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General Idea: Control the board while 2 for 1-ing your opponents units thanks to Lux, Lady of Luminosity's ability to draw a card every time we (successfully) cast a 5+ cost spell while simultaneously setting foot on the board with our tokens. The game plan: Our win condition is board overwhelm and incremental value using and abusing Vanguard Armory to generate value over time. Set foot on a battlefield using Plundering Poro or Honest Broker to generate a Gold token which we can then sacrifice to Jayce, Man of Progress's ability and slam a Vanguard Armory on the board for (almost) free, pushing us ahead of curve. The most important combo in the deck is obviously Imperial Decree into Bellows Breath, allowing us to clear the backline AND battlefields, effectively using 2 cards to clear up 6 enemy units (Rek'Sai hates this!) while also drawing a card in the process. Game 1 we play The Grand Plaza, which allows us for what's possibly the EASIEST win in the entire game. Hold the battlefield with 1+ units, play a Time Warp and activate 1 or 2 Vanguard Armory(s) to win the game on the spot. Game 2 we side out Time Warp since we don't need it to cheese a win anymore due to being forced to change battlefield. We run Aspirant's Climb if we lost game 1 while being on the play or Vilemaw's Lair if we won game 1 and we're not going first. Game 3 is whichever battlefield is left. Promising Future is a great addition in this deck, since it effectively allows us to generate value purely with card quality. We usually want to hit our bigger spells or when we're looking for one of our combo pieces (Imperial Decree + Bellows Breath) or better yet Vanguard Armory, effectively cheating it 1 turn earlier. Promising Future replaces itself thanks to our Legend. Sideboarding: Salvage is the key card to defeat Irelia, being our answer to an early Guardian Angel or Zhonya's Hourglass. We do have lots of removal, but those gears hard counter us. Salvage is also great against decks that heavily rely on specific gears such as Ornn (Svellsongur) or Miss Fortune and Master Yi (Aurora). It can also be a flex card when we need to side out lots of dead cards since at worst Salvage can cycle itself even without targets. Pickpocket is amazing against decks that run lots of Seals or 1-cost Gears such as Azir or Ezreal, it's a massive tempo swing. Vengeance for decks that go tall rather than wide, decks with a single threat that our opponent will likely try to protect to ensure a win. Finally, Unchecked Power is played against go-wide decks such as Azir, Rek'Sai, Darius Hook ecc. Final Notes: This list is still work in progress and will be updated the more i keep playtesting it. UPDATE V 2.1 (25/12/2025): -3 Soaring Scout -1 Jayce, Man of Progress, -1 Promising Future +1 Honest Broker +1 Recruit the Vanguard +2 Card Sharp +1 Progress Day --- Sideboard: -1 Pickpocket +1 Garbage Grabber. These changes were made after playtesting various matchup. Since most decks run some form of gear removal (Thermo Beam, Salvage, Disarming Rake ecc...) if we lose all three copies of Vanguard Armory we need a way to recycle them. We have three valid options - Forge of the Future, Garbage Grabber and Aspiring Engineer. Ultimately, i decided to go for Garbage Grabber since it can also net us some value on the long run against these kinds of grindy matchups. The other main deck changes were made to smooth and ease the plays on curve. A single copy of Jayce, Man of Progress was cut but honestly if you feel like running 3 copies, by all means it's not a bad choice. Last note, Annie proved to be a tough matchup due to how fast it is at scoring points in the first few turns. If you also find yourself struggling in that matchup, consider swapping Vilemaw's Lair for a Forgotten Monument. UPDATE 2.1.1 (26/12/2025): Added maybeboard





















































