

No joking here, I have had games where I have chump blocked a large creature with an Ahri, without a backup in my hand, before giving up either a Dancing Droplet or a Kennen. And when we need to defend ourselves, those bits go on the chopping block very quickly. One of the interesting things about this deck and its multi-pronged game plans is that when you figure out which bits are important to you, you are also figuring out which bits aren’t. Game states change quickly and you’ve got to be ready to change with them. That said, don’t be afraid to re-examine it. Once you’ve answered that question it will help you make all the rest of the decisions in the game at hand. This is labeled stage two, but there is no time too early to ask yourself “how am I going to win.” It’s generally easier to get a concrete idea of this around turn three to four, but sometimes you’ll be able to figure it out even earlier than that. My favorite thing about midrange decks in particular, and this one in specific, is that this changes not only matchup to matchup, but often even game to game.Īre we trying to get hard control of the board with multiple leveled Kennens? Do we want to find lethal as quickly as possible by aggressively leveling Ahri and pumping her up for the win? Are we going late with our six-drops and grinding our opponent out of value? Maybe we’ll simply pack their bags and be done. This is the phase where, based on the game state and draw, we need to be deciding how we are looking to win the game. Save it for when you can protect it to make sure it goes off and get some serious work done. That said unless things are truly desperate, Homecoming is your biggest trump card. Don’t be afraid to fire off a Recall or Navori Conspirator just to get value if you need it. Against aggro though, bouncing Kennen up and down is a great way to stabilize a board against early incoming aggression.Īhri is of course amazing in any phase of this deck’s game plan, but even without her, we’ve got plenty of other bounce to keep things rolling. This will almost always include Dancing Droplet, Kinkou Wayfinder, or Kennen, though Shadow Assassin can pinch-hit if you need her to.Īgainst control and most midrange you generally want to be more focused on your droplets than Kennen. As you start the game, you’re going to be looking to get your engines running. Phase One: Establishing ValueĪlright, on to playing the deck now. In the world of competitive gaming, we call this attempting to force errors, and I am a big fan. Slotting Pack Your Bags into that number makes our opponent’s lives even more difficult.Īnd if there is one thing I am about in Runeterra it is deckbuilding and play decisions that make things hard on my opponents. We can win with Elusive aggression, either leveled champion, or even a random large Pod attacking on turn ten. We’re also all about alternate win conditions around here.


A drain one, gaining some small healing, and finishing off dangerous threats is a pretty big deal to a deck like that. It has an aggressive, disruptive gameplan, that molds itself to its opposition. I think this objection comes mostly because people don’t understand what kind of deck they are playing, so I am here today to assist with that. The other main objection is “What does this do for us?” To which the answer is, everything. The nice thing about this one is that if you do miss you can usually pick your Allegiance card back up and try again. Not to mention that plenty of other allegiance decks start with four or more misses in them by default. Those aren’t exactly my favorite odds in the world, but they are still firmly in my favor. That means that in the bad scenarios, I am missing between one out of seven and one out of eight times. If I have played a single Go Hard before Kinkou Wayfinder there will be four copies of it in my deck, and generally between twenty-eight and thirty-two total cards.

No, don’t roll your eyes at me, this is important. One simply plays Wayfinder before you play Go Hard. There are two answers to the first objection to this card, namely that it hurts Kinkou Wayfinder. How does it even help our game plan? Well, I get asked these questions enough that for this guide I think Go Hard deserves its own section. Speaking of which, what in the allegiance-based nonsense is Go Hard doing in this deck? Doesn’t it hurt your odds on Kinkou Wayfinder? It can get you interaction, Twin Disciplines to go for a kill turn, or Go Hard to help pack your opponent’s bags. The versatility of this card cannot be overstated. Pod is a slightly odd conclusion but I stand by it 100%.
#AHRI LEGENDS OF RUNETERRA FULL#
We’ve then got some powerful Ionian disruption to deal with our opponent’s mid-game, and we back it up with a full suite of four 6 drops.
