© 2026STGMNN Labs UG (haftungsbeschränkt) · PiltoverArchive.com. Piltover Archive was created under Riot Games' “Legal Jibber Jabber” policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project.

Working concept, seems pretty solid in testing ____________ 12-06 update +3 called shot +3 nocturne +1 candle lit sanctum Added nocturne package for a more aggressive early game dig plan to force the opponent to play into your singularity/watcher gameplan ________ 12-08 update -1 marauder +1 rocket barrage Wanted more ways to trigger ezreal and extend a lead. this might swap to another frigid touch instead depending on how good the card feels as a 1 of main board. Marauder was solid, and could be considered for sideboard for combat decks like master yi paired with arcane shift to fully clear a board and play for wins that way. The card will likely find its way back into the sideboard in a future iteration as I really enjoyed its play patterns, but was dead into some match ups, specifically Annie where drawing a dead 5 drop was almost game losing most of the time. Future updates will contain full notes and thoughts as I test further. Thanks for the views guys. :) ________ 12-08 (cont.) -1 rocket barrage mainboard +1 frigid touch nvm, fu ck the rocket barrage, feels terrible mainboard. Unless its absolutely blowing out an aurora player its too expensive to justify. Now Testing Frigid Touch. ________ 12-09 -1 hard bargain +1 fizz Fizz is genuinely crazy in this deck, he does everything we want. Replays our spells to trigger ezreal more often, replays stacked decks and called shots to find nocturne faster, is an amazing arcane shift target, and is a body that we can use to contest points. Everything about this card is crazy in this deck. My thoughts for going forward might be playing more tech pieces that are 3 or less energy for fizz to target and to dig towards sort of like a toolbox because the deck sees so many cards similar to Annie. Adding a 1 of ride the wind to steal wins could be very solid potentially paired with arcane shift and some of the very power enter the battlefield effects we have. What might end up happening is that the singularities find their way as a 3x of in the sideboard and we play a hyper aggressive game 1 and shift to a far more controlling game 2 going second. Im only about 50ish games in of testing and that's probably where my major energy is going right now. Im very happy with the deck core, its now refining based on a going first/second basis. _______ 12-09 (cont.) -2 singularity -1 hard bargain -1 Rhasa the sunderer +1 ride the wind +1 stupify +1 plundering poro +1 rebuke -Sideboard- -1 upwelling -2 rocket barrage -1 switcharoo +2 singularity +2 hard bargain The main deck has been modified to play an incredibly aggressive low power curve gameplan that looks to leverage closing the game through watcher. It might need 1-2 more 2 drop creatures but thats what is currently being tested. Nocturne takes on the role of an early game beater with ganking more often than note and lets you do some wild plays. The rhasa change is mainly because adding a fizz means theres more of a strain on the graveyard as he recycles when he recasts from the grave. 2 more single copy tech spells added for their toolbox utility in closing out games, ride the wind and rebuke. Both of them do a fantastic job at closing games versus different styles of decks. The deck feels better playing on a lower overall curve and cutting a rhasa eases the strain of seeing more than 1 before your graveyard is full enough to properly leverage them to their whole ability. The sideboard changes are for a hard swap to a controlling going second build that wants to control the board and win using the midgame preasure of hand rip and aggressive hasty foxes. _______ 12-10 I think the deck wants 1-2 more creatures that help you bridge to the end game paired with a watcher. Sneaky deckhand or frostcub would be my choice i think, leaning towards frost cub. The interaction with arcane shift to kill a Darius is pretty cool and lets you do some pretty cool stuff with conquering multiple points. The other consideration is some number of flash in the main deck -- again, probably just 1 as a tool box option to protect against opposing watchers and to blank lots of kill spells. If that ends up being the case I might end up swapping some number of the 2 drops In the deck into traveling merchants to even better facilitate rhasa as well as get further value out of the various movement spells. But, that will require further testing and im overall very happy with the current iteration. I have tested into Annie, Kaisa, MF, Yi and various decks from the new set and can safely say the deck is powerful. Whether that remains to be true after the current decks also get access to the new cards remains to be seen, but the deck operates on a very similar axis to Annie mixed with Kaisa _____ 12-11 -1 ride the wind +1 frostpup This is just some quick testing to see if I like the card. Ride the wind was the easiest tech piece to cut for another body.





















































