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## **Strategy** The primary units you're going to play with are Stellacorn Herder and Irelia. - Especially early game, Stellacorn generates an unbelievable amount of card draw, and you can keep it alive and even conquer with pump spells. - Irelia generally only comes out if you have some sort of protection like Guardian Angel or a backup plan. This is because she's your wincon. She gets such an ungodly amount of might from nothing that she only really gets killed by "kill" spells. For reference, she gets +1 might for awakening, her legend gives +1 might per use, Ride the Wide gives +2 might, Discipline gives +3 might, Defiant Dance gives +3 might while inflicting -2 might, etc. There's so much card draw and digging that you can afford to run a wide variety of cards. ## **Draw** - Stellacorn Herder is your best source of pure draw. You can get very creative with the movement in Chaos and your legend. - Called Shot, Stacked Deck, and Travelling Merchant help dig for cards that you need very quickly. It's very common to see ~20 cards in a game. - Ride the Wind, Fight or Flight, Tideturner, and Flash offer quick ways to move around for fast points. Pump spells in combination with Irelia's legend effectively act as movement spells, enabling Stellacorn Herder to draw a whopping 3 cards per turn. ## **Pros:** - Quick and easy points - Amazing card draw - Maintains momentum throughout the game - Lots of movement - Units are incredibly evasive ## **Cons** - Burns runes fast - Vulnerable to kill-on-sight counterplay (low unit count) - Movement deck without innate Ganking units ## **Battlefield** ### **Game 1 - Back-Alley Bar** - Safe pick that only benefits you in almost all cases ### **Game 2/3 - The Dreaming Tree** - Free draw with proper sequencing ### **Game 2/3 - Targon's Peak** - Lets you play both more offensive by spending more runes, and defensive with pump or counterspells on your opponent's turn





















































