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First off if you are playing red jinx in a jinx deck you already messed up. RED JINX IS BAD! So what if you accelerated her and got a point? Odds are you discarded 2 cards that didn't do anything for you and the discard didn't let you draw. Unless you get a dream situation and manage to discard 2 scrap heaps THIS CARD SUCKS! I am going to play my purple Jinx and beat your jinx the turn i play her and recall her back to base to do it again next turn almost EVERY GAME. The way to play jinx is to be playing low cost higher impact cards which red loves to do and I think jinx best takes advantage of what red wants to do. Red does not want to win by holding it wants to always be conquering and rebel jinx in this deck can do that better than probably any other champ. However that is not the only huge advantage to red or this deck specifically. Unless you need to your units should be in base waiting for the next turn for you to conquer and that keeps them safe from so many spells in so many decks. If you are holding your units are vulnerable far more so then in base ALWAYS keep this in mind when playing red in general. With that being said lets talk battlefields. Zaun for discard draw is obviously our best one second in slot should always be the docks which should be in a lot of red decks. With this you get another use out of all of your assault units on top of your trigger on traveling merchant. keeping a unit around for a bigger counter attack is what red does best. For the last slot personally i don't have a battlefield i love here. Ganking is not a bad one but neither is conquering and looking at the top two cards of your deck when you cycle as fast as Jinx likes too. Noxus for shortening the game is most likely the best in slot here as this decks goes very fast but there are other options too keep in mind as i have seen most success with the top deck conquer I spoke of earlier. This discard ability gives movement and power on every trigger which can happen easily 3 or 4 times if you are playing her right. Piloting this deck is on the higher difficulty because you have to really plan your whole turn out before you officially start spending energy and moving units. DO NOT SLEEP ON UNLICENSED ARMORY! I don't think people really understand everything this card can do. It is more than just ready jinx and save a unit you can even kill enemy units with it because the recall of the unit happens AFTER damage is calculated. So you can send in jinx by herself allow damage to take out an enemy at a battlefield and ready jinx again for another attack after thinning out the enemy. If you are playing ed and don't run thundersong you are probably wrong. controlling your opponent and having them waste that open energy they set aside will heavily swing games in your favor and remember we love to draw in this deck so with two copies it is extremely likely you will see her at least once. Twisting timlines is the standard card to run as a draw spell. Not only does it give both things this deck loves to do but in most match ups your opponent will have more than 4 cards in hand and sometimes a whole lot more. This is a spell that you will swap most often then other cards though because in the mirror match up you want stack the deck. Twisting timelines is just as beneficial to your opponent in mirror as it is to you where stack will only help you. In case you are worried about dazzling then we switch to our gear destructions. In this case I would recommend playing out out Scrap heap so we get more draw out of it and we are not destroying our seals. Remember dazzling is a slower match up so it is ok if we take a little time to set up if it means slowing them down to a crawl. Now the glaring problem here is the late game. I know a lot of people use magma wyrm but i see it as a waste of a slot. If you are playing this deck in the aggressive way that you should be it will be rare that you ever even get out magma wyrm. Even if you do, odds are the game is already over and this card doesn't turn things around in your favor. In my experience this is better used for either a soul gorger to get your rebel jinx back or a slot to toss for get excited fodder like red voli. Currently I am testing the infernal in this slot to see if the card draw can make an impact or not. Fingers crossed for something better in the next set.





















































