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Lille Regional Qualifier Breakdown

The First Post-Ban Major Crowned an Undefeated Azir

APR 21 2026 By Shadow618CompetitiveSpiritforged
Meta Snapshot

Lille was the format's first real test since the March 31 bans took apart the decks that defined Vegas and Bologna, and the answer it gave was not subtle. Over 2,000 players showed up for Europe's second Regional Qualifier, and Squirtle won the whole thing on Azir without losing a match, closing a run of straight wins and two draws with a two-game finals against Master Yi. If you had told me in February that a Regional Qualifier finals would be Master Yi against Azir with no Chaos deck at the table, I would have asked what game you were talking about.

2,000+

Players

7

Cards banned pre-event

0

Champion match losses

3 / 0

Irelia in Top 8 / top 4

Squirtle

Azir, Emperor of the Sands

Lille Regional Qualifier champion

CalmOrderUndefeated with two draws
Riftbound Legend: Emperor of the Sands. Your Sand Soldiers have [Weaponmaster].
[1], [T]: Play a 2 [S] Sand Soldier unit token to your base. Use only if you've played an Equipment this turn.
Riftbound Unit: Azir, Sovereign. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
When I attack, you may move any number of your token units to this battlefield.

The format walked in different

Seven cards came off the table between Bologna and Lille: Called Shot, Draven, Vanquisher, Fight or Flight, and Scrapheap, plus the battlefields Reaver's Row, Obelisk of Power, and The Dreaming Tree. That list reads like a targeted strike on everything the last two majors rewarded, and the broadcast desk treated it that way, opening Day 1 with the announcement that the cards had been “banned, and it has shaken up the meta.” The number the desk kept coming back to was Obelisk of Power sitting at “52% of the entire field in the previous” regional, and their argument was that removing it made Riftbound feel “a little bit more like a card game” again instead of a solved script.

Three of the seven bans

Riftbound Unit: Draven, Vanquisher. When I win a combat, play a Gold gear token exhausted.
When I attack or defend, you may pay [C]. If you do, give me +2 [S] this turn.

Draven, Vanquisher

Draven's chosen champion, off the table before the event.

Riftbound Spell: Fight or Flight. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Move a unit from a battlefield to its base.

Fight or Flight

Part of the strike on everything the last two majors rewarded.

Riftbound Battlefield: Obelisk of Power. At the start of each player's first Beginning Phase, that player channels 1 rune.

Obelisk of Power

The desk had it at 52% of the entire field in the previous regional.

Draven himself was not banned, and the desk was careful about the distinction: his chosen champion was gone, but they did not expect that to push him out of the field entirely, just down into a fairer, slower unit-focused shape. The standings agreed with half of that. Draven players still showed up, but only one Draven sat in the top 16 entering Day 2, and the deck that had swept the entire top five in Vegas produced exactly one Top 8 finish in Lille.

The field and the Day 2 numbers

The event ran eight rounds of Swiss on Day 1 and five more on Day 2 before an untimed Top 8, and twelve players finished the first day undefeated, ten of them at a clean 8-0. Irelia was the deck of the weekend by volume. Seventy Irelia players reached Day 2, or 28% of those who entered with her. That raised her share of the field from 15% on Day 1 to 22% on Day 2, and Annie sent 26% of her players through the cut.

Percentage of Day 1 players who reached Day 2

Irelia28% · 70 on Day 2
Annie26%

Then the bracket happened. Three Irelia made the Top 8 and all three landed in the bottom half of it, which the desk called out with unusual bluntness: three Irelia in the Top 8, “zero in the top four,” and their conclusion was that they all flopped. Numbers win Swiss, but brackets show how far a deck can realistically go, and Irelia failed that test in Lille.

The Top 8

Five of the eight decks still ran Chaos, so the domain did not go anywhere, but the desk noted the surprise of a finals without a single Chaos deck in it. The quiet winner of the weekend's deckbuilding argument was slower unit-focused Master Yi, who put two copies into the Top 8 a week before anyone was calling him a contender.

Azir splash art

1st

Squirtle

AzirCalmOrder

Master Yi splash art

2nd

Schorn

Master YiBodyCalm

Draven splash art

3rd

CTCG DZiden

DravenFuryChaos

Annie splash art

4th

Prismaticismism

AnnieFuryChaos

Irelia splash art

5th

Natureal

IreliaCalmChaos

Irelia splash art

6th

Alex Shans

IreliaCalmChaos

Irelia splash art

7th

tinodluffy

IreliaCalmChaos

Master Yi splash art

8th

barczek

Master YiBodyCalm

Placements and decklists from the official Lille's Top Decks article.

The champion nobody predicted

Squirtle, introduced on stream as Pedro, ran a Calm/Order Azir list on a clean 6/6 rune split through the entire event without a single match loss. His semifinal ended Prismaticismism's Annie run, and the desk's call caught the mood: an Azir had “powerfully pummeled their way into the finals,” with one caster admitting he had tried to make the legend work himself and could not. The finals against Schorn's Master Yi went two games, and the desk crowned him with the record attached: undefeated all the way, with only two draws.

Powerfully pummeled their way into the finals.

The broadcast desk, as Squirtle's Azir closed out the semifinal

The list underneath that record carries a conviction the result only underlines: ten of its sixteen main-deck cards appear at three copies each, from Arise! and Desert's Call through Eye of the Herald and Hidden Blade. Only Facebreaker, Guardian Angel, and Salvage appear once. A structure that consistent usually belongs to a player who stopped hedging long before the event, and going a whole weekend without dropping a match seems like reasonable evidence that Squirtle knew exactly what he wanted every game to look like.

Four cards the winning list runs at three copies

Riftbound Spell: Arise!. Play a 2 [M] Sand Soldier unit token for each Equipment you control. Then do this: Ready up to two of them.

Arise!

Riftbound Spell: Desert's Call. [Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Play a 2 [S] Sand Soldier unit token.

Desert's Call

Riftbound Gear: Eye of the Herald. [Equip] [C] ([C]: Attach this to a unit you control.)

Eye of the Herald

Riftbound Spell: Hidden Blade. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Kill a unit at a battlefield. Its controller draws 2.

Hidden Blade

Before the finals started, the desk said it plainly: not a single person predicted a Master Yi against Azir finals. Two legends that had spent the Spiritforged season as afterthoughts met for the trophy the first weekend after the bans, and that feels less like a coincidence than like the whole point of the bans.

1st

Winning list · Squirtle's Azir, Emperor of the Sands

1st place · Undefeated with two draws

Main deck (40 incl. chosen champion)

Riftbound Unit: Azir, Sovereign. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
When I attack, you may move any number of your token units to this battlefield.×1Chosen
Azir, Sovereign
Riftbound Gear: Doran's Shield. [Equip] [C] ([C]: Attach this to a unit you control.)×3
Doran's Shield
Riftbound Gear: Eye of the Herald. [Equip] [C] ([C]: Attach this to a unit you control.)×3
Eye of the Herald
Riftbound Gear: Brutalizer. [Equip] [C] ([C]: Attach this to a unit you control.)×3
Brutalizer
Riftbound Gear: Guardian Angel. [Equip] [C] ([C]: Attach this to a unit you control.)×1
Guardian Angel
Riftbound Gear: Sacred Shears. [Equip] [C] ([C]: Attach this to a unit you control.)×2
Sacred Shears
Riftbound Gear: B.F. Sword. [Equip] [C] ([C]: Attach this to a unit you control.)×3
B.F. Sword
Riftbound Spell: En Garde. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a friendly unit +1 [S] this turn, then an additional +1 [S] this turn if it is the only unit you control there.×2
En Garde
Riftbound Spell: Defy. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter a spell that costs no more than [4] and no more than [A].×2
Defy
Riftbound Spell: Desert's Call. [Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Play a 2 [S] Sand Soldier unit token.×3
Desert's Call
Riftbound Spell: Discipline. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit +2 [S] this turn. Draw 1.×3
Discipline
Riftbound Spell: Deathgrip. [Reaction] (Play any time, even before spells and abilities resolve.)
Kill a friendly unit. If you do, give +[M] equal to its Might to another friendly unit this turn.
Draw 1.×3
Deathgrip
Riftbound Spell: Facebreaker. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)×1
Facebreaker
Riftbound Spell: Hidden Blade. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Kill a unit at a battlefield. Its controller draws 2.×3
Hidden Blade
Riftbound Spell: Salvage. [Action] (Play on your turn or in showdowns.)
You may kill up to one gear. Draw 1.×1
Salvage
Riftbound Spell: Guards!. [Hidden] (Hide now for [A] to react with later for [0].)
Play a 2 [S] Sand Soldier unit token. You may pay [C] to ready it.×3
Guards!
Riftbound Spell: Arise!. Play a 2 [M] Sand Soldier unit token for each Equipment you control. Then do this: Ready up to two of them.×3
Arise!

Runes (12)

Riftbound Rune: Calm Rune.×6
Calm Rune
Riftbound Rune: Order Rune.×6
Order Rune

Battlefields (3)

Riftbound Battlefield: Hall of Legends. When you conquer here, you may pay [1] to ready your legend.×1
Hall of Legends
Riftbound Battlefield: Seat of Power. When you conquer here, draw 1 for each other battlefield you or allies control.×1
Seat of Power
Riftbound Battlefield: Trifarian War Camp. Units here have +1 [S]. (This includes attackers.)×1
Trifarian War Camp

Sideboard (8)

Riftbound Spell: Charm. Move an enemy unit.×2
Charm
Riftbound Spell: Defy. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter a spell that costs no more than [4] and no more than [A].×1
Defy
Riftbound Spell: Facebreaker. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)×1
Facebreaker
Riftbound Spell: Cull the Weak. Each player kills one of their units.×1
Cull the Weak
Riftbound Spell: Salvage. [Action] (Play on your turn or in showdowns.)
You may kill up to one gear. Draw 1.×1
Salvage
Riftbound Spell: Wind Wall. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter a spell.×2
Wind Wall

Notable decks from the Top 8

Schorn's Master Yi (2nd)

The runner-up list is the clearest picture yet of what slower, unit-focused Master Yi looks like when it is built for a bracket instead of a kitchen table: an even 6/6 Body/Calm rune base, the full three copies of Charm, Desert's Call, Discipline, and Lonely Poro, and three Ruin Runners on top, the unit the Bologna desk had already flagged as the card Kai'Sa decks cannot fight through. The sideboard leans the same way, committing a full three copies to Akshan, Mischievous, which is about as single-minded as sideboard space gets. The battlefield trio of Forge of the Fluft, Ravenbloom Conservatory, and Vilemaw's Lair is nothing like the pre-ban standards, which is exactly the point: the three battlefields everyone used to agree on are gone, and Schorn found a set that fits a deck built to outlast opponents.

2ndSchorn's Master Yi, Wuju Bladesman

2nd place

Main deck (40 incl. chosen champion)

Riftbound Unit: Lonely Poro. [Deathknell] — If I died alone, draw 1. (When I die, get the effect. I'm alone if there are no other friendly units here.)×3
Lonely Poro
Riftbound Unit: First Mate. When you play me, ready another unit.×2
First Mate
Riftbound Unit: Navori Scout. [Deflect] (Opponents must pay [A] to choose me with a spell or ability.)×2
Navori Scout
Riftbound Unit: Stellacorn Herder. When I move, draw 1.×2
Stellacorn Herder
Riftbound Unit: Ruin Runner. I can't be chosen by enemy spells and abilities.×3
Ruin Runner
Riftbound Unit: Tasty Faefolk. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
[Deathknell] — Channel 2 runes exhausted and draw 1. (When I die, get the effect.)×1
Tasty Faefolk
Riftbound Unit: Yi, Honed. [Ganking] (I can move from battlefield to battlefield.)
I enter ready.×1Chosen
Yi, Honed
Riftbound Unit: Whiteflame Protector. When you play me, give a unit +8 [S] this turn.×1
Whiteflame Protector
Riftbound Gear: Guardian Angel. [Equip] [C] ([C]: Attach this to a unit you control.)×1
Guardian Angel
Riftbound Gear: Zhonya's Hourglass. [Hidden] (Hide now for [A] to react with later for [0].)
If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it. (Send it to base. This isn't a move.)×2
Zhonya's Hourglass
Riftbound Gear: Trinity Force. [Equip] [C] ([C]: Attach this to a unit you control.)×2
Trinity Force
Riftbound Spell: En Garde. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a friendly unit +1 [S] this turn, then an additional +1 [S] this turn if it is the only unit you control there.×2
En Garde
Riftbound Spell: Charm. Move an enemy unit.×3
Charm
Riftbound Spell: Defy. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter a spell that costs no more than [4] and no more than [A].×2
Defy
Riftbound Spell: Punch First. [Action] (Play on your turn or in showdowns.)
Give a unit +5 [S] this turn.×2
Punch First
Riftbound Spell: Desert's Call. [Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Play a 2 [S] Sand Soldier unit token.×3
Desert's Call
Riftbound Spell: Discipline. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit +2 [S] this turn. Draw 1.×3
Discipline
Riftbound Spell: Thwonk!. [Action] (Play on your turn or in showdowns.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Stun an attacking unit. (It doesn't deal combat damage this turn.)×1
Thwonk!
Riftbound Spell: Not So Fast. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter an enemy spell or ability that chooses a friendly unit or gear.×2
Not So Fast
Riftbound Spell: Find Your Center. [Action] (Play on your turn or in showdowns.)
If an opponent's score is within 3 points of the Victory Score, this costs [2] less.
Draw 1 and channel 1 rune exhausted.×2
Find Your Center

Runes (12)

Riftbound Rune: Body Rune.×6
Body Rune
Riftbound Rune: Calm Rune.×6
Calm Rune

Battlefields (3)

Riftbound Battlefield: Forge of the Fluft. While you control this battlefield, friendly legends have "[T]: Attach an Equipment you control to a unit you control."×1
Forge of the Fluft
Riftbound Battlefield: Ravenbloom Conservatory. When you defend here, reveal the top card of your Main Deck. If it's a spell, put it in your hand. Otherwise, recycle it.×1
Ravenbloom Conservatory
Riftbound Battlefield: Vilemaw's Lair. Units can't move from here to base.×1
Vilemaw's Lair

Sideboard (8)

Riftbound Unit: First Mate. When you play me, ready another unit.×1
First Mate
Riftbound Unit: Akshan, Mischievous. [Weaponmaster]
You may pay [C][C] as an additional cost to play me.
When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.×3
Akshan, Mischievous
Riftbound Gear: Brutalizer. [Equip] [C] ([C]: Attach this to a unit you control.)×1
Brutalizer
Riftbound Spell: Defy. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter a spell that costs no more than [4] and no more than [A].×1
Defy
Riftbound Spell: Thwonk!. [Action] (Play on your turn or in showdowns.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Stun an attacking unit. (It doesn't deal combat damage this turn.)×1
Thwonk!
Riftbound Spell: Not So Fast. [Reaction] (Play any time, even before spells and abilities resolve.)
Counter an enemy spell or ability that chooses a friendly unit or gear.×1
Not So Fast

CTCG DZiden's Draven (3rd)

This is the list that answers the question everyone asked on March 31: what does Draven even play now? The ban took Draven, Vanquisher, Fight or Flight, and two of his three standard battlefields, and DZiden's answer was to lean all the way into a slower, unit-focused plan, with three copies each of Kai'Sa, Survivor, Darius, Trifarian, Noxus Hopeful, Ferrous Forerunner, and Spinning Axe, a pair of Rek'Sai, Breacher on top, and Aspirant's Climb, Targon's Peak, and Zaun Warrens as the new battlefield set. The desk predicted before round one that the bans were not enough to take Draven out of the field, and third place on the first attempt is about as strong a proof as the prediction could ask for.

3rdCTCG DZiden's Draven, Glorious Executioner

3rd place

Main deck (40 incl. chosen champion)

Riftbound Unit: Pouty Poro. [Deflect] (Opponents must pay [A] to choose me with a spell or ability.)×3
Pouty Poro
Riftbound Unit: Overzealous Fan. When I defend, you may kill me to move an attacking unit to its base.×3
Overzealous Fan
Riftbound Unit: Tideturner. [Hidden] (Hide now for [A] to react with later for [0].)
When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.×3
Tideturner
Riftbound Unit: Rek'Sai, Breacher. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
[Assault] (+1 [S] while I'm an attacker.)
Friendly units played from anywhere other than a player's hand have [Accelerate].×2
Rek'Sai, Breacher
Riftbound Unit: Kai'Sa, Survivor. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
When I conquer, draw 1.×3
Kai'Sa, Survivor
Riftbound Unit: Noxus Hopeful. [Legion] — I cost [2] less. (Get the effect if you've played another card this turn.)×3
Noxus Hopeful
Riftbound Unit: Darius, Trifarian. When you play your second card in a turn, give me +2 [S] this turn and ready me.×3
Darius, Trifarian
Riftbound Unit: Draven, Showboat. My Might is increased by your points.×1Chosen
Draven, Showboat
Riftbound Unit: Brynhir Thundersong. When you play me, opponents can't play cards this turn.×1
Brynhir Thundersong
Riftbound Unit: Ferrous Forerunner. [Deathknell] — Play two 3 [S] Mech unit tokens to your base. (When I die, get the effect.)×3
Ferrous Forerunner
Riftbound Unit: Mindsplitter. When you play me, choose an opponent. They reveal their hand. Choose a card from it, and they discard that card.×1
Mindsplitter
Riftbound Gear: Spinning Axe. [Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.)
[Equip] [C] ([C]: Attach this to a unit you control.)
[Temporary] (If this is unattached, kill it at the start of its controller's Beginning Phase, before scoring.)×3
Spinning Axe
Riftbound Spell: Cleave. [Action] (Play on your turn or in showdowns.)
Give a unit [Assault 3] this turn. (+3 [S] while it's an attacker.)×2
Cleave
Riftbound Spell: Stacked Deck. [Action] (Play on your turn or in showdowns.)
Look at the top 3 cards of your Main Deck. Put 1 into your hand and recycle the rest.×3
Stacked Deck
Riftbound Spell: Hard Bargain. [Reaction] (Play any time, even before spells and abilities resolve.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Counter a spell unless its controller pays [2].×1
Hard Bargain
Riftbound Spell: Ride the Wind. [Action] (Play on your turn or in showdowns.)
Move a friendly unit and ready it.×1
Ride the Wind
Riftbound Spell: Falling Star. Deal 3 to a unit.
Deal 3 to a unit.×2
Falling Star
Riftbound Spell: Rebuke. [Action] (Play on your turn or in showdowns.)
Return a unit at a battlefield to its owner's hand.×2
Rebuke

Runes (12)

Riftbound Rune: Chaos Rune.×6
Chaos Rune
Riftbound Rune: Fury Rune.×6
Fury Rune

Battlefields (3)

Riftbound Battlefield: Aspirant's Climb. Increase the points needed to win the game by 1.×1
Aspirant's Climb
Riftbound Battlefield: Targon's Peak. When you conquer here, ready up to 2 runes at the end of this turn.×1
Targon's Peak
Riftbound Battlefield: Zaun Warrens. When you conquer here, discard 1, then draw 1.×1
Zaun Warrens

Sideboard (8)

Riftbound Unit: Vex, Cheerless. While I'm in combat, friendly spells cost [1][A] less to a minimum of [1], and enemy spells cost [1][A] more.×2
Vex, Cheerless
Riftbound Unit: Beast Below. When you play me, return another friendly unit and an enemy unit to their owners' hands.×1
Beast Below
Riftbound Gear: Last Rites. [Equip] — [C], Recycle 2 cards from your trash (Pay the cost: Attach this to a unit you control.)×1
Last Rites
Riftbound Spell: Hard Bargain. [Reaction] (Play any time, even before spells and abilities resolve.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Counter a spell unless its controller pays [2].×2
Hard Bargain
Riftbound Spell: Rebuke. [Action] (Play on your turn or in showdowns.)
Return a unit at a battlefield to its owner's hand.×1
Rebuke
Riftbound Spell: Thermo Beam. [Action] (Play on your turn or in showdowns.)
Kill all gear.×1
Thermo Beam

Prismaticismism's Annie (4th)

File this one away, because the fourth-place Annie list is a draft of something. The Fury/Chaos plan is familiar from Houston, but its most expensive cards now include Rengar, Pouncing and Rek'Sai, Breacher alongside Kai'Sa, Survivor, and the whole list reads like a player systematically testing which threats survive the post-ban format. Fourth in Lille makes it four final tables in four Western events for Prismaticismism, and a list this tuned suggests the near-misses are sharpening something rather than wearing him down.

4thPrismaticismism's Annie, Dark Child

4th place

Main deck (40 incl. chosen champion)

Riftbound Unit: Pouty Poro. [Deflect] (Opponents must pay [A] to choose me with a spell or ability.)×3
Pouty Poro
Riftbound Unit: Tideturner. [Hidden] (Hide now for [A] to react with later for [0].)
When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.×2
Tideturner
Riftbound Unit: Traveling Merchant. When I move, discard 1, then draw 1.×3
Traveling Merchant
Riftbound Unit: Rek'Sai, Breacher. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
[Assault] (+1 [S] while I'm an attacker.)
Friendly units played from anywhere other than a player's hand have [Accelerate].×3
Rek'Sai, Breacher
Riftbound Unit: Rengar, Pouncing. [Reaction] (Play any time, even before spells and abilities resolve, including to a battlefield you control.)
[Assault 2] (+2 [S] while I'm an attacker.)
I can be played to a battlefield you're attacking.×3
Rengar, Pouncing
Riftbound Unit: Kai'Sa, Survivor. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
When I conquer, draw 1.×3
Kai'Sa, Survivor
Riftbound Unit: Noxus Hopeful. [Legion] — I cost [2] less. (Get the effect if you've played another card this turn.)×3
Noxus Hopeful
Riftbound Unit: Annie, Stubborn. When you play me, return a spell from your trash to your hand.×1Chosen
Annie, Stubborn
Riftbound Unit: Ferrous Forerunner. [Deathknell] — Play two 3 [S] Mech unit tokens to your base. (When I die, get the effect.)×3
Ferrous Forerunner
Riftbound Unit: Mindsplitter. When you play me, choose an opponent. They reveal their hand. Choose a card from it, and they discard that card.×1
Mindsplitter
Riftbound Gear: Long Sword. [Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.)
[Equip] [C] ([C]: Attach this to a unit you control.)×1
Long Sword
Riftbound Spell: Cleave. [Action] (Play on your turn or in showdowns.)
Give a unit [Assault 3] this turn. (+3 [S] while it's an attacker.)×2
Cleave
Riftbound Spell: Stacked Deck. [Action] (Play on your turn or in showdowns.)
Look at the top 3 cards of your Main Deck. Put 1 into your hand and recycle the rest.×3
Stacked Deck
Riftbound Spell: Flash. [Reaction] (Play any time, even before spells and abilities resolve.)
Move up to 2 friendly units to base.×3
Flash
Riftbound Spell: Hard Bargain. [Reaction] (Play any time, even before spells and abilities resolve.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Counter a spell unless its controller pays [2].×2
Hard Bargain
Riftbound Spell: Ride the Wind. [Action] (Play on your turn or in showdowns.)
Move a friendly unit and ready it.×2
Ride the Wind
Riftbound Spell: Rebuke. [Action] (Play on your turn or in showdowns.)
Return a unit at a battlefield to its owner's hand.×2
Rebuke

Runes (12)

Riftbound Rune: Chaos Rune.×6
Chaos Rune
Riftbound Rune: Fury Rune.×6
Fury Rune

Battlefields (3)

Riftbound Battlefield: Seat of Power. When you conquer here, draw 1 for each other battlefield you or allies control.×1
Seat of Power
Riftbound Battlefield: The Arena's Greatest. At the start of each player's first Beginning Phase, that player gains 1 point.×1
The Arena's Greatest
Riftbound Battlefield: Zaun Warrens. When you conquer here, discard 1, then draw 1.×1
Zaun Warrens

Sideboard (8)

Riftbound Gear: Long Sword. [Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.)
[Equip] [C] ([C]: Attach this to a unit you control.)×1
Long Sword
Riftbound Spell: Factory Recall. [Action] (Play on your turn or in showdowns.)
Return a gear to its owner's hand.×1
Factory Recall
Riftbound Spell: Gust. [Reaction] (Play any time, even before spells and abilities resolve.)
Return a unit at a battlefield with 3 [S] or less to its owner's hand.×2
Gust
Riftbound Spell: Hard Bargain. [Reaction] (Play any time, even before spells and abilities resolve.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Counter a spell unless its controller pays [2].×1
Hard Bargain
Riftbound Spell: Rebuke. [Action] (Play on your turn or in showdowns.)
Return a unit at a battlefield to its owner's hand.×1
Rebuke
Riftbound Spell: Switcheroo. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Swap the Might of two units at the same battlefield this turn.×1
Switcheroo
Riftbound Spell: Thermo Beam. [Action] (Play on your turn or in showdowns.)
Kill all gear.×1
Thermo Beam

What we learned

The bans worked, at least on the first weekend's evidence. The format produced a finals nobody called, a champion from outside the established top tier, and a Draven population that behaved like one strong deck among many instead of the deck the tournament was about. Whether that holds once players have had more than three weeks to rebuild is the real question, and Atlanta is only days away with the answer.

The other lesson is about Irelia, and it cuts both ways. Her Swiss numbers were the best in the room and her bracket results were the worst of the Top 8, which might mean the deck is the format's new consistency king without being its power king. We might see that exact profile become the defining shape of post-ban Spiritforged.

Looking ahead

Atlanta runs this coming weekend, and it closes the Spiritforged season, which makes it the second and final look at the post-ban format before Unleashed changes everything again. The specific things I am watching: whether Draven's slower, unit-focused rebuild holds up in a field that has now seen it, whether Azir was a one-weekend miracle or a real deck, and whether Irelia's Swiss-monster, bracket-mortal profile repeats. If you are competing in Atlanta, the Lille Top 8 lists above are the homework, and I will have the full breakdown here once the trophy is handed out.

See you on the rift,
Shadow