Legends of Runeterra Realm

Legends of Runeterra

1 Characters

Annoying Sh*t

Last updated 4 years, 5 months ago
  • Archetype Aggro
  • Deck Type Ranked
  • Crafting Cost 27400
  • Your Cost 27400
Draycon's Avatar Registered User 4

Introduction

Hi everyone, I've had some success with this deck since the patch, and though it isn't a terribly new concept, I wanted to share with you what's worked for me when playing it. The meta is a little different in SEA, but I think there's enough similarities that will still make this guide useful. Fizz and Twisted Fate (TF) aren't a new combination, but this is just my take on the list.

First thing to know about this deck is that the champions really carry it more than other decks. Fizz absolutely stomps on decks that rely on spells for removal which is most control decks. TF on the other hand is extremely flexible and can almost single-handedly win you games when he's leveled up. Try to protect both if you can, but since you have so much draw, you're also likely to get your other copies anyway if they die.

Overall the deck runs a lot of burst spells so you'll be able to open attack with an elusive Fizz quite often. That damage will eventually add up and you'll find yourself closing out games around T8 or T9 through Fizz, or just dominating the board with TF. Definitely a fun deck, and a lot of mind games with your opponent when playing around their removal. It does struggle against minion based aggro decks, but I've won a surprising amount of those games still as long as I draw well enough and play smart.

Decklist

  • Warning Shot - I always keep this in my opening hand because it's so flexible. It has such great synergy with Fizz, the plunder cards, and TF when he's leveled that you'll want to maximize your chance of drawing it as much as possible. Great way to bait a Thermogenic Beam on T1 after playing Fizz. An underrated aspect of this card is that it can lead to surprise lethal scenarios if you Mystic Shot them at 3 health and they try to save their heals.
  • Fizz - The deck was built around Fizz initially and I only added TF later on when I struggled with just Fizz. Regardless, he's one of your game winning cards and the best recipient of the buff cards you have in the deck. You really have to know the mana breakpoints of each region's removal to properly play Fizz, but as long as you're careful, they'll almost never be able to kill it. Most smarter players won't attempt to kill it anymore with spells because that's how you win games by burning their mana and cards. That being said, don't worry about sacrificing Fizz in a pinch if you have another one in hand. Fizz almost wins you games by itself when you face spell based control decks like Heimer / Vi because they can't deal with it easily. One mistake I usually make also is not accounting for the health buff when I level Fizz up, you can aggressively go for the level up if you really need to dodge an aoe or a suddenly unfavorable trade. Sea Monsters better watch out, because Fizz is the true ruler of the ocean.
  • Jagged Butcher - This card is much more complex than people initially think. When doing your mulligan and T1, choosing to activate plunder or play either Butcher or Fizz can make or break the game. You really have to imagine how the next few turns will look like to make the right decision. Against minion based decks, I'll almost always play Warning Shot to activate Butcher on T1 because a 3/3 is a world of difference from a 2/2. I'll also tend to activate it when I'm going 2nd and I have other plunder cards in hand. Most players won't block an open attacking 3/3 on T2 because nothing really can that early, that means you'll either get your plunder off or get a value trade with it. It's a win-win scenario. That being said, sometimes it is better to just play Fizz on T1 instead so you have to decide which 1-drop to keep in your mulligan (you can keep both, just depends on the other cards and what you're facing).
  • Rummage - This card is so good at flipping TF and finding your answers. Because you run such a low curve, later in the game you'll have a lot of things to toss because cards either won't be that impactful anymore or you'll generate spells you won't really play through Flash of Brilliance because they're too slow. Chum the Waters generated by Fizz is almost a common target for Rummage, though I have played that spell at the end of my opponent's turns to close out the game on the next turn quite often. Regardless of what you choose to throw (I throw champs when I have an abundance sometimes), Rummage is there in a pinch if you need a burst spell to dig for something or activate Fizz, level up TF, or activate TF when leveled.
  • Black Market Merchant - This deck runs the pilfer package also because it's a little low on minions so sometimes you just need that extra card advantage. There will be occasions where you steal the perfect answer from your opponent's deck, but I find myself using the cards for Rummage quite often instead. It also wrecks Freljord buff decks coincidentally.
  • Mystic Shot - No need to explain why this is here, it's just a really solid and flexible card. One of the main reasons people run P&Z i feel. Unless the opponent is running a very spell heavy deck, I almost always keep 1 in the mulligan (sometimes more if i know they're heavy on minions).
  • Pilfered Goods - Pretty much same as Black Market Merchant except it's a spell and can draw 2 this time. Useful for leveling up TF and activating his ability or Fizz'. Just try to time it when you have Black Market Merchants out since the discount can be really huge sometimes. I try to always get 2 cards out of it, but I can imagine situations where you'll have to play it for 1 if you really need to dodge a spell with Fizz.
  • Flash of Brilliance - I see a lot of lists cutting this, but I quite like it since it's a free activator for Fizz and TF when flipped. The spells are occasionally useful, and even if not, you can always use them for Pick a Card or Rummage anyway. When using Flash with a level 2 TF, try to maximize the generated mana from the Blue Card.
  • Pick a Card - Two main reasons this is in here: (1) to level up TF, and (2) to keep you from running dry later in the game. The first reason can be huge, surprising your opponent with TF leveling up so early can wreck their plans for next round. The mana cost is actually quite expensive for this deck so it can be a bit awkward to find time to play it at times. It's definitely a powerful engine though and you have many tools to toss like Gotcha!, Suit Up!, or expensive spells from Flash of Brilliance.
  • Pocket Aces - It's a minor buff, but it goes on top of the allies existing stats unlike Suit Up! which just sets them to 4. You generally want this on the Fizz, but it can also be good to use it on Zap Sprayfin, TF, or a unit you want to trade up with. It's a burst spell also so you can play it and open attack with an elusive Fizz.
  • Gotcha! - I used to run Get Excited! here since it could target face, but I realized I just needed the removal most of the time. The discounted cost is quite significant, so I try to play it the turn I draw it. If I don't get to play it though then I can throw it back with Pick a Card and hope to draw it later on. The discount mechanic means it's a high priority card to use the turn you draw it most of the time.
  • Suit Up! - Similar to Gotcha! with regards to playing it due to the discount mechanic. A level 1 Fizz absolutely loves this buff. Playing Fizz on T1 and buffing it with this + attacking on T2 is a surefire way of snowballing a victory early on. Use this to protect TF as well as it makes good use of the extra attack with Quick Attack. Zap Sprayfin loves this buff as well. I only run 2 though since it's quite expensive to play and it sets stats to 4 instead of providing set bonuses (so I run a few Pocket Aces also instead).
  • Twisted Fate - I never realized how powerful TF was until I finally played it. Initially the list looked much more different, but as soon as I saw how good TF was when leveled, I added more copies of Pick a Card and the deck was better for it. Protect it as much as you reasonably can when it hasn't leveled yet since he's an expensive card to play. Don't attack needlessly unless you're sure you can't get punished for it. If the opponent goes in for the removal, I'll often draw with Rummage to level it up and let it die sometimes since that means I can play my other copies at level 2 already. Between all of the card draw this deck has you're likely to draw into another one anyway. Definitely one of the cornerstones of this deck.
  • Zap Sprayfin - A solid minion overall that gets in a lot of chip damage because it's elusive, but is quite expensive also. I find myself throwing it sometimes with Rummage depending on the situation. It's more of a support card to help you close out games. The card draw and consistent damage is very helpful though and will add up to a lot of your wins.
  • Mind Meld - Most of the time this is just a dead card in your hand. With Rummage and Pick a Card though you can afford one of those types of cards in the deck since you can still make use of it. The reason this is here is because it can win me games I had no right to win sometimes because the enemy doesn't play around it (or they simply can't). Despite only having a few minions in the deck, you'll find yourself drawing quite a few through pilfer which will lead you to having wide boards surprisingly more often than you'd think. You also have a few elusive minions and overwhelm sharks so this can push enough damage to close out games. Open to cutting it since it's only won me a few games, but it's quite fun when it does.

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