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I won my local 30 person nexus night with this aggressive assault-focused deck. I did not run into any Kai'sas, though. That matchup is still not very good. The main synergy in this deck is with Ride the wind and Vi. Early on, VI is a fine 2 drop, but generally you want to spend the early turns discarding and trading. That way, if you draw her later, when you have 5+ cards in your discard pile, and a ride in hand, you can play her, buff her to 8+ might, ride her to a battlefield, clear and conquer that battlefield, then use her ganking to attack the other battlefield while still boosted to 8+ might. it's very strong when pulled off. Piloting this deck is difficult because of the lines of play that Ride and Fight or Flight enable. You want to try to set up turns where you can ride on your opponent's turn to score a point during their turn that becomes a hold on your turn. If you can pull that off, you're well favored to win. Also, you want to trigger jinx's extra draw ASAP, but don't do so with reckless abandon. it's one of the more skill expressive angles of this deck. but sometimes you have an opening hand of seal, seal, chompers, chompers while going second and you start the game with 1 rune in play, 1 card in hand, and three units in base drawing 2 cards a turn for the rest of the game Otherwise, this deck is very aggressive. You want to score at least 1 point every turn if not 2 starting on turn 1, if going second, or playing a two drop on turn one, if going first. You don't hold well, so don't be afraid to pull units off of a battlefield after holding. This is also why Reaver's Row is a must have for the deck. Your units are best while attacking so play to that. you MUST play around getting blown out by card that only hit battlefields and by cards like Thousand Tail watcher. This deck will get better as you get better at recognizing when those threats are online. This is a tier 2 deck at best, but dang if it isn't fun to act like a clock for the opponent. And getting the right mix of units and spells means you can be surprisingly slippery if your opponent needs to tap out before attacking you.





















































