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Runeterra Deck: Fishy Chowder


By MeNaemJeff | Updated September 12th, 2020
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MeNaemJeff September 12th, 2020
2K
0 1 2 3 4 5 6 7 8
16 12 8 4 0
Avg. Mana Cost: 2.88 Shard Cost: 26,300
Regions
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36
Card Types
6
8
26
Rarity
23
8
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6
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Mana Cost

0 1 2 3 4 5 6 7 8
16 12 8 4 0

Cards

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Card Types
0 0 0 0 0
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Deal First Hand
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Deck Details & Information
Something smells fishy... and it isn't fish. (It's all the lifeless corpses of all the followers you murdered. For science. You monster.)

This deck utilizes a few key interactions between the cards contained within (primarily, bonuses for killing your own units) and game mechanics (for example, ephemeral allies DIE after attacking or at round end, regardless of if they took damage, instead of simply vanishing into the void) to mount insane mid-game pressure. This deck is relatively strong in the early game (unless you draw two snapvines on the mulligan, then you're probably in a tough spot), very strong in the mid-game (this is where most of your wins will come in), and peters out in the late game (especially compared to late-game oriented decks that use whales like They Who Endure). If you're looking for a deck that can dominate in board control, this deck may be worth trying.

Strengths:
+ This deck can generate a lot of units, and FAST. If you're in a good (not even perfect) position, you can easily see 4 units on the board at Turn 3, and it can get even better than that. So, for a lot of the game, you should have solid board control.
+ This deck can handle pesky strategies like Shroom Stacks with Saplings (Removing Teemo before he can effectively plant shrooms) and the immense early-game pressure it outputs. Passive decks like those are pretty easy to win against.
+ This deck has an end-game win condition in Maokai's level-up (You obliterate the enemy deck, leaving only 4 non-champions); this is more of a last resort, but you can stall out the remaining 4 turns of the game if you've kept your board control well and can keep from being overwhelmed.
+ You have a large number of opening hands that will work in your favor. You should be well set for a strong early game if you mulligan well and you don't get incredibly unlucky.

Weaknesses:
- This deck doesn't have a lot of high-health or high-damage options in the late game. It also doesn't have good removal for whale units like They Who Endure, Trydamere, etc.
- Spells that target all allies will often reduce your board control and/or offensive pressure significantly.
- Your starting hand can kill your chances of winning, if it's sufficiently bad. You don't need an early-game lead, you just need to keep up and keep units on the board. That can be hard if Nautilus is in your mulligan.
- This deck doesn't have a good answer for Frostbite Spam, Overwhelm, Barriers, or Spell Spam. You can still win these games, you'll just need to remove key pieces from your opponent's side before you lose board control, and this can be a real challenge. Also, you really will only have one answer to Overwhelm shenanigans in Nautilus, and you probably don't want to have to spend 7 mana just to live one more round.

COMBOS:
DISCLAIMER: Memorizing these combos will not help you get good with this deck. You should be working to understand WHY these combos work, so that in a real game, where these combos won't always be the smartest decisions, you can make good decisions and plan as you go instead of feeling locked into exactly one order of play.
NOTATION:
Combos listed will all begin on turn one, unless otherwise specified. A ">" signifies movement to the next turn; a "+" signifies an additional card played on the same turn. Anything marked with "&" is an optional move to make, depending on what state the board is in. Anything marked in square brackets "[ ]" means that the card immediately before the brackets should target the card within the brackets. Anything in curly braces "{ }" is a special note. For example, the combo
Barkbeast > Cursed Keeper + Ravenous Butcher [Cursed Keeper]
means to play Barkbeast on turn one, and then play Cursed Keeper followed by a Ravenous Butcher that targets (in this case, kills) the Cursed Keeper. It is generally optimal to play the cards in the order listed below, but it doesn't always matter.

Early-game:

YOU act first:
Warden's Prey + Ravenous Butcher [Warden's Prey] (Basic game opener, solid choice if you don't have anything more useful in hand)

Warden's Prey > Barkbeast + Sapling Toss > Blighted Caretaker [Warden's Prey] {Unless the Warden's Prey has died already; then target the Sapling} (Slightly more complicated, but it gives a decent amount of instant board control and lets you remove or damage any pesky units (Teemo, Sparring Student, Elise, Ezreal, Miss Fortune) with Saplings before they become a large threat)

Barkbeast > Cursed Keeper > Blighted Caretaker [Cursed Keeper] & Ravenous Butcher [Blighted Caretaker or Sapling] (This combo requires you to have a relatively specific first hand, but if you can pull it off, you'll end up with incredible early pressure in Escaped Abomination and 2 to 3 saplings, plus a 3/3 Barkbeast and maybe even a Ravenous Butcher. You also get to remove enemy units with the Saplings and start working towards Maokai's level-up more quickly)

Warden's Prey & Ravenous Butcher > Cursed Keeper {Or Sapling Toss, if you don't have Cursed Keeper} > Phantom Prankster > (You'll need to react on this turn, your jobs are to keep the Phantom Prankster alive and prevent Nexus damage, in that order) > Barkbeast + Blighted Caretaker [Cursed Keeper or Ravenous Butcher or Barkbeast] (This is generally a strategy best saved for if you have nothing better. You'll still get good board control, a little later than normal, and it has the added bonus of up to 3 unblockable Nexus damage (1 for each Sapling from Blighted Caretaker and 1 for whatever it targets))

If you can't pull any of these off, improvise! Odds are, I've missed a few other good combos.

YOUR OPPONENT acts first:
Warden's Prey > Cursed Keeper & Ravenous Butcher [Warden's Prey] > Phantom Prankster OR Barkbeast + (Sapling Toss OR Glimpse Beyond [Warden's Prey OR Cursed Keeper]) > Blighted Caretaker (This combo is relatively specific to pull off, but it's probably the best defensive option available without sacrificing board control early on. Try to not let your units die in the first couple turns, even if it means taking some Nexus damage. You'll get to make up for it with Saplings and Prankster damage later.)

More in the works...

Later Game Combos:
Overgrown Snapvine + Blighted Caretaker [Anything except the Snapvine] (This will grant you FOUR Snapvines in two cards, which is incredibly useful if you need board control later on)

Blighted Caretaker + Blighted Caretaker [Blighted Caretaker] (This gets you four saplings, which can be incredibly helpful if you need to clear a path for Nautilus or an Abyssal Eye to get a hit on the opposing Nexus)

More in the works...

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