Legends of Runeterra
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Best decks in Legends of Runeterra

These strong decks will give you the best chance to get ahead in Riot's card game.
By Molly Gatt
5 min readPublished on
Like most digital collectible card games, Legends of Runeterra has a few standout decks that are dominating the competition. Many players are using these decks when diving into competitive matches to climb the ladder or achieve Prime Glory in the Last Chance Gauntlet.
To help you get ready for the next patch, we’ve put together a list of the best Legends of Runeterra decks that will increase your win rate. These decks are currently some of the strongest in the game, so make sure you prioritise building any of these if you’re looking to beat the competition.

Thresh Nasus

This Midrange anti-Aggro deck makes good use of sacrificing units whenever possible to level up Thresh, when he's on the field, and Nasus, when on the field, in hand or at the bottom of your deck. Nasus gains +1|+1 for each unit you slay, which means yours and your opponent’s. The higher your kill count is, the more powerful Nasus will be.
The most effective way to summon Nasus is to level up Thresh. After Thresh levels up, you can use his ability to summon another champion on his first attack, and since Nasus is the only other champion in the deck, he’s the one that’s going to be summoned to the field. At this point, you’ll want Nasus to have at least 10 Power because he’ll be summoned when attacking your opponent and will level up right after he strikes, giving you a huge advantage.
From here, you can overpower your opponent since Nasus will make every opposing unit -1|-0 after he levels up. Or you can use Atrocity if you have it in hand, to sacrifice Nasus to deal damage equal to his Power to the enemy's Nexus. Essentially, you sacrifice until you can do the ultimate sacrifice to win the game.
Deck Code: CEBQGBAHAIXWOBABAUUDAMJUAICAKAYQAIBACBILDEBQIBY2GZ4QGAIEAUCACAIFEIAQEBIE

Pirate Aggro

This aggressive deck is set up to do Nexus damage every round, in order to set up powerful cards like Gangplank and Captain Farron to finish off your opponent. Gangplank will level up if you do damage to the enemy Nexus in five different rounds. To upgrade him as quickly as possible, you’ll need to also be doing damage on defensive rounds. You’ll want to play cards like Imperial Demolitionist, Legion Grenadier and Noxian Fervor for burn damage on rounds when you’re unable to attack to try and finish the game as quickly as possible.
Your second champion, Miss Fortune, is not for levelling up. Instead, think of her as a powerful unit to do burn damage and make your opponents blocks harder to pull off. Every time she attacks, she deals one damage to every blocking unit as well as the enemy Nexus, so your opponent will be wary of wasting their weaker units trying to stop your attacks.
Once you’ve done enough damage to the enemy Nexus, it’s easy to close out the game with either your heavy hitters (Gangplank/Captain Farron) or by using a powerful spell called Decimate. Decimate costs five mana and does four damage to the enemy Nexus. If you play Captain Farron, you could have as many as five Decimates to use against your opponent.
Deck Code: CEBQKAQGCYQCMOR4AQAQGAQMEUUAGAQDAMCAKAIBAEBS4AQBAIDAKAIBAMZQ

Irelia and Azir

This Combo deck almost comes across as Aggro with how many units you’ll be sending out on the field to attack your opponent. You’ll be sending out these attacking units because your champions, Azir and Irelia, level up in almost the same way. For Azir you need to summon 13+ allies and for Irelia you need to have 14+ allies attack. In order to level them both up as quickly as possible so their abilities can synergize to overpower your adversary, you'll need to summon units attacking your opponent.
To do this effectively, you can summon Blades and Sand Soldiers to strike your opponent regardless of whether or not you have the attack token. You’ll need to pair cards from Ionia that summon Blades like Ribbon Dancer, Blossoming Blade, Lead and Follow, Defiant Dance and Irelia, with cards from Shurima that summon Sand Soldiers like Azir and Emperor’s Dais.
When you start the game, Mulligan rules are to try and draw Azir and Emperor’s Dais in your starting hand since you’ll want to summon these cards before you use any units or spells that summon Blades. You can also try to draw a 1 cost unit in your starting hand like Dunekeeper, Sparing Student or Treasure Seeker to deal damage or block attacks from enemy units in the beginning stages of the game.
Deck Code: CEBQIBAHAMNDGXICAEBAMKQFAQBAIBIIBEFQEAIEA43AEAICAIGACAIEA54Q

Lurk

This Midrange deck makes use of LoR’s newest keyword ‘Lurk’. If you attack and a card with Lurk is at the top of your deck, all Lurkers will receive +1|+0 everywhere. This ability maxes out at once per turn. Champion Lurkers, Pyke and Rek’Sai, do additional things when they’re at the top of your deck so you’ll want to put them there as much as possible. To do this, you’ll need to use Predict cards like Feral Prescience or Aspiring Chronomancer to fish them out of your deck, or Bone Skewer and Call The Pack if they’re on the field or in your hand.
When Pyke Lurks, the next turn instead of drawing him you’ll get a spell card called Death from Below, which will summon Pyke striking a chosen enemy. After Pyke deals 15+ damage and levels up, whenever you use Death from Below, if Pyke kills the enemy he strikes, he’ll also strike the weakest enemy unit. When Rek’Sai Lurks or Attacks all Lurkers receive an additional +1|+0.
Your main strategy will be to raise your Lurkers Power whenever possible and clear the board so you have more shots at the enemy Nexus, but there are some other elements to this deck. Some of your Lurkers have other keywords like Fearsome, Overwhelm and can make enemy units Vulnerable, so be sure to use those abilities whenever possible to give yourself a tactical advantage over your opponent.
Deck Code: CEBAKBAGAEBAGBIPAUCAOE2BIRFFAAIEAQDQCDKFKMBACBAGAQAQIBYW