Advertisement
Guest User

Untitled

a guest
Nov 18th, 2019
115
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.67 KB | None | 0 0
  1.  
  2. Deck Creator
  3. Empress Teemo
  4. Regions Used
  5. Ionia, Piltover & Zaun
  6. Deck Code
  7. CEBAIAIEBAFDINIGAEBBQKZRGI2DSAIDAEBAEJRJAECACAQBDYQSY
  8. Decklist
  9. Piltover & Zaun
  10. 3 Mushroom Cloud
  11. 3 Teemo
  12. 3 Clump of Whumps
  13. 3 Mystic Shot
  14. Ionia
  15. 1 Navori Conspirator
  16. 3 Navori Highwayman
  17. 3 Shadow Assassin
  18. 3 Rivershaper
  19. 3 Deny
  20. 2 Solitary Monk
  21. 3 Kinkou Wayfinder
  22. 2 Will of Ionia
  23. 2 Karma
  24. 3 Dawn and Dusk
  25. 1 Ritual of Renewal
  26. 1 The Empyrean
  27. 1 Minah Swiftfoot
  28.  
  29. Deck description and more
  30. This deck was made with love by me.
  31. This deck is a Midrange Elusive Deck, also featuring Teemo as a finisher, but it's also possible to win without Teemo entirely.
  32. It contains only 12 Piltover cards (Teemo, Mystic Shot, Mushroom Cloud, Clump of Whumps) to ensure that {Kinkou Wayfinder} becomes a potential 6/7, I opted to go heavier into P&Z so I could guarantee my Teemos being 2/2 when summoned, and also having Mystic Shot as removal against aggro or as a combo piece with Karma, which worked out well for me (although you can argue that Wayfinder is worse, which is true but a good trade off). Another potential P&Z card you could look into for your version is Counterfeint Copies, as it will enable you to play Wayfinder more often for value.
  33. Explanation and short summary of every (I lied) card:
  34. Teemo, 1 Mana 1/1 Elusive (Nexus Strike: Plant 5 Poison Puffcaps on random cards in the enemy deck, Level up: You've planted 15+ Poison Puffcaps || Leveled up form: 2/2 Elusive, double the Poison Puffcaps in enemy deck)
  35. No explanation needed really. Mushroom Cloud (1 Mana Burst, Plant 5 Poison Puffcaps on random cards in the enemy deck) and Clump of Whumps (2 Mana 2/2, create a Mushroom Cloud in hand) to generate shroom burst cards as an enabler for a leveled up Teemo, as an unleveled Teemo dies very quickly to basically any damage spell, and 1 damage pings are very prevailed.
  36. Mystic Shot, Fast Spell, 2 Mana deal 2 (damage) to anything
  37. It's one of your best removals against aggro and also useful in the late game together with Karma, since it becomes a 4 damage spell.
  38. Navori Conspirator, 2 Mana 3/2 Elusive, to play me, Recall an ally.
  39. I play him in case I need to recall something, also allows me to go for a sneaky Turn 1 Teemo play without risking too much, but due to his summoning condition, he is a 1 off.
  40. Navori Highwayman, 2 Mana 1/2, When I'm summoned, summon a Navori Brigand with my stats
  41. He's just amazing when you face aggro decks or swarm decks, as it provides you two bodies to block with, increasing the chances of winning against one of your biggest rivals immensely. Super strong card overall for what I want it to do, and having a few recalls in the deck can enable me to play him multiple times.
  42. Deny, 3 Mana Fast Spell, Stop a Fast spell, Slow spell, or a Skill
  43. Self-explanatory, the only true negate in the game. Note that "Skill" refers to skills that have a card counterpart/skill card when you right click them, f.e She Who Wanders or Minah Swiftfoot.
  44. Rivershaper, 3 Mana 2/1, Strike: Draw a spell
  45. He will either absorb a ping, or have the potential to draw you spells from your deck, all of them being either very strong, or increasing your Wayfinder chance. I'm not entirely sure on him yet, possible replacements might be KI Guardian (2 Mana Burst Spell, Grant Barrier to an ally in hand, Draw 1) or even Twin Disciplines (3 Mana Burst Spell, Give an Ally +3/+0 or +0/+3 this round) to protect an unit from a damaging spell (Teemo maybe), but I haven't felt the need for either as of now. Definitely worth a swap if you notice you need them tho'.
  46. Shadow Assassin, 3 mana 2/2 Elusive, When I'm summoned, draw a card
  47. Overall does everything you could want in this kind of deck, obtain your combo pieces faster with the draw, and it's elusive so you hit face more often, not much needs to be said.
  48. Solitary Monk, 3 Mana 4/3 Elusive, When I'm summoned, Recall all other allies
  49. Since Anivia Control is one of the most played decks, and it's often a thing that they have either Avalance, or two Anivias on the board, I found it very helpful to have an AoE recaller for my multiple Teemos}. That way I can put them back in my hand, and possibly even shuffle them back into my deck and resummon them with another Wayfinder, avoiding my opponents attacking phase ruining my Teemos. Another debatable card, possible replacements are Kinkou Lifeblade (4 mana 2/3 Elusive with lifesteal for sustain) or Yusari}, 5 mana 4/3 Elusive Challenger, but I liked having more units with a cost of 3 mana, and it's also a very good unit to play on an empty field. Note that Dawn and Dusking a Solitary Monk will bounce two of them back into your hand.
  50. Kinkou Wayfinder, 4 Mana 2/3,Allegiance: Summon two 1 cost allies from our deck
  51. (Allegiance triggers when the top card of your deck is the same faction as the card, in this case, Ionia). Not much needing to be said either, he summons two Teemos from your deck ideally. If your Teemos already are leveled, this means you play a 4 mana 6/7, and multiply shrooms by a potential 4x. The best Teemo enabler in the game, although not the main focus of this deck for consistency reasons.
  52. Will of Ionia, 4 Mana Fast Spell, recall a unit
  53. One of your main removals in late game, you can bounce a big beefy boi, such as Tryndamere, or remove a unit that was buffed up immensely, a super good card. If you find yourself struggling a lot against those kind of decks, feel free to remove one of the debatable cards discussed earlier for a third copy.
  54. Karma, 5 Mana 4/3 End of Round: Create a random spell in hand, Level up: Enlightened - You're Enlightened when you have 10 max mana. ||Leveled up form: 5/4, When you play a spell, cast it again on the same targets.
  55. She's a powerhouse by itself and also fills out our curve nicely. Only two copies because it has limited use, although yet very strong. Note that the random spells created are always from the factions you're running, in this case Ionia and P&Z, which gives up the chance of getting some very very nice spells.
  56. Dusk and Dawn, 6 Mana Slow Spell, Summon 2 exact copies of an ally. They're Ephemeral
  57. Another super strong card, summon 2 Ephermal copies of any unit for 6 mana, ideally your target might be Teemo but you can also use it to copy a big Elusive unit, or even Karma combined with Mystic Shot for 8 damage to something (the Nexus maybe c: ).
  58. Ritual of Renewal, 7 Mana Slow Spell, Heal anything 7. Draw 1
  59. This is a solid heal when you're getting low, 7 heal is 1/3 of your Nexus HP, and it also cycles, but isn't quite good enough to play multiple, as you want to win before having to play it, still good enough to be played once if needed, and way too good together with Karma.
  60. The Empyrian, 7 Mana 6/5 Elusive
  61. This is honestly so good when you get to play it, for 7 mana you summon a 6/5 Elusive that will close out the game most of the times, since your opponent will blow their removal on the Teemos and there's only so little cards that can actually remove it. Possible to play two-ofs, but I haven't needed him as much yet in the current meta, but again you're free to adjust to your liking.
  62. Minah Swiftfoot, 9 Mana 6/5, Play: Recall 3 enemies
  63. Minah is the best possible card against late game focussed decks, bouncing three units at once of your opponent gives him both a huge tempo loss, but also swings the entire game in your favour, since he won't even be able to replay those units for ten mana usually. I only play one copy because it's rare to get to that late of a game and you should have won at that point ideally, you don't have a lot of comeback strats usually and just hope for the Shrooms.
  64.  
  65. General short strategy guide for the deck
  66. Overall, your gameplan will be rushing down your opponent with your elusive units, chipping away as much as you can, until you Shroom them up with Poison Puffcaps and give them the final blow with 1-2 draws. Originally I started with a purer Teemo Combo deck, but it was very RNG reliant and often I'd get beaten down by any deck with more units than mine, so it slowly shifted more and more into this midrange elusive version of a deck. Hopefully your opponents will use up their removal for the early elusive units, so they won't have much to stop your Teemos with. Try to use Mystic shots to remove enemy challengers, making sure that your Teemos have the biggest survival chance.
  67. For the mulligan, try to get Highwayman and your early drops against Aggro/Midrange decks, if you're facing a control heavier matchup, it can be viable to drop Teemo T1 and boost him up as soon as you can. Kinkou Wayfinder is nearly always a keep, and so is Clump of Whumps.
  68.  
  69. If you have any further questions, feel free to shoot me a DM on Discord, you can find me on the /r/LegendsOfRuneterra server, just send me a message or ping me in an appropriate channel!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement