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Edit 2.5: -2 Navori Scout. +2 Qiyana. The value on board wasn't worth it when it was played and was too little pressure for the reward. Edit 2: -2 Disarming Rake. +2 Navori Scout. Sidedeck for Kai'sa, because Akshan is just a simple 4 might unit. Nothing to steal. Edit 1: -2 Jax. +2 Miss Fortune. Noticed that when I drew into Jax when I played Jax or havent played him. He was kinda a useless body. Changed it to Miss Fortune to have something accelerating, reactivating my leader effect and have a ganking unit too. Edit 0: -3x Warmogs Armor. +3 Dorans Blade. While it was nice to play Warmogs on awkward 1 rune turns left. The +1 while not having conquered doesn't do a lot and later in the game it really falls off, because you don't get easy conquers with it anymore. Dorans Blade instantly gives you that +2 and early on it plays around 3 damage spells / trades. You can always play it turn 2 with a unit already being played. It defeats the same purpose with it. -3x Discipline. +2 Punch First & +1 Guardian Angel. Discipline is a very consisstent card and really nice to have, but punch first makes me being able to win games and unable to being defied. Forces the player to deal with a +5 which most of the time they don't have. -1 First Mate. +1 Guardian Angel. First Mate came up too many times while nothing was there to ready or nothing worth to ready for, because it would lose the fight. Strong card either way. But not worth to run 3 in. Guardian Angel at least makes me reuse the unit again. -1 Clockwork Keeper & -1 Veteran Poro. +2 Lonely Poro. Strong early drop unit in order to trade away with it to at least forces a early draw. Makes the game more consisstent with more early draws rather than late game with clockwork inclusing -1 rune. Side deck -2x Trinity Force. + +2x Thwonk. The main moments when you are using it is when you want to defend anyway and this card is focused on that. Super strong for when strong mighty unit is trying to force you out of a point. Just like with Counter Strike, but at least you can repeat it too and doesn't let you go down in runes either. -Ornn Forge. + Reaver's Row. Forge didn't do all that much for me and the value of keeping my units alive was stronger and stronger though out testing. Because you play lower cost units, the extra cost for playing a equipment while being able to go back a losing battle matters just a lot more. Especially with Darius + Cleave combo. -2 Marching Orders. +2 Challenge. (including side deck -1 & +1). Challenge is a must vs Red Draven and Green Irelia. When they want to be safe. They go back into their base in order to not get hit by a return attack or being revived by GA/Zhonya's. But Challenge can finish that off. Being unable to reach the back with this deck is a crucial weakness vs those MU's. -3 Green Irelia. +3 Ruin Runner. While Irelia had insane turns, she would die on turns she didn't had anything on her. She is powerful with Zhonya's and GA's on her. But Ruin Runner forces wins out with equipments on it. Removal decks are unable to remove it and forced out to deal with it in super awkward ways. ---------------------------------------------------------------------------- 1x Orange Jax. In order for card draw and a consisstent body. Strong vs lots of cards, besides late game bombs. Useful for the mid game in order to search for cards. Hall of Legends. Super strong for Jax being able to use your equipment multiple times in a turn. Strong with Boneshiver and Brutalizer in order to conquer multiple battlefields with just one equipment and having to just tap your leader to requip. Most leader's can't tap their leader to begin with. So its a powerful game 1 opener when you see a Draven & Annie as example. Sunken Temple. Very easy early card draw with Brutalizer and being able to get more card draw in your deck while not needing to rely as much on your other cards. While its good for the opponent as well. It's mainly useful to keep your own pressure going. Reaver's Row: You want to protect your units from 100% losing battles. So you can always have a way in order to keep them safe and than try to reconquer later. It's mainly rough vs Draven that can abuse this back, but they have to commit on certain points which you don't have to. 2x Punch First. Strong for turning the tides for the last point or focusing on finishing off a game. 3x is too much and 1x was too little. 3x Defy. Needed in the meta with a insane amount of hand tricks. Especially purple its a must 3x. Vs Kai'sa you can switch them out with Wind wall for her strong spells. 3x Brutalizer. Your strongest equipment and a must run. This is why you play Jax with mid range / smaller units. You make powerful attacks with no risks for it. 2x Guardian Angel. Because people have so much power with buffs and no real late game bodies. Keeping your bodies alive is pretty important for reconquering back. It's not core unlike Brutalizer. 3x Apprentice Smith. Your best 2 cost unit. Searches for your weapons and can do it multiple times. Having one weapon out of a search is already worth the value. 2x Challenge. Super useful vs Irelia. A lot of powerful units people want to keep in the back and challenge with a brutalizer equiped can punish that really hard. 2x Lonely Poro. Strong early drop unit you can play turn 1 in order to get a point and than equip it with a weapon in order to get a fight on a battlefield and a free draw. 2x Clockwork Keeper. Another 2 drop unit, but more useful later on the game unlike lonely poro. Focused more on finding your last card you need to win the game. If not than its always a turn 1 play. 2x Counter Strike. Insanely powerful spell vs non damaging decks that focusses on combat. Also really strong to keep a point, because its basically a stun as well at worst. 3x Dorans Blade. Powerful early weapon that can power up your units nicely and those stats can help out vs strong spells like Falling Star. 3x Lucian. Best 3 drop unit you can have and it can keep itself safe after conquering by readying himself. Especially that is what the whole deck does. Useful to have equipments for weaponmaster. 2x First mate. Also strong 3 drop unit that can do crazy combo's with weapons already on board. Focused more on late game finishes rather than for tempo. 2x Boneshiver. This is your ramp, focused on early points with it and have consisstent +2 in order to fight out early fights. Powerful turn 2 with a 2 drop unit. 3x Akshan. Super powerful card. Being at worst a 4 might unit that you can always use for attacking, but you can steal their main cards against them. Powerful vs any equipment based deck. 3x Ruin runner. This is your late game card. The card focuses on beating people that rely on hand tricks and spells in order to beat you. With equipments on it, it can be a massive wall they have to beat no matter what. Weak vs unit based decks. ---------------------------------------------------------------------------- Sideboard vs Kai'sa: -3 Akshan; +1 Wind Wall & +2 Qiyana. -1 Defy; +1 Wind Wall. -1 Challenge; +1 Counter Strike. Akshan is a 4 might unit that has nothing to steal, so I rather want that stat line with deflect on it to balance it out and for the Wind walls are needed for she uses a lot more expensive spells you can stop with Wind Wall. Sideboard vs Irelia: -2 First Mates; +1 Challenge & +1 Counter Strike. This match up its finding ways to stop her attacks and make all her revive options useless. Challenge can finish off a attack on a battlefield to use her revive to finish the job off and Counter Strike makes it so she can't take the point at least once. Sideboard vs Draven: -2 First Mate; +2 Thwonk!. -1 Guardian Angel; +1 Counter Strike. The value of Draven comes by winning fights, so they are fighting with either high value attacks or hand tricking with fight or flights. So making sure that their attacks get stunned out by those cards matter a lot.





















































