LoR Deck Guide: Diana Nocturne Nightfall
Hey guys NicMakesPlays here and today I’m going to go over my updated Diana Nocturne Nightfall deck.
The deck is insanely strong and positioned to be a top 5 deck in the meta right now.
This guide will be covering the deck’s win condition, mulligans, matchups, tech choices, and more, so stick around!
Diana Nocturne Nightfall deck list
Deck Code: CEBQQAYJEM4ESWCZLRPNMAIEAMCQGBAFAYAQIBILAAAQCAYJF4
Using cheap costing effective cards multiple times in a turn to activate your Nightfall effects.
These cards are versatile and have the potential to be explosive.
You can win the early game with Diana and finish off the game with Nocturne.
This deck should win around turn 6-7 when you have set up a huge swing with Nocturne or Cygnus after chipping away with Stygian Onlookers and Doombeast in the previous turns.
In this deck, you always want to mulligan for Lunari Duskbringer, Solari Soldier, and Mountain Goat as Nightfall Activators + Diana.
Against decks that have a lot of removal, you can have Pale Cascade to live through removal/refuel as well as Stalking Shadows to refuel.
Card Choices & Key Synergies
Diana and Nocturne
Diana can control the early game by removing their early game threats due to her Quick Attack and the Challenger she gets off Nightfall.
Diana is easy to level in this deck and can even remove huge threats in the late game due to her attack getting to 7+. Nocturne cleans up the game in the late game by making your entire field Fearsome and swinging for game.
With Nocturne you want to give Vulnerable to a unit that can block Fearsome and hook it away with your weakest unit to push the most amount of damage with your Fearsomes.
Diana can also hook away a Fearsome blocker as well.
Stygian Onlooker and Crescent Guardian
Stygian Onlooker and Crescent Guardian can pack on huge damage through attacking due to their Fearsome and Overwhelm.
Stygian Onlooker can push for 4 damage for 1 mana which is huge, especially if you Stalking Shadows and have two.
What you can do is save these as the last cards you play for the turn so your opponent doesn’t know you can push for a ton of damage with low mana.
Crescent Guardian can also chip for a lot of damage due to his 5 attack stat with Overwhelm.
Doombeast and Unto Dusk
Doombeast is one of the ways this deck has reach and can go for game outside of combat.
Doombeast drains 2 health from your opponent so they take damage and you heal.
This is amazing at swinging the tempo of the game in your favor and also helps you win against Aggro since you heal.
You can use Unto Dusk on Doombeast to drain a ton of damage from your opponent.
If you Stalking Shadows into Doombeast and have Unto Dusk you can drain up to 6 damage!
Lunari Shadestalker and Cygnus the Moonstalker
These cards give your deck Elusive reach which can chip away over time and go for game.
Lunari Shadestalker is cheap and has great stats for a 2 drop.
When you chip away with Lunari Shadestalker a few times it makes going for game a lot easier when you get to Nocturne turns.
Cygnus the Moonstalker is an alternative way to go for game than Nocturne, you can deal 10+ damage with Cygnus + Crescent Guardian or a LVL 2 Diana.
I like Cygnus a lot in this deck since as a 1 of finisher you can see it more often with Stalking Shadows and it gives you two copies so if your first copy doesn’t win the game you have another.
Another reason I like Cygnus is that it spreads the damage out between two units making it harder to stop.
The Flight and Stalking Shadows
The Flight and Stalking Shadows both give you draw and ways to refuel.
If you get the Flight off of Stalking Shadows and attack with the Ephemeral copy it goes into your deck and draws 1 instead of dying after combat.
This turns your Ephemeral copy that would’ve normally had a drawback, become a real card, and helps cycle through your deck and draw more cards.
This deck is extremely well-rounded and can deal with most decks.
- Against Aggro
- you can use Diana to gain field control in the early game and heal your health back with Doombeast.
- Against Midrange
- you can use Diana to gain field control and Stygian Onlookers to put on pressure so you can finish them off with Nocturne.
- Against Combo (decks like Lee Sin)
- you can chip away over time with Lunari Shadestalker and then save Nocturne for the right time to strike and go for game.
- Even if you don’t finish them off they should be low enough and dealing with too much pressure to come back.
In my opinion, this deck’s hardest matchups are Lissandra Trundle and Discard Aggro.
- Against Lissandra Trundle
- you want to have a Pale Cascade or Stalking Shadows in your opening hand to help live against removal spells, push for huge damage by keeping your Stygian Onlookers alive and refuel. ‘
- If you run out of steam in this matchup you will lose, while you also need to keep up the pressure on them to put them in tough spots.
- Against Discard Aggro
- you need to take blocks that will trade units and be ready to try and buff Diana to kill Jinx when possible.
- If you can remove Jinx the matchup is fine but if you can’t it will be a lot tougher.
- You can even use Nocturne just to give her Vulnerable and remove her.
- Fading Memories is a 0 cost Nightfall activator which can allow you to push for huge damage with Stygian Onlooker or re-use powerful effects like Doombeast.
Gifts from Beyond
- Gifts from Beyond is a 1 mana Nightfall activator that gives you access to the Moon weapons toolbox.
- Lunari Priestess allows you to gain access to the Invoke toolbox which can help you deal with threats or dig for a late-game finisher such as The Great Beyond.
Thanks for reading! If you have any questions, feel free to ask NicMakesPlays during his streams (usually 6PM-1230AM EST).