Body Order Sett The Boss Deck Guide

Hey everyone! Orange Yellow Sett started strong in Western tournaments, but in the East, his popularity has dipped with the rise of Yi and Kai’Sa. Even so, he remains one of the strongest competitive options available.
Sett is a mid-range deck with a game plan that focuses on buffing your units and keeping them alive, giving you a resilient board that can keep applying pressure. By protecting your key pieces, you set up stronger attacks over time and maintain a threatening board presence that’s difficult for opponents to deal with.
Legend

Sett the Boss is a defensive Legend built to protect your key units and maintain board presence. Whenever one of your buffed units would be killed, you can pay 1 Rune, exhaust Sett, and spend the buff to return that unit to your Base instead of losing it. On top of that, conquering a battlefield lets you Ready your Legend, reactivating this effect for later use.
What makes Sett strong is the flexibility to use this ability on both offense and defense. While attacking, if a buffed unit is taken down, Sett can preserve it, keeping your momentum alive. And if you also conquer the battlefield, Sett readies again—meaning you can use the same effect on the same or the opponent’s turn. This defensive safety net makes it much harder for opponents to permanently remove your buffed threats, forcing them to fight uphill against your sustained board.
Decklist
Sett, The Boss
1
0
Body Rune
7
0
Order Rune
5
0
Grove of the God-Willow
1
0
Monastery of Hirana
1
0
Windswept Hillock
1
0
Showstopper
3
Challenge
3
Cithria of Cloudfield
3
2
Hidden Blade
3
Pit Rookie
3
2
Trifarian Gloryseeker
3
2
Wallop
2
2
Arena Bar
1
3
Call to Glory
3
3
First Mate
2
3
Fiora, Victorious
3
4
Kinkou Monk
2
Qiyana, Victorious
3
Sett, Kingpin
2
Sett, Brawler
2
Lee Sin, Centered
2
6
How to Play
The Orange Yellow deck is all about dropping bodies, buffing them, and making sure they stick on the board for as long as possible. This deck can go for strong offensive attacks using Sett Brawler, making sure you conquer a battlefield, and from there, you’ll want to maintain a board presence to continue going for attacks backed up with buffs and combat tricks.
The list has a couple of removal spells to deal with pesky units, weakening your opponent’s side of the board so you can set up easier attacks to conquer a battlefield.
Buff Card

A lot of cards in your deck can use this buff card, which a unit may have no more than one of. It gives +1 Might to your unit and can be spent to activate certain abilities.
Champion

Sett Brawler is the centerpiece of this deck, and he’s our main method to conquer the battlefield and score points. When played or if Sett Brawler conquers a battlefield, you can buff him. This turns him into a 5 Might unit, tougher for the opposing player to remove. However, when we spend the buff, we get to gain a +4 Might boost on Sett for the turn.
This means, during our turn, we can boost Sett’s Might every time we spend a buff, setting him up to become a heavy attacker that can attack a battlefield and conquer it. This Might boost goes away during your opponent’s turn, but we can at least kill their units at a certain battlefield and weaken their grasp on the game.
We want to have Sett in play as early as possible, and having a Call to Glory as a backup defensive play if your opponent tries to remove Sett while in base would be the best scenario.
Battlefields



Grove of the God-Willow rewards you for holding it, drawing you a card to give you more resources to keep up in the late-game. We’ll want to get a hold of this battlefield as early as possible and defend it for the additional draw.
Monastery of Hirana can be completely useless for most decks, but for the Sett deck, you get to conquer it, spend a buff, and draw a card. Important to note, if a buffed Sett Brawler just conquered Monastery of Hirana, you can spend the buff he already has on him to draw a card and then activate his ability to regain the buff.
Windswept Hillock gives units the Ganking keyword. We want to combo this with our Sett Brawler, first conquering it with a Might boosted Sett, then attacking the other battlefield to conquer it as well. We have First Mate and Wallop to ready our unit, so we can go for this combo in one turn in the late-game to get a hold of both battlefields.
Early Buff Units


Cithria of Cloudfield is an early unit with only 1 Might, but she can buff herself when you play another unit. This buff can then help us go for stronger attacks or activate certain abilities by spending the buff. Her effect reactivates whenever you play another unit and she doesn’t have a buff on her, gaining back that buff if you happen to spend it.
Another unit who can buff herself is Trifarian Gloryseeker. When you activate the Legion keyword, Trifarian Gloryseeker buffs herself for +1 Might, turning her into a 3 Might unit.
Qiyana Value

Qiyana Victorious can be game-defining when played in the early stages of the game. She’s a 4-cost unit with 4 Might and the Deflect keyword, punishing players if they target her with a spell or ability. Qiyana Victorious wants to attack, win trades, and conquer a battlefield. When she does conquer a battlefield, you get to choose between channeling 1 Rune or drawing a card. Your choice will be dependent on the state of the game. The additional Rune will set up for a stronger upcoming turn, where you can make more plays, whereas the card draw might give you more options and a stronger late game.
Aggression



Showstopper, Wallop, and First Mate are how we set up more aggressive turns to conquer battlefields. Showstopper buffs a friendly unit in base, then moves it to a battlefield. We want to combo this with our Sett Brawler, first spending any buff on him and having Showstopper buff him and move him to a battlefield to attempt to conquer it.
If our Sett is at a battlefield, we can return him to base and then use Showstopper on him to go for an attack on another battlefield.
Wallop and First Mate can Ready one of your units, so you usually want to use it on Sett to make use of his Might boost. However, it remains a strong ability that can be utilized on other exhausted units to use them aggressively.
Buff Synergy

You can tap Arena Bar to buff one of your rested units, perfect to keep a buff on your unit, either to make it harder for the opposing player to kill or to spend the buff to activate an ability.


Sett Kingpin is a 4-cost, 5 Might tank unit, capable of protecting our weaker units from the opponent’s attacks, and will also gain +1 Might for each buffed friendly unit on a battlefield he’s on. He’s great for attacking while also holding a battlefield, forcing the opposing player to either use a removal spell or set up a powerful attack turn to break through him.
Keep in mind that if you buff Sett Kingpin, his ability counts him as one friendly unit, turning him into a 7 Might threat that will be problematic for the opponent to push through.
As for Fiora Victorious, she’s a 4 Might unit that becomes a threat when she becomes a Mighty unit. This means we’ll need to have her at 5 Might or more, and this is where the buff comes into play. If we buff Fiora and turn her into a Mighty unit, she gains Deflect, Ganking, and Shield keywords, making her harder to kill and can go from one battlefield to another to secure points.

Lee Sin Centered can be a game-winning play, as you can play him accelerated to attack him on the turn he’s played. A 6 Might unit that gives a +2 Might boost to other buffed friendly units on the battlefield. This creates an opportunity to go for a massive swing to conquer a battlefield and can make it exceptionally difficult for the opposing player to conquer it back.
Defensive Plays

For 3 Energy, Call to Glory can boost the Might of one of your units by 3, potentially winning you a trade or saving them from a spell. It’s a reaction spell, so you get to play it during your opponent’s turn as well, in response to their plays. However, paying 3 Energy can be costly for Call to Glory, so in most cases, we’ll opt to use its ability to spend a buff instead, dodging the 3 Energy. This means we don’t have to worry about banking Energy to use Call to Glory, and at the same time, we’re not tied to a specific buff to spend. Any buff on a unit can be used even if we’re boosting the Might of another unit.
Control Spells


Challenge lets you choose a friendly unit and an enemy unit to deal damage equal to their Mights to each other. We want to use Challenge with our Sett Brawler. First, we’ll boost Sett Brawler‘s Might through his ability and then go for the Challenge spell to kill a weaker unit, removing a key card for the opposing player and weakening their upcoming turn.
As for Hidden Blade, ot kills a unit at a battlefield regardless of its cost or Might, but will in return draw 2 cards for the opposing player. You’re essentially weakening the board state by removing one of their key units, but giving them the resources that can put them ahead if the game stretches out too much. It’s an Action spell, so it can be activated during your opponent’s turn when they go for an attack, killing one of their units to weaken their attacks and get ahead.
You can choose to hide a Hidden Blade at a battlefield to dodge the 2 Energy cost, activating it later in the game, but this can be limiting.
Mulligan Tips
We want to have early units like Cithria of Cloudfield or Trifarian Gloryseeker to get the buffs and score early points. Qiyana Victorious is another card we want to have early into the game to gain value from her ability when she conquers a battlefield.
If we’re worried about a certain mid-game unit, we want to keep Challenge as a removal play to deal with it.
General Tips
- Your Sett Champion is the carry. You want to use his ability to boost his Might and get the most out of it, using cards like Challenge, Showstopper, and First Mate to re-use the Might boost throughout the turn.
- Protect key units. We want to keep key units like Sett or Qiyana in play for as long as possible, so our Legend’s effect will usually be reserved for them.
- Use your Buffs for value. You want to get the most out of your buffs, and a lot of your cards will spend a buff to activate their ability. Cards like Monastery of Hirana, Call to Glory, and Wallop have their own abilities that require you to spend a buff, which will be a core part of your strategy.
Other Cards to Include – Sideboard



- Sabotage is good to gain information on the cards your opponent is holding on to, and then you get to discard a non-unit card of your choosing. This can disrupt the opposing player’s strategy, potentially removing a high-value card they’re relying on.
- Since our deck doesn’t have the best early 3 drops, Noxian Drummer has been a popular inclusion among players. She’s a 3 Might unit that lets you play a Recruit when she moves to a battlefield, further increasing your board pressure.
- Facebreaker lets you stun a friendly unit and an enemy unit at the same battlefield. This can completely shut down one of the opponent’s attacks, as stunned units don’t deal damage, and the goal is to keep your defender alive. Additionally, it can be used aggressively, attacking with two of your units and stunning the weaker one to make sure your opponent’s defender doesn’t get to kill your unit.



- Unyielding Spirit is a perfect addition for decks that heavily rely on damage spells pr abilities as part of their strategy. Decks like Kai’Sa or Annie can be punished by Unyielding Spirit.
- Salvage is a tech card against decks that rely on a Gear as part of their strategy, like Dazzling Aurora.
- Leona’s Stun ability makes it easier for you to attack and conquer a battlefield without losing as many units to an opponent’s attack. You’re rendering one unit useless, lowering the overall damage they can push.




- Daring Poro is great as an early aggressor, using its Assault keyword to gain +1 Might and become a 3 Might attack. With a buff, Daring Poro becomes a 4 Might attack, capable of conquering a battlefield and scoring a point.
- Shen Kinkou is a 3 Might unit with a Shield +2, meaning he shines the most when you’re defending, especially since he has the Tank keyword, capable of protecting your other units on a battlefield. Since Shen has the Reaction keyword, we can play him during the opponent’s turn, in response to an attack, to develop an additional defender, making it harder for the opposing player to break through.
- Cannon Barrage can help you secure kills, especially if your opponent has multiple units on a battlefield.
- Carnivorous Snapvine is a control card, capable of killing a unit on a battlefield. You can choose an enemy unit for it and Carnivorous Snapvine to deal damage to each other equal to their Mights, so you’ll want to choose a weaker target to kill.
Closing Words
The Sett mid-range deck is at its strongest in the mid-game, capable of pushing for strong attacks and keeping control of the board state. It builds on that momentum until it manages to score the 8th points, but the longer the game takes, the harder it gets for Sett to keep a hold of the game, especially against value-oriented archetypes.





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