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In this decklist you have big dreams where all signature gears are useful. Sunfire's dream. The dream is to play sun and push with a unit having its effect trigger, then use azir's action speed ability to swap them and trigger the aoe a second time. Rabadon's dream. The dream is to draw rabadon and defend with a hidden teemo that is going to deal 3 per hidden revealed. Shurelya's dream is to have a hold on a battlefield, tap your caits and heimers and even renata then play shurelya to ready them all and repeat the process. Then you have ganking to take the other battlefield you just bombarded. That's possibly a 5 points turn (hold, conquer, renata 1, renata 2, heimer's renata) if you have a seal and 12 runes up. Dumb but funny. Bard's logic : with bard you can push on a battlefield and keep your caits, heimer and renata ready for sneaky accelerated plays. Ez is just a good gear holder Zero drive is a quick reload acting kinda like a zhonya for multiple units, it also can taunt an opponent into taking it out in fear of a swing turn. You will want to go second with this deck since your only 2 drop is teemo which you don't want raw. Dream opener is seal, cait, teemo and a signature. Glhf and keep dreaming! V2 Main changes are, no more Cait and heimer combo. After testing the mains issue was Rune economy. Although ornn can cheat out a lot of recycle, hiding is not accounted for. Because of the heavy amount of hiding we're going to do we needed to find better 3 cost units (to keep the go second game plan). Card sharp allows us to keep that gameplan alive. Keep in mind that azir does a lot of heavy lifting so smaller bodies isn't a problem. This deck definitely eats wide boards but struggles the most against ornn funnily enough. Nothing worst than having to flip a teemo on a deflect 2 unit. Another big change was putting green ornn in the champ zone. I know what you're going to say, why in the hell aren't you using blue ornn, it's so much better. Actually not quite. We do not have that much gears so most of the time blue ornn would come out as a 6 might, not going that much higher. While he is a pain to move out hitting one of the signature gear is such a game changer and g ornn helps you towards that goal. Remember that you are going second, most of the time you'll have a better turn 1 unit allowing you to push into them or going to the second battlefield the dropping ornn and a hidden. That basically allows you to see 8 cards for free.





















































