Welcome to TLG’s latest meta snapshot for Legends of Runeterra, a series in which we give you our insight on the finest decks in the higher ranks of the ladder.
Every Monday, we discuss the decks that are part of the week’s meta and rate them on a scale of 1 to 5 stars. We also look at the evolution of said decks’ ratings across weeks and draw conclusions regarding the current state of the game, all of this so you can delve into your own ranked journey with a head start.
This week, we see the ripple effect of the Pack Your Bags nerf wash over the snapshot, with Targon being a clear favorite outside of Ezreal-Draven. While this affected Go Hard’s situation, as with any OP deck being nerfed, other archetypes are crawling out of their hiding places to join the party once more (e.g. Ashe-Sejuani), while others have become even better now that they don’t have to worry about packing their bags so often.
If you have any questions, feel free to drop by our Discord. Best of luck on your climb!
Editing: Crixuz, Den, Wusubi, Sebodunum, Ultraman
EU Consultants: CastMin, Dartill, Kuvira, Pespscola, Zezetel
NA Consultants: RattlingBones, RiceFT, Saucekay, Zenaton
Still able to survive against board-centric decks thanks to a flurry of reactive spells, Ezreal-Draven is currently the strongest deck in terms of denying the opponent a chance to develop their strategy. When looking at the current meta, we can see that most decks are working on building a game plan more than answering the one their opponent has. As a result, Ezreal-Draven takes the throne for the time being.
Whether it’s Scouts, Lee Sin or even Fiora-Shen, these decks cannot function if they cannot build tempo, which Ezreal-Draven excels at destroying - both in the early and the mid game. What’s more, with the draw potential the deck features, it can keep up with pretty much anything for a solid 9-10 turns, up to the point where Captain Farron crashes the party. (Write-up by Den)
Rating change: +0.5 stars
Thanks to the Go Hard nerf, Ezreal-Draven has lost its worst matchup. Currently, no deck on ladder is capable of countering it. The only deck that could counter Ezreal-Draven, Feel The Rush, is heavily suppressed by the abundance of Zoe-Lee decks.
Ezreal-Draven doesn’t feature a power card like The Grand Plaza, meaning its raw power level isn’t necessarily the highest in the current meta. Despite this, the archetype can pride itself on having some of the best answers in the game with Scorched Earth for The Grand Plaza, tons of removals for Lee Sin (Noxian Guillotine, Tri-Beam Improbulator, Ravenous Flock), Scouts and other board-centric decks which are very popular on the ladder currently.
Although it might appear that The Grand Plaza is best utilized as a defensive card in decks like Leona-ASol, it can also act as a key card in more aggressive decks. For Scouts, the landmark helps with early to mid game board presence and with setting up your snowball effects in the late game. The synergy with the Scout keyword is unsurprisingly a great one here, as once Plaza is on the board, almost all minions will have the combination of Scout, Challenger and +1/+1, allowing them to attack twice while buffed and with the ability to choose their target.
An important limiting factor to this list is that it has a unilateral nature. This means that it only operates one way - in this case, through board presence. Moreover, Scouts are unreliable when The Grand Plaza isn’t drawn early. Similarly to the Ephemeral Lucian-Hecarim deck, failing to find Plaza is a death knell to your chances of winning. (Write-up by Den)
The myriad methods of healing in this list pair nicely with your overall game plan: stalling. You want to stall and stall until either your opponent wears themselves out, or your Creates start generating threats to their Nexus. With a decent ability to prevent trades and sufficient early game pressure to survive aggression, you still have to rely on your early minions to suppress part of the opponent’s board pressure. If you lived through that, the healing abilities coupled with big minions from Starshaping will save you most of the time.
Karma is included because in her levelled form, she has always been a big threat in the late game. Here, though, she gives you the ability to get 10 healing for 5 mana (not counting the double Create), which can give you a lifeline in very desperate games. The frequent Creation of new cards makes up for the lack of card draw in this deck. (Write-up by Ultraman)
Fizz-Teemo is an Elusive Aggro deck that features some rarely played cards such as Rising Spell Force, Suit Up! and Mind Meld. If you’re looking for an interesting and fresh deck, then Fizz-Teemo is the deck for you. The plan is to play your Elusive units in the early game via Teemo, Poro Cannon or Fizz. Although their damage output at base level seems paltry at first, it multiplies when you draw a Suit Up! or two.
Another way to deal constant damage to your opponent is through Ballistic Bot. One of this deck’s weaknesses is that its units aren’t very sticky if you don’t draw Suit Up! To address this weakness, the deck includes a ton of card draw. There’s Pick a Card, Zap Sprayfin and Wiggly Burblefish to refill your hand and board.
Wiggly Burblefish in particular is very strong because you’re playing so many spells in each game that you should always get to play it for free. Never underestimate the work that an Elusive 3/1 can put in. If left unanswered, it represents 6 damage over two attack turns (all for a potential zero mana cost).
Lastly, the deck plays one copy of Mind Meld. Although not necessary for closing games, Mind Meld can truly cheat some wins for you. When you have the opportunity to play Mind Meld, all your units will become an Elusive 5/5 or 6/6 (depending on the number of cheap spells you’ve played), potentially making it an OTK card.
Therefore, Fizz-Teemo is a Burn deck that has multiple win conditions. To know which to use, you need to look at the matchup. You can slow-Burn your opponent with 2x Ballistic Bot, Iterative Improvement and Get Excited! You can win with a 4/4 Teemo, win by surviving + playing spells and finishing with Mind Meld or win by swarming your opponent with Poros. Against Ionia or decks that run Withering Wail, you should treat Mind Meld as discard fodder. (Write-up by Crixuz)