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Turns 1-3 are getting as much exp as you can. Game 1 exp battlefield and reckonersnarena are strong. Game 2/3 are reckonersnarena or rockfall path if your opponent has lots of play units here. I recommend swapping 1 alpha wild claw for a vilemaw but only 1. Vile maw is costly but you only need 1 as once you see it and get to play it and it lives a turn, you probably win. (I just can’t afford one unfortunately) Turns 4-6 are your game deciding turns. Be careful of yellow decks. Ruination can hurt you badly. Playing alpha wild claw and making your it the only think that can be targeted by spells at your battlefields is incredibly strong and underrated. It will almost always have higher power than your other units except the high cost yi. The high cost yi is a game ender on its own if you hit 11xp. Do not be afraid to drop interaction early during showdowns especially resolve, for the bonus xp. The deck is pretty weak to stun decks, side in a full playset of sabotage and back off to counter them as much as possible. A third alpha strike in the side board can be pretty useful against hold and stun decks as well. But I’m favoring back off in theory at the moment.





















































