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MORE INFO: https://docs.google.com/spreadsheets/d/1ecNOlky142mNy2rjvrohqKwedVZ7Ff6d5jUTjGqq7fA/edit?usp=sharing General Strategy: The core strategy of "Garen Go-Wide Midrange" is to establish overwhelming numerical superiority on the board. The deck leverages numerous low-cost units and token generators (Faithful Manufactor, Vanguard Captain) to quickly build a wide board presence. This serves two primary purposes: first, to meet the condition of Garen's legend ability, allowing you to draw two cards upon conquering a battlefield with four or more units, thus refueling your hand and maintaining pressure. Second, it sets the stage for a devastating finishing blow with Fatal Blow, which provides a massive, army-wide buff to secure victory. The deck also features The Grand Plaza as an alternate win condition, rewarding your board-flooding strategy with an instant win if you can maintain control with seven or more units. The gameplay is proactive, focusing on controlling the board through superior numbers and efficient trades, and then capitalizing on a wide board state to close out the game. Mulligan: Your ideal starting hand contains a smooth curve of creatures, preferably starting with a 2-cost unit like Cithria of Cloudfield or Trifarian Gloryseeker, followed by a 3-cost token generator like Faithful Manufactor. Keeping Mobilize is also excellent as it accelerates your mana development. You should almost always mulligan away high-cost cards like Garen, Order, Common Devotion, and Fatal Blow, as they are dead cards in your opening hand. The goal is to play a unit on turn 2 and follow up with more pressure on turn 3. Early Game (Turns 1-3): Your primary objective is to flood the board. On turn 2, play one of your many 2-cost units. On turn 3, your ideal play is a token generator. If you played a unit on turn 2, Vanguard Captain becomes an incredibly powerful play, generating three bodies for three energy and putting you in a dominant position. Faithful Manufactor is a more consistent, but still excellent, alternative. The goal is to have 3-4 units on the board by the end of turn 3. Mid Game (Turns 4-6): This is where the deck shines. Continue to expand your board presence while looking for an opportunity to conquer a battlefield. Use Challenge to remove key enemy blockers, clearing the path for your attack. This is the ideal window to trigger Garen's ability and draw two cards, which should give you the resources to pull further ahead. Playing your Chosen Champion, Garen, Order, onto a populated board provides a massive power spike, turning your small tokens into significant threats. Late Game (Turns 7+): If the game extends this long, your plan shifts to closing it out. Use Common Devotion to instantly rebuild your board after a wipe or to create an overwhelming force. Your top priority is to find and cast Fatal Blow on a wide board for a lethal attack. Use the card advantage gained from Garen's ability to dig for your finishers. Protect your board and wait for the perfect moment to strike for the win. Don't forget about The Grand Plaza as a potential checkmate if the opponent cannot clear your board.













































