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MORE INFO: https://docs.google.com/spreadsheets/d/1ecNOlky142mNy2rjvrohqKwedVZ7Ff6d5jUTjGqq7fA/edit?usp=sharing General Strategy This is a control/combo deck built around the [HIDDEN] mechanic. The primary goal is to control the board using reactive spells and abilities played from a hidden state, creating value through recursion, and ultimately winning through board control and scoring points. The deck's strength lies in its unpredictability and its ability to out-value opponents in longer games. Your key engine is the interaction between Teemo units, [HIDDEN] cards, and recursion spells like "Guerilla Warfare". You will often win by making your opponent overextend into your hidden traps, clearing their board with "Teemo, Strategist", and then methodically taking over battlefields. Mulligan Always look for an early Teemo unit, preferably "Teemo, Strategist". A cheap enabler like "Pack of Wonders" or a filter card like "Mystic Poro" is also a priority keep. Against aggressive decks, prioritize cheap interaction like "Gust" or "Stupefy". Against slower control decks, look for your value engines like "Mushroom Pouch" or recursion pieces. Generally, you want to mulligan away expensive or redundant cards to ensure a smooth early game. Early Game (Turns 1-3) Your goal is to set up and survive. Deploy a Teemo unit or a "Mystic Poro". Use your Legend's ability to hide a key card like "Blastcone Fae" or "Sprite Call" cheaply. Use your low-cost interaction to manage early threats from the opponent. Don't be afraid to trade your early units if it preserves your life total. The main objective is to reach the mid-game with a stable board and a hand full of options. Mid Game (Turns 4-6) This is where the deck comes online. Start leveraging your [HIDDEN] cards to control the tempo of the game. Use "Teemo, Strategist"'s ability to clear away enemy units. "Pack of Wonders" becomes incredibly versatile here, allowing you to bounce your units to reuse their effects, save them from removal, or return a hidden card to your hand. Use "Guerilla Warfare" to recur key [HIDDEN] pieces and set up powerful turns. Focus on controlling two battlefields and forcing favorable trades. Late Game (Turns 7+) In the late game, your recursion and card advantage engines should put you far ahead of most opponents. A protected "Teemo, Strategist" can create a soft lock on the board, preventing the opponent from establishing any meaningful presence. This is the time to deploy your sideboard bombs like "Possession" to steal a game-winning threat or "Unchecked Power" to reset a losing board state. Close out the game by maintaining battlefield control and scoring your final points.













































