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Teemo Sejuani Guide

Today we’re going to go over a deck that I’ve been playing and refining this season: Teemo Sejuani Bandle. This is a concept I originally saw someone playing on ladder and after the game, I immediately opened the deck builder and tried the concept out for myself.

Hello, everyone!

 

Today we’re going to go over a deck that I’ve been playing and refining this season: TeemoTeemo/SejuaniSejuani Bandle. This is a concept I originally saw someone playing on ladder and after the game, I immediately opened the deck builder and tried the concept out for myself.


 

Regions
Bandlecity
26 cards
Freljord
14 cards
Rarities
23 200
champion
6
epic
0
rare
9
common
25
eternal
Mana cost
0
0
12
1
14
2
3
3
5
4
0
5
6
6
0
7+
Champions
6
1
Teemo
3
Teemo
6
Sejuani
3
Sejuani
Followers
16
1
Inventive Chemist
3
Inventive Chemist
2
Bandle Commando
2
Bandle Commando
2
Conchologist
3
Conchologist
2
Stone Stackers
3
Stone Stackers
4
Babbling Bjerg
2
Babbling Bjerg
4
Lecturing Yordle
3
Lecturing Yordle
Spells
18
1
Poison Dart
3
Poison Dart
1
Three Sisters
3
Three Sisters
2
Pokey Stick
3
Pokey Stick
2
Troll Chant
3
Troll Chant
3
Ice Shard
3
Ice Shard
6
Hidden Pathways
3
Hidden Pathways

 

The Game Plan

 

The deck has two primary Win Cons:



Lock: Level up SejuaniSejuani to shut down your opponent’s win con and slowly close the game through attacks and burn. Play for this strategy against decks that rely on their units attacking to win the game (Midrange).

 

Tempo: Win the board with your efficient units, combat tricks, and pings, and try to run your opponent down before they get online. Play for this strategy against decks that can easily shut down your SejuaniSejuani or don’t need to attack to close the game (Control)



These game plans aren’t mutually exclusive and can be very powerful when combined effectively. For example against aggro with burn you need to get a fast lock to stabilize but quickly close the game afterward so you don’t die to burn. Or against a MinimorphMinimorph deck try to play for both so they’re forced to MinimorphMinimorph your SejuaniSejuani which is a big tempo swing because you get an effective 0 mana 3/3 with SejuaniSejuani’s play effect.




Card Choices

 

3x SejuaniSejuani The star of the show. In matchups where the lock is your win con keep her alive at all costs and avoid playing her before she levels up if you can. She’s a great removal tool when played on attack turns but don’t be afraid to play her on defensive turns in lock matchups to save hp or just to get her developed.

 

3x TeemoTeemo Great for hitting the nexus early; if you’re lucky the puffcaps will make your life easier. Against slower decks, you can try to level him up as an alternate win-con.

 

3x Inventive ChemistInventive Chemist Can hit the nexus if your opponent doesn’t have a 1 drop. Make sure to plan o the Scrappy BombScrappy Bomb goes off when you need it to.

 

3x Stone StackersStone Stackers One of the most reliable ways to ping the nexus with the attack token. If you have leveled SejuaniSejuani on the board, attack with Stone StackersStone Stackers first to freeze your opponent’s board.

 

2x Bandle CommandoBandle Commando Similar to Stone StackersStone Stackers as a reliable turn 2 nexus ping. The Hungry OwlcatHungry Owlcat is a great chump blocker to help stall until lock.

 

3x ConchologistConchologist Great value 2 drop. Get familiar with the pool of cards in Freljord as there’s a lot of redundancy so you can have a good idea of what your options will be.

 

Cheap combat tricks: Elixer of Iron, Brittle SteelBrittle Steel, Troll ChantTroll Chant Purpleberry ShakePurpleberry Shake and Spoils of WarSpoils of War

 

Big unit disruption: Flash FreezeFlash Freeze, Three SistersThree Sisters and Stress DefenseStress Defense

 

Nexus/unit pings: Pokey StickPokey Stick, Poison DartPoison Dart and Ice ShardIce Shard

 

Unit Pings: Group ShotGroup Shot and Bouncing BombBouncing Bomb

 

And there’s plenty of situational options that can win you the game if chosen at the right time such as EntreatEntreat and EntrapmentEntrapment.



2x Babbling BjergBabbling Bjerg Only draws SejuaniSejuani in this deck to improve the consistency of our strategy. Remember SejuaniSejuani’s champion spell is Fury of the NorthFury of the North.



3x Lecturing YordleLecturing Yordle Debatably the best follower in the game right now and has great synergy with this deck. Play it on your defense turn 4 or 5 and hit the nexus with the Poison DartPoison Dart. Attack with it on the following turn and hit the nexus with the Poison DartPoison Dart if one of your units doesn't. Remember to bank mana before playing it so you can afford the Poison DartPoison Dart.

 

3x Poison DartPoison Dart Great for hitting nexus directly on turns you otherwise couldn’t. Don’t use it on the nexus turns 1 and 2 as the tempo loss is often not worth the early trigger. Prioritize using this card on the nexus but it can be worth it to try and remove specific threats like Greenglade DuoGreenglade Duo (just don’t delay your SejuaniSejuani level-up).

 

3x Three SistersThree Sisters Is a nice flexible card that lets you adapt to most situations.

 

Flash FreezeFlash Freeze can buy you an extra turn before you have the lock online or if your leveled SejuaniSejuani already triggered that round can help you survive against a developed threat.

 

Fury of the NorthFury of the North can keep SejuaniSejuani alive against damage-based removal or help push lethal.

 

EntombEntomb can remove a backline threat like leveled LissandraLissandra but its most common use is pushing lethal by removing SejuaniSejuani’s blocker giving you a clean hit on the enemy nexus.



3x Pokey StickPokey Stick Another Bandle City staple with great synergy. You usually want to save this card to freeze the board after SejuaniSejuani is leveled but it can be used to help level SejuaniSejuani if needed.

 

3x Troll ChantTroll Chant Staple Freljord combat trick. Use it to save 2 units, protect SejuaniSejuani or prevent nexus damage.

 

3x Ice ShardIce Shard Great for dealing with aggression while progressing SejuaniSejuani. Plan ahead and block in a way to maximize Ice ShardIce Shard value on defense then, on your next defensive turn clear your opponent’s board. Just like with Pokey StickPokey Stick if you can afford to, you want to save this card for after SejuaniSejuani is leveled.

 

3x Hidden PathwaysHidden Pathways We’re spending a lot of resources to level up SejuaniSejuani so we need to refill our hand or find what we need in the late game.

 

I think this list should be the stock list because it’s the best at executing the lock win-con but some tech options include Feel The RushFeel The Rush, Icevale ArcherIcevale Archer, and Kindly TavernkeeperKindly Tavernkeeper




General Mulligans:

 

The first thing you should do at the start of each game is thinking about your opponent’s win con then based on that decide if you’re playing for tempo or lock.

 

Lock:

 

As always pay attention to if you’re attacking evens or odds. 

 

If you’re attacking odds you want to mulligan deep for a 1 drop. If you already have a 1 drop you can start planning out your triggers for later turns by keeping things like Stone StackersStone Stackers or Bandle CommandoBandle Commando for your turn 3. Lecturing YordleLecturing Yordle can be a trigger on turns 4 and 5. 

 

If you’re attacking evens you might need to keep Poison DartPoison Dart or Pokey StickPokey Stick depending on how fast you need to level SejuaniSejuani because otherwise, you’re missing both turn 1 and 3 triggers. Look for a 1 drop, Stone StackersStone Stackers or Bandle CommandoBandle Commando for your turn 2 trigger. SejuaniSejuani is a good keep and turn 6 triggers if you already have early triggers. Lecturing YordleLecturing Yordle is kept less on evens because ideally, he is a turn 5 play because you want to get your turn 4 trigger with your attack token.

 

Tempo:

 

The mulligan is pretty simple here. Kick all spells and look for a good curve. Keep as many Stone StackersStone Stackers as possible and exactly 1 Lecturing YordleLecturing Yordle.




Planning out your Sejuani levelup:

 

Planning is a skill that will reward you with any deck but especially with this deck since we need to hit the enemy nexus on 5 different turns it’s important that we properly sequence our cards so that SejuaniSejuani levels on time.



In every matchup, there is a certain turn we’re aiming to level SejuaniSejuani by depending on when your opponent’s win con comes down. For example, against Draven/Sion you want to level Sejuani by turning 7 for SionSion. These target turns are a good baseline but can change in any given game depending on how things are going. You might be able to push it back a turn if Three SistersThree Sisters can keep you alive an extra turn but you might also need to push it a turn earlier if your opponent has an aggressive board you need to shut down.

 

You want to try to hit the enemy nexus with every attack token and fill in your defensive turns with direct nexus pings. Lecturing YordleLecturing Yordle’s Poison DartPoison Dart and Inventive ChemistInventive Chemist’s Scrappy BombScrappy Bomb are the most efficient ways to ping the nexus on defensive turns. 

 

When deciding if you should use a spell to progress SejuaniSejuani’s level-up, consider how many turns you have left to level SejuaniSejuani and what your future triggers are looking like. If you can level SejuaniSejuani in time with only your attack tokens you want to hold your spells for after SejuaniSejuani’s leveled so you have plenty of nexus pings to frostbite the enemy board with. If your opponent disrupted your early triggers you will need to use your spells to catch up on triggers. Poison DartPoison Dart should be the first spell you use because its slow speed makes it less useful after SejuaniSejuani is leveled. A good Ice ShardIce Shard can potentially buy you an extra turn while also progressing SejuaniSejuani. Pokey StickPokey Stick usually wants to be saved for after SejuaniSejuani is leveled but if you’re desperate for the trigger or draw it's ok to use it early.

 

You should think about each card as the turn(s) they can hit the nexus and how reliable they are at doing so. For example, playing Inventive ChemistInventive Chemist on turn 1 is an unreliable turn 1 trigger because any play from your opponent stops you from hitting the nexus that turn. But on the flip side playing Inventive ChemistInventive Chemist on turn 1 is a turn 4 trigger that your opponent can’t do anything about.

 

You want to reduce your opponent’s ability to disrupt your triggers as much as possible. One way of doing this is by creating a diversity of threats on your attack turn so your opponent can’t stop all of them. For example, if you’re against a demacia deck with an elusive unit and a non-elusive unit vs one non-elusive unit on your opponent’s side you should swing with both even if it's a bad trade to guarantee the trigger against SharpsightSharpsight.





Playing with leveled Sejuani:

 

Once you’ve leveled SejuaniSejuani you’re in a good spot but you need to be aware of how your opponent could still win. Maybe you run out of nexus pings, maybe your opponent burns you out, maybe they kill SejuaniSejuani can they kill you with pump spells? Always keep your loss condition in mind and play to minimize it as much as possible.



Most lose conditions can be avoided by being as aggressive as possible after leveling up SejuaniSejuani. Develop a wide board and you should usually be able to win in two attacks. Make sure to order your attacks so that your first units are TeemoTeemo, Bandle CommandoBandle Commando or Stone StackersStone Stackers so they can hit the nexus first allowing the rest of your units to survive.

 

Pokey StickPokey Stick and Ice ShardIce Shard should be held and only used after your opponent commits their attack or if they use a strike effect that none of your other cards can answer.

 

Puffcaps can be annoying in this stage of the game because they frostbite your opponent's board at the start of the round allowing them to develop units that SejuaniSejuani can’t frostbite afterward. If your opponent draws a puffcap on your attack turn you should usually open an attack after that so they can’t develop a blocker that can kill one of your units. If your opponent draws a puffcap at the start of their attack turn Three SistersThree Sisters is your best friend because it can deal with any threat your opponent develops and Troll ChantTroll Chant can help to some extent as well. If you need your opponent to not draw a puffcap next round it can be correct to not use the fleeting Poison DartPoison Dart’s from Lecturing YordleLecturing Yordle.





Matchups:

 

Vs Draven/Sion (Favored)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers and Bandle CommandoBandle Commando.

 

If you have a good hand you can keep: Babbling BjergBabbling Bjerg, Lecturing YordleLecturing Yordle and ConchologistConchologist.

 

Gameplan: Lock.

 

In this matchup, the most important thing is to not fall behind on tempo. You want to level SejuaniSejuani by turn 7 for SionSion but even if you fell behind on triggers Three SistersThree Sisters can buy you an extra turn. 

 

Their fearsome units can threaten to push damage after you develop early blockers so be careful with your Babbling BjergBabbling Bjerg and Lecturing YordleLecturing Yordle because you need to keep them alive to block fearsome which sometimes means skipping attacks with Lecturing YordleLecturing Yordle.

 

Some good Conchologist pickups are Purpleberry ShakePurpleberry Shake and Brittle SteelBrittle Steel to deal with Fearsomes or Flash FreezeFlash Freeze, Three SistersThree Sisters or Stress DefenseStress Defense to deal with Sion.

 

If you're blocking and know that you will have leveled SejuaniSejuani online for your opponent's next attack you should block in a way to save as much hp as possible because once leveled SejuaniSejuani hits the board their only win con is burn. 

 

Be careful of SionSion's last breath and have a Three SistersThree Sisters ready to deal with Sion ReturnedSion Returned. Attacking with SejuaniSejuani first and playing EntombEntomb on SionSion is an easy way to push damage and not have to deal with SionSion's last breath. 

 

 

Vs Lurk (Favored)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers, Bandle CommandoBandle Commando and Poison DartPoison Dart if your opponent is attacking odds.

 

If you already have a good hand you can keep: Babbling BjergBabbling Bjerg/SejuaniSejuani, Lecturing YordleLecturing Yordle and ConchologistConchologist.

 

Gameplan: Lock.

 

In this matchup, you want to level up SejuaniSejuani by turn 8 to shut down Jaull Fish.

Your elusive units are premium because their only way to stop an elusive from hitting nexus is Death From BelowDeath From Below or Bone SkewerBone Skewer which is either a 1x or not played at all. You can be sure of getting a trigger on a given attack turn if you have two threats to hit nexus. 

 

Try to use Troll ChantTroll Chant early to get a 2 for 1 before their units get too big for it to get a lot of value.

 

Watch out for Snapjaw SwarmSnapjaw Swarm and make sure to have a 2 attack unit to trade into it.

 

Taking damage early doesn't matter very much because they play no burn so you can just focus on leveling up Sejuani. Although be careful because if your opponent draws a puffcap when you have leveled Sejuani on the board they can still attack and buff their board by +1 or +2.

 

If your opponent gets enough lurk buffs they could threaten to kill SejuaniSejuani with Death From BelowDeath From Below. Keep track of PykePyke’s attack and hold up the appropriate combat trick to keep SejuaniSejuani alive.

 

 

Vs Akshan/Sivir (Favored)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers and Bandle CommandoBandle Commando.

 

If you already have a good hand you can keep: Lecturing YordleLecturing Yordle, Babbling BjergBabbling Bjerg/SejuaniSejuani, Poison DartPoison Dart/Pokey StickPokey Stick and ConchologistConchologist.

 

Gameplan: Lock.

 

In this matchup it’s hard to have a set goal of when you need to have SejuaniSejuani leveled because they have no big finisher so it’s just about how fast they can build a board that threatens Golden AegisGolden Aegis or The AbsolverThe Absolver lethal.

 

Because time is on their side in terms of finding a win (leveling champs for The AbsolverThe Absolver or Warlord's Hoard) it's good to try to level SejuaniSejuani as fast as possible. It’s not uncommon to send a Poison DartPoison Dart or Pokey StickPokey Stick face early in this matchup to try to drop a leveled SejuaniSejuani on curve. Your elusives aren’t as reliable here because of SharpsightSharpsight but Stone StackersStone Stackers is near-guaranteed and can be awkward for them to trade into if dropped on 2.

 

Don’t be afraid to give up units for the sake of getting SejuaniSejuani Triggers. They simply can’t win the game anymore after you level SejuaniSejuani so don’t worry too much about getting the perfect trades as long as your SejuaniSejuani is progressing.

 

Unless you have to catch up on tempo or have an extra don’t drop SejuaniSejuani until she’s leveled so your opponent can’t easily deal with her with Concerted StrikeConcerted Strike.

 

Always keep Golden AegisGolden Aegis in mind and don’t tap too low allowing your opponent a good attack. As long as you get your SejuaniSejuani trigger in a given round you don’t mind passing and playing reactively.

 

 

Vs GE Shellfolk (Favored)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers, Bandle CommandoBandle Commando and Lecturing YordleLecturing Yordle.

 

If you already have a good hand you can keep: ConchologistConchologist and Babbling BjergBabbling Bjerg/SejuaniSejuani.

 

Gameplan: Tempo/Lock.

 

So you could hypothetically play for lock in this matchup but there’s some lose conditions if they draw a puffcap at round start then buff up their units or if they use a big Thermogenic BeamThermogenic Beam or are on MinimorphMinimorph. So I prefer to start with a tempo gameplan and see if I can kill them first then transition into lock if I need to.

 

We want to curve out on turns 1 and 2 and on turn 3 if we have Lecturing YordleLecturing Yordle we need to bank enough mana to play Poison DartPoison Dart’s. If we’re attacking evens we need to bank 2 mana so the best we can do is play a 1 drop on turn 3 but if we’re attacking odds we only need to bank 1 mana so we could play a 2 drop on turn 3. Of course, if we don’t have Lecturing YordleLecturing Yordle we can just play out our units normally.



They don’t play very many blockers so they have to use damage-based removal spells to deal with your aggression so a Troll ChantTroll Chant or Fury of the NorthFury of the North to save your unit can be very powerful.

 

If your opponent drops Curious ShellfolkCurious Shellfolk it's usually best to EntombEntomb Immediately so they don’t have time to play PrankPrank’s. 




Vs Poppy/Zed (Even)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers, Bandle CommandoBandle Commando and Poison DartPoison Dart.

 

If you have a good hand you can keep: Lecturing YordleLecturing Yordle, ConchologistConchologist, Troll ChantTroll Chant.

 

Gameplan: Lock.

 

This matchup can be tricky to play but is very winnable. You want to level SejuaniSejuani as fast as possible while surviving their relentless attacks. You can usually get triggers on your attack turns pretty easily by open attacking because they don’t have great blockers. Poison DartPoison Dart should be used on the nexus but if you’re given an opportunity to kill Greenglade DuoGreenglade Duo when they can’t play Ranger's Resolve go for it.

 

You need to do everything you can to make sure SejuaniSejuani levels up on round 6 or 7. Even if you’re falling behind on tempo, if SejuaniSejuani doesn’t level up you aren’t winning the game. 

 

Lecturing YordleLecturing Yordle’s 3/5 Statline is a great wall to ZedZed especially with Troll ChantTroll Chant backup. You want to set up good blocks and use your combat tricks after your opponent when possible.

 

You can fork your opponent’s mana by swinging combats in a way that forces them to tap below 4 mana, not allowing them to rally on that round. 

 

If your opponent tries to simply curve out you need to punish them with your combat tricks or removal. If they’re holding up spell mana to play around your cards their game plan will be slower allowing you more time until SejuaniSejuani comes down.




Vs Plunder (Even)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers and Bandle CommandoBandle Commando.

 

If you already have a good hand you can keep: Lecturing YordleLecturing Yordle, ConchologistConchologist and Troll ChantTroll Chant.

 

Gameplan: Lock/Burn.

 

This matchup can be pretty draw-dependent when things like opponent dropping leveled GangplankGangplank on 5 or one of you don’t draw your SejuaniSejuani happen but the games can be very interesting when you’re both on average draws.

 

In the early turns, you will both be racing to level your champions. You should take any opportunity to deny them triggers and secure your triggers as much as possible because getting ahead on champion level-ups can be game-winning.

 

Try to protect your nexus hp regardless of champion triggers because once you and your opponent drop your SejuaniSejuani you’re playing a burn mirror. Once you reach this stage of the game there are some important things to note: Your opponent has more burn because of The DreadwayThe Dreadway and GangplankGangplank while we have a way to escape the lock for a couple of turns with Three SistersThree Sisters for EntombEntomb. Our opponent’s nexus pings are at burst speed which means we can use Fury of the NorthFury of the North or attack buffs we find off ConchologistConchologist to push damage through their SejuaniSejuani.

 

Poison DartPoison Dart Wants to go face in this matchup anyway so using it early to get a trigger and shuffle puffcaps in is good.

 

You should EntombEntomb their SejuaniSejuani on your defensive turn so they can’t stop your attack with a Warning ShotWarning Shot

 

Make sure to play around Make it RainMake it Rain in the early game and Monster HarpoonMonster Harpoon + x combos that can kill unleveled SejuaniSejuani

 

 

Vs Ping City (Even)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers, Bandle CommandoBandle Commando and ConchologistConchologist.

 

If you already have a good hand you can keep: Lecturing YordleLecturing Yordle and Troll ChantTroll Chant.

Gameplan: Lock.

 

The priority in this matchup is to stabilize the board. We want to lock by the time GangplankGangplank is leveled so we’re in a bit of a race to level our champions. Because of all their removal, we can’t rely on any of our units to stick around for multiple triggers so it's usually best to take what you can get then block to save hp. If you have protection to keep her alive you can skip blocks with Bandle CommandoBandle Commando because Hungry OwlcatHungry Owlcat as a blocker with spell shield is strong against all the pings.

 

Don’t ever have too many 1hp units on the board at the same time so you don’t give too much value to Make it RainMake it Rain or Twisted FateTwisted Fate’s Red CardRed Card.

 

SejuaniSejuani comes down at the perfect time to let you remove a unit for free and start turning the game around but watch out for Monster HarpoonMonster Harpoon + x combos that can kill unleveled SejuaniSejuani and make sure you have another unit so you can still get your free kill against Twisted FateTwisted Fate’s Gold CardGold Card.

 

Once you have leveled SejuaniSejuani on the board you want to try and end the game fast before they can burn you out. Keep mana up for Fury of the NorthFury of the North, Troll ChantTroll Chant or even Ice ShardIce Shard or Pokey StickPokey Stick to kill your unit to play around Double UpDouble Up.

 

 

Vs Poppy/Ziggs (Unfavored)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers, Bandle CommandoBandle Commando, ConchologistConchologist and Poison DartPoison Dart.

If you already have a good hand you can keep Lecturing YordleLecturing Yordle and Ice ShardIce Shard.

Gameplan: Lock.

 

Burn decks are a bad matchup because after we get our lock they can simply start sending damage directly to our face. The win-con here is to take as little damage as possible in the early game so that we can lock at a high enough hp that our attacks can race their burn.

 

It won’t be hard for us to get triggers on attacking turns because they don’t main deck any disruption so we’re ok blocking with elusives to prevent damage because in the end hp is our most important resource. It can be worth it to skip blocks with Bandle CommandoBandle Commando because the Hungry OwlcatHungry Owlcat we get the following turn gives us an extra blocker.

 

Ice ShardIce Shard can mess up their PoppyPoppy if set up well.

 

You can use EntombEntomb from Three SistersThree Sisters to fizzle Noxian FervorNoxian Fervor

 

Troll ChantTroll Chant reducing Stone StackersStone Stackers Attack to 0 Prevents the impact damage.

 

In the late game avoid drawing unless necessary if your opponent shuffled puffcaps into your deck with Lecturing YordleLecturing Yordle

 

 

Vs Bandle Tree (Unfavored)

 

Mulligan for: TeemoTeemo, Inventive ChemistInventive Chemist, Stone StackersStone Stackers, Bandle CommandoBandle Commando and Lecturing YordleLecturing Yordle.

Gameplan: Burn.

 

Our tempo game plan is no good because they have so many blockers and our lock game plan is no good because they don’t need to attack to win and they have MinimorphMinimorph. So because of this our win-con becomes “Screw it I’m sending everything at your face”

 

You have to think about the deck completely differently in this matchup because we are now playing a burn deck so we have to play like a burn deck. Do anything you can to push damage even if it means swinging your TeemoTeemo into a Bandle CommandoBandle Commando all that matters is their nexus health.

 

If they have PoppyPoppy they will try to create counter-pressure and put you on a faster clock. Try to deal with Poppy with Fury of the North from Three Sisters or simply Entomb before she can attack. Ice Shard could also help depending on the board state.

 

Even though she isn’t your win con Sejuani is still a great tempo play because you can remove your opponent’s elusive blocker or Poppy while threatening to push damage if your opponent doesn’t Minimorph.

 

Sometimes if the pressure from Poppy is too much you have to accept you lose if they have the answer and try to lock or push lethal with overwhelm.

 

If your opponent doesn’t have an elusive blocker, hold up mana for Troll Chant or Fury of the North to protect Teemo to make sure those puffcaps get shuffled in. The only burst spell they play is Minimorph so Fizz is only an elusive blocker on your open attack if they Minimorph

 

 

Vs Darkness (Unfavored)

 

Mulligan for: Teemo, Inventive Chemist, Stone Stackers, Bandle Commando, Lecturing Yordle and Conchologist.

Gameplan: Tempo.

 

They play Minimorph and don’t need to attack to win so it’s time to play beatdown. The goal here is to curve out with units they can’t answer efficiently to win the board. We want to curve out on turns 1 and 2 and on turn 3 if we have Lecturing Yordle we need to bank enough mana to play Poison Dart’s. If we’re attacking evens we need to bank 2 mana so the best we can do is play a 1 drop on turn 3 but if we’re attacking odds we only need to bank 1 mana so we could play a 2 drop on turn 3. Of course, if we don’t have Lecturing Yordle we can just play out our units normally.

 

In the midgame we can use Sejuani to threaten to kill Veigar, Senna or Ixtali Sentinel She will usually force a Minimorph or Stress Defense when you play her which is a good tempo advantage for you. If you have Lecturing Yordle you can pull the vulnerable Senna or Veigar with him with the fleeting Poison Dart in hand to diversify your threats against Minimorph.

 

Teemo is Surprisingly effective as an alternate win-con in this matchup. Use Troll Chant and Fury of the North to protect him while he can get an early strike or two in and level him up with Poison Dart’s. Once he’s leveled if your opponent’s Darkness isn’t big enough to kill him through all your protection you can plant a lot of puffcaps putting your opponent on the clock. The great thing about [[Teemo is even if your opponent does end up killing him they spent a lot of mana and cards so you aren’t even behind and maybe even ahead afterward.

 

 

Closing Thoughts

 

I think [[Teemo/[[Sejuani bandle is a very powerful and underplayed deck for both ladder and tournaments right now as it has a very powerful and unique matchup spread.

 

I hope you enjoyed this guide and I hope it inspired you to give the deck a try for yourself!

 

It’s hard to cover everything in one guide so if you have any more questions don’t be afraid to reach out on Twitter @TheFloppyMudkip or discord FloppyMudkip#4286

 

And with that have a good day I’ll see you on the ladder.

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