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Mind meld lor
Mind meld lor













mind meld lor
  1. #MIND MELD LOR PLUS#
  2. #MIND MELD LOR FREE#

Most of the game you want to block with your non-elusive units to keep your health high while dealing damage with your elusive units or Ahri. Kinkou Wayfinder is a great card in this matchup as it helps you go as wide as them to block and deny some plunder triggers. As long as you play around Make it Rain and deny plunder triggers here and there you should be fine. Nopeify! is super important in this matchup because Make it Rain can blow you out if you’re not careful.

#MIND MELD LOR FREE#

Outside of Zap Sprayfin and Make it Rain or Parrrley they have no way of dealing with your elusive units so most of the time you can get free damage in the early game and hopefully kill them before they can level up Sejuani or Gangplank to shut you down.Įven if the opponent levels their champions you can recall them with efficient cards like Homecoming or stun Gangplank with Concussive Palm if your opponent develops him. This is a very even matchup on the stats but I feel like it is slightly favored for us. Mulligan: Ahri, Dancing Droplet, Kennen, Eye of the Dragon, Navori Conspirator (if you have a one drop), The Mourned, Recall, Nopeify! (if you have a good hand), Retreat (if you have a good hand), Twin Disciplines (if you have a good hand). This should be the only use of Deny for this matchup so don’t waste it unnecessarily. You should save mana for Deny if you think your opponent wants to cast Golden Aegis.

mind meld lor

Some of those keywords are Scout, Lifesteal, Spellshield. You should look to finish the game before your opponent gets to level up Pantheon because there are keywords that just lose you the game if he gets them and you can’t stun or recall him. The main way to stop this is by stunning it with Concussive Palm or recalling the unit with Homecoming. So, you need to watch out when your opponent uses Zenith Blade on Wounded Whiteflame. The only way you lose this game is via Overwhelm damage. The main concern you have when playing against this deck is Zenith Blade. Your main game plan against this deck is to go as wide as possible with elusive units and chip them down, save mana to recall your units when they commit interaction and you should be able to win the game easily. This is a pretty favored matchup because their only way to deal with your elusive units is Single Combat or Confront which plays into your recall spells and Sharpsight which can deal with one elusive unit but not with multiple units. Mulligan: Ahri, Dancing Droplet, Kennen, Navori Conspirator (if you have a one drop), The Mourned, Recall, Nopeify! (if you have a good hand), Retreat (if you have a good hand), Twin Disciplines (if you have a good hand). You close out the game by making an elusive chain with leveled Ahri, Overwhelm damage with The Absolver, or a wide elusive board. The main objective of the deck is to deal elusive damage with units such as The Mourned, Dancing Droplet, Navori Conspirator while they recall themselves or with Ahri to level her up. Other versions utilize cards like Mind Meld or Go Hard as their second region splash but the deck mostly plays out the same way. The version I will be covering will be the Shurima version which utilizes two The Absolver as an alternative finisher.

#MIND MELD LOR PLUS#

There are currently many versions of Ahri Kennen in different regions but usually, it is 37 Ionia cards plus a second region for a finisher. Like the Kennen Ezreal deck, this deck utilizes the recall synergy of both the Ahri and Kennen package to level both champions while protecting units from removal or combat. As we've seen in Leer's latest Meta Report, and Shadawx's article about Top Performing decks, Ahri Kennen has become very popular since the nerf to Ezreal Kennen.















Mind meld lor