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One of the main issues I have identified in my short amount of time playing yas is how a lack of runes bottleneck your legend's potential. If used correctly, your legend ability can be used to accelerate a unit or gank for 2 energy. Movement in RB is really strong. Getting by summoning sickness feels strong. Always having a unit in your hand that can be accelerated feels strong. The biggest downside to using his legend ability is his inability to push the unit he played this turn while defending it with runes up. Therefore the idea of this build revolves around the Master Yi, Meditative since he is a super high stat body if used in the proper conditions. Benefits to this version of the list: - Stronger mid/late game - You can consistently keep up 2-4 runes up per turn even after using yasuo's ability - More proactively punish your opponents for overcommitting to clear your board as all of your units can be accelerated at low risk. - Rebuke still sucks, but it doesn't suck as much anymore since you can just keep pushing back the same yi. - There are tons of opportunities where you have enough runes to spare per turn to safely develop a mask or search with stacked. Namely on 5/6 runes. Cons to the list: - Not as fast as a more 'standard' yas list. - Mindsplitter is rarely used and is generally played when you're looking to end the game by the next turn. - Can feel bad when you miss your curve, will be explained further. Your yasuo early game doesn't change much. Main difference between this decklist is that you want to develop a tasty faefolk asap. Tapping out to accelerate it is no problem, you almost want it to die on the clapback. Once tasty dies, you will be at 11 runes and not too far behind on tempo. This is where the deck starts to shine. Now you are able to print out cheap 5 drop 8 might bodies and accelerate them in to conquer and battle. Pushing in a 8 might yi with potential masks bringing it to 9-11 might while still having 4 runes open is a big deal. A large majority of the time the master yi will just outright win the battle which would mean you are left with 4 runes readied when you pass your turn. Purple and green both are great colors with versatile battle tricks. Discipline feels amazing since your hand size doesn't go net negative, on dreaming tree you can draw an additional which feels amazing. A good starting hand consists of a 2 drop (traveling merchent pref), tasty, discipline, and maybe a mask or wielder. Do not be afraid to mull your yi for your early game pieces, this is why we have 3 of them. THE DECK AS WITH ANY DECK STILL PREFERS FIRST GAME 1: The Dreaming Tree IMO one of the best and safest game one battlefields there is, good for a decent amount of decks but exceptional on green decks like yas. Feel amazing when paired with discipline. GAME 2 - Obelisk of Power going first, or God willow going second. The deck has a lot of 3 rune plays for a turn one using obelisk so it feels super good. It also accelerates when you can play out a tasty to your battlefield. Grove if you get put on second as disciplines/en gardes + masks can make holding a lot easier. Grove would feel bad into yi/ahri, but feels a lot better against agro matchups. GAME 3 TBH, please watch out for leaving this to a last pick against annie when they take first. Turn 1 sneaky deckhand is LETHAL. Recently went 1-2 against a pretty solid annie player. Arenas greatest alongside going first deckhand felt horrible, by the time I could move a unit she was already at 4 points.... Will update later in the week, will be potentially playing this deck in the skirmish. Last thing I'd like to add, do not be afraid to trash or bottom deck your mindsplitters, the card is a hoax. It is useful but in this iteration it will slow down your gameplan. It is best played when your're already at that 11 rune range and already have master yi developed. I am not trying to undermine the uses of hand knowledge and hand hate, It is just not a part of the game plan I had in mind when building the deck.





















































