Last Updated on April 15.
The best decks in the game.
This is a tierlist of my personally built variants of ladder archetypes.
Tier 1: ~56+% WR. These decks dominate the meta.
Tier 2: ~53-55% WR. Solid decks I'd recommend climbing with.
Tier 3: ~50-52% WR. These decks are climbable, but will be slow and harder.
Tier ?: New experimental deck either by me or from ladder stats, has potential.
||New Thresh Nasus||1||Medium||Midrange||
Great against aggro. Mulligan away Spirit Leech, Rite of Negation or Atrocity. Play very agressive early with Cursed Keeper combos. Keep Black Spear against Discard and Nightfall Aggro. Nasus + Atrocity is basically your finisher.
Classic spider deck running the newly buffed Legion Rearguard. Swarm the board with cards like Elise and House Spider + all the one drops. Doombeast, Imperial Demolitionist and Frenzied Skitterer are the best cards to get from Stalking Shadows. Fading Memories can be used on Stygian Onlooker early to push a lot of damage.
The most explosive aggro deck in the game, combo swarm with Vision and Crowd Favorite, transitioning into Jinx finisher if your board gets dealt with. This deck is fast enough to usually win aggro mirrors, but is more vulnerable to board sweepers.
||New Nightfall Aggro||1||Medium||Aggro||
A great counter to aggro decks. Keep at least one nightfall activator in the mulligan. Always mulligan away Doombeast.Take agressive passes and try to play the least amount of cards on your defense turns. Leveled Diana + Atrocity is your second win con after Nocturne.
Reactive midrange deck with spell based removal. Take passes and let your opponent play first. You usually want to use your cheapest cards first every turn. Finish with Captain Farron or Ezreal.
New version of Ashe Leblanc that plays faster with Marauders. Mulligan for 1-2 units. Try to always keep mana open for protective spells like Elixir and Troll chant. If possible, setting up a good Reckoning can be gamewinning. Strength in Numbers and Shumpo is how you finish games.
||New Jarvan Shen||2||Medium||Midrange||
Keep board presence with tanky units while keeping them alive with your spells. Rally to finish games. Try to play Rivershaper on 3 into Shen or protection. Golden Aegis is a powerful way to end the game .
Put pressure on your opponent each turn with beefy overwhelm attacks, while using Vulnerable to control your opponent’s threats. A slower aggro playstyle, this one can’t race but doesn’t get shut down so easily.
||Azir Lucian Scouts||2||Easy||Aggro||
Combine your scout attacks with Azir and Emperor’s Dais for a lot of pressure. Mulligan aggressively for early plays, Azir, Lucian, and Dais.
Classic Aggro. Spam cheap units to kill your opponent quickly, transitioning into burn spells and elusives when you lose control of the board.
||Watcher Combo Control||2||Hard||Control||
Stall with the standard SI / Freljord controlpackage until 8 mana, then drop Ice Pillars, Matrons, and Fading Memories on Ice Pillars to discount Watcher to 0 mana for an easy win. As a control deck, play REACTIVE. Take Passes at the start of most of your turns; your opponent should be playing into you FIRST.
||New Lulu Aggro||?||Medium||Aggro||
A faster version of Jarvan Shen, you’re looking to finish the game by turn 5 or 6 using one of the Rally cards. Curving is crucial but keep mana for a turn 3 Zed or Lulu when you think they might be threatened.
||New NEW Deep||?||Medium||Combo||
Markus’ version of Deep. Play Lure of the Depths as soon as possible and keep all copies in the mulligan. Survive early pressure with cheap units until you play Nautilus and a bunch of BIG sea monsters.
||Lee Sin Zoe||3||Hard||Combo||
A combo deck revolving around the Lee Sin wincondition, using Gems and Zenith Blade for damage. Mulligan for Lee Sin or anti-aggro tools like Eye of the Dragon or Sparklefly if you need them.
A midrange combo deck using the self harm archetype with new cards like Crimson Bloodletter, Blighted Ravine and Ice Shard. Mulligan for Scargrounds, Braum, and early proactive plays.
A surprisingly flexible deck, depending on the situation can be played very aggressive or reactively with Bloody Business shutting down the opponent strategy.
|Aggro:||End the game fast or use the pressure to force the opponent into awkward plays. Kills Combo before they come online, but weak vs decks that play for slower, defensive value (Midrange & Control).|
|Combo:||Slow deck that prioritizes lategame punchthrough over stall/survival. This usually beats the low pressure Control decks, but without enough defense to survive Aggro.|
|Control:||Slow attrition deck that tries to out-grind, with optional specific finishers. Out-survives Aggro and Midrange decks, but lacks the pressure to beat Combo decks.|
|Midrange:||Flexible deck that plays to survive vs Aggro or plays to presssure vs Control.|
|Tempo:||Pressure. The idea of playing for mana/board efficiency and forcing the opponent to make low value plays due to pressure. The wincondition of fast decks.|
|Value:||Long term value, usually represented by card advantage, or who has more cards. The wincondition of control decks isn't nexus health, but their opponent running out of value (cards).|
|Tips:||Lastly, this isn't just about decks, but handstates. A deck that has mostly slow Control cards can still draw a much faster hand than their Midrange opponent and become the aggressor in that specific game.|