The holiday weekend was a busy time for many so there are no hard feelings if you weren’t able to tune into the Season of Plunder Seasonal tournament! Er-the Between Worlds Seasonal tournament! Whether you’re looking for a refresher, a comprehensive recap, or you’re one of our featured players who likes seeing their name mentioned in articles, there’s something for everyone.
Round 4 - LuserBeam vs Portalera
We kick off the day with a bit of a tone-setter - LuserBeam on a lineup looking to soft target the ever-popular Plunder archetype, and Portalera on Plunder. The great thing about Luser’s lineup is that it also has solid matchups into Sion across the board should he fail to counter Plunder, so from a lineup perspective things looked all but won for Luser. But it’s a card game and nearly anything can happen, so of course, we always play it out.
Luser kicked off game 1 with a hand of Frozen Thrall and 3 copies of Avalanche, drawing a Succumb to the Cold for his turn. He played the Thrall, and Portalera responded with Crackshot Corsair and a Warning Shot. Portalera opened their turn with an attack from the Corsair, and both players passed. Luser drew and played another Frozen Thrall on turn 3, and Portalera was unwilling to commit anything else to the board and took another pass into an open attack on 4. This put Luser at 15 life when his Lissandra came down, and Portalera was ⅗ of the way to their champion level-up conditions. They immediately shot Lissandra with Monster Harpoon, and Luser was left with a board of 3 Frozen Thralls at countdowns 5/7/8 respectively. Portalera played Monkey Idol and ended the turn.
Luser opened the 5th turn of the game playing Blighted Ravine, and followed it up with an Avalanche after Portalera summoned a Yordle Grifter. Since the next turn was Portalera’s, their Monkey Idol activated before the Ravine and a Powder Monkey was summoned only to be killed by Ravine, leveling up both of Portalera’s champions. They summoned a Gangplank and attacked, getting a Succumb to the Cold out of Luser who was sitting with 4 Frozen Thralls on board with only an Imagined Possibilities for countdown. A Clockwork Curator off the top of the deck helped the problem of the uneven Thralls for Luser, as he was able to knock a Countdown 4 down to 2 to set his landmarks at 2/2/5/7 for countdowns. Imagined Possibilities accelerated them all 1 further, and when both players passed Luser summoned 2 Thralls at the start of turn 8. Portalera played a Dreadway, and Luser responded with Lissandra having just drawn the third copy. Despite having a 13 health tough Nexus, the Dreadway/Gangplank/Zap combo was threatening lethal. Luser lined up his Thralls as blockers and aimed Lissandra’s Entomb at the Gangplank. Portalera used Warning Shot to reduce the cost of Monster Harpoon and killed the Thrall that was blocking the Dreadway.
A fresh Gangplank was played on the following turn for Portalera, and Luser was finally able to use the 2 remaining Avalanche in his hand alongside the Ice Shard from Lissandra to set the GP and Dreadway to 1 health each, allowing them to be cleaned up on the next turn with another generated Ice Shard. Gangplank hatched from his Frozen Tomb and Portalera dropped a Sejuani pre-combat, putting Luser in a tight spot. When all the attacks were aligned and Luser’s spells were put on the stack (including a Frozen Tomb from Three Sisters onto Sejuani to save Liss and keep a tough nexus), the Oracle Eye showed Luser living at 1. A stiff Breeze would be all it took to give Portalera the game, and that breeze came in the form of a Warning Shot.
Luser stuck with Thralls for game 2 and was mentally prepared to go toe to toe with Sion. His opening hand was ok but not great, with no plays available until he played Lissandra on 3. Portalera wasted no time getting in some hits as they kicked off the game with Poro Cannon, discarded Fallen Rider, and summoned both by turn 2 for 5 damage. Luser drew Lissandra for turn 2 and 3 back to back, but had to sacrifice the copy on board to a Sump Dredger to try and stem the bleeding a little. He still fell to just 10 health on turn 4 as the Daring Poro and Risen Rider remained unanswered. Luser cast Promising Future on his Frozen Thrall.
On turn 5 Luser drew and played Avalanche, clearing out the Rider which was immediately replaced by another copy along with a Draven. Liss was played as a blocker, and on the following turn, Portalera chose the route of an open attack. With only 10 nexus health left, Luser used a Three Sisters’ Flash Freeze to stop the Rider from hitting the nexus, and Portalera curiously used their Spinning Axe to push 1 damage with the Rider rather than killing Lissandra with Draven. Luser was done for the turn given his hand, but Portalera fired off a Rummage before playing Draven and Sump Dredger. As we hit the pivotal turn 7, Luser had the attack token and summoned a Clockwork Curator to push his Thrall down to a countdown of 2. Portalera passed and Luser passed back, thus ending the most anti-climactic Sion turn 7 to ever happen. On turn 8 however, Portalera slammed down Sion, prompting Luser to summon Preservationist to finish off his Thrall and summon 2 Frostguard Thralls to level up his Lissandra. Portalera summoned Zaunite Urchin, and then the attacks commenced. The price was paid for not killing the Lissandra when they had the chance, though, as Lissandra’s Entomb locked Sion away, but not before Draven’s Whirling Death was used with it to kill a Thrall.
For the following turn Luser summoned The Clock Hand but elected not to summon another Thrall before sending one into combat. Portalera fell to 11 and continued to go wide, ending the turn with 2 Twinblade Revenant, an Urchin, and a damaged Draven. Sion hatched from his Frozen Tomb at the round start, but rather than send an all-out attack Portalera reinforced their offense with a Captain Farron, which was met by a 2nd Clock Hand. The attack was sent and blockers were aligned, with 2 Ice Shards from Luser looking to clean up 3 units mid-combat. A Ravenous Flock onto Lissandra was all it took from Portalera to push through the last few points of damage necessary, and ultimately 2-0 the Thralls.
Round 5 - Aikado vs Vectrons
After scouring the Runeterra-verse high and low for a third Curious Shellfolk deck to round out his lineup, Aikado had to come to terms with the fact that no one had the answer he sought. Instead, he rounded out his lineup with Teemo/Swain, which he queued up for game 1 against Sion.
These two players completely ignored the idea of posturing a large board for one impactful swing, and instead traded nearly every unit that came down. Once Aikado had lost his Lecturing Yordle to an Axed up Risen Rider, he killed the opposing Draven with the 2 Poison Darts he had created. When turn 4 finally ended, each player had lost multiple units and a House Spider on Aikado’s side of the field stood alone. Turn 5 was more of the same as an Axe and a Twinblade Revenant traded for another Lecturing Yordle, and the Poison Dart allowed Aikado to finally pull a life lead at 18 to 17. He drew another Lecturing Yorlde for turn but elected just to take an open attack with his House Spider, and Vectrons responded with Decimate. Aikado spent his mana going wide with 2 Loping Telescopes and a Conchologist, manifesting a Serpent, Moonsilver, and Apprehend.
With no Sion played from Vectrons on turn 7 Aikado decided to show off his power play, Moonsilvering and slamming down a Leviathan. The meager follow up from Vectrons didn’t amount to much of an offense and when the attack token swung back around to Aikado he used his Serpent to pull Twinblade Revenant to the side and pushed massive damage with his army of 2 attack units and Leviathan, leaving Vectrons at just 3 life; exactly enough for Leviathan’s round start trigger to end the game.
Game 2 kicked off with Vectrons unable to find their groove in the early game, coming out the worse for wear on nearly every trade that was made. 0 damage was made to Aikado’s nexus by the time his Curious Shellfolk hit the field. Aikado even sacrificed his first Shellfolk to a Whirling Death to keep himself at 20, very aware of the burn lose condition that was ever-present against the Decimate version of Sion. Aikado did have a follow up Shellfolk for turn 7, but looked to be on the back foot for the first time this series as his prank train didn’t do much to the 3 units and a Sion he was starting down. He managed to steal and increase the cost of Get Excited and Survival Skills, so he was very aware of exactly how much burn Vectrons was sitting on. Thanks to keeping himself at 20 all game, Aikado was able to face-tank the Sion hit and clean up the other units with some removal spells and a block. Once combat was over Aikado pranked Get Excited again, now sitting on 3 copies of the card in his own hand and trying to calculate lethal. Shock Blast put him at 12 damage in hand to Vectron’s 17 health, and Conchologist revealing Poison Dart could let him get as high as 14.
The math became a lot easier on the following turn when Aikado drew Ezreal for turn, and used a Poison dart to remove a unit that leveled it up before attacking. With Mystic Shot added to the ranks of Get Exciteds, it was just a matter of passing until he had the mana for Aikado to take the win on the next turn with the Prodigal Explorer.
While this recap only covers the main match broadcasted each round, if there are other games going on after the main match has finished we’ll usually pop in with another streamer to see how their event is going. Sometimes we catch them just as they’re finished up, sometimes we get to see a whole game, and sometimes they upstage the main match. For example, see below:
If you only watch one game of this broadcast, I highly recommend you check out the backup game from round 5 featuring MajiinBae vs Legaia.
On turn 2 of this Sion vs Thralls game, Sqweeby took a calculated risk to discard Captain Farron to Poro Cannon to push 4 damage thanks to the Poros and his Draven’s Biggest Fan. While he didn’t run into the likely game-ending punish of Ice Shard (as his hand was a meager Draven/Sion/Decimate at this point), an Avalanche on the following turn still felt back-breaking for Sqweeby as he drew a 2nd copy of Sion, giving him no playable units for the next 3 turns. Things continued to spiral out of control when his Draven attack was met with Succumb to the Cold, yielding Jason a Frozen Thrall.
Sqweeby drew another Decimate for turn.
When playing the more burn-oriented version of Sion with Decimate in the main, the general strategy is still “hit your opponent with Sion and finish them off with burn”, you just have more burn available to ensure that happens. In this particular game, however, the burn was actively destroying Sqweeby’s tempo and also clogging his hand in such a way that Sion would likely never level up as it was sitting at 15/35 as it had been since turn 3, and would remain for the foreseeable future. Luckily for Sqweeby, Jason wasn’t summoning Thralls at a fast pace. At turn 5 Taliyah did copy the Frozen Thrall at countdown 5, so Sqweeby did have a little time to find some playable cards. Instead, he found another copy of Draven.
As we finally rounded the corner into the Sion turn Jason was down to 8 thanks to the 2 Decimates, and Sqweeby summoned his 4/6, which less than half leveled Sion. It reminded me a lot of the original Sion in League, a rather pitiful creature with no clear direction.
Without Lost Souls, it was Sqweeby who was lost and was never able to ascend his Sion from the one on the left to the terror on the right. Sqweeby lost his Sion in the ensuing Thrall onslaught and summoned his 2nd copy more as a show of why his hand was so awkward rather than as a real threat.
Jason Fleurant 1-0
Sqweeby opened game 2 with a much more playable hand than the previous game, but it wasn’t long before the relics of the past showed up to haunt him. He had a Survival Skills in his opener again and drew Decimate on turn 2. He was able to chase away the shadows of the unleveled Sion from the previou game, however, and postured very aggressively at Jason thanks to Grave Physician and Reborn Grenadier. Jason had amounted to a powerful board of Fleetfeather Tracker, Young Witch, and Laurent Protege, and the first big turning point of the game came when Sqweeby full swung his 5 wide board and Protege blocked Draven. Sqweeby used his Survival Skills with an Axe to push the kill on the protege, but Jason responded with Ranger’s Resolve. Witch and Protege survived, and Jason summoned Poppy on the following turn. With 4 mana remaining Sqweeby was aware of how many combat tricks Jason was representing and elected not to take a shot at anything with his Mystic Shot, losing all of his units except for Flame Chompers while blocking.
Suddenly, Sqweeby once again found himself in a situation where he was light-years away form his Sion level up and had no units to contest the board or push the level up condition. While he did have 6 damage in hand for Jason’s 10 remaining life, that last 4 was going to be a tall order if Sion wasn’t coming down with 10 attack. Jason cast Golden Aegis on his Poppy and after saving it from Mystic Shot with Twin Discipline, he was posturing to level her up with his attack on the next turn as well as clearing out the Draven. Sqweeby drew Lost Souls for turn, once again coming too late in the process to help Sion get to his level 2 side and ultimately acting more as a harbinger of loss for Sqweeby, who had no way to stop the Poppy level up or ensuing rally.
Jason Fleurant 2-0
Round 7 Morpice vs Nexus
It’s hard to decide who to root for when both players are undefeated and have unorthodox lineups, but it sure was a delight as a spectator. We kick off game 1 with Deep vs Glorious Shellfolk.
Both players had a very reserved early game expected of their respective archetypes, with Morpice getting in a little early damage thanks to Dreg Dredgers. Anything other than the Dredgers was hit with removal nearly as soon as it touched the board, and both players coasted rather comfortably into the later stage of the game. Both players passed turn 6 without action, banking full spell mana into turn 7 where Morpice went Deep on his draw and immediately cast Nautilus. Nexus cast Minimorph on Naut before any reduced cost Sea Monsters could come down and took a little damage from the remaining units. For turn 8, Nexus cast Glorious Evolution, and Morpice killed Vi with Devourer of the Depths. Morpice was done for the turn, but Nexus summoned a Loping Telescope, Fizz, and Charger before ending the turn.
With Nexus at 13, Morpice summoned another Nautilus with Atrocity in hand. Nexus responded with Curious Shellfolk, and started to refill their dwindling hand with a Trinket Trade, netting 2 Otterpus. Morpice used the rest of their mana on Withering Wail, not wanting it to be pranked beyond playability for the turn. This only left him with a few cards in hand, and Nexus pranked (and got a copy of) Atrocity. Morpice went in for an attack, and in response Nexus cast Time Trick, finding a Trinket Trade and making an additional copy thanks to Shellfolk. Nexus finally started to align blocks for the ongoing combat, and used their 5 remaining mana to cast Atrocity on Fizz targeting Nautilus, killing it as Fizz was up to 14 attack from Augment. Shellfolk survived blocking the Manatee of the original Nautilus, and Nexus cast Poro Cannon and their Daring Poros before firing off a hard to describe amount of Trinket Trades, Otterpuses, and Pranks. Morpice’s Vile Feast was pranked up to 8 mana, and his Bone Skewer up to 6. This also meant that Nexus’ 4 cards in hand were 2 Vile Feast and 2 Bone Skewer, and thanks to the reduced cost from Shellfolk and Glorious Evolution they cost 0 mana. Nexus cleared the rest of Morpice’s board, and attacked for the win on the next turn.
I’ll be the first to admit I’ve never seen Zoe/Poppy Shellfolk vs Zilean/Ekko, but as far as I can tell both players got more or less what they wanted out of the early game. Morpice was able to level his Ekko by turn 6, and Nexus was able to get some created cards in hand through Conchologist and a few invokes. Similar to the last game, however, Morpice played his leveled champion (Ekko) and was instantly hit with a Minimorph. This didn't leave Morpice with many cards in hand, just a Station Archivist and Mystic Shot, and things continued to play out in a similar manner to the previous game as Nexus played Curious Shellfolk on the following turn. Morpice used his in hand Mystic Shot and one he had found off Archivist to kill a few blockers from Nexus, setting himself up for a 5 wide-open attack on the following turn into the 10 remaining health of the opponent and a lone Shellfolk as a blocker. The open attack commenced, and Nexus used Spell Thief to get Mystic Shot and kill the largest unit, living at 5. Nexus used 2 Pranks on the Mystic shot Morpice drew, then played Trinket Trade to get Otterpus and summoned it. Morpice fetched a Chronobreak, which Nexus pranked and stole a copy of. Morpice sent in the cavalry, and thanks to a few Shellfolk’d Mystic Shots, Nexus was able to clean up enough of the attacking forces to survive at 1 nexus health, fully aware of the last card in Morpice’s hand: a 6 mana Mystic Shot.
With no healing included in the Targon deck from Nexus, Morpice lined up the Mystic Shot to take us to game number 3. But Nexus still had a trick up their sleeve, and cast a Guiding Touch they had produced from a Conchologist. Morpice cast Time Trick to try and find something to either finish off Nexus or stabilize their position and still be able to attack for lethal on the next turn, but had no such luck. Nexus went wide with a bevy of units that gave more and more Shellfolk value, and eventually, the copied Chronobreak from Nexus was enough to overwhelm the empty tank on Morpice’s side and claim a 2-0 victory.
Round 8 Zorig Dungu vs AnomalousT
Going into the Seasonal I was shouting from the rooftops about how landmark decks were safe as Teemo/Swain was the only deck in the format running landmark removal - or it was, until Zorig Dungu showed up with a few blasts from the past. With 2 Scorched Earth and 3 Ravenous Flock in all 3 of his decks, Zorig was looking to clinch his 3rd top cut appearance with some relics of older formats in TF/GP Noxus and Draven/Cait/Ezreal.
If you looked at Zorig’s lineup and thought to yourself “whatever happened to TF/GP Noxus?”, his opening hand should give you a good idea. He was forced to play a no-value Fortune Croaker to get on board and try and keep up a steady train of GP level-up procs after casting Parrrley on the nexus turn 1, which led to a few more inefficient uses of resources. By the time Drakklorn Inquisitor hit the field for Anomalous, they had 2 Thralls each at 4 and 1 at 8. Zorig quickly dispatched it with a Monster Harpoon, but if he didn’t find Gangplank soon and start applying some real pressure then the Thralls would hatch naturally and take over the game. Zorig continued to find low impact draws, however, and despite killing off a Frozen Thrall with a Scorched Earth he was left in a dire spot as Anomalous used Time in a Bottle to hatch the remaining Thrall and leveled Taliyah on a Preservarium, continuing to broaden the gap in card advantage between the two players. Zorig fell to 9 and slammed Captain Farron on the following turn, trading into his opponent's Thrall. Anomalous summoned The Clock Hand, and using the generated cards they summoned another Thrall at burst speed and were able to swiftly end game 1.
Despite Scorched Earth looking good into Thralls on paper, that’s not always the case. What is the case, however, is that Ravenous Flock is good into Lurk. Despite being down a game, Zorig was in an alright position as he prepared to try to 2-0 Lurk with Flock decks.
Anomalous hit the ground running and slammed face-first into Zorig. Each unit was met with one of the opponents, and the low health of some of the early lurkers played right into cards like Make It Rain. Anomalous was keeping up on lurk triggers just fine but wasn’t able to connect any of the attackers to the nexus. Zorig also did a much better job of drawing his champions this time around, and was able to Gold Card a Xerxa’Reth, The Undertitan on Anomalous’ attack turn and follow it up with a Gangplank on the next. Anomalous continued to run out the midrange side of the Lurk deck, playing another Undertitan and a Xer’Sai Dunebreaker. With the Keg from Gangplank Zorig was able to soften up the board with Make It Rain and trade his units away efficiently, remaining at 20 nexus health going into turn 8. He had no board and Anomalous had 2 5/2 Undertitans, but with Captain Farron hitting the field felt like the only unit Zorig would need to finish off his opponen’s’ 13 nexus health. Jaull-Fish killed Farron, and suddenly it looked like Anomalous might be able to steal the win away. If Rek’Sai was on top of the deck, Anomalous would be swinging for 21 on an open attack. Trying to leave as little to fate as possible, Anomalous summoned Pyke. Zorig responded with Gangplank, which Anomalous killed with Death From Below. The Keg, however, was all Zorg really needed to get out of the GP, and Twisted Fate came in with a big Red Card to clear out the 2 Undertitan and keep lethal off the table for Anomalous.
Zorig took 10 damage from the Pykes, but one more turn was all he really needed. He summoned another Gangplank on his own attack turn, which was met with another Dunebreaker. The Powderful Explosion from GP cleared out both Pykes, and Anomalous was forced to block with the Dunebreaker to stay outside the range of a single Decimate. It did however leave them with just a Jaull-Fish on board, and with a Ravenous Flock in hand alongside his 2 Decimate Zorig had no problem slamming in some damage, surviving the following attack, and taking it home with the 2nd Decimate.
Zorig Dungu 1-1
For the final game Zorig was left with their Draven/Cait/Ez, which I have linked again and encourage you to look at as it’s rather different from the Tri-Beam decks of old (though Tri-Beam is still in there.)
Both players seemed to come into the game with a gentleman’s agreement that blocking would be frowned upon. Zorig started off with Zaunite/Risen Rider/Draven, while Anomalous played out Sharkling/Chronomancer/Snapjaw Swarm. The fearsome and quick attack made Zorig near impossible to block, and the low health of his units made him unwilling to. The first few turns were a back and forth berating of each other's nexus, until turn 4 when Zorig got an Arachnoid Sentry off. Anomalous still had to attack to get the Lurk trigger for the turn, and it was there that the tempo and damage started to broaden the gap as Zorig took a solid lead. Anomalous tried to pull it back on the next turn by blocking Draven with Chronomancer and Bone Skewering it into the Rider, but Get Excited solidified Zorig’s lead as he kept both of his units and pushed Anomalous to 10. Undertitan came down but was met with Sump Fumes and Scorched Earth, and the following Dunebreaker was straight-up ignored. It evened the life totals out to 10, but Zorig was still wider and was getting the next attack token.
Zorig started off the 7th turn by playing Caitlyn, prompting a Snapjaw Swarm that traded with Draven. It was then that Zorig reminded everyone that his deck was not Draven/Sion, and he blasted the Dunebreaker with a 7 damage Tri-Beam Improbulator. Thrumming Swarm hit the field, and the defensive Rek’Sai from Anomalous was not enough to keep their hopes alive as Zorig swung in and used a Spinning Axe to push exact lethal.
Zorig Dungu 2-0
Duckling came into the Between Worlds Seasonal with some updated takes on some of his comfort decks from previous seasons, including BC TF/Fizz and Frostbite Foundry. Y’all remember TF/Fizz, right?
With Teemo/Swain banned we wouldn’t be getting any Teemo v Teemo action, but game 1 did start the match off with a Twisted Fate mirror. Zorig managed to kill a turn 1 Fizz with Parrrley, and the crowd went wild. The next few turns passed in the blink of an eye, and on turn 4 Zorig sat on a hand of 3 Twisted Fates and a Gangplank, which was rounded out nicely with a Monster Harpoon. Duckling played a TF/Fizz classic of Pick a Card into TF with Blue Card, and Zorig elected to pass the turn without Monster Harpooning the TF. After all, what's the worst that could happen?
Zorig cast Make It Rain when TF challenged his Keg, and Duckling cast Purpleberry Shake to keep his cowboy alive. He then used another Pick a Card, forcing the Harpoon out of Zorig. Duckling shut it down with Stress Defense to once again keep his Twisted Fate alive at 1. Zorig attempted to Red Card the Twisted Fate on his next turn, but a Hidden Pathways from Duckling not only kept it alive at 1 health for the 3rd time, but did so because it leveled up. From there Duckling was able to bury Zorig in card advantage as Zorig continued to draw only champions and no removal for TF or the army of elusives that was starting to come down to back him up. Zorig tried one last time to remove the Twisted Fate with an attack from a leveled Gangplank, but another Purpleberry Shake kept it nice and healthy while progressing toward the Red and Gold Cards that would render the GP ineffective, and give Duckling the time he needed to set up his elusive lethal.
While everyone watching was still reeling from flashbacks of level 2 Twisted Fate, Zorig was getting into the matchup he was sure to have an easier time with Frostbite Foundry.
Duckling was able to protect his Teemo from a Make It Rain in order to get off a nexus strike, but only once. The 2nd copy of everyone’s favorite Bilgewater staple spelled the end of everyone’s least favorite Yordle, and Duckling was forced to play an early Foundry to try and fix their seemingly mediocre hand. Zorig didn’t seem to mind and found a Gangplank on curve, which was met with even more draw power for him as Duckling played 2 copies of Veteran Investigator. With only 4 puffcaps in Zorig’s deck it was clear this was more a sign of desperation than anything, and one that didn’t pay off as Duckling had nothing to stop a Dreadway Deckhand and Twisted Fate’s Red Card from clearing out his units and leveling Gangplank. Duckling developed what blockers he could, but his life total was dwindling and the Powderful Explosion on Zorig’s next attack left him at just 5 nexus health even with the frostbite. Duckling would need to kill both Gangplank and Twisted Fate to mount a comeback and do so while putting enough puffcaps in Zorig’s deck to effectively race him, but at the end of the day the order was too tall even for a Seasonal champion. Duckling made a last ditch effort with an Ezreal, even protecting it from Death’s Hand with Fury of the North. But when Monster Harpoon followed up to send the prodigal explorer to an early grave, it tools Ducklings hopes for a 2-0 down with it.
Zorig Dungu 1-1
Zorig kept Scorched Earth in his opening hand in the final game of the series, and it paid off big as he was able to destroy an on-curve Hexcore Foundry. Frostbite Foundry is a deck that uses the Foundry to supplement the amount of inherent -1’s the deck plays, and losing one right off the bat also reduced Ducklings chances of digging for a 2nd one to get things back on track. On top of this, Zorig had played a Draven, and had 2 copies of Tri-Beam Improbulator already in his hand each now ticked up to 3 damage. He drew his 3rd Tri-Beam for turn but had no playable cards (unless he wanted to cast Get Excited on Duckling’s nexus) until Duckling summoned Veteran Investigator, giving Zorig Draven. Duckling also drew a champion, and summoned and attacked with his Teemo. Zorig attacked right back on the following turn and tried to use the classic Arachnoid Sentry/Flock combo on Duckling’s freshly played Puffcap Peddler. A defensive spell saved the Peddler, but Zorig’s Tri-Beams continued to escalate in the background.
It was the following turn when he finally decided to use one after his Sentry was frostbitten by an Icevale Archer, and Duckling’s Teemo was replaced by Zorig’s Legion General (which was buffed thanks to the Sentry). Duckling played another Investigator, and managed to connect 3 damage with Zorig’s nexus. This was all according to plan, however, as Zorig could have stopped the attack with any of the Get Exciteds or Mystic Shot in his hand. Instead he set his sights on Duckling’s 14 health nexus, and decided he could afford to take a little damage if it meant preserving his burn. Zorig opened his attack turn with the smaller Tri-Beam, summoning a Laurent Protege. He lost his General to an Aftershock, but his attack set Ducking to 12. Another Mystic Shot off the top put him at 10 damage in hand. Duckling was once again on his final turn whether he knew it or not, and summoned Ezreal. Tri-Beam went on the stack and Duckling once again used Fury of the North to save his champion but Ravenous Flock, the staple 3 off in all of Zorig’s decks, secured the kill. On the following turn Zorig connected his units to Duckling’s nexus, and lined up all 4 burn spells to secure his spot in the top 32.
Zorig Dungu 2-1
A big congratulations to all of the competitors and especially the top 32 of the Between Worlds Seasonal! Be sure to tune in this weekend for the top 32 action at twitch.tv/legendsofruneterra, or keep your eyes on twitter for my recap article of the event next week.