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MORE INFO: https://docs.google.com/spreadsheets/d/1ecNOlky142mNy2rjvrohqKwedVZ7Ff6d5jUTjGqq7fA/edit?usp=sharing General Strategy This is a proactive midrange deck. The core game plan is to deploy threats in the early-to-mid game, enhance them with buffs, and then leverage their superior size to control the battlefields and score points through conquering. The deck's strength lies in its powerful synergies around the "buffed" state. Sett's Legend ability provides a unique form of resilience, allowing you to make aggressive plays knowing your key buffed units can be saved from destruction. Sett, Kingpin acts as the primary payoff, growing into a colossal threat that can end the game on his own. The deck aims to win by overwhelming the opponent in combat and maintaining a relentless pace of aggression. Early Game Your goal in turns 1-3 is to establish a board presence. Mulligan aggressively for your 2-cost units like Cithria of Cloudfield, Trifarian Gloryseeker, and Pit Rookie. A perfect start involves playing one of these on turn 2, followed by another unit on turn 3 to enable Legion or start the buff chain with Cithria. Use your Seal of Strength and Seal of Unity to ensure you can play your cards on curve. Don't be afraid to deploy Arena Bar early if your hand lacks units; its ability to generate value over time is immense. The primary objective is to have at least one or two units on the board, ready to be buffed, as you head into the mid-game. Mid Game Turns 4-6 are where the deck hits its power spike. This is the ideal time to deploy your champion, Sett, Kingpin, preferably onto a battlefield where you already have another buffed unit to instantly increase his Might. Use Showstopper to make a surprise play, moving a unit from your base to contest a battlefield your opponent thought was safe. Wildclaw Shaman is another key play here, turning a buff on a smaller unit into a ready 4-might attacker. Use Call to Glory as a highly efficient combat trick, especially when you can spend a buff to play it for free. Your Mistfall and Arena Bar combo should be online, allowing you to buff a unit and then ready it for an attack or a second activation. The goal is to conquer at least one battlefield and force the opponent into a defensive posture. Late Game If the game extends beyond turn 7, your finishers take over. Udyr, Wildman is incredibly versatile, using your accumulated buffs to control the board, push damage, or ready himself for multiple attacks. Darius, Executioner provides a final, heavy punch, especially if you can trigger his Legion ability to attack immediately. At this stage, Sett's Legend ability becomes critical, allowing you to recycle your threats and out-value your opponent in a long game. Use Primal Strength as a surprise one-shot to kill an opponent who taps out. The goal is to leverage your superior late-game threats and the resilience granted by your Legend to close out the game.













































