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!Updated Regularly! **Battlefields:** - Blind: Dreaming Tree - First: Targon's Peak - Second: Candlelit Sanctum **Recent Changes:** En Garde: 3 -> 2 (want to try out running a single rebuke in the main, can be valueable game 1 vs decks that go tall and cant be defy'd) GA: 2 -> 3 (was running 3 then testing going down to 2, ultimately decided that I like 3) Called Shot: 3 -> 2 (we see SO many cards already, and we also really dont even play this card until later turns of the game due to power costs, so for that reason I think 2 will be plenty) Defy: 2 -> 3 (ultimately this will be meta dependent, and I think 2 copies with an extra in the side will be serviceable, but right now I think 3 is the magic number that lets us always have an least 1 on hand - may experiment with 2 defy/1 not so fast split Traveling Merchant: 0 -> 2 (swapping out the poros, i think 2 merchants is pretty reasonable and will let us get rid of any excess 2 drops that we dont need in the mid/late game and see a few extra cards) Boots of Swiftness: 1 -> 2 (was running this as a cheeky 1-of but i think these boots have some real potential and I've found myself wanting to see them every game. swapped out my Heart of Dark Ice for this for the time being, though I want to keep Ice in mind for matchups where we would use the might boost such as Yi) **Deck Tech:** At its core, this deck is a tempo deck. Irelia’s legend ability makes us effectively the only deck in the game that can accelerate its units at will. While the value of acceleration diminishes over time, its impact early is enormous, which firmly cements our tempo gameplan. Our champion can very easily reach 12+ might, and the deck is built to convert early momentum into explosive wins. Early game the goal is to score early and pressure immediately. Common lines include: Conquer an open battlefield with a 2-drop Tideturner the unit Conquer a second open battlefield Going first, it’s very realistic to score 3 points in the first two turns. (double conquer + single hold). From there, we want to play an even-score game while quietly setting up the final push. The midgame is where this deck truly shines. Our goals: Interact constantly Prevent the opponent from scoring cleanly Set up situations where double conquer generates advantage with Stellacorn or Irelia Stellacorn enables truly absurd card draw. It’s routine for this deck to see 25+ cards in a game, allowing us to stay ahead on options while pressuring battlefields. Depending on the matchup, Irelia can be held until the final push or played earlier behind protection. As a rule: I rarely play Irelia without Guardian Angel If Irelia is played early, I must decide whether I can safely leave her on a battlefield with GA (is their deck capable or double removal?) or spend more power to return her to base Pros of the deck: + Best card draw engine in the game 3x Stacked Deck 3x Called Shot 3x Stellacorn Seeing 25+ cards per game is common. + Best interaction suite in the format Defy Fight or Flight Rebuke Not So Fast Charm Plus additional green interaction options for the sideboard. + Champion power level Irelia functions like a repeatable Vi with minimal downside. + Signature spell is absurd +2 might (+3 on Irelia) and -2 might to any target for 1 energy / 1 power. It swings combat, protects Irelia, and enables lethal turns. + Deckbuilding flexibility Due to the sheer amount of draw, the deck can reasonably support powerful 1–2 ofs (still tuning numbers): Boots of Swiftness/Heart of Dark Ice Cons Extremely power hungry Many strong lines demand heavy power investment, and sequencing mistakes are punished hard. Very high skill ceiling There are often 3+ viable lines each turn with subtle differences. This has gotten me stuck in analysis paralysis often 😅 Difficult power management decisions Choosing when to spend power proactively versus holding interaction is constant tension, especially when Irelia is on board. Deck slots are extremely tight Many near-mandatory inclusions: 3x Discipline 3x Tideturner 3x Guardian Angel Leaves limited room for experimentation.





















































