Legends of Runeterra Realm

Legends of Runeterra

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Anti Aggro Sol Stall

Last updated 3 years, 7 months ago
  • Archetype Control
  • Deck Type Ranked
  • Crafting Cost 27100
  • Your Cost 27100
shifty2000's Avatar Registered User 1

Similar to Aurelion Sol decks with trundle, but cuts out the freljord package for stall against agressive decks. The problem with freljord Sol decks is that the early ramp cards can rushed down by aggro very easily, and since sol essentially wins the game once he levels, the decks objective is to live until you can drop sol and have some units on board to level. So by switching out the ramp for stall, it allows this deck to contend with aggresion decks that want to burn by forcing them to always open attack or else be walled by Leona stuns, removal or solari sheildbearerBADCARDNAME  and Solari Soldier

Deck also includes Starshaping and Broadbacked Protector for much needed healing to make a comeback after aggro decks have burned you down and are out of cards. Mobilize is included because a problem pre - leveling Sol is that you will have lots of units around 4-6 cost range filling your hand, mobilize helps to empty these faster and the added benefit of making Sol cheaper to drop him 1 turn earlier, Which can make a HUGE difference

Mulligan

VS control - you are looking to have Aurelion Sol in your opener, along with Mobilize, Leona, Mountain Scryer and Solari Priestess.

VS aggro - you are just looking to stall them out so you want to mulligan for your stall cards, Solari Soldier, Pale Cascade, Solari Shieldbearer, Sunblessed Vigor, Broadbacked Protector, Leona and Mountain Scryer

you are always looking for leona and mountain scryer due to leona having a stun strongest enemy on play, which greatly slows down your oppnenet, and mountain scryer, which discounts your celestials(making sisters cost 5, warrior 4, traveller 3, or any of the removal 1 less can often be what lets you stabilize 1 turn before you would of probably lost)

Tips

DO NOT ATTACK - you should not be attacking with units that arent either the warrior ot the sisters, you dont want to let the opponent kill your units unless they are attacking, or burning through their spells, attacking essentially lets them attack on your turn because they get to kill your units and then attack back, BUT open attacking with a chump unit that probably wont die to give your opponent move priority, so that they play a unit and then you can remove it is a good thing to do, because if they dont play anything, you both pass and you get 1 turn closer to stabalizing.

 

If you dont have to block anything or are attacking, you probably should not play your your daybreak wall cards. For example, if on turn 2 your oppenent has the attack token, and no units have been developed, DO NOT play solari sheildbearer, you do not care about leveling leona, and just have the daybreak cards to stall, it ius much better to respond to the unit your opponent develops on turn 3 with a 3/6 solari sheildbearer than pre-emptively playing it turn 2 then having it be a 3/2 on turn 3, where they can then remove it or make you take a bad trade. 

when picking celestial cards, i usually like to have 2 - 3 forms of removal in hand, in either sunburst or celstial removal. pick the warrior if you need a solid body and think a challenger unit would help now or in the next 2 turns, sisters if you are behind and need units and healing asap but have time to play them in the next 2 turns, trickster if you need to block and elusive card asap, late game if you are vs a control mirror or have stabalized, and cheap celestials if you need units to block asap. I tend to avoid cosmic inspiration, despite how broken it is, because vs aggro +2/+2 wont matter when you pay 7 for essentially buff your units(which you wont have many vs aggro, and if you do you probably have won already) and vs control mirror stats will do very little, they will just obliterate your units or out pace you with nautilus deep cards  and maoki deck burn, or Sol decks dropping the Scourge, Great beyond or immortal fire, which +2/+2 wont help you win against

For cards i dont include-

Spacey Sketcher- you dont really want to be in the position where you are picking cheap celestials, and most of the cheap ones are aggro oriented

Guiding Touch - you preferably want to keep units alive to continue blocking, and typically if they get hit, they die, so healing them isnt going to work, i find pale cascade helps with keeping your unit alive or helping a trade, along with being able to level sol if you are slightly under on power requirment

Lunari Priestess - very hard to play a 3 cost unit early while playing another card before it, also has a weak body which doesnt help chump block, and later you have better units you want to drop

Whiteflame Protector and Fused Firebrand - good blockers but dont help your win condition in any way, you dont want to be attacking because your objective is get late game,  and attacking can let your oppenet use tricks to kill your units without your units preforming their main job, defending.

The Skies Descend - to slow, you are using sunburts and obliterate cards for removal, skies descend is a late game board clear, but vs naut decks obliterate does fine, and vs sol decks most of them have spellsheild, so it is the same as obliterate, and lastly it doesnt stop last breath effects AND it is stoped by barrier, which is an issue vs demacia and ionia decks

Thresh= The deck has a hard time getting 6 units to die, you want yur units defending only so you cant attack into them knowing your units will die, or else they will just open attack and do lost of damage, and when your defending you preferably dont want your units to die, and you most units defending, so having thresh sit and do nothing is counter- productive. Having Thresh see 6 units die while still living himself, AND then attacking with him is just to greedy and unrealistic to pull off

I am currently 22-0 with this deck, have won 2 of the standard gauntlets flawless. I know this isnt a big sample size but this deck has been winning even when i miss play, or am against even greedier control decks like trundle Sol, and has been able to shut down aggro decks like poro piltover reliably

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