Your Chosen Champion starts the game face up in your Champion Zone, so you never have to draw it: play it from there as soon as you can pay its cost. It still counts as one of your 40 main deck cards.
Main deck
40 cards
Runes
12 cards
Battlefields
3 cards
Deck tech: how to pilot it
Vex, Gloomist draws you a card on every turn you start by holding a battlefield, so this deck is built to hold: cheap units happy to sit on a battlefield, 13 Hidden cards set face down to defend them, and Vex, Apathetic, who stuns every unit the opponent plays while she stands on a battlefield. The points come slowly but the cards come every turn, and Astral Heron closes the game.
The game plan
Everything starts with the Legend: when you hold a battlefield at the start of your turn, you may exhaust Vex, Gloomist to draw a card. That is one card a turn however many battlefields you hold, so the rule is simple: never start a turn holding nothing. Scuttle Crab and Steel Paws do that job cheaply: units with 0 might can still conquer and hold, Scuttle Crab draws you a card as you play it, and Steel Paws has Deflect, so the opponent pays an extra power to aim a spell at it.
A battlefield you control also gives you its facedown slot, and that is where the deck’s 13 Hidden cards wait. From the mid-game on, Vex, Apathetic stands guard on a battlefield, and every unit the opponent plays arrives stunned: it deals no combat damage and cannot move that turn. Astral Heron is the finisher: 7 might, and while it is at a battlefield, the first card you play each turn makes your next one 2 energy and 2 power cheaper.
Mulligan
Keep a hand that holds early: two of Steel Paws, Scuttle Crab and Clockwork Keeper, plus one card worth hiding, such as Switcheroo, Back Off or Tornado Warrior. Remember that Clockwork Keeper also draws you a card if you pay its extra Calm power as you play it.
Send Astral Heron back: at 7 energy it is a late card, and the deck will draw into it. Keep Vex, Apathetic beside two cheap units, never alone. Against a fast deck, Back Off, Gust or Defy is worth more than a second 4-energy unit.
Early game
Get a unit onto a battlefield and leave it there: every turn you start by holding it is a point and a card. Hide your first card on that battlefield as soon as you can spare the power (hiding costs 1 power of any domain, and the card can be played from the next turn on, the opponent’s included). Do not trade the early units away for nothing: this deck scores by staying, not by fighting.
Know your battlefields. Startipped Peak lets you channel 1 rune exhausted each time you hold it, which gets you to Vex, Apathetic and Astral Heron sooner. On Fortified Position, the unit you choose when you defend gains Shield 2 for that combat (+2 might while defending). On Forbidding Waste, a unit defending alone has -2 might, yours included, so never leave a unit that matters there on its own.
Sequencing is everything
Hide one turn ahead. A facedown card cannot be played on the turn you hide it, each battlefield holds only one, and losing the battlefield loses the card, so hide where you expect to defend. Tornado Warrior goes where Steel Paws stands: when you play it from face down, it empowers Steel Paws until the end of the turn, and the 0-might cat fights at 7 might. Every card you play from face down also gives Ember Monk +2 might that turn.
Evelynn, Entrancing is the Hidden card that attacks: played from face down on your turn, she can pull an enemy unit from another location onto her battlefield. Hide her on the battlefield you hold, pull the lone defender off the one you want, then move in. Boots of Swiftness gives the unit it is attached to +2 might and Ganking, so on your turn that unit can move from one battlefield straight to the other. Late in the game, with energy to spare, pay Steel Paws’ own Empower cost of 7 energy, and it stays at 7 might until something disempowers it.
Tricks and answers
Switcheroo and Back Off answer the same attack in different ways. Back Off stuns one unit so it deals no combat damage this turn, and if you play it from your hand you also draw a card: cast it from your hand when you have the 3 energy, and hide it when you do not. Switcheroo is the one to hold when you must win the combat: swap the might of their biggest unit with that of your 0-might Steel Paws or Scuttle Crab at the same battlefield, and theirs fights at 0.
On the opponent’s turn, keep energy up: 1 at least, 3 when you can. Defy and Gust cost 1 energy each, plus a Calm power for Defy: Defy counters a spell that costs 4 energy or less and 1 power or less, and Gust returns a unit at a battlefield with 3 might or less to its owner’s hand. Star-Crossed costs 3 energy and a Chaos power and returns a friendly unit and an enemy unit to their owners’ hands: pick your own Scuttle Crab, replay it and draw again. Zhonya’s Hourglass saves Vex, Apathetic or Astral Heron from one death, but recalls the unit to base exhausted, so the battlefield can still fall.
Good against
- Rengar Pridestalker · The first turns are a scramble, but once Vex, Apathetic is on a battlefield, every unit he plays with Ambush arrives stunned and deals no combat damage that turn.
- Azir Emperor of the Sands · Arise! is the turn his whole deck builds toward, and with Vex, Apathetic on a battlefield, every soldier it brings arrives stunned and cannot move that turn.
- Volibear Dragons · Each dragon costs him most of a turn: Rebuke sends one at a battlefield back to his hand for 2 energy and 2 Chaos power, and Switcheroo with Steel Paws drops it to 0 might for that turn.
Hard against
- Viktor Herald of the Arcane · His removal empties the battlefield we were holding, a 1-might Recruit walks in behind it, and a turn that starts without a hold is a turn our Legend draws nothing.
- Kennen Heart of the Tempest · He wants the long game as much as we do, and his trash pays for Rhasa faster than our Legend refills our hand, so we have to score before his big turn.
- Irelia Blade Dancer · She plays many of the same tricks and adds Not So Fast, so any spell we aim at one of her units can be countered on the spot.
Deck stats
Energy curve
Main deck only. Runes, battlefields and the legend print no energy cost.
- 61
- 162
- 113
- 44
- 05
- 06
- 37
Domains
Main deck. A card in two domains is counted in both, so these add up to more than 40.
- Calm20
- Chaos20
Card types
Main deck.
- Unit20
- Spell14
- Gear6
Rarity mix
The whole deck, legend and runes included · this is the shopping list.
- Common25
- Uncommon11
- Rare15
- Epic5
What it costs to build in Thailand
Total
฿11,625.00
Thai price at the close of 31 Oct 2026
| Card | Copies | Per copy | Line |
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| 1 | ฿30.00 | ฿30.00 | |
| 2 | ฿10.00 | ฿20.00 | |
| 2 | ฿145.00 | ฿290.00 | |
| 3 | ฿117.50 | ฿352.50 | |
| 2 | ฿750.00 | ฿1,500.00 | |
| 2 | ฿10.00 | ฿20.00 | |
| 1 | ฿21.25 | ฿21.25 | |
| 1 | ฿22.50 | ฿22.50 | |
| 3 | ฿52.50 | ฿157.50 | |
| 1 | ฿53.75 | ฿53.75 | |
| 3 | ฿200.00 | ฿600.00 | |
| 2 | ฿32.50 | ฿65.00 | |
| 3 | ฿150.00 | ฿450.00 | |
| 2 | ฿20.00 | ฿40.00 | |
| 2 | ฿88.75 | ฿177.50 | |
| 2 | ฿650.00 | ฿1,300.00 | |
| 3 | ฿40.00 | ฿120.00 | |
| 3 | ฿2,025.00 | ฿6,075.00 | |
| 3 | ฿10.00 | ฿30.00 | |
| 5 | ฿20.00 | ฿100.00 | |
| 7 | ฿20.00 | ฿140.00 | |
| 1 | ฿20.00 | ฿20.00 | |
| 1 | ฿20.00 | ฿20.00 | |
| 1 | ฿20.00 | ฿20.00 |