Top Legends of Runeterra Cosmic Creation Decks

by in Legends of Runeterra | Dec, 31st 2020

It’s been a while since I’ve talked about Legends of Runeterra here on Esports Talk. In fact, the last time was likely the KD/A cards! Now that the Cosmic Creation season of cards has come, the Monuments of Power trilogy is concluded. There were three expansions of cards that came with Targon’s arrival in Legends of Runeterra. That means there are plenty of powerful decks to use in Legends of Runeterra as of the Cosmic Creation expansion. Some of these are kind of surprising to me, and others are ones I truly love. Fun Fact: The deck I’ve seen the most success with, I’m shocked is in Tier 1 (Kench/Soraka).

The focus here is, like the MTG Arena deck article I recently wrote, I want to focus on the top-tier, best decks for your money and time. I also want it to be known that these are in no particular order. Some of these won’t feel good to you, and that’s okay. Not every deck is going to feel right in every player’s hand. For example, I just cannot seem to get a win with some of the T1/T2 decks. The cards I need just never pop up. But since I know the most about Kench/Soraka, I may as well cover that one first.

The version I run is only slightly different from the one that’s going to be listed here. I’ll include both because I’m personally more comfortable with the other deck. So with that said, let’s get started and talk about some cards! 

Tahm Kench/Soraka Combo Deck: (Mid-Range/Combo, Bilgewater/Targon)

Tahm Kench may be getting a rework in League of Legends for Season 11, but he’s going to stay right as is in Legends of Runeterra (we hope)! My favorite part of this deck is that we’re going to win without actively worrying about attacking the other player. We can win that way, but it’s not the strategy. We’re going to deal our allies damage, heal them, and then win that way. 

Our deck seems very straight forward. Our opponent sees minions that take damage from being played, that we’re going to heal and likely buff. But they aren’t our win condition. We want them to constantly be harmed, but not die from it. The key is Star Spring. Each Round End, we heal our allies for 1 point of health. Once this has seen you heal 22+ damage on your allies, you win the game.

The best part is that it doesn’t have to be just this card healing you. I’ve won on turn 7 or 8, thanks to Soraka’s Wish healing my entire board for something like 15 life. All that matters is that we get to 22+ healing with this in play as soon as humanly possible. We have lots of ways to trigger it too. Tahm Kench is going to pair into this easier than you’d think, too.

How’s It Work?

This is a deck that works best when you understand the capabilities of the other player. There are going to be many games, in my experience, where you drop down to under 5 life on your Nexus. You still have the ability to turn things around and win though! Especially with Broadbacked Protector in the game. As long as we can keep healing him, he can turn it around. He heals your Nexus for 3 each Round Start, but takes that much damage himself. As a 2/7, we can heal him or buff him a variety of ways to keep him around. He’s not the key to the deck, but just a fun addition to keep us in the game just a bit longer. 

The primary way to win though is Star Spring. We want to have this out in play as early as possible. That’s one of the reasons my version (alternate decklist) has Divergent Paths in it. It’s something that you may wish to consider. Especially with how much more Landmark hate there is, you may still be able to pull a win off from nowhere or draw an early Star Spring if you’re missing it. The primary deck doesn’t run it, and that’s fine if you can reliably draw into it.

The ability to heal all of your units for 1 life each turn is so important. I tend to try and get 2 Star Springs into play if possible. That way it goes up to 2 life a turn per damaged unit and forces the opponent off balance. Now it’s suddenly a lot faster for me to come up with a winning condition. It also lets Soraka hit level 2 much quicker. You just have to heal damaged units 4 times or more (and she doesn’t have to bear witness. 

Soraka and Tahm Kench are the big winners for this deck. Here’s why. Tahm Kench creates a spell every turn (Slow Speed) called An Acquired Taste which costs 3 mana. It lets him eat an enemy unit. They strike him (deal damage) and then get removed from the board. Once he’s captured 3+ units, he levels up and obliterates the enemy units. The obliteration is important just because we don’t want him to die and bring those enemies back to the board.

This means that at every turn, we can have an injured unit. We then get Soraka to level 2 (or even level 1 for the 4 heal as a Support in battle) and attack with the two of them. Soraka heals Tahm Kench back to full, and this counts towards our total of Star Spring, as long as one’s in play. We don’t actually care about getting damage through to their Nexus though. It’s a nice thought, but it’s not necessary. Just be careful that you don’t get too cocky, and attack an enemy that can actually kill one or both of these Champions.

If that’s the case, just hang back and keep playing your units that take damage when summoned. You can also make the enemy attack you and just block to take damage (but not fatal). That way you can heal next turn/from Star Spring. One of the most important cards in this deck can make Soraka, Tahm Kench, or even our Star Shepherd into a force of nature: Astral Protection. It heals an ally 4, and gives it +0/+4.  Plus it’s Burst Speed, so we can drop it in battle as we’re blocking. 

So can Sunblessed Vigor, which grants +0/+2 to a unit. If we want, we do have a unit that we can use as an aggressive attacker, and that’s the 0/3 Star Shepherd. It casts for 1. Anytime you heal a damaged ally, you grant it +2/+0. I’m sure you can immediately see the value. This typically gets my buff cards too, to make it into, by game’s end, a 28/12. At that point, I don’t even need to fight with it, but I can. Here’s a fun tip though: Feed them to Kench! If you draw into Tahm Kench while you have one in play, the spell he turns into lets you consume an ally, and gain their stats. 

Suddenly, Tahm Kench gains (in this case) +28/+12. Even if he spits out the ally, he keeps the stats. In this case, Star Shepherd comes back as a 0/3, but that’s okay. We can boost them again. But we were talking about minions/followers! That’s right, we were. Most of the ones we use take damage when they come into play. Here are the ones we have on tap:

  • Crusty Codger (1 Mana, 2/4): Deal 2 damage to me when played
  • Boxtopus (2 Mana, ¾, Challenger): Deal 3 damage to me when played.
  • Fortune Croaker (2 Mana, ⅔): Deal 1 damage to me and an ally to draw 1 when played.
  • Broadbacked Protector (4 Mana, 2/7): Heal your Nexus 3 each Round Start. Deal damage to me equal to the amount healed.

Another fun thing is to drop a few buffs on Boxtopus and heal it back to full. I’ve had this as a 3/10 or so. This is a fantastic way to keep your creatures taking damage. Use it to pick off weak targets, and then heal it with a Star Spring or two. This is not an easy deck to master. You have to be willing to accept that sometimes, things just won’t work out. You have to do everything you can to be aware of what the other player can do/can’t do. Perhaps it’s the hardest (near impossible) match-up is against Fearsome Aggro. They crank out damage way too fast for us to deal with, on top of the [Fearsome] mechanic. It’s pretty strong against a lot of decks. The slower the deck, the easier it is for us to get a handle on things.

The most satisfying way to win I’ve already covered: Keep a second Soraka in hand for Soraka’s Wish. Then on your turn, if you have a ton of weak units, you can cast it, heal them to full, and laugh as the turn ends and you win. That’s the best part of Star Spring. It doesn’t even have to be your Round. As long as you healed 22+ damage on your allies, by any means possible, you win as soon as that round ends! 

Nothing is more disrespectful than beating someone on their own turn. All we need is one Wish. 

Tahm Kench/Soraka Combo Deck: (Mid-Range/Combo, Bilgewater/Targon)



Soraka (3) x3

Tahm Kench (4) x3



Star Spring (2) x3



Crusty Codger (1) x3

Star Shepherd (1) x3

Boxtopus (2) x3

Fortune Croaker (2) x3

Broadbacked Protector (4) x3



Shakedown (1) x1

Guiding Touch (2) x3

Hush (2) x2

Pale Cascade (2) x3

Sunblessed Vigor (2) x2

Astral Protection (4) x3

Bastion (4) x2

Deck Code


Alternate Decklist

Remove 1x Shakedown and 2x Bastion for 3x Divergent Paths.



Final Thoughts

My favorite deck of the whole of Legends of Runeterra. This goes for the entire lifecycle of the game so far. It’s a double support deck (in LoL terms), and I adore optional win conditions. It’s way more fun to beat someone without having to just attack until you win. We never have to really attack, if we don’t want to. More often than not, I win without ever declaring more than a handful of attacks. The other player, more often than not, has to attack into me to try and get damage through. So I can block with my high-health creatures, and laugh as all they do is make it easier for me to win. The only time I really attack is to heal someone with Soraka, to be honest (or unless I have a freakin’ huge minion). I. Love. This. Deck.

Fiora/Shen, Because Of Course (Midrange Demacia/Ionia Deck)

What’s more annoying than a deck stuffed to the gills with [Challenger] units? One that features tons of [Barrier], and Fiora! This is a deck that can very easily win with Fiora’s secondary win condition. She just needs to kill 4 units herself and survive to win the game. It doesn’t matter if it’s in combat, either. As long as she’s in the fight, deals damage to the enemy and it dies! That means Concerted Strike and Single Combat are suddenly very valuable. 

This particular deck is very aggressive but also has that fun win condition hiding in plain sight. It’s also got something for those players who think they’re clever and run [Elusive]. We can drop Sharpsight on them to allow a unit to block [Elusive] minions. Someone wants to be slick, and suddenly Fiora runs them through! You love to see it. 

How’s It Work?

The name of the game here is to fill our board with Challenger units and defend them with Barriers. Or just play Fiora, play Shen, and attack with them together each turn. Shen needs to see 4+ uses of Barrier on our allies to level up. It’s important to get that level up with Shen though. Normally, when he supports, he grants that ally [Barrier], preventing the next damage from going through.

But when he levels up, he still offers this. The catch is, that now anytime an ally receives a Barrier, they gain +3/+0 until the end of turn. That turns the Level 2 Fiora into a baseline 7/4 [Challenger] in combat. That’s before we drop Cithria the Bold, who, upon attacking with her, gives all other Battling Allies +1/+1 and [Fearsome] for a turn. We can use this among other things to make sure Fiora never loses a duel. Another expensive creature we have, we only use one of. Brightsteel Formation is our last-ditch, we want to win as hard as possible card. He’s a 9/9 for 9, and when we play it, or attack with it, all allies gain [Barrier] this round.

With Level 2 Shen in play, now all allies gain +3/+0 on top of that. In theory, we never even have to attack! Against weaker decks, as long as we have Mana/Barrier, we can just use Fiora to bully down low-health minions. After 2 kills (by her) she levels up, and upon reaching 4 kills, she wins the game. In theory, we can use Concerted Strike/Single Combat in response to another spell in combat. Through these, we could abuse Shen’s [Barrier] support.

How? Declare attack with Fiora and Shen, grant her the [Barrier]. Fiora pulls in a weak target that would easily be destroyed. If the other player casts a Fast or Slow spell, we can now respond with our above spells. Each of them lets us strike a minion (Concerted Strike lets two people attack one enemy). If you’re worried about her dying, you can drop Sharpsight to give her +2/+2, or Spirit’s Refuge to grant her Barrier/Lifesteal for the round. 

All we want in a perfect world is to get those 4 kills as fast as possible. Thankfully, those two units aren’t our only useful ones. Brightsteel Protector can be played to give an ally (Fiora) [Barrier] this round, for 2 mana on top of that. So if Shen’s not here yet, and there’s a target, we can drop this Demacian, and make sure Fiora takes no damage, while also dropping a body.

Rivershaper is another fun Shen attacker. Whenever Rivershaper Strikes something, we draw a spell. As a 2/2 for 3, we can pair it with Shen to grant him [Barrier] for a safe card draw with zero drawback. But we’re doing a lot of [Barrier] granting in this deck. That’s why Greenglade Caretaker is in the deck. Whenever it sees us grant Barrier to an ally, Greenglade Caretaker gets +2/+0 (default ½ for 1 Mana). This can get really out of control really fast. So we can use this to batter the opponent with Shen every single turn, to watch it get bigger and bigger.

Don’t forget Laurent Chevalier either! Pair him with Shen to create a flow of [Challenger] minions in your hand. We can use these to weaken minions so that Fiora can easily strike them down. This goes for Screeching Dragon which is a ⅘ for 5 and has Challenger/Fury (so it gets bigger and bigger when it kills minions). So we don’t need to just fight with Shen/Fiora, but it’s the most satisfying. You also want to try and keep a Barrier on hand for Shen, in case people decide to try and take him down. 

Finally, this is an Ionian deck. That means we have control options. The new Nopeify! Lets us stop a Fast/Slow spell that costs 3 or less, for just 2 mana (at Fast speed). And we of course have Deny, which counters a Fast Spell, Slow Spell, or a unit Skill. If we just need one more attack with Fiora to win and can do so safely, we have a copy of Relentless Pursuit, which, while slow, does [Rally] for us. That gives us the Attack Emblem, so we can declare an attack, even on a round we normally wouldn’t (or when we’ve already used ours for the turn). 

Fiora/Shen, Because Of Course (Midrange Demacia/Ionia Deck)



Fiora (3) x3

Shen (4) x3



Greenglade Caretaker (1) x3

Brightsteel Protector (2) x3

Rivershaper (3) x3

Laurent Chevalier (4) x1

Screeching Dragon (5) x3

Cithria the Bold (6) x3

Brightsteel Formation (9) x1



Nopeify (2) x2

Sharpsight (2) x3

Single Combat (2) x3

Relentless Pursuit (3) x1

Deny (4) x2

Riposte (4) x2

Spirit’s Refuge (4)  x2

Concerted Strike (5) x2

Deck Code


Final Thoughts

This is a deck I loved since Fiora first appeared in the game. It’s so disrespectful, and you aren’t forced to just use Shen/Fiora. You have lots of aggressive options and can make them bigger and meaner as the game goes on. We have spell draw, a way to create more creatures, or we can just duel people down with spells/Fiora. It’s a pretty easy deck to run, once you get the hang of it, and it’s in a good place right now. The hardest thing to deal with, if you ask me, is a Frostbite (so Ashe) deck. Making Fiora suddenly have 0 attack means she’s not going to get kills in normal situations.

Twisted Fate Goes Hard (Bilgewater/Shadow Isles Midrange)

This is one of the first times I’ve seen a KD/A card be actively used in a deck as a key part of the winning condition, and I love it. The card in question this time is Go Hard // Pack Your Bags. It’s a card that transforms after being cast 3 times, and also creates copies in the deck. Ultimately, you want to cast Go Hard three times to transform all copies everywhere into Pack Your Bags. Pack Your Bags deals 5 damage to the enemy Nexus and reverts all copies into Go Hard.

With Twisted Fate on board, card draw is going to be very easy. We’ll be pulling cards, flooding the board with annoying creatures, and sneaking a cheeky little Commander Ledros to make our win condition that much easier to pull off. We want to start getting Pack Your Bags as early as possible so we can start harming the other player. Funny enough, it’s weak against another deck that runs a KD/A card, Feel The Rush (Trundle/Tryndamere). The reason why is pretty clear: They overwhelm you with absolute mountains of damage and there’s not a whole lot that can be done to stop it.

Other than that, this is one of the top decks for Legends of Runeterra for Cosmic Creation. I absolutely love how frustrating this deck is to deal with. We almost always have weak creatures to defend with or to be suddenly aggressive with. If we’re lucky we can get a few Powder Kegs to increase the damage Pack Your Bags does! What’s the game plan?

What’s It Do?

Sure, Twisted Fate is key to the deck, but he’s not the only way we draw cards. The deck is built around the use of Go Hard, to drain 1 from a unit, and make two copies of Go Hard in your deck. That means you’ll go from 2 (1 cast from the original 3) up to 4. Once we’ve cast 3, all copies become Pack Your Bags, which cast to deal 5 damage to the enemy Nexus. Then the other copies go back to being Go Hard. Getting it (Pack Your Bags) at least twice is 10 damage to the enemy Nexus.

That’s why Commander Ledros is in the deck. Playing him deals damage to the enemy Nexus equal to half its health, rounded up. When/if he dies, he goes back to your hand to do it again. Sure, he’s a 9-drop but it’s going to make that Go Hard spam really fantastic. It won’t be hard to put someone into the doom range.

Twisted Fate is still the most important part of the deck. We want him to level up, so he needs to see us draw 8+ cards. Luckily, we’ve got plenty of options. Playing Level 1 Twisted Fate also gets us a Destiny Card:

  • Blue: Refill 1 Spell Mana. Draw 1.
  • Red: Deal 1 to all enemies and the enemy Nexus.
  • Yellow: Deal 2 damage and [Stun] the [Strongest] enemy.

For our purposes, Blue is likely the most commonly used. The ability to draw another card and get some spell mana cannot be underestimated. When he’s Level Two Twisted Fate, that may change. His new power is “Each round, the first three times you play a card, I play a Destiny Card”. So we can get a lot of spell damage, creature removal, or AOE damage in. The Red Card also hits their Nexus, so be aware of that. We can combine that with a lot of our damage to ensure the game is over that much faster. 

The next question that has to be asked is “How do we draw cards as fast as possible”? That one’s pretty easy. Pool Shark is a 1-drop that helps in that department. It may backfire though. When he’s summoned, the ½ minion draws 1 at the next Round Start and gives that card [Fleeting]. So we have to use it that turn. If it’s a Commander Ledros, that card is probably going away.

Hopefully, it’s something low-cost that we can really take advantage of. Fortune Croaker is still one of my favorites. It deals 1 damage to itself and 1 to an ally to draw a card for us. That turns him into a little 2/2 for 2, making it a viable defender/attacker. Once we’ve drawn a card, he’s outlived his usefulness.  Zap Sprayfin might be the most useful creatures in the deck though. 

Zap Sprayfin is Elusive/Attune (so he can only be blocked by Elusives, and refills with Spell Mana when summoned). A 2/2 for 4, he draws a spell from your deck that costs 3 or less, when summoned. Good news there: We only have two spells that fit the bill! Go Hard and Glimpse Beyond! So when he’s played, we either get another shot at making Pack Your Bags, or we kill an ally to draw 2 cards. Either way, it’s a win-win. Plus he’s Elusive! If the enemy has no Elusive creatures, we have free damage. 

Plus we have 3 copies of Zap Sprayfin in the deck. That’s a lot of free spell pull. Salvage has us Toss 2 from our deck to draw 2, at the cost of 4 mana. Not too bad. So as you can see, we have plenty of card draw. On top of that, Level 2 Twisted Fate could in theory give us 3 cards to draw each turn, depending on what we’re doing. 

What’s Elise in the deck for? Because she’s powerful and is pretty easy to level up with those Spiderlings. She’s in the deck to help with keeping a powerful board presence and to deal damage. Because we do have a few creatures that help with us being aggressive, and distracting people from the flood of Go Hard // Pack Your Bags damage. 

Jagged Butcher has [Plunder] so if we attacked this turn, he comes into play with +1/+1 (making him a 3/3 for 1). Dreadway Deckhand is a 2/2 for 2 and summons a Powder Keg, which is also handy. Doombeast, provided he’s not our first spell played (Nightfall) drains 2 from the enemy Nexus. Yet another nickel-and-dime effect! Petty Officer also summons a Powder Keg or summons a random 1-cost follower. I like the Keg more if I’m close to the Go Hard drop, but we don’t have control over it. Then there’s Commander Ledros to speed the game up, even if he’s 9-mana to play. 

Since this is also a Shadow Isles deck, we have some last-ditch efforts to slow down foes. The Ruination for 9, which destroys ALL creatures in play, and Vengeance, which outright kills one minion of our choice. 7 mana is a steep price, but it can really end someone’s fun in a hurry if you pick the right target. Withering Wail heals our Nexus for 3 and deals 1 to all enemies for 5 mana. So yeah, we’ve got a few of the staple Shadow Isles cards at our disposal. Use them wisely.

Twisted Fate Goes Hard (Bilgewater/Shadow Isles Midrange)



Elise (2) x3

Twisted Fate (4) x3



Jagged Butcher (1) x3

Pool Shark (1) x2

Dreadway Deckhand (2) x3

Fortune Croaker (2) x3

Doombeast (3) x2

Petty Officer (3) x2

Zap Sprayfin (4) x3

Commander Ledros (9) x2



Go Hard (1) x3

Glimpse Beyond (2) x3

Salvage (2) x3

Withering Wail (5) x2

Vengeance (7) x2

The Ruination (9) x1

Deck Code


Final Thoughts

We have a lot of ways to win the day with this deck. Sure, the key is a KD/A card, but it’s not the only way out. We can keep the board flooded with annoying, low-cost creatures that the opponent either answers for or takes free damage. We have creatures to defend us or to simply be aggressive with. We want to use our various drain/damage abilities to set up a quick, decisive win with just one or two Pack Your Bags. We also have Ledros to speed that up just a bit. It’s a really fun deck, and we aren’t threatened by other Tier-1 decks like Ashe’s Noxus nonsense. We aren’t going to be doing a lot of attacking, after all. Draw cards, deal damage and make the other person suffer the frustration of fate not being in their hands. 

Ezreal and Draven Climb Hard, Climb Fast (Piltover/Noxus Midrange)

Sure, Tahm Kench/Soraka is my go-to, the most reliable deck I’ve played in a card game since Mono-Red Muxus. That’s for me. But overall, the most reliable, easy grind through ranks in Legends of Runeterra as far as Cosmic Creation decks go, has to be Ez/Draven. The ability to go all-in on someone with frustrating combos, lots of card advantage, and cards created out of nowhere, it’s got it all. There isn’t a deck I can think of that can out-play, or out-advantage this deck.

I should know! It’s stomped me flat a few times when I ran Soraka/Kench! It always seemed to have a solution I couldn’t predict or plan for. Or they would just start discarding Axes/Shrooms to draw more card advantage, and somehow, another Mystic Shot waited just around the bend. There are two major cards in this deck, but they don’t really work alone. Ezreal and Captain Farron. They both do incredible things on their own, but we want them to come together for the Greater Good (™). 

We don’t really want to go ham with just one if we get it. Instead, we’re going to push as much card advantage as possible, and always have something to play from turn-to-turn. We’re looking for tempo, damage, and any edge we can possibly get. We’ve got creatures that do decent bits of damage, and plenty of cards that come out of nowhere, like a quality RKO.

This deck can do a lot, so let’s talk about it.

How’s It Work?

What about our two major win conditions? I know we’ve discussed Ezreal in the past (many times, probably). He’s very easy to level, and is a ⅓ Elusive. When he strikes the enemy Nexus, he creates a [Fleeting] Mystic Shot in hand. That means, if you’ve got a spare 3 mana, you can deal 2 damage to anything. After you’ve targeted enemies 6+ times, he levels up. Once he’s become Level Two Ezreal though, he’s a 2/4 Elusive. That’s not the issue that makes him dangerous.

He still creates those Fleeting Mystic Shot cards too upon Nexus Strike occurring. However, whenever we cast a spell, deal 1 damage to the enemy Nexus. If the spell targeted an enemy, we deal 2 damage to the enemy Nexus instead. We have a lot of that, which we’ll be going over soon.

So we combine that with Captain Farron in the mid-to-late game. When that 8-cost 8/8 [Overwhelm’ hits the board, he creates 3 copies of Decimate in your hand. Each Decimate costs 5 mana and deals 4 damage to the enemy Nexus (Slow Speed). If Level Two Ezreal is in play, that means it’s now 5 damage. We’ve got two of him, so we can get 6 total Decimates. 

Don’t count on always using those to win though. We ideally, want a combination of the two strategies working together in harmony. We aren’t going to just sit around and wait for it to happen though. That’s a bad idea. We’re going to use Draven’s Axes, his natural damage, and a crew of spells/followers to make sure we’re always one step ahead of the other player. We can do so much in the way of damage to the enemy player’s followers/champions.

Direct Damage Options

I’m giving this a sub-section because frankly, there’s so much of it. It pairs nicely into Level 2 Ezreal, also. We want him to be constantly firing damage at the enemy Nexus, after all. If we can make the enemy worried about even playing minions, we’re going to harass the Nexus instead. After all, if we clear their board, we’re free to attack openly.

We’re rocking, as it happens, one of the most powerful direct damage spells in the game: Ravenous Flock. Lord help me, I hate this card, but it’s so powerful. For 1 mana, this Fast Speed Spell deals 4 damage to a unit if it’s already been damaged, or it is [Stunned]. If the other player has something high health and you absolutely need it gone, this is the way to sort it out.

There are a whole host of spells that do a bit of damage here or there, and we’ve got Ezreal’s Mystic Shot spells coming through for us. Or we can just play Arachnoid Sentry for 3 mana and stun a target. On the topic of spells that hurt players, we’ve got Get Excited!. You have to discard 1 card in addition to the 3 damage it deals (to anything), but that’s no big deal. Draven creates Spinning Axes we can toss, not to mention our creatures that create Mushroom Clouds if we’d like (Chump Whump).

Let us not forget Theromgenic Beam, which deals damage equal to all of our mana. It expends all of our mana to deal that much damage to a unit in play. Rummage is also a powerful bit of card draw that’s built around discard (discard 2 to draw 2). If we have those Axes just lying about, or something of that nature, we can pitch cards created to get real cards.

There is a card we want, on the topic of damage, that we want in our hand as early as possible. Tri-Beam Improbulator. It costs 3 mana and is a Slow Speed Spell. It deals 1 damage to a unit and summons a random 1-cost follower. But each time we cast a 3-cost spell and this is in our hand, that number goes up by 1. So we can in theory drop this and deal 9 damage, and summon a random 9-cost follower. If we can get a few in hand at the same time, even better! 

There is 17 cards baseline in this deck that target the enemy units in some fashion. So it’s very easy to get Ezreal going and online. That’s not counting cards that are created by other means either. The strategy, as far as I see it, is we use these cards to keep the enemy board as empty as possible. We don’t always have to eliminate the creatures with damage, either. We have a few cards that execute damaged minions.

Noxian Guillotine for example, costs 3, and kills a damaged unit to create a [Fleeting] Noxian Guillotine in hand. We can keep doing it for as long as we have the mana and they have damaged units. We can pair this with Stattik Shock in the late game for devastating results. Stattik deals 1 damage to an enemy or the enemy Nexus, and 1 to another. It also draws a card. So we ping two enemy units for 1, and follow up with a pair of Noxian Guillotine strikes to immediately eliminate whatever huge threat we’re scared of.

Scorched Earth also destroys a damaged unit, or a landmark, for 3 mana as well. Do you see a pattern? We have a ton of 3-cost spells to make sure that Improbulator is always on point. That’s where I see this going. We can very easily eliminate threats on the board, keep the other player on the backfoot. We have one more discard engine, with Sump Dredger. It’s a 4/3 that requires a discard to draw 1. 

On top of all the free damage that we get from Farron/Ezreal, don’t forget how good Draven is. All he has to do is strike with two Spinning Axes to level up, and he makes them by Playing Draven or Striking something. Spinning Axe is a 0-cost that requires a card discard to play it, and gives an ally +1/+0. Level 2 Draven is a 4/4 Quick Attack/Overwhelm, and creates 2 Spinning Axes in the same way the first form created 1.

He’s frustrating to deal with and is often seen as an immediate threat. He’s not our main threat though. On top of him, we’ve got House Spider to keep the steady flow of frustrating creatures in play, and the Chump Whumps deal decent damage and can throw Mushroom Clouds into the enemy deck if you want. It’s all about keeping a temp going. You never want a turn when you’ve got nothing to do. You keep pushing any advantages you create, opening holes in the enemy line, and striking.

Get a Level Two Ezreal and punish the other play any time they summon something to the board. Keep the card drawing up, keep the damage going. It’s so ridiculously good.

Ezreal and Draven Climb Hard, Climb Fast (Piltover/Noxus Midrange)



Draven (3) x3

Ezreal (3) x3



House Spider (2) x3

Arachnoid Sentry (3) x3

Sump Dredger (3) x3

Chump Whump (4) x3

Captain Farron (8) x2



Thermogenic Beam (0) x2

Ravenous Flock (1) x3

Rummage (1) x3

Mystic Shot (2) x3

Get Excited! (3) x2

Noxian Guillotine (3) x1

Scorched Earth (3) x1

Stattik Shock (3) x2

Tri-beam Improbulator (4) x3

Deck Code


Final Thoughts

A skilled player can do so much more with this than an average player. That’s not a knock, though. This deck is very flexible, thanks to the variety of creature removal/damage it has. You can find a way to deal with almost any threat that hits the board, and even in the worst situations, you can come back and win out of virtually nowhere. A Level 2 Ezreal, handful of cards, and a full mana bar can be instant defeat. If you’ve been diligent about poking and threatening the other player, victory will be yours before they know what’s going on. It’s unreal how powerful this deck is! Knowing what the other player is capable of, and stopping any momentum they have is going to be your key to the kingdom. 

Scout Has a New Toy! (Demacia/Bilgewater Aggro Deck)

Scout’s still a very powerful deck concept, but it didn’t truthfully need a whole lot to keep it relevant. But there is something that we received in this series of expansions to remember: The Grand Plaza! It’s not a necessary thing to have, but it sure makes things better. After all, when you play an ally, give it +1/+1, and [Challenger] this round. The beauty of [Scout] is that we can attack twice a round under the right conditions. We just need to Attack with [Scout] units for our attack on a turn. If we do, we [Rally]. Rally gives us the ability to attack again!

If we manage to Rally on the opponent’s attacking round, we then get to Attack during their turn too! This is a very fast, very powerful deck, to boot. Our main goal is to level up Miss Fortune as fast as possible and then obliterate someone with pure damage goodness. Hopefully we can level up Miss Fortune and Quinn at the same time. They do have the same level-up requirement after all – “I’ve seen you attack 4 times”. 

Though Quinn is a 5-cost, so they may not quite level up together. We can do so much with Quinn, but the real star of the show is Miss Fortune and her oversized pistols. No, that’s not a euphemism.

How’s It Work?

How easy is that to do? Within two turns of having Miss Fortune in play, we could probably make this happen. If you’re worried about your Scout minions taking damage and dying young, we have a few ways to buff them. We can also simply cast Relentless Pursuit to [Rally] without attacking with just Scout units.

When you consider Miss Fortune/Quinn, they don’t have to witness damage to the Nexus. You just have to declare attacks. That’s one of the reasons I love this deck. On your attack, you play a creature with The Grand Plaza in play and you can likely use them to just pick something off that you aren’t a fan of. Use as many [Challenger] units as you like to keep any/all of the opposing blockers at bay while your stronger minions get through.

Speaking of which, what’s The Grand Plaza do for the deck? It’s a 3-cost Landmark, so we’ll probably only put one out at a time. When an ally is summoned, you give it +1/+1 and [Challenger] for the round. We can use that to do a lot of damage and disruption. If you’ve already damaged an enemy this round, you can have that 2/2 Jagged Butcher come into play as a 4/4 [Challenger] for a turn. For one mana! So if you Scout, deal damage, you can play him, get a 4/4 Challenger, and attack yet again for this turn.

So what Scouts do we have? Well, first and foremost, there’s Quinn. She costs 5, but she summons Valor when she comes into play. We also have Blinding Assault to simply cast it and bring back Valor once he’s passed on. Level One Quinn only gets Valor when she is cast, after all. Valor is a 2/1 Challenger/Scout, so having the ability to just put him in play either via a spell, or by dropping Quinn, you can see how fast we can level up our two champions.

Leveling Up Quinn makes her summon Valor each time she attacks, and Valor immediately challenges the strongest enemy. We also have Grizzled Ranger as a 3/1 Scout for 4, which creates a Loyal Badgerbear when he dies (Last Breath).  It’s not likely that the Grizzled Ranger will survive its initial attack, but we do have Brightsteel Protector or Riposte in a pinch to give him Barrier. Finally, we have Island Navigator, a 2/4 Scout for 4. When she’s summoned, she also summons a random 1-cost Follower, and grants it [Scout]. 

It’s going to be very easy to level up Miss Fortune/Quinn when they’re in play. What makes Miss Fortune so darn important though? Why are we going so far out of our way to make sure she levels up ASAP? When you have Level One Miss Fortune and allies attack, she deals 1 damage to all battling enemies and 1 to the enemy Nexus. That’s neat.

Level Two Miss Fortune deals 1 damage 3 times to all battling enemies, and the enemy Nexus. We combine Scout and Challenger to wipe out enemy fields safely. We use our Scouts, grant them Challenger through The Grand Plaza, and laugh as the enemies die before even getting to hit us. In other decks, it’s even better, because each 1 point of damage triggers on its own and can boost other effects you’re working with.

That’s why this deck is so powerful. Once we get online and have Level 2 Miss Fortune it’s pretty much over for nearly any deck. We can just drag enemies into the line of fire. Even if it’s just playing Fleetfeather Tracker or Petty Officer (and giving it Challenger thanks to Plaza) and declaring attack. Though those two would have to attack after Scout units.

We want to attack with Scouts alone on our turn every time we get aggressive. That way, we get a second attack phase. Then you attack with whatever tickles your fancy. If we can play followers first, even better. My favorite non-Challenger/Scout in the deck is Cithria the Bold. After all, she gives other Battling Allies +1/+1 and [Fearsome] for the round anytime she attacks. We use her in the second phase of attacks and make sure we get any damage through we want.

We do so much damage each time we attack with Miss Fortune so we want to attack as much as possible. You can always attack with Scouts, attack with your regular units, and then cast Relentless Pursuit to rally one more time. If all goes well, your Level Two Miss Fortune hits for a total of 9 damage, outside of any other damage we do to the enemies, and their Nexus. 

We just want to hassle the other player with as many attacks as possible. Then, when Miss Fortune levels up, we double-down and hit even more. We technically don’t have to get any damage through! Simply having Miss Fortune’s passive will help as we slaughter the other player’s minions every time they drop onto the board. 

Scout Has a New Toy! (Demacia/Bilgewater Aggro Deck)



Miss Fortune (3) x3

Quinn (5) x3



Fleetfeather Tracker (1) x3

Jagged Butcher (1) x3

Brightsteel Protector (2) x3

Petty Officer (3) x2

Island Navigator (4) x3

Cithria the Bold (6) x3



Ranger’s Resolve (1) x2

Blinding Assault (2) x3

Sharpsight (2) x3

Relentless Pursuit (3) x2

Riposte (4) x1



The Great Plaza (3) x3

Deck Code


Final Thoughts

I love the concept of this deck, even when it shows up on the other side of the field. I’ve been obliterated by Miss Fortune/Noxus decks in the past (MF/Swain), but this one’s much faster and far more aggressive, in my humble opinion. We can just stop the other player’s creatures at every turn. There are weaknesses though. Midrange decks tend to have an advantage, in particular Ashe or Fiora/Shen. This is because they can either reduce our Attack Power to 0 or simply Barrier up every turn and make us miserable. Out of the Cosmic Creation decks for Legends of Runeterra, this is one of the fastest and dirtiest, in my opinion. It’s no Soraka/Kench, but it goes faster (and that’s great). 

Zoe Makes OTK’s Tons More Fun! (Targon/Ionia Combo Deck)

Lee Sin OTK decks were already pretty frustrating to deal with. But with Cosmic Creation, Legends of Runeterra’s favorite blind monk has a new ally all the way from Mount Targon. That’s right, Zoe’s here to make Lee Sin’s win so much faster! That’s all he needs, right? Another obscenely powerful way to demolish opponents. Sadly, it sounds like Tahm Kench/Soraka slid down into Tier 2 status over the last week, and Zoe/Lee Sin took its place. 

That’s pretty fascinating, but it’s not hard to see why. Both champions have an obscenely fast way to level up. Zoe just needs to see you play 10 cards with different names, and Lee Sin just needs you to cast 8+ spells. The best part about Lee Sin is he can come in leveled up. Zoe’s going to help Lee Sin buff up, so we can blow someone’s face off with just one attack. 

Since this is an Ionian deck, we’ve got a whole boatload of control options. Nopeify! Paired with Deny is just beautiful. This doesn’t have the strength of some of the previous Lee Sin OTK decks, but it’s safer, if you ask me. We’ve got a lot of control, we can hold onto cards like Pale Cascade and Hush to make sure that Lee Sin’s challenged target is as weak as possible, and as much damage as we’d like gets through. 

How’s It Work?

Level 2 Lee Sin is the secret in the sauce. Whenever he challenges a target, he uses Dragon Rage on them. Dragon Rage kicks an enemy into their own Nexus, damaging both. So we want to target the weakest enemy possible. Why? Because we give Lee Sin [Overwhelm] also so that extra damage goes through, and the Nexus damage still hits. The idea is that we churn out that damage to hopefully defeat them in one Lee Sin hit. 

We can also give Lee Sin [Challenger] and [Barrier] easily. We just have to cast two spells before we declare an attack. The first gives [Challenger] and the second [Barrier]. On top of this, Level 2 Zoe reads “Whenever we summon an ally, give their keywords to all allies”. So we summon a Sparklefly, and Lee Sin suddenly has [Elusive] and [Lifesteal]. Zoe can also give us Invoke spells, so whatever that grants could also give us some fun stuff to work with.

We need to spend the early game casting plenty of spells though. A turn-1 Zoe helps without a doubt. When she (a 1/1 Elusive for 1) delivers a Nexus Strike, she creates a Supercool Starchart spell in hand> Or, if you have it already, reduce the current in your hand by 1 (default 2 mana). Supercool Starchart [Invokes] a Celestial card that costs 3 or less. We can keep doing this to get unique spells to cast for Zoe, or simply to keep casting spells for Lee Sin.

To help with Zoe though, we’ve got one copy of Spell Thief in the deck, a 1-cost Burst Spell. It picks 1 of 3 enemy spells that have been played this game and creates a copy in your hand. Even better if they’ve only played one spell so far. 

We have some creatures that create cards that aren’t even in our decks as well, to help with Zoe/Lee Sin. A good example of that is Mountain Goat and Mentor of the Stones. Both create Gems in our hand to cast (1 from Mountain Goat, 3 from Mentor at Last Breath). Gem costs 1 and is Burst Speed. It gives +1/+0 for the turn, but can’t be cast in combat, or in response to a spell. So we have to stock these and drop them on Lee Sin when it’s time to win the game. 

Mentor of the Stones also grants +2/+2 to whatever unit he supports (so Lee Sin). So you can let one die, play another, and use him to beef up Lee Sin that much more. One of the reasons I like this deck though is that we have control spells. These help get Lee Sin going, while also denying the other player key cards to win with. It’s important to note that Lee Sin does not need to be in play or in hand to level up, but Zoe has to be in play. 

We don’t need her to be level 2, but it helps. Getting a 0-cost Behold the Infinite on Nexus Strike is nothing to be sneezed at. The idea is that we ping away a little with our Elusive creatures, and cast spells as we can. Deep Meditation will help if we can cast two low-cost spells early, and then drop it for 3 instead of 5 (and draw 2 other spells). 

Once we have Level 2 Lee Sin thanks to casting spells, here’s what we want. Keep a Zenith Blade in hand, and cast it on him the turn you’re attacking. It gives him +1/+2, and [Overwhelm]. Cast at least two spells this turn to give him [Challenger] and [Barrier]. Use whatever Gems you’d like, while also keeping some mana open. If you can, also keep a Pale Cascade or two in the hand. That gives him +2/+1 for the round and is Burst speed. 

Get that attack power with Overwhelm as high as possible. Then, you pick off the weakest creature you can. We want as much of Lee Sin’s damage to get through as possible. Consider this: Lee Sin is a baseline a 4/6. We gain +2/+2 from Mentor of the Stones. A pair of Gems for another +2, and a Pale Cascade/Zenith Blade. That’s another +3/+3. That’s 11 damage straight to someone’s face. Since we Challenge, it also deals that damage to the Nexus (so 11 free damage). If we can hit something that’s a 1 or 2 health, we can batter the opponent down with one hit. You have to play patient and have the right cards in hand.

You don’t have to attack with just one hit to get the win, though. Be aggressive or patient as you feel you need to be. Zoe exists to get spells to help buff and protect Lee Sin, through the Celestial options she gets. But we have Nopeify and Deny to counter, and Hush to remove all buffs/abilities (Silence) to a minion for the round. Guiding Touch is a solid heal, that also offers a card draw. Bastion in a pinch gives Spellshield and +1/+1 as well. This deck does so much and makes people mighty aggravated. Give ‘em a good old fashioned kick to the tender places.

Zoe Makes OTK’s Tons More Fun! (Targon/Ionia Combo Deck)



Zoe (1) x3

Lee Sin (5) x3



Eye of the Dragon (2) x3

Mountain Goat (2) x3

Sparklefly (2) x2

Mentor of the Stones (3) x3



Spell Thief (1) x1

Guiding Touch (2) x3

Hush (2) x2

Nopeify (2) x2

Pale Cascade (2) x3

Sunblessed Vigor (2) x1

Zenith Blade (3) x3

Bastion (4) x1

Concussive Palm (4) x1

Deny (4) x3

Deep Meditation (5) x3

Deck Code


Final Thoughts

This isn’t my personal ideal Lee Sin deck, but I like it anyway. Personally, I like using Lee Sin/Teemo, or Lee Sin/Riven, or something to that effect. We’ve got control spells, buff spells, and one blind monk that just wants to give people some kicks to the mush. Don’t let him down! It’s a solid deck that should be a tier 1 offering you can enjoy. It’s not invincible though. MF Scout is dangerous with how much damage it can dole out and how easily it can wipe your board. Other than that? We’ve got a lot of strength and advantages on other decks!

Feel The Rush Is Not Gone Nor Forgotten (Freljord/Shadow Isles Control)

Control is my absolute favorite way to play card games. Anyone who reads my blogs regularly probably knows that by now. This deck has slipped down the card, thanks to nerfs a few patches back. That being said, it’s still powerful. You can nerf the key creatures, but it’s still going to hang tough. Why? Lifesteal. Creature Removal. Summoning Tryndamere and Trundle as 10/10s with [Overwhelm]. These are just a few of my favorite things.

Between those, Commander Ledros, a bunch of mana ramp, and Feel The Rush, we can really devastate an opponent. This deck excels at slowing down the game state, while also giving us more mana than we know what to do with. This deck is most powerful when the opponent can’t counterplay (Silence, Nopefiy, Deny). If they don’t have access to these, we’re probably going to bring the pain. From what I’ve seen, this is also one of the few decks that can get a leg up on the aforementioned TF deck. We just swing overwhelmingly hard with few creatures and lower the enemy Nexus with Ledros.

We don’t even have to swing! We can use Atrocity to just deal mortal damage to the enemy Nexus! Though I like using Atrocity on Commander Ledros to deal 8 damage to the enemy Nexus, and next turn (if there is a next turn) re-cast Ledros to lower their Nexus’ power again. It’s got weaknesses, mostly in decks high on barrier (Zoe/Lee Sin, Fiora/Shen) and decks that can just attack over and over and AOE us down (Scout).

It’s not the most powerful deck, but with the right pilot behind it, you can really batter someone into bits.

How’s It Work?

Much like the Freljord days of old, we have two very, very important cards: Wyrding Stones and Catalyst of Aeons. These get our mana going faster than the other player – hopefully. We want to stack mana to the ceiling, because our key card, Feel The Rush costs 12 mana and is Slow Speed. That’s why we want to make sure the other player can’t Deny/Nopefiy us. It’s the most important spell in the deck.So what’s it do that’s so rad?

Feel The Rush summons 2 different, random champions from your hand and deck. Their stats are now 10/10. This can be done with a variety of hilarious champions – like Ezreal. But we aren’t using him. We aren’t trying to sneak someone through with Elusive. No, we’re going to go with [Overwhelm] strats. We only have two champions in this deck: Trundle and Tryndamere. Trundle doesn’t have [Overwhelm] but Level Two Trundle does! We just have to play an Ice Pillar and have him see it.

This means to maximize this awesome damage, we want to play Trundle early or play Feel The Rush on our opponent’s turn and open our next round with Ice Pillar to immediately level him up. Ideally, we can swing out with both of them, and take the enemy out in one blow. We can make this even easier with Commander Ledros + Atrocity combo (which could also be our KO condition). In order to do that though, we need mana. That’s why we want our opening hand to have at least a Wyrding Stone or Catalyst of Aeons. I prefer Wyrding Stone personally, since each round, it adds a Mana Gem to our pool.

By the time the other player can do something about it, it’s probably going to be too late. If we can get two Stones out, even better! We don’t have a lot of card draw sadly. Avarosan Sentry has us draw a card when it dies, via [Last Breath]. We use our creatures to heal our Nexus, stall the game, and just block and be annoying. Meanwhile, we build up our mana faster than the other player can, so we have access to cards like The Ruination to board wipe, or Withering Wail/Avalanche to do AOE damage. We aren’t worried about our creatures so much, as long as the enemy dies too.

Most of our deck are spells designed to slow the game down. Troll Chant to weaken an enemy in combat while also buffing one of ours (-2/-0 and +0/+2 respectively) at Burst Speed. Vengeance flat kills an enemy. Vile Feast drains 1 from something to give you another blocker (Spiderling). If things are really bad, and we have mana capped, The Ruination can board wipe. One reason I like to use Feel The Rush on the other player’s turn, is I use it late. Then on my turn, I can immediately declare an attack and use Harsh Winds to make any blocker’s Power 0 ([Frostbite]).

The whole point is to hold out as long as we can. Mana Ramp up as early as we can, so we can store Spell Mana. That way, when we hit 10 mana, we hopefully also have full Spell Mana and are ready to cast Feel The Rush. I mentioned earlier that we have a way to weaken the enemy Nexus. Commander Ledros, which we have talked about already, cuts an enemy Nexus’ health in half upon casting. When he dies, [Last Breath] triggers and puts him back in our hand.

So we cast him, and then the next turn, we hit him with Atrocity. That sacrifices him, (thus adding him to our hand), and Atrocity deals that creature’s Power in damage to any target (the Nexus). If it’s at 20 Health, it goes down to 10 when he’s played. Atrocity will make Ledros deal 9 damage, putting it at one. If we have already cast Feel The Rush after we’ve got Ledros in play, we can drop their health to ½ with Ledros, and then sacrifice one of our new 10/10s to just instantly win the game.

So if your opponent can’t counter, they can’t do a whole lot to stop this. The only real chance the opponent has is to Frostbite our Atrocity target at Burst Speed, or simply kill our sacrifice before it procs (again, at Burst Speed).

Feel The Rush Is Not Gone Nor Forgotten (Freljord/Shadow Isles Control)



Trundle (5) x3

Tryndamere (8) x3



Avarosan Sentry (2) x2

Kindly Tavernkeeper (3) x3

Wyrding Stones (3) x3

Commander Ledros (8) x2



Troll Chant (2) x2

Vile Feast (2) x3

Avalanche (4) x3

Catalyst of Aeons (5) x3

Withering Wail (5) x3

Atrocity (6) x2

Harsh Winds (6) x1

Vengeance (7) x2

The Ruination (9) x2

Feel The Rush (12) x3

Deck Code


Final Thoughts

What a fun deck! It’s nice and simple. Control and slow the flow of the game with spells, mana ramp. We want to use Feel The Rush to pound someone into mush, or Ledros/Atrocity on top of that if we’re feeling fancy. Don’t get cocky though! Just because you have the upper hand on raw power doesn’t mean your opponent can’t do something about it. That’s why I like to wait to act until my opponent has no more moves to make (which can admittedly backfire). It may not be Tier 1, but it’s still wildly powerful, and super satisfying to suddenly have a pair of beefy 10/10s. I’ve used Feel The Rush in a lot of decks, but this one was the most secure. It’s much easier to do it in this deck compared to many others.


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