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General Game Plan The most important thing to keep in mind: draw, draw, draw. You want constant access to your cards so you can enable creative lines and chain interactions. Everything below revolves around that principle. Fun Interactions & Key Plays Hidden Blade One of the strongest interactions in the deck. Use Hidden Blade to kill your own units when this is hidden, especially when they were going to conquer the battlefield anyway. If you have 1–2 Karthus in base, killing your own unit can trigger 2x (sometimes 3x) Deathknell, plus you draw 2 from Hidden Blade. If the target is Watchful Sentry, this gets absurd: with Hidden Blade + 2 Karthus, you can draw five cards off a single play. Karthus should basically always be in base unless absolutely necessary to have him elsewhere. Falling Comet This doesn’t have to target enemy units. Keep a token and a Deathknell unit on a battlefield while your opponent is slow ramping (Aurora, etc.). Put Karthus in base, then Comet your own Sentry or Scout. You get Lux draw + double Deathknell, and the token stays on the field. Massive value swing. Ekko (My favorite card in the deck) This deck is built around using spells + might to clear battlefields and take control. The ideal sequence: 1. Cast spells first to partially clear enemy units and draw cards. 2. Suicide an already placed Ekko to remove more enemy might and reset your runes. 3. Reuse your runes to either: (A) Cast more spells to clear further +draw, or (B) Deploy a Thousand Tailed Watcher or another unit to take the field, or (C) Ideally: Playing a recruit the vanguard (see below) This is your strongest mid-game closing pattern. Spells → suicide Ekko → reset runes → more spells or drop a finisher. Then watch them panic 😈 Imperial Decree A clean and powerful combo turn: Play Imperial Decree. Suicide an Ekko that’s been sitting in base, distributing 1 damage across their units. Reset your runes and keep playing this turn. Bonus: you also draw a card for casting a 5+ cost spell. Value everywhere. Machine Evangel Simple rule: If you have 2 Karthus in base, always suicide this unit. No hesitation. That’s 9 tokens immediately. If Trifarian Warcamp is on the field, this often just ends the game. This is how you proc The Grand Plaza! You setup tons of recruits via evangel/karth or recruit the vanguard and time warp. I've done it 3 times all of which I've been down by 3+ points. When youre playing green you have to ensure they do not have runes for windwall or you risk throwing the game with this condition. Blast of Power Functions similarly to Falling Comet. Use it proactively on your own units when it enables Deathknell value and draw. Commander Ledros I generally prefer sacrificing tokens over Deathknell units if possible. Sometimes the draw is necessary, but often it’s better to force the opponent into awkward decisions. When you have 1–2 Karthus, opponents will frequently misplay by refusing to kill units like Watchful Sentry or Soaring Scout just to avoid your Karthus effects. The fear of triggering Deathknell makes people overthink, and that hesitation wins games. Singularity Your Kai’Sa / Annie deck killer. Killing two Darius with a single spell and drawing a card? Absolutely yes. No notes. 🤠 Recruit the Vanguard After resetting runes with Ekko, this is often the correct follow-up. Even if a big spell + Ekko suicide doesn’t fully clear the battlefield, that’s fine—you’ve already done major damage. Don't feel pressure to throw another damage dealing spell when you could give a point and use this spell to keep units on the board and you still get that Lux draw. If they aren't going to 6+ points off another hold focus on refilling your board, applying pressure, and forcing hard responses.





















































