© 2026 STGMNN Labs UG (haftungsbeschränkt) · PiltoverArchive.com. Piltover Archive was created under Riot Games' “Legal Jibber Jabber” policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project.

Started as a memedeck and now has been tweaked to be my main deck on launch. Gameplan: Survive early and try to get points as much as possible. The ideal setup would be to have Rune Ramp Lux out on the field with 1 or 2 conduits and a Blue Seal. Early on you should definatley try to grab points when you can but always keep in mind the following: 1) How many cards can I draw over the next 2 turns? 2) Can I keep Lux alive? - If no don't bring her out until you know you can 3) What are the spells I can cast next turn and what is the correct sequence of actions? 4) progress day, progress day, progress day (this spell can sometimes hard counter any hand disruption that your opponent may be running) There is alot of thinking about these things and you can usually pull out ahead even from a 1 or 2 point deficit. You pull out ahead of most decks after they start loosing steam on turn 4 or 5 which is usually when you are at your strongest. Just be cautious and aware of what their outs are and play around it (too many to list in this guide but usually it's windwalls, Falling stars, aurora, icathian rain, instant kill spells) Opening hand: 1) Keep Conduits over sigils if you need to mul one of them out 2) Look for starting creatures when able (Soaring scout or lecturing yordle) 3) Mul out time warps - never nice to have them in the opening hand unless you forsee yourself playing it early with ramp for combo or point cheese 4) Keep Key one offs if they are in your opening hand (watcher always and unchecked power if you need it for the matchup). 5) You would like to have 1 or 2 five cost spells in your opening hand. 3 would make it too slow. 6) Ekko. Ekko is good. Ideal Starting hand: 1) Conduit 2) Soaring Scout 3) Ekko 4) Falling Comet. Main goal of the deck is to set up attackers - either blue lux, watcher or ekko and combo them with an action spell (any really). You hit the most value by attacking, casting a spell, drawing and conquering in a single action so pick your spells and showdowns accordingly - also think of watcher as debuff spell. If ekko ready in your base you usually only need to play watcher and attack with ekko, acceleration gets the most value if you can use the watcher ETB to conquer 2 points with 2 attackers. Use ekko ALL The time but practice patience and strategy over short term goals and 1 point plays i.e: if you do not have your ramp setup consider hard casting ekko without the acceleration. or if you have now way to protect him, think about if you benefit from having the runes refreshed when he dies (i.e in a 2 battlefield defense scenario) otherwise, simply keep him in base and set up your next turn. You should only yolo accelerate ekko play when you can generate and maintain a 2+ point lead. Time warp is there just to cheese some points or combo 3-4 spells. It is a secondary win con and should not be your focus for the early - mid game.You will win more games playing stratgically with your spells than doing a 2x time warp play. Matchup specific tech: 1) against aurora yi - salvage all the way. You have a pretty decent matchup against aurora but it's very hard to come back so you want to play a little more aggressive in capturing points early. Playing around zhonyas is very easy for this deck.Pick and choose your spots - against aurora yi you want to generate a 2-3 piont lead early and be proactive in disrupting their setup. If they run one copy of Yi - Honed focus on taking it out. Cards to look out for are blast of power, Final Spark and Salvage. You usually outpace him early and can keep up with what is coming out of aurora so battlefield choice is flexible. 2) against agro yi - haven't played against it as much so still testing but try your best to keep up and not fall behind too much on points. You out pace him during turns 3 onwards if you are allowed to set up your engine. Aspirants climb is high value as battlefield - getting the rune ramp battlefield is not ideal into this matchup. 3) Against kai'sa - very difficult matchup due to falling star and icathian rain. Same mindset as agro yi but you want to only bring out lux if you are 100% sure you can save her or can benefit from her ramp for 1 or 2 turns otherwise she is dead in the water the moment she hits your base - I have experimented with both keeping blue lux as the champion unit and not playing rune ramp lux at all in this match up to mixed results. Still testing to find what is optimal against this deck. Put in riptide rex and recall as per your needs. Consider swapping out timewarp and recruit the vanguard for either/both. Ekko, singularity and Falling comet are your best friends in this matchup. 4) Against Viktor - disrupt the set up as much as you can prioritise final spark and unchecked power here and save grand strategem for defense - not offense. Recriut the vanguard can get some value here depending on how the victor player sets up their units. Difficult matchup due to the nature of your spells being mostly single target. Card advantage, unchecked power and grand strategem are your key get out of jail free cards and final spark can be used to snipe their engine but it comes in quite late. Considerations to remove/add: 1) have 1 copy of blue lux (+3 might when 5+ energy cost spell is cast) or remove it entirely from the deck. 2) remove recruit the vanguard - it is usually there just to set up the grand strategem play next turn or for a +7 might + draw play with blue lux but is otherwise a dead spell. 3) Add an extra copy of progress day - only do this if you are intending to hardcore focus on ramp, I would say play 3 copies of rune ramp lux as progress day gets expensive. 4) Consider adding Harnessed dragon in there if you feel attacker set up is lacking. This deck is still a work in progress and I will definatley update this list after launch. Edit 14th Oct 2025: Removed a copy of yellow lux and lecturing yordle replaced with another watcher and 3 copies of gemcraft seer Edit 17th Oct 2025: Added some more consistent deck manipulation with Gemstone watcher





















































