Mind Chaos Teemo Swift Scout Deck Guide

Heya everyone! In this guide, we’ll be covering the Mind Chaos Teemo Swift Scout deck, a strategy built around Hidden cards. The goal is to conquer a battlefield early, then start playing Hidden cards to keep your opponent guessing which cards you’ll be revealing to foil their attacks.

This deck can take a few games to get comfortable with, but the idea is simple: rely on your Legend to establish early Hidden plays without falling behind in the upcoming turns. At first, the battlefield you control might look easy for your opponent to conquer, but the right Hidden card can instantly turn the tide and swing momentum in your favor. The list also has multiple high-cost win conditions to carry the late game and help you secure the last points we need to close out the game.


Legend

Teemo Swift Scout

Blue Purple Teemo has two abilities that enable this deck, one of which is tied to Hidden cards. Teemo’s first ability lets you pay 1 Energy to hide a card with the Hidden keyword. This is useful, especially in the early game, because you’re dodging the Rune Recycle cost when you go to hide a card, ensuring you don’t slow down your upcoming turns and can still make strong plays even while playing your Hidden cards.

As for your Legend’s second ability, by tapping Teemo and paying 1 Energy, you can put a Teemo unit you own into your hand from your Champion Zone or board. This isn’t a reaction ability, so you can’t play it as an answer to an opponent’s play to save your Teemo, but it’ll be used to let you use your Hidden keyword. If you’ve already revealed a Teemo Strategist or Teemo Scout at a battlefield and activated their abilities, you can use your Legend to return a Teemo to your hand and replay Hidden to get access to the ability again.

Additionally, a Teemo in your Champion Zone cannot be played Hidden; he needs to be in your hand to play on a battlefield Hidden. This is where your Legend’s ability comes into play, allowing you to put your Champion Teemo in your hand to play Hidden for the ability after.

Decklist

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OGN-263-1 OGN-278-1 OGN-297-1 OGN-298-1 OGN-183-1 OGN-183-1 OGN-183-1 OGN-095-1 OGN-095-1 OGN-169-1 OGN-169-1 OGN-097-1 OGN-097-1 OGN-097-1 OGN-103-1 OGN-103-1 OGN-103-1 OGN-121-1 OGN-121-1 OGN-121-1 OGN-168-1 OGN-168-1 OGN-168-1 OGN-185-1 OGN-185-1 OGN-185-1 OGN-093-1 OGN-093-1 OGN-197-1 OGN-167-1 OGN-167-1 OGN-167-1 OGN-194-1 OGN-194-1 OGN-194-1 OGN-083-1 OGN-083-1 OGN-106-1 OGN-106-1 OGN-105-1 OGN-116-1 OGN-116-1 OGN-109-1 OGN-109-1 OGN-089-1 OGN-089-1 OGN-089-1 OGN-089-1 OGN-089-1 OGN-089-1 OGN-166-2 OGN-166-2 OGN-166-2 OGN-166-2 OGN-166-2 OGN-166-2
Legend
Teemo, Swift Scout Teemo, Swift Scout 1 0
Runes (12)
Mind Rune Mind Rune 6 0
Chaos Rune Chaos Rune 6 0
Battlefields (3)
Bandle Tree Bandle Tree 1 0
Windswept Hillock Windswept Hillock 1 0
Zaun Warrens Zaun Warrens 1 0
Main Deck (40)
7
Gust Gust 2 1
Stacked Deck Stacked Deck 3 1
Stupefy Stupefy 2 1
Blastcone Fae Blastcone Fae 3 Mind 2
Fight or Flight Fight or Flight 3 2
Ravenbloom Student Ravenbloom Student 3 2
Smoke Screen Smoke Screen 2 Mind 2
Teemo, Scout Teemo, Scout 1 2
Teemo, Strategist Teemo, Strategist 3 Mind 2
Traveling Merchant Traveling Merchant 3 2
Consult the Past Consult the Past 2 4
Ember Monk Ember Monk 3 4
Nocturne, Horrifying Nocturne, Horrifying 3 Chaos 4
Sprite Mother Sprite Mother 2 Mind 4
Singularity Singularity 1 Mind Mind 6
Thousand-Tailed Watcher Thousand-Tailed Watcher 2 Mind 7
Dr. Mundo, Expert Dr. Mundo, Expert 2 Mind Mind 8

How to Play

This deck prefers going first as we want to conquer a battlefield early in the game and start playing our Hidden cards. We have multiple Hidden cards with different abilities, so we’ll choose the ones that fit the state of the game to play, trying to keep hold of the battlefield for as long as possible. One of our strongest plays in this deck is the interaction between our champion Teemo Strategist and Nocturne Horrifying, looking at the top 5 cards and potentially cheating out Nocturne Horrifying to create an explosive turn.

In the late stages of the game, we’re relying on Thousand-Tailed Watcher and Dr. Mundo Expert to carry the game.

Champion

Teemo Strategist

Teemo Strategist is a 2-cost Champion with 2 Might, which we’ll want to play Hidden at a battlefield we control. When he defends or is played from Hidden, you activate his ability to look at the top 5 cards of your deck. We then deal 1 to an enemy unit here for each card we see with Hidden. This can shut down the opposing player’s attack, potentially killing a unit or making it easier for us to finish the job with our defenders.

Additionally, if among those 5 cards we see Nocturne Horrifying, we get to play him by recycling one Rune, which can be a game swinger having a 4 Might unit in play without paying its Energy cost.

Battlefields

Bandle Tree
Zaun Warrens
Windswept Hillock

Bandle Tree is perfect for the Blue Purple Teemo deck, letting us play an additional Hidden card on a battlefield to further increase the pressure we put on the opposing player. We’ll be focusing on conquering this battlefield first to get the most out of it.

Zaun Warrens lets us discard a card from hand to draw 1 card whenever we conquer it. We’re basically filtering our hand for better cards while adding cards to our trash, which will later benefit Dr. Mundo Expert.

The Ganking from Windswept Hillock can be useful alongside Dr. Mundo, letting you use his high stats to conquer a second battlefield. If you’re not a fan of Windswept Hillock, you can go for The Candlelit Sanctum instead.

Early Units

Ravenbloom Student
Traveling Merchant

We have multiple early units to conquer a battlefield and try to hold it. Ravenbloom Student is a 2 Might unit that gains +1 Might whenever you play a spell. So with cards like Fight or Flight, Consult the Past, and Smoke Screen, Ravenbloom Student can be a harder unit to kill, becoming a bigger threat.

As for Traveling Merchant, he’s a draw value unit, drawing us a card whenever he moves. So, if we try to conquer a battlefield with Traveling Merchant, we get to draw a card, adding more resources to our hand.

Control Cards

Gust
Fight or Flight

Gust can be an insane control card in the early game, letting you return a unit at a battlefield with a Might of 3 or less to its owner’s hand. Ideally, we’ll be using it to remove one of the opponent’s units, weakening their control over a battlefield and making it easier for us to conquer. Gust makes things way easier if we went second, letting us conquer a battlefield to start playing our Hidden cards.

As for Fight or Flight, we’re usually going to Hide it, but it can be played from hand at Action speed. Fight or Flight lets you move a unit from a battlefield to base, perfect when it’s hidden and your opponent goes for the attack, trying to conquer a battlefield. We get to return 1 unit to the base, and if they’re attacking with multiple units, we could shut down their attempt to conquer a battlefield while also winning the combat.

Stupefy
Smoke Screen

Stupefy and Smoke Screen are reaction combat tricks to reduce the Might of an opponent’s unit. Stupefy reduces the Might of a unit by only 1, but it can be just enough to kill an opponent’s unit or even weaken it so it doesn’t kill yours. On top of that, Stupefy is drawing you a card, so you’re not losing resources when playing it.

On the other hand, Smoke Screen gives a -4 Might reduction, which can be a complete shutdown to one of the opponent’s units, making it much easier for you to win a combat.

Blastcone Fae
Teemo Scout

Blastcone Fae shines most when it’s played from Hidden, waiting for the opponent to attack to reveal it and give an opponent’s unit a -2 Might reduction. However, in some cases, we can play it from hand immediately for the Might reduction, making it easier for our other attackers to conquer a battlefield.

As for Teemo Scout, he gains +3 Might when you play him, turning him into a 4 Might unit. This is why he’ll only be useful when Hidden, waiting for the opposing player to attack to reveal the 4 Might Teemo and try to defend a battlefield.

Hidden Synergy

Ember Monk

Ember Monk is a 4 Might unit that gains +2 Might when you play a Hidden card. This makes it a tougher unit for the opponent to remove, especially since it can trigger off of a Hidden card from another Battlefield as well.

Aggressors

Sprite Mother
Sprite

Sprite Mother is a 4 Might unit that lets you play a Ready 3 Might Sprite with the Temporary keyword. We get to attack with that Sprite on the turn it’s played to help us conquer a battlefield and play a Hidden card there.

Nocturne Horrifying

Nocturne Horrifying is one of our strongest plays if we manage to find him through Teemo Strategist‘s ability and cheat him out without having to pay 4 Energy. This can single-handedly shift the game in your favor, making it exceptionally harder for the opposing player to make a comeback.

Additionally, Nocturne Horrifying has the Ganking keyword, so we get to use him to attack another battlefield and conquer it to score a point.

In most cases, we won’t play Nocturne Horrifying from hand as he’s a bit weak compared to other plays we can make.

Thousand-Tailed Watcher

Thousand-Tailed Watcher is a strong aggressor in the deck, but it might require a couple of steps to get the most out of it. It’s a 7-cost 7 Might that reduces the Might of all of the opponent’s units by 3. You can pay an additional 1 Energy and 1 Mind Power to have Thousand-Tailed Watcher enter Ready, capable of going for the immediate attack to kill a weakened unit and conquer a battlefield.

The Might reduction sticks until the end of your turn, so if you have other units capable of attacking, you can take advantage of that to win a second battlefield.

If you’re at 6 Points or more, you can set up a Thousand-Tailed Watcher as a winning play, attempting to conquer both battlefields and close out the game.

Mundo Late Game

Dr. Mundo Expert

Dr. Mundo Expert is our highest-cost play, paying 8 Energy and 2 Mind Power to drop a 6 Might unit. 6 Might isn’t really that frightening for the opposing player, but Dr. Mundo’s Might is increased by the number of cards in your trash. So the more cards there are in your trash, the tankier Dr. Mundo becomes, and his main goal will be to conquer a battlefield and hold it, attempting to get you the point or two you need to close out the game.

At the start of your Beginning Phase, Dr. Mundo recycles 3 cards from your trash, which means he’s losing 3 Might, which will make him weaker if the game stretches out and you’re not trashing enough cards.

To maximize Dr. Mundo’s potential, you can play any cards or make plays that will end up in the trash before attacking with Mundo, getting the most out of his ability, and making it even harder for the opposing player to answer him.

Damage Spell

Singularity

Singularity is a removal play capable of dealing 6 damage to two of the opponent’s units. It’s a great way to clear any threats and pave the way for your attackers to conquer a battlefield or to weaken the opponent’s upcoming turn so they don’t conquer a battlefield you’re holding.


Mulligan Tips

We want to have early units like Ravenbloom Student or Traveling Merchant to conquer a battlefield. Gust and Fight or Flight for board control and weakening the opposing player’s presence on the board.


Other Cards to Include – Sideboard

Mindsplitter
Riptide Rex
Invert Timelines

  • Mindsplitter forces an opponent to reveal their hand, giving you valuable information before letting you discard one card of your choosing, potentially ruining their upcoming play.
  • Riptide Rex is an expensive play as you’re paying 2 Mind Power for it, letting you deal 6 damage to one of the opponent’s units on a battlefield. You can potentially kill a threat on a battlefield and have one of your other units attack and conquer it.
  • Invert Timelines can replenish your hand for better cards and even boost Dr. Mundo’s Might. It could also mess up the opposing player’s hand, especially if they’re holding on to a lot of cards.

Rebuke
Guerilla Warfare
Sneaky Deckhand

  • Rebuke can return a unit at a battlefield to the opponent’s hand. It’s usually an answer to heavy units that you can’t deal with.
  • Guerilla Warfare is a value spell, letting you add 2 Hidden cards from your trash to your hand and hide cards, ignoring costs this turn.
  • Sneaky Deckhand is a potential inclusion, capable of being played at an open battlefield immediately, so you can start playing your Hidden cards.

Closing Words

The Blue Purple Teemo deck is all about being sneaky, trying to outsmart the opposing player, and keeping them guessing what your Hidden card is. You’re trying to hold a battlefield with the help of your Hidden cards, and the ability to trick opposing players can go a long way. It’s definitely a deck that thrives against less experienced players who aren’t used to Teemo’s playstyle.

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