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Quiet High Note – A Spooky Seraphine Viktor LoR Deck Guide

They printed Karma in P&Z!? Karmic connoisseur Yangzera tours the Shadow Isles with Spooky Seraphine Viktor.

What’s up everyone, Yangzera here! This time I’m writing about a deck that I’ve been in a love relationship with since the start of the Domination season: SeraphineSeraphine ViktorViktor SIShadow Isles!

The deck has certainly been performing pretty well for – it's currently one of the best LoR decks for climbing the ladder, but it’s also been a great tournament deck too, bringing good results in both modes, so I came here to help you do well with it too – let’s get right into the card choices since it’s gonna be a long list, shall we?

Regions
Piltover & Zaun
31 cards
Shadow Isles
9 cards
Rarities
33 300
champion
6
epic
9
rare
10
common
15
eternal
Mana cost
1
0
7
1
13
2
2
3
3
4
6
5
2
6
6
7+
Champions
6
2
Seraphine
3
Seraphine
4
Viktor
3
Viktor
Landmarks
3
7
Back Alley Bar
3
Back Alley Bar
Followers
9
1
Acorn, the Hextechnician
2
Acorn, the Hextechnician
2
Ferros Financier
2
Ferros Financier
2
Minion
1
Minion
5
Fanclub President
3
Fanclub President
5
Subpurrsible
1
Subpurrsible
Spells
22
0
Thermogenic Beam
1
Thermogenic Beam
1
Piltovan Tellstones
2
Piltovan Tellstones
1
Quietus
3
Quietus
2
High Note
1
High Note
2
Mystic Shot
2
Mystic Shot
2
Time Trick
1
Time Trick
2
Unspeakable Horror
1
Unspeakable Horror
2
Vile Feast
2
Vile Feast
3
Get Excited!
1
Get Excited!
3
Sump Fumes
1
Sump Fumes
5
Drum Solo
2
Drum Solo
6
Vengeance
2
Vengeance
7
Sputtering Songspinner
2
Sputtering Songspinner
10
Glorious Evolution
1
Glorious Evolution
Open deck in builder

Best LoR Decks: Seraphine Viktor SI – Card Breakdown

2x Acorn, the Hextechnician

Acorn, the HextechnicianAcorn, the Hextechnician is a really interesting card that reminds of other elusive one-drops like ZoeZoe and Vastayan DiscipleVastayan Disciple. Sure, he’s not even close to the power level of either of those, but he fits our playstyle really well, and can get discounts on extremely important cards, like VengeanceVengeance, Sputtering SongspinnerSputtering Songspinner and Glorious EvolutionGlorious Evolution. We’re using him as a two-of because there comes a point in the game where the cost reduction has diminishing returns, so we'd rather reduce the chances of top-decking him later on.

2x Ferros Financier

I mean, have you seen Reggie's pool in PZPiltover & Zaun and SIShadow Isles? It's insane. VengeanceVengeance, Piercing DarknessPiercing Darkness, HexbliteratorHexbliterator, Dawning ShadowDawning Shadow, Sputtering SongspinnerSputtering Songspinner, Progress Day!Progress Day!, The RuinationThe Ruination... All extremely high-quality cards when generated, and Ferros FinancierFerros Financier gives you access to all these options. There is a consideration to run Ferros as a three-of, but I decided to cut one for another, funnier card, that’s coming up next.

1x Minion

The one-of I like the most, albeit not the strongest, MinionMinion comes in to generate a blocker when we have spare mana, especially on early rounds. The created Minions in your hand also helps you level up ViktorViktor most of the time, as our deck really has problems with leveling Viktor in a timely manner, both from being super reactive and from our generating cards coming in later on in the game. You could cut this card for a third Ferros FinancierFerros Financier, of course, and still feel really good about the deck, but since this is the version that pulled the biggest numbers for me, I’m leaving Minion for this article. Plus, it’s cool to see cards like MinionMinion finally find home in a competitive deck!

3x Fanclub President

One of our only three-ofs and a very warranted one, Fanclub PresidentFanclub President is a super strong card, enabling a five-mana spell to be played for a much lower cost – sometimes even for free. Her pool is insane: rallies, ramp, stuns, heals, reach, hard removal… you name it! This card is strong enough to warrant a three-of status on our deck, which is no small feat at all! Take a moment to look at the five-mana spell pool in your deck-builder before you start playing, to know which picks are good and bad, and have a general idea of what you can see when playing fanclub prez.

1x Subpurrsible

SubpurrsibleSubpurrsible acts as a nice one-of, one-sided win condition, and helps push a bunch of damage. Our deck has a really easy time triggering its effect really fast, especially after Back Alley BarBack Alley Bar comes down on the board. The draw effect is also a very nice bonus, making SubpurrsibleSubpurrsible a great top-deck in the later stages of the game, which is when you want to be drawing it. SubpurrsibleSubpurrsible complements real well our powerhouses (namely Fanclub PresidentFanclub President, our champions, Back Alley BarBack Alley Bar, and Glorious EvolutionGlorious Evolution), earning its spot as solid one-of.

1x Thermogenic Beam

Everyone who knows me and the way I build decks knows my relationship with Thermogenic BeamThermogenic Beam is very clear. Always one, never two, never three. You want to have the option to deal X amount of damage to something, but you never ever want to see two of those – your hand gets clogged when you double-draw it. Tapping completely out of mana is a very big deal, and you don’t do these decisions lightly. Sometimes, after having played Glorious EvolutionGlorious Evolution, tapping out is fine (since you can have some zero-mana plays), but going down to zero mana before your opponent does is bad, especially as the game goes on late – which makes Thermo beam a one-of in our build.

2x Piltovan Tellstones

Aftershock Progress Day!

Tellstones is a really nice card in our build, and we generally want to be casting a maximum of two of them – it’s not strong enough to warrant a three-of status, but it certainly is strong enough to warrant two slots.

Generally, you want to save your Tellstones for later on, when SeraphineSeraphine and/or Back Alley BarBack Alley Bar are down on the board, so you can get discounts and double-casts on your cards, especially AftershockAftershock. Remember that when you have both SeraphineSeraphine and Back Alley BarBack Alley Bar down, the first time you cast Tellstones it will give you two AftershockAftershocks, and only the first AftershockAftershock will be duplicated, dealing a total of six damage for two mana!

Progress Day!Progress Day! is also a very good pick later on in the game when you need extra gas in the form of card draw, as whenever Bar comes down you’ll be able to chew through the cards in your hand very fast.

3x Quietus

Quietus is a very strong card, and one of the few that earns three slots in our deck. Not only it kills SeraphineSeraphine and EzrealEzreal on the spot for a super-premium one-mana cost, it can destroy Darkin weapons like The Darkin AegisThe Darkin Aegis and The Darkin LodestoneThe Darkin Lodestone, as well as very strong improvised equipments like Upcycled RakeUpcycled Rake.

This spell is super simple and straightforward, and very nicely fits the current meta. Be careful with how you use your QuietusQuietus, though, since killing early drops might grant you some early tempo, but using your health as a resource to later on be able to destroy a high-priority card like a Darkin weapon can be the difference between winning or losing the game – especially against DEDemacia. For example: very often you’ll be presented with the option to QuietusQuietus a Petricite BroadwingPetricite Broadwing, and that’s a really powerful play, but most of the time, saving your QuietusQuietus and inviting your opponent to throw their The Darkin AegisThe Darkin Aegis at you and destroying it as soon as possible will just outright win you the game.

1x High Note

Seraphine’s champion spell is pretty damn good, especially when its secondary effect is triggered. For starters, it’s basically a stronger Mystic ShotMystic Shot when your goal is to control the board – but it won’t target our foe's face, which is a massive deal. As big of deal as that is, though, our deck does not care as much about burning the opponent down (as, say, Seraphine Ezreal Noxus does), and we want to cast different spells to either fulfill our SeraphineSeraphine’s level-up condition, or have a high payoff when she does level up and double-casts High NoteHigh Note.

And, for this, the card certainly delivers! With a Seraphine (level 2)Seraphine (level 2) on board, a new High NoteHigh Note will deal four damage to the main target, and two to the secondary.

By the way: as strong as High NoteHigh Note is as a champion spell, SeraphineSeraphine as a unit is much stronger, so we want to avoid using her champion spell, and would rather keep the second copy in hand to replay her if she’s removed – our maindeck High NoteHigh Note therefore ends up making the cut as a one-of over the third Mystic ShotMystic Shot.

2x Mystic Shot

The quintessential PZPiltover & Zaun control card – Mystic ShotMystic Shot is very rarely less than a three-of in any Piltover deck, but for our build we are allowed to cut one down for the reasons listed on High NoteHigh Note’s section (Seraphine and Back Alley Bar care about New spells, so having a broader variety is beneficial). There’s not much to talk about Mystic ShotMystic Shot as a card, since it’s pretty self-explanatory, and an extremely strong spell – great and instant addition.

1x Time Trick

Time TrickTime Trick is a very good card when SeraphineSeraphine levels up – it will give you two predicted draws for two mana, which is insanely strong. Outside of SeraphineSeraphine’s interaction, though, it’s a mid-to-good card. You want to try not casting it early and save it to use it with Seraphine (level 2)Seraphine (level 2), but don’t be afraid to cast it when you do have spare mana, or think you need to find something specific – not every game will have us level up SeraphineSeraphine before casting our high-synergy one-of cards, and we have a lot of other high-synergy cards anyway. It’s not bad to use some of them early if we need to.

1x Unspeakable Horror

Unspeakable HorrorUnspeakable Horror falls in the exact same category as High NoteHigh Note: a nice spell with good upsides that takes the place of the third Vile FeastVile Feast. The Nightfall pool has a bunch of good cards, but a bunch of useless ones too. One good upside is that it has great spells that also help our SeraphineSeraphine – the best, in my opinion, being Pale CascadePale Cascade.

2x Vile Feast

The quintessential SIShadow Isles control card (did I say something like that before?). Vile FeastVile Feast is extremely important for any SI control build because of everything it does. A ping, a drain, a chump blocker – everything you need to get through the early game, and a nice way to pop SpellShield at Fast speed. For the exact same reasons as Mystic ShotMystic Shot (we are a SeraphineSeraphine and Back Alley BarBack Alley Bar deck that cares about New cards), we trimmed down the third Vile FeastVile Feast and said third slot was replaced by the spell closest to it, Unspeakable HorrorUnspeakable Horror.

1x Get Excited!

Get Excited!Get Excited! is a nice card to have, especially as a one-of because of many reasons.

Our deck does not have an issue producing discard fodder, as some cards generated by SeraphineSeraphine, Sputtering SongspinnerSputtering Songspinner or Back Alley BarBack Alley Bar can end up generating unplayable cards, and Get Excited!Get Excited! can find use for those cards. And, with Back Alley BarBack Alley Bar in play, Get Excited!Get Excited! will cost two mana, giving us a few burn damage outs with Seraphine (level 2)Seraphine (level 2): six face damage for two mana is nothing to laugh at in terms of reach, especially for a deck that can weave in a few hits with SubpurrsibleSubpurrsible, or ViktorViktor with evasive keywords.

1x Sump Fumes

Sump FumesSump Fumes is pretty much always activated – a lot of our cards generate other cards on play. Couple that with Back Alley BarBack Alley Bar and SeraphineSeraphine’s synergy, and you have a very strong deal-six for two mana.

In general, the Back Alley Bar has this great synergy that, by making three-mana spells cost just two mana, will then allow Seraphine (level 2)Seraphine (level 2) to double-cast them – but we don’t want to invest a lot of deck slots into those three-mana spells, since we won't always draw the Bar, or may need to use these spells early.

2x Drum Solo

Easily one of the best cards of the Domination expansion, Drum SoloDrum Solo brings crazy card-draw power, since we have easy Flow triggers, and especially when ViktorViktor is on the board generating a zero-mana spell every round start. We don’t want three Drum SoloDrum Solos, though, since our deck has lots of card generation, and we want some amount of card variety. Progress Day!Progress Day! off of Piltovan TellstonesPiltovan Tellstones or Ferros FinancierFerros Financier can be our third copy of a big card-draw spell.

2x Vengeance

A very good card, especially when paired with Acorn, the HextechnicianAcorn, the Hextechnician. VengeanceVengeance is a much-needed hard removal for when either QuietusQuietus or our damage-based removal spells won’t do the trick. We absolutely want some number of Vengeances to deal with decks that rely heavily on combat tricks, like Vayne Zed or various PantheonPantheon builds, so two feels like the correct amount so far.

2x Sputtering Songspinner

Sputtering SongspinnerSputtering Songspinner is really cool, and has started to see play on main decks because of SeraphineSeraphine’s synergy. We’re paying seven mana for three new, two-mana spells that are chosen from two options, so you have some amount of agency over the outcome.

We can get buffs, draw spells, damage spells, removal, silences, Challenge & Vulnerable, stuns, so there are many ways of getting away with a game. Not only that, but these spells will level-up both of our champions very efficiently. All of this, combined with a few cost reductions from our little Acorn, the HextechnicianAcorn, the Hextechnician friend, can push a big swing in any match in which you decide to pull the Songspinner trigger.

1x Glorious Evolution

Glorious EvolutionGlorious Evolution is a very recent addition because of the amount of SeraphineSeraphine mirrors I’ve started facing. It instantly flips most control matchups in your favor, and is really only bad against Ionia because of DenyDeny.

This is a flex slot, depending on what you are facing the most: could be The RuinationThe Ruination (if you face a lot of Demacia), Withering WailWithering Wail (if you’re facing a lot of aggro decks) or Evolution against Seraphine – ultimately, it’s your call. The beauty of Back Alley BarBack Alley Bar decks is that you can change some of the ratios into what you feel the most comfortable piloting, so you are more than welcome to customize a few cards in this build I’m showing today, and make it look more like you.

3x Back Alley Bar

Speaking of which, let’s talk about the landmark that pieces everything together, Back Alley BarBack Alley Bar. Some could argue for including only two copies of the Bar, rather than three, but I would disagree.

In my opinion, you want to have Back Alley BarBack Alley Bar online on the board as soon as you’re allowed to. It will be a tempo-negative play in a lot of cases, but it will be a tempo-positive play a lot of the time too, since you can generally extract some value from the cost reductions immediately, and the mana investment will be recouped entirely in the long run. The 3/3 Back Alley BarkeepBack Alley Barkeep body is also very nice, since it will act as a way to not get yourself into a super-bad board state when the Bar comes down.

3x Seraphine

They printed KarmaKarma in PZPiltover & Zaun! We’re finally able to play a Viktor Karma-style control deck outside of Ionia, which opens a lot of new doors.

SeraphineSeraphine does have a weak body as a 1/4, and thus she's not able to contest the board as well as other cards – but compared to Karma, you don’t need to wait until round ten to start getting value off of her! Ideally, you want to save your Seraphine for when you have either leveled her or are really close to doing so, like a SeraphineSeraphine plus Sputtering SongspinnerSputtering Songspinner round that both finishes leveling her up and getting some immediate value off of her effect before she’s instantly removed by the opponent.

3x Viktor

Much like in Viktor Karma build, ViktorViktor is a very strong champion that will take over the game by himself if left unchecked. He will also contribute to SeraphineSeraphine’s level up a lot, since his champion spell, Viktor's Death Ray - Mk 1 will act as three differently named spells that are also very strong if doubled, as they become cheap removal that can deal with pretty big units.

You don’t usually aim for Viktor to be your main win condition, but if you have the option to do so, he will greatly reward you. Keep in mind that after you cast Glorious EvolutionGlorious Evolution and have Back Alley BarBack Alley Bar down, Viktor (level 2)Viktor (level 2) will make it so any new card gets a three-mana cost reduction, and non-new cards get a two-mana discount. Also keep in mind that the second copy of a spell that Seraphine (level 2)Seraphine (level 2) double-casts will be an Augment trigger, making ViktorViktor grow even bigger.


Seraphine Viktor SI – Gameplay and Strategy

It’s really funny to talk about strategy when playing Viktor Seraphine, because the answers to the most basic questions are extremely out of the norm. Questions you need to ask yourself every game, for example, “How do we win this matchup?” are commonly answered with, “We’ll figure it out.”

As in, you never know how you’ll close out the game once you start winning it – but one thing that is consistent, though, is that you know exactly what you have to do in order to “not lose” the game.


Winning versus Not Losing

In our case, the difference between “How are we winning this?” and “How are we not losing this?” lies mainly in the fact that our deck is full of reactive tools and very few proactive options – most of our proactivity will be generated as we play the game.

The only consistent win condition we have is ViktorViktor: he will always deliver what we want him to, since he’s strong and self-sufficient, becoming a game-ending threat on his own if left on the board for too much time.

SeraphineSeraphine, on the other hand, has to generate the way she’s going to close out the game. Even though she does stronger things than ViktorViktor, they’re not always the same. The main comparison, probably, is with Seraphine Ezreal Noxus, where Seraphine is consistently doing the same thing every game – letting Ezreal do broken things. You could argue that Seraphine also breaks Viktor in this build, with how many free Augment triggers she brings to the table, but in my opinion nothing is comparable to multiplying Burst-speed face damage as Seraphine Ezreal does.

Being able to pilot this deck well will demand much more from your macro than your micro decisions, since we have to generate our proactive plays. You need to be able to identify when to choose between proactive and reactive cards off of your Manifests, as well as when you want to switch from “Surviving the game” into “Killing your opponent.”

In general, you switch into the aggressor role when you assess that the opponent has ran out of gas to continue pushing for the win, or when you can simply outpace them with the sheer value of your plays, like when SeraphineSeraphine hits the board backed up by a Sputtering SongspinnerSputtering Songspinner, for example. Much like KarmaKarma in the ViktorViktor KarmaKarma deck, she will propel you so far ahead in terms of value that you can turn a game upside down in a few actions and convert it very quickly.

Remember, you’re not looking to hold your opponent hostage for a million rounds – you’re just looking for some space to do your thing, and when you see that space, you go for it. Of course, while safely playing around your opponent’s cards.


Viktor Seraphine – Mulligan

When doing mulligans with Seraphine Viktor, you’re looking for early plays as well as Back Alley BarBack Alley Bar and ViktorViktor. I don’t think I’ve ever skipped a Bar in my opening hand unless I was against hyper-aggressive decks like Pirates or Annie Jhin. You can keep one high-cost spell in your opening hand if there’s also an Acorn, the HextechnicianAcorn, the Hextechnician, but never more – let’s look at some examples:


In this opener we’re only keeping Back Alley BarBack Alley Bar as it’s the quintessential card for our deck to function in the mid- to late-game, and we are looking for early plays. As much as it’s possible to use Piltovan TellstonesPiltovan Tellstones into AftershockAftershock early, it’s hard to find yourself in a situation where that’s what you want to be doing on round three, so we’re tossing it away for better plays.


In this hand we’re kicking our tellstones out and looking for a higher-cost spell to discount with Acorn, the HextechnicianAcorn, the Hextechnician

There are a few matchups where we want to keep the Thermogenic BeamThermogenic Beam as well, like Jax Vayne for example. We keep the Thermogenic Beam if it’s a matchup where we’ll find use for it by rounds two and three, since we don’t want to attack with our Acorn on round four and have the cost buff wasted on Thermo – you either consider keeping Thermo to use early, or kick it to try and find other, more expensive spells or early-game cards.


This mulligan is very interesting, and we can approach it in a few different ways.

If we are against another control deck, we could consider keeping both Back Alley BarBack Alley Bars in hand along with our SeraphineSeraphine, and maybe kicking Mystic ShotMystic Shot away to dig for higher-impact cards. If we are against heavy aggro decks like Pirates, we would keep SeraphineSeraphine and Mystic ShotMystic Shot, kicking Back Alley BarBack Alley Bar away. If we’re against a midrange deck, like a Demacian pile, we do the mulligan as shown in the screenshot above: we don’t want our SeraphineSeraphine dying to early Challenger units, and want to look for other earlier plays that will lead into our Back Alley BarBack Alley Bar.


Here we’re keeping both Back Alley BarBack Alley Bar and Ferros FinancierFerros Financier. We could consider keeping the Sputtering SongspinnerSputtering Songspinner if the Ferros was an Acorn, the HextechnicianAcorn, the Hextechnician instead. We're looking for other early plays and better early-game cards, like ViktorViktor.


Now, this is kind of what you want to see. The only decision in this mulligan is if we want to discount Drum SoloDrum Solo or Glorious EvolutionGlorious Evolution with Acorn, the HextechnicianAcorn, the Hextechnician’s round-one strike. If we’re on a Seraphine mirror or a control matchup and it’s not IOIonia, definitely go for Glorious. If we’re against a more midrange deck, go for the Drum Solo discount. If we’re against burn, ditch both Solo and Glorious, and try to discount smaller spells. QuietusQuietus is pretty much an always-keep in our deck, so always happy to see it in the opening hand.


This time we have the option to start the game with both Champions in our hand. Viktor stays every time, while SeraphineSeraphine is what we need to consider. Most of the time you want to keep her, as double-drawing her is good – not because of her champion spell, though, but because you want to actually play your second Seraphine if the first gets removed.


This is a pretty good hand with lots to consider. Against hyper-aggressive decks? Keep all four! Against midrange or Demacia? Keep High NoteHigh Note as well as SeraphineSeraphine and QuietusQuietus. Against a SeraphineSeraphine mirror? Do it like shown above.


Seraphine Viktor SI – Matchups

We saw that mulligans with SeraphineSeraphine ViktorViktor can be pretty flexible, and you must have noticed how I mentioned various different decks and archetypes when talking about the mulligans, those mostly being SeraphineSeraphine mirrors, different VayneVayne builds, a few aggro burn decks and some PantheonPantheon blends. Now let’s try to get you an idea of how to fight these, and the particularities of the different versions of those decks.


Seraphine Ezreal Noxus

This is a pretty comfortable matchup – mostly because our removal is infinitely cheaper than theirs, and we can generate more fodder on the board to fight for it, enabling our kill spells to be targeted at enemy champions.

The absolute MVP against Seraphine Ezreal Noxus is QuietusQuietus, and I would recommend you look for it very aggressively when mulliganing. Quietus will kill both of their champions on the spot, and the thing we absolutely cannot allow is for our opponent to have both SeraphineSeraphine and EzrealEzreal leveled on the board, at the same time. You will die if it happens, so try your best not to allow it, and I really mean it. Like, if you play Quietus on SeraphineSeraphine and they try to save her somehow, and you have VengeanceVengeance available, just rip it, kill their champs.

Glorious EvolutionGlorious Evolution will also help flip this matchup pretty easily, as long as you have one QuietusQuietus in hand to remove a champion that they will most certainly play when you cast GE – the zero-mana QuietusQuietus will catch them off guard most of the time.

For the other side of this matchup, here's Card Gamer's Seraphine Ezreal Deck Guide.


The Mirror

The full-on mirror is flipped mainly by Glorious EvolutionGlorious Evolution, multiple Back Alley BarBack Alley Bars, and how many QuietusQuietus each player draws. Be aware of how many and what kind of cards your opponent has generated. Save QuietusQuietus for SeraphineSeraphine and VengeanceVengeance for ViktorViktor, unless ViktorViktor is played on curve without a card being generated beforehand – one augment trigger will put ViktorViktor outside of QuietusQuietus range, and if that spell fizzles, the player that didn’t get to resolve it is at a massive disadvantage.


Seraphine Ezreal/Viktor Ionia

The Ionia matchup can get very dicey, since they have DenyDeny for our Glorious EvolutionGlorious Evolution, but we don’t have it for theirs. They can also get their champions out of QuietusQuietus range with Twin DisciplinesTwin Disciplines or any attack-pumping spells. This matchup will depend above all on random card generation rolls and whoever draws more champions.

One thing you can do is always hold up Glorious EvolutionGlorious Evolution mana since, if they cast theirs, that means they’re probably tapping out, so you get an opportunity to cast yours without it being denied.


Vayne Zed

Try to have QuietusQuietus up for The Darkin AegisThe Darkin Aegis. Most of the time it’s not worth it to use QuietusQuietus on Petricite BroadwingPetricite Broadwing since you do have blockers for it – you really want to hit those Darkin weapons and the occasional Upcycled RakeUpcycled Rake.

Vayne Zed tends to not run a lot of Denies, so feel free to Vengeance ZedZed on sight – there are even considerations to float mana into Vengeance on a champion on round three. One good thing you can also do that works well with mana is playing either SeraphineSeraphine or Ferros FinancierFerros Financier early, and hold up four mana to be able to threaten a kill on VayneVayne with Thermogenic BeamThermogenic Beam. All in all, my main tip is to be careful with damage-based removal, since Vayne Zed packs up a ton of health buffs to counter you. It’s better to waste more mana to kill ZedZed with a VengeanceVengeance than to keep pointing Mystic ShotMystic Shot at him, and having the opponent buff him out of range and eventually winning the exchange against your smaller removal.

For the other side of this matchup, here's Leer's Zed Vayne Deck Guide.


Vayne Pantheon

The good thing is that we aren’t playing against the pink region, so no need to worry about DenyDeny, only SpellShield! 

The bad thing is that their stuff grows huge, and with access to Overwhelm – you really need to dig for your point-and-kill spells like VengeanceVengeance, or find other similar cards with Ferros FinancierFerros Financier. Always try to have a ping ready for a possible SpellShield, and remember to use QuietusQuietus to destroy high-priority weapons.


Vayne Jax

QuietusQuietus, as always, will carry us really hard here. Sometimes you can save QuietusQuietus to destroy the equipment attached to their Bloodcursed HarpyBloodcursed Harpy and prevent it from respawning, which is a pain to deal with otherwise.

Ferros FinancierFerros Financier can also carry us big time by giving us The RuinationThe Ruination sometimes, and you usually can block Vayne Jax's attacks pretty safely until your champions are leveled and can start taking over the board. Since it’s a Demacia deck, their Rallies are super strong, and you should plan your rounds around them – pay attention to how they play their rounds, and how much mana they bank.

For the other side of this matchup, here's Wekhar's Jax Vayne Deck Guide.


Vayne Rumble

If you manage to kill Rumble, you’re more than fine in this matchup. Sometimes you need to kill two Rumbles and it gets a little weird, but killing Rumble and destroying the Overwhelm equipment should set you up for a very easy win most of the time.

Further reading: for the other side of the matchup, you can check Card Gamer's Tumble on the Rumble – A Vayne Rumble LoR Deck Guide


Varus Pantheon

This deck is really easy to beat since their only interaction with your removal is the Cultist SpellShield spell. The only thing you need to do to win this matchup every time is to use Quietus as soon as Varus comes down to destroy the bow – the opponent will be left with one less win condition, since you can now just not kill Varus, and his level up stops being a threat. Since his bow is what matters for him, without the bow Varus is just a vanilla unit.

Point VengeanceVengeance at Pantheon, point QuietusQuietus at Varus, and you should be able to walk out with a freebie.


Annie Jhin

This matchup can go from completely free to completely unwinnable depending on how many champions the opponent draws. SeraphineSeraphine will be a very good blocker here, and you don’t really care about losing her early. The name of the game is "Survive, and kill Jhin on sight." If Jhin goes unchecked, you can’t really deal with the stun chains on their attack round, and you will lose out of nowhere. Low-cost spells are premium cards to have in hand, as well as some amount of early units.


Wrapping Up

Alright, and that was pretty much it for Viktor Seraphine Shadow Isles!

As always, thank you so much if you've made it this far down into the guide. It was really fun writing about a deck that I discovered so early on into the season, piloted to great success, and the deck is now a meta staple. If you have any suggestions don’t forget to throw them my way on twitter (@yangzera), discord (Yang#7463) or twitch (/yangzera_) and I’ll see you all in the next article!



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