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(Tested) With recent updates of Phoenix & Void & Draven this deck capitalizes on Darius's legend ability & signature spell, playing Aggro with plenty of cards that offer good control. The Mono-Red of this deck allows for efficient scaling into playing aggressive large threats, or plenty of small threats that can add up to points gained. Void Seeker & Disintegrate give us some draw engines while all the spells synergize to not only remove enemy threats, but also get Phoenix back in action. Will keep experimenting & updating with new cards and fine-tuning the card amounts in the deck. Fun Combos to think about - Vayne + Legion effect (currently testing Vayne in this deck) - Magma Wurm + Tryndamere (Extra Points Fast) - Magma Wurm + honestly any other Big Creature - Tryndamere + Spell Damage - Damage Spells + Phoenix (Early Game Control and Aggro) - Big Creature + Sky Splitter (Got to cast this for zero some times because of Kadregin) - Once had a game where I played Magma Wurm on my second turn because of the rune battlefield, going second, and the heart of the cards giving me two soaring scouts at the start. ----- Early Game: - Opening hands with Soaring Scout, Phoenix, and Void Seeker/Disintegrate are preferred - This gives us a way to get Mana Ramp, Phoenix (a creature we can keep returning), and Spells to kill enemy units to slow their pace. - Having Legion Rearguards in the beginning are also great to quickly nab a point here or there - Overall we are looking to ramp up to playing some big creatures, while getting our little guys out there to nab a point or two, and using our damage spells to stall/stop the opponent's plans - Remember to keep planning around tapping Darius to get that extra energy - especially useful for the damage spells - If the opponent has no substantial threats at the moment, don't be afraid to even target your own soaring scout with a damage spell in the early game to quickly get more rune advantage - even better if you can then pull a phoenix back from the trash - Using disintegrates and void seekers to draw is also pretty useful in these stages and worth considering to help get you to the big creatures you will need later, even if you aren't able to have much impact with the damage portions of their spells Mid Game: - Hopefully we can reach the 6-8+ Rune State faster than our opponent, and then we start playing the big bois that we may have saved up in our hand. - Playing the Darius Champion Unit is best when you have the runes to play another card before him, because then you can tap the legend to reduce the Champion Unit cost by 1, and Ready Him with a +2 to wreak some havoc. - One of the key engines in this game is to get Magma Wurm's in play! Sometimes it could be best to keep this boi back in base so that they are more protected from a lot of other spells, and make any future creatures that you pull much more lethal. Mid-Late Game - Not much to say here other than play big creatures, use spells to damage their hopes and dreams, and have fun - Draven will have value here and compete with other ramp decks - Kadregrin is always great to play, even if you only have 1-2 other big creatures, because hopefully at this stage, chances are that each card you draw will be bad news for the other person As cards release, this deck will benefit from more draw cards.












































