Vimerdinger Control – an LOR Deck Review

by | Jun 28, 2020 | Legends of Runeterra | 0 comments

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Deck list for Vimerdinger Control

Deck Code: CECACAQEBAAQEAQJAQAQEAQMEY4QKAIECANSONBYAIAQCBA7AIAQEJJRAEAQCBBQ

Hello! Kairux here once again for another deck Legends Of Runeterra deck review. Today, we will be reviewing one of the strongest and most consistent decks currently in the game – Vimerdinger Control. This deck has been S-tier since the last patch and even with the changes that came with patch 1.4, I feel like Vimerdinger Control still is one of the top decks in the ladder. I was supposed to do a review of this deck before the patch hit but I felt like I needed to put in a few more hours of game time using this deck because I felt like my experience in playing control decks was lacking since I was mostly used to playing aggro and midrange decks. After a few days of practice, I feel like I can now give this review justice because I am now confident in my understanding of this deck.

Let’s get to it.

 

Deck Overview

Vimerdinger Control is a Piltover & Zaun – Ionia control deck that aims to win games by using either Vi’s destructive attacks or Heimerdinger’s Elusive turrets. The deck requires a lot of mana to get its engine going so it needs to survive the early game by using removal spells. There are also options to deny the opponents’ attacks as well as their spells. This deck has also only 2 followers, which are both Elusive units, to set up some early game damage. This means that in most games, you will be taking a lot of damage in the early to midgame. The key is to manage the damage you take well for you to reach the late game and take that sweet comeback win. 

 

Gameplay

The cards that you want for the starting mulligan will depend on the matchup. For aggro and midrange decks, you would want to have a couple of removal options to mitigate the damage in the early game. For control matchups, having either Vi or Heimerdinger in your starting hand is preferable so you can set up at just the right moment. Drawing a Solitary Monk or a Shadow Assassin in your starting hand across all matchups is almost always good. These followers should provide you with some nice early game damage.

 

Early Game

Try to destroy your opponent’s units as much as you can. Use Thermogenic Beam for turn 1 hitters like Precious Pet and Teemo. It can be also used to destroy a turn 2 Crimson Disciple, which can be difficult to deal with afterward. Mystic Shot can also be used as a removal in a similar way for 2 Health units. Get Excited!, however, should be used sparingly, only using it to remove priority targets such as a turn 3 Miss Fortune because of the extra cost of having to discard an additional card in your hand. 

By turn 3, you can start dropping either Solitary Monk or Shadow Assassin and start attacking. Solitary Monk deals a huge 4 damage while Shadow Assassin gets you a free draw. These followers’ main job is to deal a bit of damage before your hitters come out. You will not usually need them to block unless there is a big damage that you need to avoid by blocking or you are sure that you can safely produce a few MK-3: Floor-B-Gone after that Heimerdinger drop to get that engine going.

 

Mid game to Late game – Dropping Vi and Heimerdinger

Turn 5 is when you can start dropping Vi or Heimerdinger. Vi is used to get rid of small and priority units as well as to thin out your opponent’s followers. Heimerdinger, on the other hand, will be used to produce turrets, mostly MK-3: Floor-B-Gone, for your general offensive. Dropping Heimerdinger on turn 5 comes with a caveat; only drop him if you can ensure his safety for at least this turn and the next one. Either you have 3 spell mana for a Twin Disciplines or your opponent used up all of his’/her’s so they could not touch Heimerdinger. Different regions will have different removal spells that can deal with him so you need to be cautious of those. However, there are some instances where you have to wait for a few more turns before dropping Heimerdinger. 

You may opt to wait for a few more turns before dropping Heimerdinger, especially if you do not have the tools to protect him. That is perfectly fine. Vimerdinger Control has the tools for prolonged games. A Vi with high attack combined with Spirit’s Refuge will definitely keep you alive for a while, if uncontested.

 

Tech Options

I feel like the current decklist is already the optimal setup for this deck. I added Corina Veraza as a one-off – a personal tech option. You may replace her with something else of your preference.

> Claws Of The Dragon – some variants of the Vimerdinger Control deck runs a full set of these. I feel like they are not that necessary and a bit more removal spells are better than a full set of these but if you prefer having units, having these is not a bad option.

> Progress Day – maybe a bit redundant since this is Heimerdinger’s spell and it can be produced by Flash Of Brilliance but playing a single copy can really turn the tables around, especially if you are running out of steam faster than you can defeat your opponent in the late game.

> Dragon’s Rage –  similar to the Progress Day tech option, it may be redundant to add this since it can be produced by Flash Of Brilliance but this card’s synergy with Vi is insane. I feel like this card is worth looking into as a tech option for this deck.

 

Deck Matchups

> vs. Aggro – Easy to difficult matchup. Your mulligan and early game draws will determine this matchup’s difficulty. If you draw into enough removal spells in the early game to deal with aggro decks’ offensive, they will most likely run out of steam faster than you. On the other hand, not getting enough removal spells early on in the game will most likely result in your defeat even before turn 6. Having Thermogenic Beam, Mystic Shot, and/or Statikk Shock in your starting hand will work wonders in this matchup. 

> vs. Midrange – Easy matchup. Vimerdinger Control has all the tools it needs to deal with midrange decks. You have early game removal spells for priority units, Will Of Ionia for big midgame drops and buffed-up pieces, and Deny for tide-turning spells your opponent may cast. 

> vs. Control – Moderate matchup. Try to hold on to either Vi or Heimerdinger from the starting mulligan so you can set up at the right moment and not wait for either card to show up. Not drawing removal spells early on is fine too as your combo pieces will be more important. Deny will be a useful card to have in this matchup. 

 

Conclusion

Vimerdinger Control is still one of the strongest and most consistent decks in the game right now. The recent 1.4 patch did not change any cards in this deck and the changes therein did not cause a meta shift. That is the reason why I still consider this deck to be S-tier. To play this deck, you need ample patience and forethought because setting up at the right time is crucial. If you are a player who enjoys lengthy, well-thought-out games, then this deck might be right up your alley.

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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