7 Magic Misadventures Decks Worth Trying
New expansion dropping means new brews as far as the eye can see.
I’m Jordan “WhatAmI” Abronson and no one is happier than me to kick off the magical misadventures strong.
Today we’ve got aggro, we’ve got control, we’ve got potential turn five OTK, we’ve got it all.
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Deck Code: CECQEBAABAHAIAYAAYEAWDQCAEAAWGQBAMEQGAQFBEBAMAQCAMEQ4OIBAMAAGAIBAQAAE
Dragons is leaner, meaner, and looking to pick up some wins. Sporting a powerful new pump spell, a three-drop that turns Dragon Chow into a draw two, and all the same powerful beaters as always this deck is looking to lay on some serious beat downs.
We’ve got two disparate win conditions available of giant overwhelming dragons and a leveled Jarvan taking iron-clad control of the board state. I think that it might finally be time to let Aurelion Sol go from this archetype and embrace the aggression.
There aren’t many Demacia decks that don’t get better if you put Rally effects in them and this one is no exception. Any time stat-based meta roles around dragons have a chance to shine, and my nose is telling me there’s one just around the corner.
2. Yordle Power
Deck Code: CEAQWBIKAQTTQWDMOSCQDEIBUYA2OANPAEBAEBIKIWQACAIBAUMQCAIFBJUQ
And the next two decks are why. Yordle Explorer is a prominent feature here and it is going to be creating some pretty lethal boards impressively early in the game.
This deck also packs an impressive amount of burnout potential though. Between a metric blort-load of impact triggers and Atrocity at the top end, stabilizing the board is already a hard task, but that often simply won’t be enough.
Against controlling opponents who feel they are up to that task though our deck is set up with plenty of chaff to pitch to Rumble. That’ll give us a hard-to-answer value generator to refill with and keep the pressure one. Sounds like a pretty good time to me.
3. Yordle Rally
Deck Code: CECAEAIABEOQMBIKFFWHJIYBU4A26AIBAMAA4AIEAABAEAICAADQGBIKIVXXQAQBAEACKAICAAAQ
Yes, I know, you’ve seen Poppy everywhere and you’re pretty done with her. However, I’d be remiss in my duties if I didn’t offer a variation on what is likely to be one of the most powerful decks of the upcoming meta.
This deck’s game plan is exceedingly simple. Swarm board with happy little yordles. Makes said adorable friends unreasonably large. Beat the opponent’s face in until they stop moving. All that said, sometimes simple is best and it executes on its plan with undeniable power.
You’ve got solid protection spells to fight your opponent’s interaction and a few points of value generation to keep the old engine chugging along. That’s generally a pretty good formula for any sort of aggressively slanted stat-based archetype.
I don’t know if this exact version will be it, but if something like this isn’t tier one at some point next season, I will be quite surprised. Sometimes the answer is just to find all the most powerful things squish them together, and punch your opponent in the face with them. Bandle City and this deck specifically do that quite well.
Deck Code: CEBQIAYJGNKGBVYBAMBAEAYFBAAQIAQUAMAQKCR2AMBQSI2J3EAQIAICAIGCSMIA
I promised you a control deck, didn’t I? Well, this might be the single thing that I am currently most excited to play come release day. If people are giving you lip with a bunch of stat-based bricks, responding with eight Eye of the Dragon serves them right I’d say.
The dragonlings will also level Kennen reasonably quickly, giving you more stuns and removal. The traditional Ionia stall tools are all in a neat little row as well as Solari Priestess making a show to deal with any larger stickier threats that show their ugly mugs.
As far as actually winning the game goes we’ve got two solid options. Number one, stick Karma, start doubling things, specifically Starshaping, and assume a win condition will pop out eventually. Number two, smack them with 5|6 Elusives until they fall over.
This deck is absolutely degenerate, and the answer might just be that it will never be quite as strong as Lee Sin, but I’m definitely going to give it the old college try. But speaking of degenerate-
5. Ready to Rumble
Deck Code: CECAIBIDAQCQSDIBAEBDSAIDAIMQCBIKLACACAIDEMBQCAQMCYNACAYCBIAQKAYBAUAQKAYGAEAQGFABAIBAKAYBAIBCKMIBAMBQ6
What if while everyone else was doing their interesting attacking or interactive gameplans, we just killed them with an Overwhelm or Elusive unit on turn five? That sounds like a pretty fun way to climb the ladder now, doesn’t it?
Here’s how it works.
- Buff our Rumble either via Inspiring Mentor, Young Witch, or pitching Ancient Warmonger as he comes down.
- Either pitch Sion as well or cast Ghost.
- A Flurry of Fists for a double strike. Turn five spell-shielded one turn kill anybody?
And hey, if that doesn’t work, Young Witch is happy to power up Ancient Warmonger for that double strike overwhelm potential. Or, hey, we could just play Sion and hit them in the face till they fall over.
This looks like either the most inconsistent pile of garbage ever, or something truly unreasonable, and I have no way to know until I test it. But anytime early combo kills with backup plans show up, you know I’m going to be looking into it.
Deck Code: CECAGAYDAEBQOAYDBERVYYQBAEBS6AYFBEBAGBQDAICQSBINAEBQSGYCAEBRQOAA
And the masters of the universe! Riven’s an ok stand-in for She-Ra, right? All silliness aside this deck looks to pack some pretty impressive punches. Your units will be getting unreasonably big very quickly and you have all the tools to protect them as they do.
They will also quite often have Overwhelm, so just chump blocking is not going to be a viable answer. On a full all-out turn, Iula can even show up to make the interaction even harder from your poor beleaguered opponent.
At the very top end, Kato can make anyone a threat, and Shunpo will turn a situation where your opponent just survived a crazy swing into a doomed board state.
All in all, another very fun one that is high on my list of new degenerate deck ideas.
7. Encroaching Elusives
Deck Code: CEDAEBACBYHQCBIKHIDACAQGBEGBCLBZAECQEGQBAMBAUAIDAUHAEAIDAUCACAQCAUAA
And the last mention on that list is this pile of absolute nonsense. I think we might finally have reached the critical mass of low-cost elusive units for archetype to gain viability. And if I am correct this is extremely frightening.
This is the style of the deck that simply could not be less concerned with what its opponent is doing. It can be either an aggressive deck or an OTK deck as the game state demands, and that’s a truly frightening set of possibilities for anyone to have to deal with.
You won’t level your champions very often in this deck, but you don’t need to. They are just there to push damage and back up your swarms of Elusive beaters. Blocking either of them on curve is very difficult, so they do quite reasonable impressions of Elusive themselves.
This is a moment where I very much hope I am wrong because if this is as powerful as it looks it will be very scary to build against. But hey, I’m always up for a challenge. Welcome to the Magical Misadventures expansion.
If you have any questions, feel free to ask WhatAmI during his streams (Tuesday-Thursday around 3PM PST and weekends for tournaments).