© 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.

MORE INFO: https://docs.google.com/spreadsheets/d/1ecNOlky142mNy2rjvrohqKwedVZ7Ff6d5jUTjGqq7fA/edit?usp=sharing General Strategy This is a reactive control deck aiming to dominate the board through highly efficient removal spells. The core strategy revolves around deploying Annie, Fiery and leveraging her passive ability to amplify all your damage-dealing spells and abilities. The deck uses card draw and recursion engines like Traveling Merchant and Cemetery Attendant to maintain hand advantage and ensure key pieces are always accessible. Early game is focused on survival, using cheap units and spells to stall. Mid-game is about establishing control with an amplified Firestorm or pinpoint removal. The ultimate win condition is Tibbers, a massive threat that also acts as a powerful board wipe, clearing the way for victory. The legend, Annie, Dark Child, provides crucial resource sustainability, allowing you to make powerful plays on your turn and still have runes ready for reactions during your opponent's turn. Mulligan Your primary goal is to find Annie, Fiery. Always keep her in your opening hand. Against aggressive strategies, look for early board presence like Pouty Poro and cheap removal such as Incinerate. Against slower decks, prioritize card filtering like Traveling Merchant to assemble your core combo pieces. Always mulligan away high-cost cards like Tibbers and Firestorm unless the rest of your hand provides a clear path to cast them. Early Game (Turns 1-3) Focus on survival. Deploy defensive units like Pouty Poro to absorb early pressure. Use Traveling Merchant to filter through your deck, setting up your graveyard with Immortal Phoenix or discarding redundant cards. Use Gust and Incinerate to handle the most immediate threats, buying time to reach the mid-game where the deck truly shines. Your legend will help you recover the resources spent on these early interactions. Mid Game (Turns 4-6) This is your power spike. Your main objective is to play Annie, Fiery and begin controlling the board with your amplified spells. A Disintegrate can now remove 4-health units while drawing a card, and Firestorm becomes a devastating board clear. Start looping Immortal Phoenix from the graveyard by killing enemy units with spells to generate a persistent threat. Use Rebuke to handle large units that are inefficient to burn down. Your goal is to stabilize the board completely and start depleting the opponent's resources. Late Game (Turns 7+) Close out the game. With the board under control and the opponent's resources dwindling, cast Tibbers. His entrance effect should wipe any remaining threats, and his 7-Might body is typically enough to end the game in a few attacks. Use your recursion cards (Cemetery Attendant, Morbid Return) to bring back Annie, Fiery or another Tibbers if needed. With the resource recovery from your legend, you can tap out for a big play and still be ready for the opponent's turn.













































