Beyond the Bandlewood LoR Card Impressions: Ziggs

Beyond the Bandlewood LoR Card Impressions: Ziggs

Beyond the Bandlewood LoR Spoilers Day 14

Hey everyone, NicMakesPlays here, and today I’m going to go over Ziggs and his new cards releasing for the Bandle City expansion.

Today is the final day of reveals! Are you ready for the launch?

You can head to the Deck Builder now to have your new decks ready to import and play with on day 1.

Here are the cards from today’s reveal package:

  • Ziggs (Bandlewood + Shurima champion)
  • Bouncing Bomb (Bandlewood spell and Ziggs’s champion spell)
  • Yordle Contraption (Bandlewood spell)
  • Mega Inferno Bomb (Bandlewood spell)
  • Hexplosive Minefield (Bandlewood landmark)
  • The Arsenal (Bandlewood follower)
  • Safety Inspector (Bandlewood follower)
  • Bomer Twins (Bandlewood + Shurima follower)
  • Inventive Chemist (Bandlewood follower)

To see the past Bandlewood card reveals, just click here.


ziggs level 1 (lor card)

  • Ziggs (level 1) 
    • 3 mana 3|4
    • Text – Attack: Deal 1 to my blocker and the enemy Nexus.
    • Level up – You’ve destroyed 4+ allied landmarks this game.

ziggs level 2 (lor card)

  • Ziggs (level 2)
    • 3 mana 4|5
    • Attack: Deal 2 to my blocker and the enemy Nexus. When an allied landmark is destroyed, deal 2 to the enemy Nexus.

Ziggs has a great 3/4 statline for only 3 mana packed with a good effect. He deals damage 1 damage to his enemy blocker and the enemy nexus.

On top of this Ziggs has an extremely easy level up condition which can level him up and make him even stronger.

Ziggs is a great pair with Xerath since they are both in Shurima and work around destroying Landmarks.

Bouncing Bomb

bouncing bomb (lor card)

  • Bouncing Bomb
    • 3 mana Slow spell
    • Text – Deal 2 to an enemy or deal 1 to two enemies.

This card is Ziggs’s champ spell but is also maindeckable itself.

This card costs 3 which is a bit expensive for its effect, but it has the versatility of choosing between dealing 2 to an enemy or 1 to two enemies.

The versatility of this card is nice since these are both good effects in different scenarios.

Yordle Contraption

Yordle Contraption (LoR card)

  • Yordle Contraption 
    • 5 mana Slow spell
    • Destroy a landmark or create 2 random multi-region followers in hand.

You can use this 5 mana slow spell to either destroy an allied landmark or add two multi-region followers to your hand.

In the Ziggs/Xerath deck, you have tons of cheaper ways to destroy your own landmarks and find value off of them, so I don’t think you’d play this in that deck.

On the flip side, this could be a nice addition to the Tristana deck to add more multi-region followers to your hand.

Mega Inferno Bomb

Mega Inferno Bomb (lor card)

  • Mega Inferno Bomb
    • 7 mana Slow spell
    • Text – Deal 1 to all enemies, then do it again.

This card is a 7 cost slow spell that deals 1 to all enemies, then does it again.

Although expensive and not the greatest card this could still see play in certain metas.

This is one of Shurimas only access to board clears along with Spirit Fire.

Most of the time this won’t be played but at least there is a use for it.

Hexplosive Minefield

hexplosive minefield (lor card)

  • Hexplosive Minefield
    • 1 mana landmark
    • Text – When I’m summoned or destroyed, Stun the strongest enemy.

This card is a 1 mana landmark that says when I’m summoned or destroyed stun the strongest enemy.

You can use this as a cheap landmark to chip in some damage in the early game or stop an enemy attack.

Then later you can destroy it with Desert Naturalist or one of the many landmark destruction cards you run to use this effect again.

The Arsenal

The Arsenal (lor card)

  • The Arsenal
    • 8 mana 8|6 follower
    • Text – I have a random keyword for each allied landmark you’ve destroyed this game.

The Arsenal is a 8 cost 8/6 that gains a random keyword for each allied landmark you’ve destroyed this game.

In the Ziggs/Xerath deck, you will be destroying a ton of allied landmarks before turn 8 so this card can become a solid finisher.

There is a decent chance this card will get Overwhelm or Elusive on top of other keywords such as Scout or Spellshield to pack a huge punch.

Safety Inspector

safety inspector (lor card)

  • Safety Inspector
    • 6 mana 6|6
    • Text – Round Start: create a Inspection Passed! in hand.

Safety Inspector is a 6 drop that boasts a solid 6/6 statline backed up by an effect that is perfect for Ziggs and Xerath.

Every round you get a fleeting Inspection Passed which is a 0 mana spell that destroys an allied landmark to deal 3 to anything.

This helps level Ziggs/Xerath, activates Xeraths ability, and also can be removal or burn damage.

Overall, this card adds a lot to the Ziggs Xerath deck and is a perfect fit.

Boomer Twins

bomber twins (Lor card)

  • Bomber Twins 
    • 2 mana 3|2
    • Text – When I’m summoned, create a random landmark this costs 2 or less in hand.

Bomber Twins is a 2 drop 3/2 that adds a random landmark that costs 2 or less to your hand when summoned.

A 2 drop 3/2 that gives you a free card is great in general and can help you generate card advantage.

One thing to note is this doesn’t guarantee to give you Countdown landmarks, so if you want to level Ziggs or Xerath with this you will have to destroy those ones with other cards.

Inventive Chemist

inventive chemist (lor card)

  • Inventive Chemist
    • 1 mana 2|1 follower
    • Text – When I’m summoned, summon a Scrappy Bomb.

Investive Chemist is a solid 1 drop that helps level Ziggs and Xerath. He is a 2/1 that summons a landmark that has Countdown 3 to deal 1 damage to the enemy nexus.

Although the landmark itself isn’t too powerful, this helps work towards Ziggs and Xeraths level up right away.

This makes Inventive Chemist a good 1 drop in Ziggs/Xerath decks to work towards their level up condition.

Bonus Deck: Ziggs Xerath

ziggs xerath (lor deck)


[See NicMakesPlays’s Ziggs Xerath deck]

I think Ziggs is the perfect pair for Xerath. They are both in Shurima, have the same level up conditions, and want a lot of the same cards.

In a deck focused around destroying your own landmarks and gaining benefit off of it, these both not only level easily but reap the rewards.

There are tons of good cards in Shurima so you should have no problem fitting these two together.

You could even go Mono Shurima and could even main The Sun Disc to have a free card, 39 card deck, and have a free Landmark to destroy with Desert Naturalist.

We’re revealing the new Beyond the Bandlewood cards every day at our spoiler page. To build decks with the new cards, head to our Deck Builder.