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For the GF considering -2 sentry for 2 clockwork because statline on two drop matters more than card draw and potential deramp. Also top deck clockwork later >>> sentry. consider -2 FYC since I don't run time warp, instead can run +1 SM and + 1 retreat, thinking about throwing in sunlit guardians if committing to hold change 2SS for 2RP depending on matchup and if going first or second (against vi, big attacking dudes) Try to fit 1 riptide rex into deck and can do -1 charm since we have blitz. Archetype of the deck is break and hold. If we dont have enough stats to hold fall back, wait for watcher, faefolk, rex, blitz, or charm to open the path, then stack again. If you break and have a unit you know will die, save 1 open for retreat to save a unit and channel 1 SONA/SPRITEMOTHER/SUNLIT compete for a slot on 4. Sona better for hold, SM better for break and move in for hold, sunlit better for hold without deramp













































