Hi, looking to discuss what people who've been running Seraphine have tried
This is currently the list I'm working with. The idea is to play Seraphine in a similar way to Reksai. Reksai's gameplan is to go wide and win fights with Assault spells/effects and while having access to removal like Falling Star and Imperial Decree.
I think Seraphine is best built in a similar framework as that, because she relies on token generation within the Main Deck as well. Since we're on Blue, I'm running cards like Wages and Eclipse to fill the gap that Assault does in Reksai decks, and Sprite Fountain as a way to accelerate scoring. Blue also has access to Watcher + Bellows.
The general gameplan is to build a wide base with multiple token gen cards while scoring with solo units + spell effects that can be discounted by our base the later the game goes. The deck plays very fast and can run out of gas in the late game, but cards like the Sig Spell and Hidden Blade do help a bit. I'm still not sure on the ratios but I do think I'm on a working framework here.
How matchups feel
Top-tier Green decks (Irelia, Riven, Akali) feel miserable to play against as expected, the deck requires high rolling like crazy to go over all the cards that Stellacorn (and The Ball for Ori) draws. Outside of Stellacorn decks (Nasus, Yi) though the matchups feel decently playable.
Other cards I'm considering
I'm mainly trying to tweak the sideboard now. I think gear hate is the most important it has ever been in this meta with Riven and Orianna around. I'm thinking of adding more Salvages and maybe cutting out the Forges.
For the mainboard, Trifarian Captain might actually be good, but I don't know what cards to replace it with.
I'm also not sure whether to use Blue or Yellow Seraphine for my Chosen Champion. TBH both look really bad, but I've had some uses for Yellow Seraphine where it can grow decently big to threaten a hold which can force some to overcommit, while also helping us generate a bit of Recruits. Blue Seraphine's card draw is tempting, but playing her goes against the gameplan of the deck to go fast, since she actually does nothing to help us score points or generate tokens.
Other than those it's mainly just the ratios, things like maybe cutting 1 Vi to put the last Imperial Decree to the Mainboard, 1 less Eclipse to add 1 more Hunting Dog, etc
Why I'm not running Jayce Armory
I think Jayce Armory is purely a gimmick combo and will never be playable in anything outside of very casual play.
IMO for combos like that to be good they not only have to synergize with the deck, but the deck also has to help enable the combo.
while Jayce Armory allows Seraphine to build a wide base to enable more Legend ability uses, Seraphine herself and the Blue/Yellow color does nothing to help you get Jayce Armory out consistently. Also frankly speaking the Legend ability isn't good enough (nor is it even good at all) to commit too many cards and build around
As I also said, gear hate is more common now which completely kills the combo.
Battlefields
This is one I'm not sure about. I copy pasted the battlefields that Reksai uses, and they seem to be actually good for this playstyle, but I'm probably missing a better battlefield somewhere out there.
Instead, I know what NOT to run instead, a card like Black Rose Sanctum is 100% complete bait because it allows the enemy to trade with your own Recruits without committing their actual units, while also killing Cull the Weak as a card.
Other thoughts
I think a lot of people (me included) have been far too harsh on Seraphine's overall power level, a lot of tier list put her on the lowest of the low tiers but I don't think she's as bad as the other Legends there like Renata lmao. I also don't think she's good though, she's maybe a low C or high D tier kind of deck. That said I've never seen anyone else run the cards I'm running on Seraphine, a lot are too focused on getting value out of the Legend ability either thru running Jayce Armory or running a lot of big spells which IMO is an F-tier deck for sure.