The new Worldwalker expansion has just dropped and if you're still wondering what to play, here are some of the decks that Legends of Runeterra's YouTube content creators were the most excited to try out first for each Champion.
Annie & Jhin
But not in the same deck! Mogwai's self-respect prevented him from combining the two so he had to resort to playing Jhin with Yasuo and Annie with Swain instead.
Bard
Bard has seen a lot of experimentation on the first days, truly living up to his status as a Runeterra Champion. Snnuy paired the Chime-slinger with Aphelios to counter burn decks while GrappLr went with a more unexpected and spicy route with Maokai mill.
Illaoi
MajiinBae and Kuvira have showcased some of the strongest Illaoi decks in the early expansion meta, pairing the Kraken Priestess with Twisted Fate/Jarvan IV and Lux, respectively.
What decks have you been playing with the new cards? Share your most successful creations in the comments below!
Comments
My winner of the expansion clearly is Bard.
I didn't expect him to be nearly as powerful as he turned out to be.
As it turns out: getting 3 chimes every turn for free is very good, especially because those get added to the deck before you draw.
That you can hit a chime already on round 1 turning your 2/1 into a 3/2 on turn 1 already is silly and lead to very unfair earlygames based on rng.
In general I feel like the archetype packs a little too much highroll potential and looks pretty op because it combines a potentially broken earlygame with an almost guranteed broken lategame.
The idea behind the Bard package doesn't look too impressive on it's own: its comparable to the frelyordian deckbuff archetype that never has really been a thing.
However there are 2 cards that I consider quite op in this archetype: the 2 mana elusive support and the chime doubler for 6.
The support just is overall extremely strong of a play giving it's an elusive support for 2 that grants +1/+1 to it's supported ally and +1/+1 to an ally in hand being effectively a 1/3 elusive that grows every attack by 1/1.
The chime double however is imo broken because it's a summon effect that can't be interrupted whatsoever and that gurantees a strong lategame while still being a respectable 4/6 +X/+X body for 6.
The fact that a significant doubling effect comes on a summon effect of a 6 mana unit really makes me wonder if the developers were aware that cloning of cards actually is a thing because 1 doubling is very powerful but manageable.
2 doublings Is almost unbeatable and 3... well you can go for the next game at that point and all you need for that is resolving a Go Get It once on it