Lor Deck Guide: Go Hard Reborn

This deck was repeated quite a few times throughout Runeterra's life.

It covers all power levels as well, from the absolutely unquestionably broken to the totally breasted.

I'm Jordan “WhatAmI” Abronson, and I think he may have finally decided on a solid, strong mid-range build that doesn't spoil anything too badly.

Welcome back to our old friend Go Hard. We've covered a ton of different listings, so be sure to check out our previous listing guides. Deck list;

Work Hard

The first question you'll always want to ask when trying to use a deck that has Go Hard in it is "How central is this card to my game plan?" In decks like Ahri or Karma, the answer is usually okay, but it's one of the many solid ways to win. It is absolutely necessary here.

This deck has no other win condition other than packing people's bags. Of course, leveling up one of your champions will also get the job done, but it's not something we can really count on. With that in mind, we have some pretty impressive tools to help us make sure our enemy recovers.

The Catalog of Regrets has definitely broken down on this deck, effectively doubling your spells, especially Go Hard, in the fourth round. On top of that, we have lots of checkers to linger on and thirteen piece card draws to find what we need.

Phase One: Retaining the Board

For us, the first four rounds of the game will be about using our powerful early game tools to take control of the board from our opponent. We use a lot of random 2|2 for a control deck, and the Burgeoning Sentinel is definitely not random. They're mostly there to trade, but any additional pressure we manage to run is always nice.

We can even place Twisted Fate and Withering Wail on these turns occasionally as it will happen on its own. This is also the stage where we can apply a bit of our own pressure depending on the time.

City duders with punch effects are so overused, yet unfinished, that they're speeding through a deck that's five to one on the side. Viewing how this phase will turn out can also help your mulligan decisions. If I have pretty much any early game, and if I do, I'll save it for mid-ass to be like Help and Catalogue. To do this because I have too early card to redraw.

Stage Two: Torment

We are drawing an incomparable amount of cards about another competing deck. There are three cards. This gives us great relief to unsource our competitor.

While almost all of our games will end due to a pack, it's more of a formality than just the content of the law against more aggressive or all-mid decks. Even a counter game like Pantheon will have a hard time against Destruction with three Revenges and two Kind backups.

The things to remember about these phases are the checker or the beat review. Do we need to win by pressure so that our opponent's late game is bigger than ours? Can we answer everything he has and return home victorious with the power of our single card draw?

Stage Three: Pack

As I said before, most games will end with Pack Your Bags. However, that doesn't necessarily mean you want to publish it as soon as you have the option. Just because it now costs five mana doesn't mean you can't hold your opponent's spins hostage with this spell.

In fact, because they can play around it better, this means that high-level players often have more respect for probability and try to knock you out of mana. This can be an invaluable tool for one of two reasons.

For one, it can let you set up the board you need to make sure you really win the game after the bags are collected. A 2|2 on its own isn't a good enough tempo against a deck that has managed to match us effectively in the draw and is looking to redevelop.

Second, it can save you time to actually draw your package. If I've played three Go Hards, then my opponent has to respect the Pack whether I have it or not. And if I play a pass game that focuses on my five mana points, I give myself an extra draw to get where I need to win.

Key Choices

The 2-2-2 champion split will definitely attract funny looks at the end. However, I think it's actually pretty important. Twisted Fate is a great toolbox, but it doesn't level up as often as it used to, so while it's a threat, it's rarely to be overcome and is actually a win for us.

Kindred has just been polished, surprisingly, but highly vulnerable to removal. We can't really protect our units very well, whether they're Challenge units or Excited. Against lifting light matches or hands, he can hardly carry, but we must be absolutely careful when dedicating to him.

Senna is an absolute gem. It does it all by creating part of its own removal, enabling fast Pack or Demolition, providing pressure. However, it also costs five mana and that's a lot.

Since all of these champions can do pretty powerful things situationally, they all spawn in duos in this version of the deck. I recommend trying the champion slots, but they are far from unlocked. One of the coolest things about decks like this is that they have lots of swing slots that you can tinker with and tech on your own.

Important Tips

Most of this deck game is about your opponent trying to read you. As you master this weapon, you'll learn how to make it harder. Simple things like setting units to one or two hit points instead of getting proper blocks can cause your opponent to take an incoming wood sweeper into more awkward lines. Sometimes that extra spin or two is all you need to shake up a game.

Don't be afraid to threaten you. If Twisted Fate, Viego, or even Hydravine bite the dust, you'll usually be able to find substitutes due to the unrealistic card draw in the deck. One of the great things this deck does is not become overly dependent on any win conditions. This makes it much harder to stop us.

Required Solutions

This is another deck that is close to my heart because of the play patterns it creates and the type of thinking it forces its pilot to do. Playing and mastering this archetype will do nothing but make you a more proficient player in the game of Runeterra as a whole, and I heartily recommend it to new and experienced players alike.

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