Caitlyn deck with Flashbomb traps and Leona as Support. Leona and the other cards can stun the opponent units. Stun is a good combo with flashbomb traps, because you can stun the enemies and wait until you do flashbomb-trap-dmg.
Tags: Midgame, combo, traps, stun
Meta:
Caytlin is only Meta with Teemo, then you can spam traps only without building units at all, which saves so much resources that you can often win in 3 rounds. Building units in general is off-meta itself, meta-decks always have one trick, one key-card, or one champion and 30 support cards, as soon as you play other units, combos, or more than one trick in one deck it's not meta anymore. So since meta is extremely boring, not strategic, and very easy to play, no matter which deck, I always build different decks. So this is my version of the Caitliyn-trap-deck so that I can play her in normal, fair and strategic games that are fun, involve a variety of different combos, and that needs you to be smarter in general.
Combos:
Combining 2 dmg with 2 dmg is not a combo. if you just play the same thing twice then your deck is not a combo-deck, just to be clear with that word. Combining traps with traps is not a combo, or nexus-dmg with nexus-dmg, or stun with stun. In a combo there must be some sort of a special effect that happens in addition to the two effects, then it’s a combo. It has to be 2 dmg + 2dmg + a small advantage, that happens because of the synergy of the units.
Trap-cards (13 Cards):
2 * Advanced Intel (2): Trap-support draw card
2 * Piltover Peacemaker (2): Trap-support dmg-card.
These spells are slightly less mana-efficient than other cards, but worth it with trap-decks, so only play them when it’s really useful. Sometimes you can wait until you can make them cheaper with “Acorn, The Hextechnician” or until you have a “Flashbomb Paddler” to make them more worth it.
2 * Flashbomb Paddler (2): 1 bomb for every spell is really efficient after 2+ spells. You can’t play 3 unless your whole deck is about spamming spells for shrooms and traps.
2 * Sting Officer (2): Good elusive trap-support unit, but with slightly weak stats, so only two in the deck, and with “Acorn, The Hextechnician” there are 3 low-life elusive units which is enough.
3 * Caytlin (3): Good to play first and attack. As a quick-attack unit, buffs have a good synergy with her. When evolved she does Nexus-dmg equal to the activated traps, while defending or attacking, which can be a finisher sometimes.
Tips:
-You get 2 traps while attacking, but also while defending, so sometimes you can def a 1-2 atk-unit for 2 traps. If you have a second Caytlin, this can be especially good, because the second one will evolve faster, then you sometimes shouldn’t use the champion-spell, and just let her die.
-2 traps always mean 2 secured dmg. So 2 dmg with every strike is really good and powerful, but you need to wait some rounds or stun the enemies, etc.. Caytlin in general is meant to be in a combo with other cards, as all other trap cards too, either with stun or with other cards that make the fight longer, or make the opponent draw cards, or maybe just buff defense for stalling. Quick-attack units are good as first units, but sometimes you could wait for an efficient build-up of the other unit-cards, with “Acorn, The Hextechnician” or "Flashbomb Peddler” or simply wait if the opponent spell-kills them before playing her.
2 * Corina Mastermind (6): You can play 5 traps or active traps from the top 5 cards, both is very good, also without Caytlin, but you can’t play her 3 times when your deck is not about traps only.
Daybreak cards (10 cards):
1 * Solari Soldier (1): Most efficient of the daybreak-cards with buffs, it’s always good to play a 3/3-unit for 1 mana, but two wouldn't be good enough and too situational. Solari Shieldbreaker (2) is already not worth it anymore because the buff is only good sometimes, but one unit for 1 mana is very easy to play so he is the only daybreak card with a buff-effect.
3 * Solari Sunhawk (2): Strongest daybreak card, the stun is always usable.
3 * Solari Priestess (3): You get mid/late-game-cards when you play her, which makes her efficient as a draw-card where you have the option of getting “spell-dmg” or a “4/4+“-unit. A more defensive card, but whenever you play her you will have a draw-advantage and more options to play next round.
3 * Leona (5): Stun and challenger in one unit, very good support when you want to wait 1-2 rounds for traps. When you have 1 Leona you can get the 3 mana champion-spell, which is a temporary +1/+1 buff for all, and with it you can activate another stun for 3 mana. This makes 3 Leonas very good, she is much better than the other daybreak cards, and since you need around ~10 daybreak cards to play Leona and level her, it’s best to play her 3 times, to not being forced to play the more inefficient daybreak cards instead.
Other strong cards:
1 * Thermogenic Beam (0+): Good dmg for the stronger-units, or key-units. Killing a high-def unit also means, that the traps will kill the low-life-units more easily.
1 * Acorn, The Hextechnician (1): Good Zaun-card in general, especially useful to make the trap-spells cheaper, which have slightly higher mana-costs.
1 * Divine Draft (2): 2 * 1 dmg, very useful with traps, because often units survive with 1 life, but as a combo-card together with single-target -dmg it’s best to only have 1 in the deck.
3 * Falling Star (2): The main-dmg-spell of Targon, it’s like the Noxian “Ravenous Flock” (1) that does also 4 dmg on stunned units but for only 1 mana. It’s still efficient when you play stun-decks, and it can also do dmg to units that attacked, so you can just wait and kill them after the battle and save a combo-card then with it.
1 * Maryam, Temple Caretaker (2): Good draw card. She is good in every deck that contains 2 different themes, in this deck “daybreak” and “trap” cards, so you can swap them and get better combos. She is more efficient for swapping high-mana cards, so in this deck you only need 1.
3 * Mystic Shot (2): Best dmg-spell, unique to Zaun. Very good to finish off units that are already damaged by traps, but also very good in battle for quick-attack units, so that you can safely attack with Caitlyn, even against 5/5-units or so.
2 * The Darkin Harp (2): Once you have 1 you can safely attack with a unit, otherwise you might have to wait, because trap-support-units or stun-units do not have so much atk themselves and they also do not have quick-attack. Best on Leona with challenger to freekill units.
1 * The Darkin Lodestone (2): Also very good, but not as important as “The Darkin Harp” (2) that gives you quick-attack. Buffs in general are very good with quick-attack, and this one can become a 7/7-spellshield-unit later that also transforms another unit into a 7/7-unit.
1 * Mentor of The Stones (3): very efficient buff-unit for quick-atack-units or others. If it dies you still have the +2/+2-buff, and you get 3 +1-buff-spells. The 3 spells are nice with quick-attack and also work well to get flashbomb traps with "Flashbomb Paddler". Besides of this efficiency, he is a 1/1-unit, and often you need to have strong units immediately, and not after a combo. Instead of a second one, there is a “The Cloven Way” (4) which can also be used in the opponents round, so that the attack- and defense-power in the deck is more balanced.
2 * Charlatan Fishmonger (4): Very good with traps, but also a good draw card in general. Other draw cards make you and your opponent draw 1 or 2, but these are very inefficient, you can only possibly play them with trap-only-decks. It’s like buying ice-cream for you and your opponent, thinking that you got an advantage with it. This card makes the additional card “Fleeting”, and this means you will have a secured draw-advantage, even without traps. Also it’s very good in this deck to draw 2, because you have a lot of low-mana-cards that you can play fast, and the opponent might still be only able to play 1 card.
1 * The Cloven Way (4): stuns an enemy which is already good for stalling and defense for traps. The stun can be used for the 4-dmg-spell “Falling Star” (2), and often it’s good for free-attacking with Caitlyn or others, because you can stun the units that have too much defense for the quick-attack.
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