I remembered Noxus had minions that do damage directly to the enemy Nexus, by merely casting them (or dying), I knew what I had to do.
At any point in the game, we want to have an option to do damage or to harass the other player’s frontline. We’re not focused on one source of damage, though. Teemo’s got his Poison Puffcaps, and we synergize that with the other Poison Puffcap cards (Mushroom Cloud, Puffcap Peddler, Chump Whump). That gives us one outlet for damage. If we can keep the Puffcap Peddler out, that can go well with our Noxus cards.
Because Noxus has quite a few “buff your minion” cards, and if we can combine +3/+0 with “here, have some more freakin’ land mines,” then more’s the better. We have so many great 1-3 cost cards. I think one of the cards that inspired this deck the most is Legion Saboteur. When it attacks, it deals 1 damage to the enemy Nexus. It’s a 2/1, so you don’t expect to get too much out of it. But what if we pair cards like them and Boomcrew Rookie with Intrepid Mariner? The unit it supports becomes Elusive for this round, making it much easier to get that 2-1 damage in (plus the cards extra damage). Or we can simply sacrifice their lives for the greater good. They simply have to attack to get that Nexus damage. Nobody said they had to hit the Nexus.
So, for our “direct damage to the Nexus,” we have a few options. Boomcrew Rookie deals 2 to it when it attacks, and Legion Saboteur deals 1 when it attacks. Imperial Demolitionist deals 1 damage to an ally when it’s put into play, to deal 2 damage to the enemy Nexus. Now, if you combine Crimson Disciple with Imperial Demolitionist.
When the Disciple survives damage of any sort, it deals 2 damage to the enemy Nexus. If we combine that with the Demolitionist, and Transfusion, we deal the Crimson Disciple another 1 point of damage (It’s a baseline ⅔), and it gains +2/+2. That’s yet another 2 damage to the Nexus. Where do we go from there in this combo? Blood for Blood deals 1 to an allied follower, (which in turn, drops another 2 damage). If the ally survives, you create a copy of it in your hand.
That means you can continue this really stupid chain of constant damage. We also have Blade’s Edge to deal 1 damage to anything, and if we attack with it, we can follow up with Death Lotus, which hits all attackers for 1. This would yet again trigger his very frustrating passive.
All of this “surviving damage” will slowly level up our Vladimir too. His leveled up form deals 1 damage to each ally when they attack, which also drains 1 from the enemy Nexus. I think you see where that combo is going. All of this noncombat damage in turn, levels up Swain, who does not need to witness the 12 noncombat damage.
Swain can win the game virtually on his own, leveled up. Whenever we deal noncombat damage to the enemy Nexus, we stun the Strongest enemy backrow minion. When he hits their Nexus (as a 4/7), h then deals 3 to all enemies and the enemy Nexus. It’s a never-ending chain of Nexus damage.
We’re also running Shiraza the Blade, who deals double damage to the Nexus. If the other player simply has no way to defend her, that’s a free 6 damage. Otherwise, we can give her Elusive via support unit Intrepid Mariner, or Quick Strike with Rising Spell Force (as well as +4/+0 for the round). She’s an alternate win-con, where we make sure she can’t be blocked, and we buff the crap out of her.
There are plenty of champs worth buffing, though. Any of our attackers (to make sure they kill something), or our champions. What are our buff options? Decisive Manuvers (stun an enemy, all allies gain +2 attack for the round), Elixir of Wrath (+3/+0 to an ally for the round), Transfusion (1 damage to an ally to give them +2/+2 this round), Might (+3/+0 to an ally and Overwhelm for the round), Rising Spell Force which we just covered, Vision (When cast/discarded, all allies gain +1/+0). I thought about putting Brother’s Bond in. Might be a solid replacement for Jinx.
You can win by so many ways here. You can just nickel and dime them down with direct damage, let Teemo do the work, or whittle them down, and send in Darius (buffed, of course) to finish them off. Be aware of what tools you have in your kit, and mow people down. Noxus is truly mighty, and they wait on no one. Be strong or be dead. That’s the Noxus way.
Teemo (1-Cost, Piltover)
Teemo, reporting for Duty! He’s Elusive, and hitting the enemy Nexus puts 5 Poison Puffcaps on random cards in their deck. Planting 15+ (whether by him or other cards) levels him up. Leveled up Teemo is still Elusive, and hitting the enemy, Nexus doubles the Poison Puffcaps in the other decks. Simply getting that damage through will make the other player melt. Teemo’s the perfect addition to an aggro deck.
Draven (3-Cost, Noxus)
Would a Noxus aggro deck even be complete without Draven? No, of course not! All he needs to do is strike twice with Spinning Axes to level up. Those Spinning Axes he creates give a unit +1/+0 for the round, at the cost of discarding a card. So if you want to make the deck more focused around him, throw in a pile of “discard this to gain this” picks. I put in Draven because he’s cheap, he’s fast, and he scares people.
Jinx (4-Cost, Piltover)
Honestly? Jinx is in the deck for the same reason as Draven. She’s a threat simply by being on the board. She can demolish early-game threats thanks to Quick Attack. If we happen to level her up, we get that awesome Super Mega Death Rocket each round we empty our hand. So, it’s very easy to turn this into a Draven/Jinx discard bonanza.
Swain (5-Cost, Noxus)
Swain actually has a purpose in this deck! He synergizes with all of our noncombat damage (Teemo, our various Noxus jerks). Plus as we said above, when he levels up, he’s an absolute monstrous force of nature. All that free damage to enemy minions? Oh yes. The opponent draws a Poisonous Puffcap card and takes damage, so we stun their Strongest minion. That’s not even during our play phase either! That’s what makes it so good.
Vladimir (5-Cost, Noxus)
When our allies attack, he deals 1 damage to them and the enemy Nexus. But once 6+ allies have survived damage, he levels up and starts draining life from the enemy Nexus instead. He’ll still harm our allies, but that’s okay. We always have more of them. We can also buff them or copy them with other spells too, so no threats there. Not to mention Vladimir has Regeneration when leveled up, and is a 6/6 to boot. Get him going with Darius, and it’s GG.
Darius (6-Cost, Noxus)
A 6/5 Overwhelm? He is made for this deck. When he sees the enemy Nexus is at 10 or less Health, he levels up. Considering we can probably drop it to 10 before he even gets drawn/played? It’s an easy 10/6 Overwhelm, and that’s before we start doing stuff like Decimate, or buffing him. Darius is our End Game Button. We mash him, and they die.
Blade’s Edge (1)
Draven’s Biggest Fan (1)
Elixir of Wrath (1)
Legion Saboteur (1)
Mushroom Cloud (1)
Precious Pet (1)
Ravenous Flock (1)
Blood for Blood (2)
Boomcrew Rookie (2)
Brothers’ Bond (2)
Crimson Disciple (2)
Eager Apprentice (2)
House Spider (2)
Imperial Demolitionist (2)
Intrepid Mariner (2)
Legion Drummer (2)
Legion Grenadier (2)
Amateur Aeronaut (3)
Get Excited! (3)
Iron Ballista (3)
Noxian Fervor (3)
Puffcap Peddler (3)
Rising Spell Force (3)
Basilisk Rider (4)
Chump Whump (4)
Legion Veteran (4)
Shiraza the Blade (4)
Statikk Shock (4)
Decisive Maneuver (5)
I like how this deck is both flexible and narrowed down towards one very simple goal: hurting the other player. It’s got a ton of options, and the hard part is going to be figuring out what you have at the moment, and how you can best apply it. But we have a ton of useful, powerful combos, you just have to get the, and put them to use. We have so many ways to buff, to deal free damage, and to threaten the other player simply by putting creatures down. In Singleton, they only have one use of Deny at best, too (unless shenanigans occur).
This is still, in my opinion, a very easy to use, and satisfying deck to play. You just raise the banner of Noxus and obliterate anything in your path with truckloads of damage.