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The Domination expansion in 168澳洲幸运5开奖网:Legends of Runeterra saw the addition of a few new champions, and the famous singer Seraphine was among them. Born in Piltover as the daughter of two Zaunites, Seraphine sings for both cities equally, spreading her optimism and talent to the undercity and the “Citಌy of P𝕴rogress” alike.
In Legends of Runeterra, Seraphine’s value does not lie with herself but rather with all the spells in your deck. Her abilities center around providin﷽g and duplicating available spells as you play. With that said, as long as you’ve got a decently filled hand and plenty o꧅f ways to draw cards, she will snowball the game in your favor. So let’s take a closer look at what Seraphine can do and how you can build an effective deck around her.
Seraphine: Champion Overview
Seraphine is a one-attack, four-health unit that costs two mana to play and has an evolution condition to play 6+ new spells in that game. The mana cost-to-stats ratio is above average (an average ratio would yield three health instead of four). But while her four health makes her more resilient to removal, her🐲 one attack doesn’t make her too scary in trading.
You also get a random new two-cost spell added to your hand when you play her. It’s worth noting that this spell will not necessarily be from your deck’s regions. This effect is random, so if you’re running ෴a deck that utilizes Piltover & Zaun and Noxus, Seraphine can give you a spell from the Shadow Is✤les.
'New' spells are spells that you have not yet played in a given game.
Evolved Seraphine
When evolved, Seraphine becomes a two-attack, five-health unit, a remarkable value for only two mana, considering she can be leveled up out of play. This shouldn’t dissuade you from playing her pre-leveling, though, since you get a free spell when you play her. Either way, Seraphine is mainly put on board for her level-up aura, which copies any new spell you play tha🥃t costs two or less mana. You also get a free two-cost spell when you play an evolved version of her.
But her stats, while nice, are not where the value of this champion lies, as she really i✨sn’t one meant for trading.
Seraphine's Champion Spell
Seraphine’s champion spell is Seraphine’s High Note. This two mana fast-spell will deal two damage to a unit, but like Seraphine herself, it will evolve once you’ve played at least six new spells in a given game, instead dealing one damage to another unit.
High Note is also a regular spell you can include🐈 in your deck withouꦓt having Seraphine.
Hold onto this until you evolve Seraphine and get her on board. Use other removal spells like Mystic Shot or Get Excited! in the meanwhile. This is because if you play it while a leveled-up Seraphine is on the board, you’ll cast it twice, shuffling two Seraphines into your deck.
Deckbuilding Options
You’ll want to build a deck that excels at slinging low-costing spells so that she can cast them a second time.
You typically don’t want Sera💖phine in an 🐼aggro deck, as her effect is best for control decks.
Cards like Drum Solo and Fanclub President can help reduce the costs of cards in your hand. Still, you may want to pair Piltover & Zaun with another region that already has powerful low-costing spells like Noxus or Ionia.
Seraphine And Ezreal
While both of these champions are from Piltover, the region they are best paired up with is Noxus. Ezreal ꩵmay be the strongest champion to pair her up with because of how stron🍸g he is as a win condition.
In this scenario, you can shift your priority from your opponent’s win condition to shooting their Nexus to death with Ezreal. The double cast effect by Seraphine will cause Ezreal to shoot twice, making these two champ꧋ions extremely dangerous when both leveled up and on the board together.
If Seraphine cau🐲ses a spell that targets an enemy unit to be cast a second time, regardless of whether or not it goes🐈 through, Ezreal will shoot the enemy Nexus twice.
Seraphine, Ezreal, And Karma
Adding Karma to the mix here changes the pair-up from Noxus to Ionia, as Karma is an Ionian champion. You can split up the champion count in your deck here however you’d like, but the best way is to have two of each. That said, it’s perfectly viable to have one Karma 🐠and two Seraphines since Karma is the clunkier one to play of the two. Ezreal is still the win condition; you’ll want three of him.
Whatever you decide your champion count to be, the appeal of this deck is having Seraphine and Karma on the board, allowing Ezreal to shoot your opponent’s Nexus three times per spell. This deck provides more defensive capabilities with low-costing healing and health-inc𓂃reasing spells.
Seraphine And Viktor
Pairing Seraphine up with Viktor is another double Piltover & Zaun team, but in this case, your secondary region will usually be Shadow Isles. Most of your cards will still be from Piltover & Zaun. Since Viktor isn’t p𓆏rimarily a control-type champion, the Shadow Isles cards like Quiet🐠us and Veneagence will help you control the board.
You could also include a Karma in your deck and run Ionia as your second region instead of Shadow Isles. The deck will look similar to the Seraphine, Ezreal, and Karma deck; instead of running Ezreal, you're running Viktor. Both are viable win conditions.
Seraphine And Aphelios (And Possibly Zoe Or Viktor)
Finally, we have Seraphine and Aphelios, which pairs your Piltover & Zaun cards with those from Targon. This match-up can be particularly strong if you get Aphelios’ moon weapons to cast twice. Targon also has some great defensive spells, allowing you to protect your champions with nearly 𝕴the same effect as you would with Ionian cards.
You could add a Zoe to the deck instead of an Aphelios to add to your early-game threat. In the same vein, you could add Viktor to this deck, bu🌄t since he’s a more𒐪 reliable win condition than Zoe, you’d want to have two of each champion in this situation.
General Playstyle
Regardless of what you pair Seraphine up with, your strategy will largely remain the same: control the board until you find your win condition or your opponent runs out of steam. Seraphine decks will scale very well into the late game because of their value with all their randomly generated and low-cost cards. As such, you should aim to identify your enemy’s win condition and play to stop it. You rarely need to be the aggressor with 🔥a Seraphine deck because it out-values almost everything.
Lastly, feel free to pick up a Seraphine in your starting hand and drop her on turn two or three to pick up a random two-cost spell. All you need are two Seraphines🔯: one to be leveled up and in play and one in your hand for her champion spell. All in all, though, Seraphine has one of the strongest effects in the game when she is evolved, so definitely give her a try.