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MORE INFO: https://docs.google.com/spreadsheets/d/1ecNOlky142mNy2rjvrohqKwedVZ7Ff6d5jUTjGqq7fA/edit?usp=sharing General Strategy This is a tempo deck that aims to control the board through efficient units and "bounce" effects (returning enemy units to their owner's hand). The primary win condition is not traditional combat, but scoring points with Yasuo, Windrider's ability, which triggers after he moves three times in a single turn. The deck leverages its legend, Yasuo, Unforgiven, to provide a consistent source of movement. The strategy is to disrupt the opponent's development while assembling the pieces to score points turn after turn, creating an inevitable path to victory. Early Game (Turns 1-3) Your main goal is to establish a board presence and start controlling the tempo. Play cheap and efficient units like Clockwork Keeper and Traveling Merchant. Use Gust to return any early threats your opponent plays, slowing them down and keeping their battlefields clear. Don't be afraid to trade units if it maintains your control of a key battlefield. Your priority is to prepare for turn 4 or 5, where you aim to play your key champion. Channel runes aggressively to ensure you can play Yasuo on curve. Mid Game (Turns 4-6) This is where the deck comes online. Your primary goal is to play Yasuo, Windrider. Once he is on the board, the game shifts entirely. He must be protected. You can now begin executing the core game plan: Move Yasuo: Use the Standard Move action (exhaust), your Legend's ability ([2], [Tap]), and cards like Last Breath to reach the three-move threshold. Control: Use Rebuke and Maddened Marauder to remove any blockers that could threaten Yasuo or prevent a conquer. Score: Each time you successfully move Yasuo three times, you score a point. This pressure forces the opponent to find an answer, often spending their resources inefficiently. Stealthy Pursuer can be used to move multiple units at once, creating overwhelming board pressure. Late Game (Turns 7+) If the game extends this long, it means the opponent has managed to disrupt your primary win condition. Your plan now shifts to a more traditional control/combat strategy. Use Cemetery Attendant to bring back fallen Yasuos. Your top-end threat, Yasuo, Remorseful, becomes crucial here. His ability to clear the board upon attacking can break any stalemate. Use Pack of Wonders to protect your key units and out-value your opponent. The goal is to win through overwhelming board advantage or by finally clearing the path for Yasuo, Windrider to score the last few points.













































