Karasumaru – an LOR Deck Review

by | Jun 24, 2020 | Legends of Runeterra | 0 comments

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Deck list for Karasumaru

Deck Code: CECACAQCAUBAEAYHBECACAY6EQXC6BABAIBAQDZZAMAQCAZWAEBAGAIBAEBDQAIBAEBDC

Greetings! Kairux here once again for another deck review. Today’s featured deck is hella fun to play. It might not be as strong as other meta decks at the moment but in between those flashy samurai cuts and overwhelming exploding crows, finishing your opponents has never been this oppressively stylish. Ladies and gentlemen, I give you Karasumaru; a Yasuo – Swain Control Deck. 

 

Deck Overview

Karasumaru is an Ionian – Noxus deck that focuses on controlling the board mainly by utilizing the stun mechanic. Yasuo is the main star of this deck as he provides a great deal of control potential once he’s settled on the board. He is also difficult to get rid of as he has a 4/4 body and Quick Attack to boot. Meanwhile, the second Champion of this deck is Swain, who provides a secondary win condition. A leveled-up Swain with The Leviathan and Yasuo on the board is devastating and could clean up enemy units real quick. 

Karasumaru relies hard on its cards’ synergy and consistency may be an issue in some games when you cannot draw key pieces to the deck’s engine.

 

Gameplay

You would want to have Crimson Disciple, Fae Bladetwirler, Arachnoid Sentry, Shadow Assassin, and Yasuo in your starting hand. Crimson Disciple with Transfusion is pretty much a staple now in most, if not all, Noxian decks as the synergy between these two cards is definitely amazing. Fae Bladetwirler in coordination with any card that can Stun or Recall is also another strong early game combination that can produce a hard-hitting unit with Quick Attack if left unimpeded. Arachnoid Sentry is a good support to that end. Lastly, Shadow Assassin gets you a card draw when fielded to make sure you can keep the engine running. Additionally, it is a 2/2 Elusive unit that can deal some damage in the early game.

At turn 4, it would be optimal if you can drop Yasuo safely because losing him early in the game can really slow the deck down. Once he is on the board, focus on clearing as many small units as possible and stunning big units so that they cannot block. A leveled-up Yasuo is insanely powerful so try to aim for that as fast as possible. 

In the late game, Swain and The Leviathan can help close out matches as this combo can ensure the board clears each turn. If you keep Yasuo on the board for around 2-3 turns, it is highly probable that Swain’s level up conditions will be met by around turn 6 or 7. If you have all three Champions and the big boat on the board by then, you will most likely win the game.

 

Tech Options

> Noxian Fervor, Death’s Hand – additional control cards. It also helps with leveling Swain up.

> Imperial Demolitionist – 2 damage on drop. Classic combo with Crimson Disciple.

> Dragon’s Rage – can be useful in coordination with either Swain’s or Yasuo’s abilities. The downside, however, is that it is a 7 cost slow spell so it can easily be countered. But if it connects, your opponent will be in a world of pain.

> Spirit’s Refuge – priority card protection. It can also keep the Nexus healthy.

 

Deck Matchups

> vs. Aggro – Average matchup. Crimson Disciple can wall off some early game aggression along with Arachnoid Sentry, good Transfusion use, and Concussive Palm. Yasuo + Intimidating Roar will definitely stop Aggro decks on their tracks. Just try to stay alive and not lose too much Nexus HP until mid-game by trading well and let Yasuo handle the rest.

> vs. Midrange – Easy matchup as compared to the other two deck types. Fae Bladetwirler with Arachnoid Sentry will be the key cards in the early game, along with Concussive Palm. Fae Bladetwirler can easily out-tempo Midrange cards until the mid-game with just 2-3 stuns. Bulky 4 health units can easily be removed by using a stun + Ravenous Flock. Midrange decks do not usually carry removal spells so making Yasuo stick will not be too difficult. For long matches, Swain and The Leviathan can come in handy to end things.

> vs. Control – Difficult matchup. The power of Karasumaru lies in its units. You need to keep your units alive long enough to make the most out of their abilities. Control decks prevent you from doing that. Try not to overcommit dropping more units than necessary per turn. Make sure to be wary and play around cards like Thermogenic Beam, Get Excited!, and The Ruination to make the most of your units. Having your own Will Of Ionia and Deny on your hand will go handy once your opponent drops their costly units and tide-turning spells. 

 

Conclusion

Karasumaru is a very fun and satisfying deck to play, for the most part. Completing combos will leave you feeling good about yourself and your opponent will be left in shambles. I played this deck in Master rank with a so-so win rate. This is due to its dependency on Yasuo is high and not being able to draw him slows the deck down drastically. Nevertheless, I still use this deck occasionally on the ladder whenever I feel like I need a change of pace with the other meta decks I am currently using. 

That’s it for now, guys. Many thanks for indulging me in this blog post. I hope you enjoyed and learned something from this. If you want to read about my previous deck reviews, you can find them here.

Until the next post. Ciao! 

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