The Game Plan
The deck has two primary Win Cons:
Lock: Level up Sejuani 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 Sejuani 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 Minimorph deck try to play for both so they’re forced to Minimorph your Sejuani which is a big tempo swing because you get an effective 0 mana 3/3 with Sejuani’s play effect.
3x Sejuani 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 Teemo 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 Conchologist 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.
3x Lecturing 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 Dart. Attack with it on the following turn and hit the nexus with the Poison Dart if one of your units doesn’t. Remember to bank mana before playing it so you can afford the Poison Dart.
3x Poison 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 Duo (just don’t delay your Sejuani level-up).
3x Three Sisters Is a nice flexible card that lets you adapt to most situations.
3x Ice Shard Great for dealing with aggression while progressing Sejuani. Plan ahead and block in a way to maximize Ice Shard value on defense then, on your next defensive turn clear your opponent’s board. Just like with Pokey Stick if you can afford to, you want to save this card for after Sejuani is leveled.
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.
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 Stackers or Bandle Commando for your turn 3. Lecturing Yordle can be a trigger on turns 4 and 5.
If you’re attacking evens you might need to keep Poison Dart or Pokey Stick depending on how fast you need to level Sejuani because otherwise, you’re missing both turn 1 and 3 triggers. Look for a 1 drop, Stone Stackers or Bandle Commando for your turn 2 trigger. Sejuani is a good keep and turn 6 triggers if you already have early triggers. Lecturing 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.
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 Sejuani levels on time.
In every matchup, there is a certain turn we’re aiming to level Sejuani 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 Sion. 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 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 Yordle’s Poison Dart and Inventive Chemist’s Scrappy Bomb are the most efficient ways to ping the nexus on defensive turns.
When deciding if you should use a spell to progress Sejuani’s level-up, consider how many turns you have left to level Sejuani and what your future triggers are looking like. If you can level Sejuani in time with only your attack tokens you want to hold your spells for after Sejuani’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 Dart should be the first spell you use because its slow speed makes it less useful after Sejuani is leveled. A good Ice Shard can potentially buy you an extra turn while also progressing Sejuani. Pokey Stick usually wants to be saved for after Sejuani 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 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 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 Sharpsight.
Playing with leveled Sejuani:
Once you’ve leveled Sejuani 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 Sejuani 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 Sejuani. 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 Teemo, Bandle Commando or Stone Stackers so they can hit the nexus first allowing the rest of your units to survive.
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 Sejuani 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 Sisters is your best friend because it can deal with any threat your opponent develops and Troll 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 Dart’s from Lecturing Yordle.
Vs Draven/Sion (Favored)
Their fearsome units can threaten to push damage after you develop early blockers so be careful with your Babbling Bjerg and Lecturing Yordle because you need to keep them alive to block fearsome which sometimes means skipping attacks with Lecturing Yordle.
If you’re blocking and know that you will have leveled Sejuani online for your opponent’s next attack you should block in a way to save as much hp as possible because once leveled Sejuani hits the board their only win con is burn.
Be careful of Sion’s last breath and have a Three Sisters ready to deal with Sion Returned. Attacking with Sejuani first and playing Entomb on Sion is an easy way to push damage and not have to deal with Sion’s last breath.
Vs Lurk (Favored)
Your elusive units are premium because their only way to stop an elusive from hitting nexus is Death From Below or Bone 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 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 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.
Vs Akshan/Sivir (Favored)
In this matchup it’s hard to have a set goal of when you need to have Sejuani leveled because they have no big finisher so it’s just about how fast they can build a board that threatens Golden Aegis or The Absolver lethal.
Because time is on their side in terms of finding a win (leveling champs for The Absolver or Warlord’s Hoard) it’s good to try to level Sejuani as fast as possible. It’s not uncommon to send a Poison Dart or Pokey Stick face early in this matchup to try to drop a leveled Sejuani on curve. Your elusives aren’t as reliable here because of Sharpsight but Stone 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 Sejuani Triggers. They simply can’t win the game anymore after you level Sejuani so don’t worry too much about getting the perfect trades as long as your Sejuani is progressing.
Vs GE Shellfolk (Favored)
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 Beam or are on Minimorph. 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 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.
Vs Poppy/Zed (Even)
This matchup can be tricky to play but is very winnable. You want to level Sejuani 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 Dart should be used on the nexus but if you’re given an opportunity to kill Greenglade Duo when they can’t play Ranger’s Resolve go for it.
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 Sejuani comes down.
Vs Plunder (Even)
This matchup can be pretty draw-dependent when things like opponent dropping leveled Gangplank on 5 or one of you don’t draw your Sejuani 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 Sejuani 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 Dreadway and Gangplank while we have a way to escape the lock for a couple of turns with Three Sisters for Entomb. Our opponent’s nexus pings are at burst speed which means we can use Fury of the North or attack buffs we find off Conchologist to push damage through their Sejuani.
Poison Dart Wants to go face in this matchup anyway so using it early to get a trigger and shuffle puffcaps in is good.
Vs Ping City (Even)
The priority in this matchup is to stabilize the board. We want to lock by the time Gangplank 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 Commando because Hungry Owlcat as a blocker with spell shield is strong against all the pings.
Sejuani 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 Harpoon + x combos that can kill unleveled Sejuani and make sure you have another unit so you can still get your free kill against Twisted Fate’s Gold Card.
Once you have leveled Sejuani 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 North, Troll Chant or even Ice Shard or Pokey Stick to kill your unit to play around Double Up.
Vs Poppy/Ziggs (Unfavored)
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 Commando because the Hungry Owlcat we get the following turn gives us an extra blocker.
In the late game avoid drawing unless necessary if your opponent shuffled puffcaps into your deck with Lecturing Yordle
Vs Bandle Tree (Unfavored)
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 Minimorph. 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 Teemo into a Bandle Commando all that matters is their nexus health.
If they have Poppy 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)
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.
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.