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V0.4 Main deck changes: OUT - 3 Scrapheap - While it can produce some interesting turns where you cycle them away and keep up on cards, other times you have to play them which feels horrible and they can deny you Legend activation. Testing a version without them and putting in more power. IN - 1 Darius Trifarian - very easy for the deck to turn on and incredibly powerful, "accelerated" muscle is really key against aurora decks. - 2 Ride the wind - powerful combo with Vi that you want to play by default, helps with the aurora matchup to punch through some of their large units V0.3 Main deck changes: OUT - 1 Get excited - curve is not high enough for this to work consistently and not just be a worse hextexh ray - 1 Brazen buccaneer - nice discard enabler but not impactful enough - 1 Super mega death rocket - moving one of these to the sideboard for now, might be back later for consitency reasons but usually the 3rd rocket is not useful anymore IN - 1 Falling star - going up to a full playset of these as it is more impactful than get excited - 2 Darius, Trifarian - the curve is low enough that activating darius shouldn't be a problem and if you can consistently proc it it is a very good card Sideboard changes: OUT - 1 Get excited - want to move away from this card as I think it is not good enough - 1 Undercover agent - I havent sided it in once during testing - 2 Posessions - really costly and matchup specific IN - 3 Fading memories - good vs mundo AND aurora, posession also doesn't usually have a window / you don't have open energy to take a creature as an action + this also hits aurora after 1 trigger, less cost heavy than the red alternative which only hits gears - 1 Super mega death rocket - this one is moving to the side board V0.2 Battlefield change: OUT - 1 Obelisk of Power - while jinx uses extra runes well, cuz of high recycle needs this is usually better for opponents - 1 The Arena’s Greatest - making the game go faster is less important for a deck with phoenix and removal which this version focuses more on IN - 1 Reaver’s Row - Work really well with assault units - 1 The Candlelit Sanctum - Card selection is very good in a deck like this Main deck changes: OUT - 3 Jinx, Rebel - too high costed, usually has to live a round to do anything - 2 Unlicensed Armory - as this is not a reaction the use cases are limited - 2 Invert Timelines - clunky, usually lets your opponent draw just as much as you do, turns off Legend passive - 2 Raging Souls - the payoff is not big enough - 2 Rhasa the Sunderer - good with get excited but can get stuck in hand, will maybe add 1 back after testing - 1 Brazen Buccaneer - added other 4 cost units to try, cutting it to make space - 1 Cleave - in testing this ended up being less useful, only cutting one cuz the card is strong IN - 3 Stacked Deck - card selection is king in a lot of games - 2 Hextech Ray - efficient cheap removal - 1 Vi, Destructive - all star card, deals with high might units that the deck has trouble against - 3 Immortal Phoenix - Center of the new build - 1 Kai’sa, Survivor - good one of, can accelerate which might be relevant in late game - 3 Noxus Hopeful - explosive early turns, synergy with legend power Sideboard changes: Haven't tested sideboard yet!





















































