How to Overcome the Top 10 Annoying Cards in Legends of Runeterra
Alright guys, you asked for it so here it is. Here are the top 10 most annoying cards in Legends of Runeterra and how you guys can overcome them. This was in part decided from Twitter responses to our Tweet below:
If we missed anything, let us know in the comments below and we’ll cover those as well.
1. Genevieve Elmheart
The key thing with Genevive is to be prepared for the fact that she will be coming down on their turn 6 or 7 attack turn. The best ways to do this are aggressively reducing the size of their board before she comes down by trading off units or by making it so she can’t attack the turn she’s played with removal spells or stuns.
Make sure you keep answers to her; if you’re playing a reactive deck, you NEED to keep an answer to her on turn 6-7, this can be in the form of Concussive Palm, Arachnoid Sentry, Icevale Archer, Thermogenic Beam, Sunburst, or Spacey Sketcher’s Crescent Strike (which you should be auto-picking against scouts on even turn 1).
2. Radiant Guardian
Radiant Guardian is a powerful tool in all of its decks because of the fact that when it’s played, it effectively is able to end the game vs any aggressive deck because of how much it’s able to Lifesteal especially with stuff like Single Combat.
The way to beat it is to keep in mind whether you can beat it if it comes down that turn. This can mean just not attacking as an aggro deck or aggressively not letting units trade in combat by using cards like Noxian Fervor.
A hidden mechanic is that if a blocker is declared against a Lifesteal unit, but then dies before the combat resolves, the Lifesteal attack will get completely canceled; so if the Lifesteal Guardian does come out, you can block with a unit while also sacrificing it with Noxian Fervor, Glimpse Beyond, or even an offensive spell, to stop the Lifesteal entirely.
Hush is a card that you largely beat in deck choice. In general, decks with naturally large units do super well into Hush because if you attack with a larger unit than the Hush deck has in play, then Hush doesn’t do very much. Another choice is just trying to win the game using burn spells instead of using units.
Lastly, units with attack triggers like Gangplank or Lee Sin are great ways to play around Hush because they can’t be Hushed if you open attack with them.
If you are playing a deck that loses to Hush in general, you should be playing the game as though they don’t have it most of the time. You’ll win a lot more than if you play scared of it and lose a game where you tried to play around it.
4. Make It Rain
Make It Rain is a super versatile anti-aggro card that is also even being used in aggro decks. The biggest way to think about beating Make It Rain is to just be constantly aware of its possibility against any Bilgewater deck.
Do NOT overcommit multiple 1 health units before at least playing some other bigger units to diminish the odds.
Beyond this, Rain decks often try to combo it with Powder Kegs so that the card deals 2 instead of 1. It is incredibly important that you use removal spells on the Keg in spots like that. Lastly, with Make It Rain, sometimes it’s correct to accept that you just lose to the card given your hand state and you should be willing to make them have it if you can’t beat the card otherwise.
5. Aurelion Sol & Invoke Cards
The biggest thing to keep in mind about any card that Invokes is that every Invoke card that is able to impact the board is Slow speed. As such, open attacking is incredibly powerful vs Celestial decks and can deny them value from most of their hands.
Beyond this, it is a good idea to be aware of cards like Meteor and Super Nova while trying to hold onto cards like Deny if you have them.
If this isn’t an option, you should be waiting for them to tap under Comet and Super Nova before you play a big threat. The last point is that with Aurelion Sol, unless you can set up lethal on your opponent, you should be working to deny his level up trigger by killing their units because that level effectively wins the game.
6. Riptide Rex
Riptide’s ability to come down on turn 8 after a Warning Shot and immediately destroy the entire board is a very common issue when playing vs Bilgewater. Start planning around it from turn 6 onward by trying to keep high unit stats on the board and developing wide instead of playing for super long term.
When taking exchanges on turn 6-8, try to keep your units at 1 or 3 health instead of 2 or 4, as this will end up protecting your Nexus from the overkill health a bit more.
Lastly, consider immediately attacking on turn 8-9 if you think they have Rex; sometimes you have to hope they don’t, but giving them the action to play it before your attack can often lose you the game.
There are two main different ways to play around Leona, depending on whether she’s leveled or not. On turns 4-6 when she won’t be leveled yet, if she’s not on the board, always consider that they’ll probably have her in hand to match your development with.
This can mean immediately attacking on these turns to not let them play her to stop an attack, but it can also mean sequencing your moves so that the “Strongest” unit she hits is less crippling.
The “Strongest” unit she’ll stun is decided by Attack, then Health, then Mana Cost, so if you’re worried about Leona dropping, play a weak unit before a big one.
Next, we’ll have to deal with a leveled Leona on board. Normally we’re the aggressive player in these matchups, so on our defense turns, we want to set up in a way that will plan for an open attack on our offensive turn, then immediately swing in before letting her stun us.
Sometimes though, we’ll have security in the late game in the matchup, and so we might be entirely fine with our attacks getting ruined.
Fiora is a really dangerous card because in Demacia decks like Fiora Shen, she can represent a powerful alternate win condition while forcing you to still deal with the main threat on their board, the pressure of the wide Demacia board stats.
Firstly, we have to identify, based on the flow of the game, how worried we are about Fiora’s kill count. It’s imperative to decide this early on because if Fiora’s win-con is a serious threat, we need to be saving counters very early.
If the opponent doesn’t have a super aggressive start, and instead is banking mana with their Fiora that they drop on 3, it’s time to really start planning around it. The best cards in the game against Fiora are ones that can cheaply remove Barrier, like Vile Feast, Make it Rain, etc.
In rare situations, you might have to skip playing cheap units just to avoid giving the Fiora free kill counters. The scary cards here are Barriers, Single Combat, and Concerted Strike; the most important thing is to save reactive tools to deal with them. Any Fast or Burst speed spell that can counter those in any way should be saved from an early position.
The biggest thing with Deny is being aware of how much mana they have and making moves that force them to spend their mana so that they go under Deny. So for example, if you have 2 Noxian Fervors in hand and they’re at 3 with 8 mana, the best play is often to hold up 6 mana and spend the rest of your mana on units and wait until they go below 8 mana.
A deck running Deny will eventually need to make plays that deal with your board and the moment they do you kill them on the spot. If you have bad attacks but they are just holding up 8 mana then you should just pass until they do literally anything.
The same concept works if they are on 4 mana and you have 1 Noxian Fervor and 3 mana. Just try to force them to tap under the Deny before you cast your spell.
10. Infinite MindSplitter
Mindsplitter is an absolutely terrifying 8-drop that can immediately shut out one’s ability to win the game, by stalling for a few turns until Aurelion Sol can be played.
Here’s the trick: against Targon you just need to think about whether to develop or open with an attack, in your attack turns. Against Leona or a handful of Invoked cards, you’re usually gonna have to take an open attack.
But there’s a lot of situations where developing units first is great, if you’re more worried about fast options like Starshaping, Hush, and Judgment, make sure to develop because these fast things gain value when they bait you into attacking while using less mana on the attack than your opponent.
In the same way, Mindsplitter can be most punishing when you’re too scared of developing into plays; if your deck needs to be aggressive enough to beat out Aurelion Sol decks, you often have to weigh the odds and take sometimes risky developments.
In doing so, you drastically lower the value of cards like Mindsplitter that don’t really punish development too much, and instead punish playing too slowly.
Lastly, and this is true for all decks really, but when possible, try to keep up some removal to answer it instead of using it too early.
At the end of the day, you’ll notice a VERY common trend on this list, which is just being aware of the card from a few turns before, and planning around the best way to counter it. The biggest tip of all is to make sure you have your opponent’s list pulled up while you play, so you can make sure you’re thinking about all their options.
Here’s what I do: as SOON as I load into a game, even before my mulligan, I look at my opponent’s regions and champions. Then I go to Mobalytics Stats page for LoR, to the Champions tab, sort by Regions, and then find the most played deck of those regions and champions.
I then keep up the list on my second monitor while playing, so that I can play a really informed game where I don’t forget to play around anything. This is my #1 tip for you guys, that will also help you counter ALL the things on this list.
Thanks for reading! If you have any questions, feel free to ask Swim during his streams (10AM-6PM PDT).