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*Strategy* This deck offers a holding based play-style. A solid strategy is to build up units on a battlefield and force the opponent to fight you. Ahri's legend ability manipulates the might of enemy units you are a defender. Use your spells to control the game. Move enemy units with Charm. Counter enemy spells with Defy, and Wind Wall post side-decking. Use Stupefy to manipulate might and generate card draw. Use retreat to save units from dying in combat. Sprite Mother, Thousand-Tailed Watcher, and Tasty Faefolk are great units to help you when you are behind, with Sprite Mother being the most useful in the early game. Time warp is broken. *Battlefields* Grove- Decent draw power from holding. Dreaming Tree- ALWAYS use this battlefield going 1st, it creates insane draw power. Fortified Position- Helps the defensive holding strategy. *Side Deck* Exchange cards from your side deck to your main deck to adapt your strategy. Rune Prison assists in combat. Smoke Screen boosts your might manipulation ceiling. Unchecked power Clears high might units off battlefields.





















































