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Meta Snapshot: Riven wins the Orlando Showdown and four Chinese City Challenges

Tournament-backed Legend rankings and the analysis behind them.

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Riven wins the Orlando Showdown and four Chinese City Challenges

Riven, The Exile wins the Riftbound Showdown Series $25k at CoolStuffCon Orlando, Convergence IV and four of the eight Chinese City Challenges, and it has the best expected finish in the field, ahead of Kennen.

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Results through

What to prepare for

  1. Riven wins the Orlando Showdown

    Riven wins the Riftbound Showdown Series $25k at CoolStuffCon Orlando and takes four of the eight Top 8 spots, including first and second, with Kha'Zix third and Jayce seventh and eighth.

  2. Riven wins four of the eight City Challenges

    Riven wins the S5 City Challenges in Beijing, Shenzhen, Suzhou and Guangzhou, while Master Yi, Wuju Bladesman wins Shanghai and Xi'an, Vex wins Fuzhou and Irelia wins Shenyang.

  3. Jayce wins the Rift Rumble

    Jayce, Defender of Tomorrow wins the Radiance Rift Rumble at Samyan Mitrtown, takes fifth place at the Shenyang City Challenge and takes two Top 8 spots at the Orlando Showdown.

The tier list

Ranking view
55 Legends ranked by how their pilots finish at tournaments.

Showing 55 of 55 ranked Legends.

S

Front-runners

Build your first test games around these decks. They have the strongest results and can keep producing value after the first fight.

5 Legends
  1. Rank 1

    Riven

    The Exile

    CalmChaos
    Top 8 share
    31.9%
    Wins
    8
    Top 8s
    46

    Riven's Legend makes units played to a battlefield its player controls enter ready, so each new unit there can act or pay a cost the turn it arrives. Bedeviling Stranger can come down there from face down and be exhausted to attach Blade of the Exile, which adds +3 Might and Ganking, and Reckless Innovator can make a Gold when exhausted that way. Riven seems to edge Kennen because its Legend helps any unit played to a held battlefield, while Kennen must first play a card from outside its hand, and Riven's Calm cards, like Defy and Zhonya's Hourglass, add protection Kennen can't play.

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    Rank 1 · Why this rank

    RivenThe Exile

    Riven's Legend makes units played to a battlefield its player controls enter ready, so each new unit there can act or pay a cost the turn it arrives. Bedeviling Stranger can come down there from face down and be exhausted to attach Blade of the Exile, which adds +3 Might and Ganking, and Reckless Innovator can make a Gold when exhausted that way. Riven seems to edge Kennen because its Legend helps any unit played to a held battlefield, while Kennen must first play a card from outside its hand, and Riven's Calm cards, like Defy and Zhonya's Hourglass, add protection Kennen can't play.

  2. Rank 2

    Kennen

    Heart of the Tempest

    OrderChaos
    Top 8 share
    11.8%
    Wins
    0
    Top 8s
    17

    Kennen turns card selection into cheap plays: Lightning Rush and Trifarian Captain look at the top of the deck, and a Nocturne, Horrifying seen there can be banished and played for one Power, empowering the Legend so it can disempower and exhaust to give a unit Assault 2 this turn. Cards Lightning Rush skips go to the trash and make Rhasa the Sunderer cheaper. Kennen trails Riven because its Legend gives nothing until a card is played from outside the hand, but it stays ahead of LeBlanc because its one and two Energy selection cards work right away, while LeBlanc's Ruined Rex only deals its damage when it dies.

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    Rank 2 · Why this rank

    KennenHeart of the Tempest

    Kennen turns card selection into cheap plays: Lightning Rush and Trifarian Captain look at the top of the deck, and a Nocturne, Horrifying seen there can be banished and played for one Power, empowering the Legend so it can disempower and exhaust to give a unit Assault 2 this turn. Cards Lightning Rush skips go to the trash and make Rhasa the Sunderer cheaper. Kennen trails Riven because its Legend gives nothing until a card is played from outside the hand, but it stays ahead of LeBlanc because its one and two Energy selection cards work right away, while LeBlanc's Ruined Rex only deals its damage when it dies.

  3. Rank 3

    LeBlanc

    Deceiver

    MindOrder
    Top 8 share
    1.4%
    Wins
    0
    Top 8s
    2

    LeBlanc gets its value from friendly units dying: Karthus, Eternal makes each Deathknell trigger twice, and Deathgrip, Baited Hook and Sacrifice, which needs a Mighty unit, let its player choose when those deaths happen. With Karthus out, a dying Ruined Rex gives two separate Deathknell triggers that each deal 4 to an enemy unit. LeBlanc sits behind Kennen because its engine needs a friendly unit to die first, while Kennen's Lightning Rush starts digging for one Energy, but it stays above Kai'Sa because Karthus makes each of its Deathknell units pay off twice, an engine Kai'Sa's lists don't play.

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    Rank 3 · Why this rank

    LeBlancDeceiver

    LeBlanc gets its value from friendly units dying: Karthus, Eternal makes each Deathknell trigger twice, and Deathgrip, Baited Hook and Sacrifice, which needs a Mighty unit, let its player choose when those deaths happen. With Karthus out, a dying Ruined Rex gives two separate Deathknell triggers that each deal 4 to an enemy unit. LeBlanc sits behind Kennen because its engine needs a friendly unit to die first, while Kennen's Lightning Rush starts digging for one Energy, but it stays above Kai'Sa because Karthus makes each of its Deathknell units pay off twice, an engine Kai'Sa's lists don't play.

  4. Rank 4

    Kai'Sa

    Daughter of the Void

    FuryMind
    Top 8 share
    12.5%
    Wins
    0
    Top 8s
    18

    Kai'Sa's Legend adds a Power of any domain for spells, helping pay for cheap removal like Hextech Ray and Falling Star and reach Time Warp. Bilgewater Tracker deals 1 to each of up to two units on play, and Temporal Breach can replay it to repeat that. Kai'Sa trails LeBlanc, whose Karthus, Eternal makes its Deathknell effects trigger an additional time, while Kai'Sa's Watchful Sentry draws once on death, but it stays ahead of Jayce because those cheap spells deal 3, while Jayce's Flurry of Blades deals just 1 to all units at battlefields, though that damage can kill enemy units of any Might if Jayce controls Elder Dragon.

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    Rank 4 · Why this rank

    Kai'SaDaughter of the Void

    Kai'Sa's Legend adds a Power of any domain for spells, helping pay for cheap removal like Hextech Ray and Falling Star and reach Time Warp. Bilgewater Tracker deals 1 to each of up to two units on play, and Temporal Breach can replay it to repeat that. Kai'Sa trails LeBlanc, whose Karthus, Eternal makes its Deathknell effects trigger an additional time, while Kai'Sa's Watchful Sentry draws once on death, but it stays ahead of Jayce because those cheap spells deal 3, while Jayce's Flurry of Blades deals just 1 to all units at battlefields, though that damage can kill enemy units of any Might if Jayce controls Elder Dragon.

  5. Rank 5

    Jayce

    Defender of Tomorrow

    MindBody
    Top 8 share
    3.5%
    Wins
    1
    Top 8s
    5

    Jayce ramps with Platewyrm Egg and Catalyst of Aeons, and its Legend can pay 1 Energy and exhaust to ready an Egg, a net gain once an empowered Egg adds 2 Energy. Dazzling Aurora can find Elder Dragon and play it for free at the end of its player's turn. Jayce trails Kai'Sa, whose Falling Star deals 3 twice, because Flurry of Blades deals just 1 to all units at battlefields, though that damage can kill enemy units of any Might if Jayce controls the Dragon. Jayce stays above Rengar because its engine runs on gear and spells, while Rengar's Nidalee, Cat Form draws only on a combat win.

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    Rank 5 · Why this rank

    JayceDefender of Tomorrow

    Jayce ramps with Platewyrm Egg and Catalyst of Aeons, and its Legend can pay 1 Energy and exhaust to ready an Egg, a net gain once an empowered Egg adds 2 Energy. Dazzling Aurora can find Elder Dragon and play it for free at the end of its player's turn. Jayce trails Kai'Sa, whose Falling Star deals 3 twice, because Flurry of Blades deals just 1 to all units at battlefields, though that damage can kill enemy units of any Might if Jayce controls the Dragon. Jayce stays above Rengar because its engine runs on gear and spells, while Rengar's Nidalee, Cat Form draws only on a combat win.

A

Contenders

Expect these decks in later rounds. Your list needs a clear answer to the main engine each one brings.

4 Legends
  1. Rank 6

    Rengar

    Pridestalker

    FuryBody
    Top 8 share
    4.2%
    Wins
    1
    Top 8s
    6

    Rengar's Legend gives a unit +1 Might whenever its player plays a unit, so cheap Ambush bodies like Inferna and Nidalee, Cat Form can join a fight as a Reaction and tilt it. Thrill of the Hunt banishes a friendly unit and replays it to any battlefield for free, which triggers the Legend again along with effects like First Mate readying another unit. Rengar seems to sit above Akali because its Legend rewards every unit played, while Akali's payoffs need a unit to move, but below Jayce, which ramps toward a 10-Might Elder Dragon while Rengar's biggest units, like Ferrous Forerunner, have 6 Might.

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    Rank 6 · Why this rank

    RengarPridestalker

    Rengar's Legend gives a unit +1 Might whenever its player plays a unit, so cheap Ambush bodies like Inferna and Nidalee, Cat Form can join a fight as a Reaction and tilt it. Thrill of the Hunt banishes a friendly unit and replays it to any battlefield for free, which triggers the Legend again along with effects like First Mate readying another unit. Rengar seems to sit above Akali because its Legend rewards every unit played, while Akali's payoffs need a unit to move, but below Jayce, which ramps toward a 10-Might Elder Dragon while Rengar's biggest units, like Ferrous Forerunner, have 6 Might.

  2. Rank 7

    Akali

    Rogue Assassin

    FuryCalm
    Top 8 share
    2.1%
    Wins
    0
    Top 8s
    3

    Akali turns movement into value: Akali, Deadly Weapon can deal damage when it moves, Stellacorn Herder draws when it moves, and on its own turn the Legend can move a friendly unit from a showdown to base. Defy, Not So Fast and Zhonya's Hourglass protect that engine, and Void Gate adds 1 damage to spells and abilities that hit units there. Akali seems to sit below Rengar because its payoffs need a unit to move, while Rengar's Legend rewards every unit played, but above Diana, whose Gust and Star-Crossed only return units to hand, while Akali's damage can kill one outright.

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    Rank 7 · Why this rank

    AkaliRogue Assassin

    Akali turns movement into value: Akali, Deadly Weapon can deal damage when it moves, Stellacorn Herder draws when it moves, and on its own turn the Legend can move a friendly unit from a showdown to base. Defy, Not So Fast and Zhonya's Hourglass protect that engine, and Void Gate adds 1 damage to spells and abilities that hit units there. Akali seems to sit below Rengar because its payoffs need a unit to move, while Rengar's Legend rewards every unit played, but above Diana, whose Gust and Star-Crossed only return units to hand, while Akali's damage can kill one outright.

  3. Rank 8

    Diana

    Scorn of the Moon

    MindChaos
    Top 8 share
    1.4%
    Wins
    1
    Top 8s
    2

    Diana's Legend adds an Energy that can only be spent in showdowns, and the deck runs spells that fit there: Gust and Star-Crossed are Reactions that return units to hand, Eclipse and Moonfall shrink a unit's Might, and Diana, Lunari can dig for another spell when a showdown starts at her battlefield. That lets the Legend pay for part of a fight, which seems to put Diana below Akali, whose Legend can pull a friendly unit from a showdown on its own turn, which can set off its movement payoffs, but above Kha'Zix, which gets its Kha'Zix, Mutating Horror bonus only against a lone enemy unit.

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    Rank 8 · Why this rank

    DianaScorn of the Moon

    Diana's Legend adds an Energy that can only be spent in showdowns, and the deck runs spells that fit there: Gust and Star-Crossed are Reactions that return units to hand, Eclipse and Moonfall shrink a unit's Might, and Diana, Lunari can dig for another spell when a showdown starts at her battlefield. That lets the Legend pay for part of a fight, which seems to put Diana below Akali, whose Legend can pull a friendly unit from a showdown on its own turn, which can set off its movement payoffs, but above Kha'Zix, which gets its Kha'Zix, Mutating Horror bonus only against a lone enemy unit.

  4. Rank 9

    Kha'Zix

    Voidreaver

    BodyChaos
    Top 8 share
    0.7%
    Wins
    0
    Top 8s
    1

    Kha'Zix builds its own fights: Void Assault moves a friendly unit and then an enemy unit, Irresistible Faefolk may pull an enemy unit to the battlefield it moves to, and Kha'Zix, Mutating Horror gets +2 Might this turn and 2 XP for its player when it attacks or defends against a lone enemy unit. Its Legend exhausts to spend 1 XP to Buff a unit or 2 XP to move an exhausted friendly unit from a battlefield to base. It seems to sit below Diana, whose Legend Energy helps in any showdown, not just against one unit, but above Vex, which must hold a battlefield before its Legend gives anything.

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    Rank 9 · Why this rank

    Kha'ZixVoidreaver

    Kha'Zix builds its own fights: Void Assault moves a friendly unit and then an enemy unit, Irresistible Faefolk may pull an enemy unit to the battlefield it moves to, and Kha'Zix, Mutating Horror gets +2 Might this turn and 2 XP for its player when it attacks or defends against a lone enemy unit. Its Legend exhausts to spend 1 XP to Buff a unit or 2 XP to move an exhausted friendly unit from a battlefield to base. It seems to sit below Diana, whose Legend Energy helps in any showdown, not just against one unit, but above Vex, which must hold a battlefield before its Legend gives anything.

B

In the field

These decks lean on a narrower setup. Know the card or turn your sideboard is meant to disrupt.

6 Legends
  1. Rank 10

    Vex

    Gloomist

    CalmChaos
    Top 8 share
    5.6%
    Wins
    2
    Top 8s
    8

    Vex plays for holding a battlefield: the Legend can draw a card on a hold, Startipped Peak can channel an exhausted rune, and Bandle Scouts' Academy plays an exhausted Gold whenever its player hides a card there. Hidden cards like Bedeviling Stranger and Switcheroo, plus Defy, let it answer on the opponent's turn, and Vex, Apathetic stuns any unit the opponent plays while it sits at a battlefield. Vex seems to trail Kha'Zix because its draw and Startipped Peak wait for a hold, but it edges Sett, whose Legend can save a buffed friendly unit only by paying one Power, exhausting itself and spending the buff.

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    Rank 10 · Why this rank

    VexGloomist

    Vex plays for holding a battlefield: the Legend can draw a card on a hold, Startipped Peak can channel an exhausted rune, and Bandle Scouts' Academy plays an exhausted Gold whenever its player hides a card there. Hidden cards like Bedeviling Stranger and Switcheroo, plus Defy, let it answer on the opponent's turn, and Vex, Apathetic stuns any unit the opponent plays while it sits at a battlefield. Vex seems to trail Kha'Zix because its draw and Startipped Peak wait for a hold, but it edges Sett, whose Legend can save a buffed friendly unit only by paying one Power, exhausting itself and spending the buff.

  2. Rank 11

    Sett

    The Boss

    BodyOrder
    Top 8 share
    2.8%
    Wins
    0
    Top 8s
    4

    Sett plays cheap buff givers like Pit Rookie, Pillaged Armory and Showstopper. Buffs then become a resource: its player can spend one instead of paying Call to Glory's printed cost, Monastery of Hirana can turn one into a card on a conquer, and the Legend can pay one Power, exhaust and spend a buffed friendly unit's buff to recall it instead of letting it die. Sett seems to sit below Vex, whose Defy can counter a cheap spell, while Sett's Legend protects only a buffed unit that would die, but above Rek'Sai, whose small units must take a battlefield before the Legend gives anything.

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    Rank 11 · Why this rank

    SettThe Boss

    Sett plays cheap buff givers like Pit Rookie, Pillaged Armory and Showstopper. Buffs then become a resource: its player can spend one instead of paying Call to Glory's printed cost, Monastery of Hirana can turn one into a card on a conquer, and the Legend can pay one Power, exhaust and spend a buffed friendly unit's buff to recall it instead of letting it die. Sett seems to sit below Vex, whose Defy can counter a cheap spell, while Sett's Legend protects only a buffed unit that would die, but above Rek'Sai, whose small units must take a battlefield before the Legend gives anything.

  3. Rank 12

    Rek'Sai

    Void Burrower

    FuryOrder
    Top 8 share
    2.8%
    Wins
    0
    Top 8s
    4

    Rek'Sai fills the board with cheap bodies like Inferna and Carrion Dredger, and after a conquest the Legend can exhaust to reveal the top two cards, then may banish one and play it. Cull the Weak makes each player kill a unit, which costs Rek'Sai little when it can give up a Recruit token or a Dredger that leaves a Bird. The extra card needs a conquest and the units are small, so it seems to sit below Sett, whose buffs make one unit bigger and harder to kill, but above Vi, whose Legend can exhaust to ready a unit only after a conquest with 3 or more excess damage.

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    Rank 12 · Why this rank

    Rek'SaiVoid Burrower

    Rek'Sai fills the board with cheap bodies like Inferna and Carrion Dredger, and after a conquest the Legend can exhaust to reveal the top two cards, then may banish one and play it. Cull the Weak makes each player kill a unit, which costs Rek'Sai little when it can give up a Recruit token or a Dredger that leaves a Bird. The extra card needs a conquest and the units are small, so it seems to sit below Sett, whose buffs make one unit bigger and harder to kill, but above Vi, whose Legend can exhaust to ready a unit only after a conquest with 3 or more excess damage.

  4. Rank 13

    Vi

    Piltover Enforcer

    FuryOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Vi wants one oversized attacker: Hextech Gauntlets adds 3 Might and costs less to equip on a bigger unit, and when a conquer leaves at least 3 excess damage the Legend can exhaust to ready a unit, so a Ganking unit like Jhin, Murderous Artist can attack a second battlefield. That trigger asks for more than Rek'Sai's, which only needs a conquest, so Vi seems to rank below it, but Vi threatens a second attack in the same turn, while Wuju Bladesman seems to protect a lead more than extend one.

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    Rank 13 · Why this rank

    ViPiltover Enforcer

    Vi wants one oversized attacker: Hextech Gauntlets adds 3 Might and costs less to equip on a bigger unit, and when a conquer leaves at least 3 excess damage the Legend can exhaust to ready a unit, so a Ganking unit like Jhin, Murderous Artist can attack a second battlefield. That trigger asks for more than Rek'Sai's, which only needs a conquest, so Vi seems to rank below it, but Vi threatens a second attack in the same turn, while Wuju Bladesman seems to protect a lead more than extend one.

  5. Rank 14

    Master Yi

    Wuju Bladesman

    CalmBody
    Top 8 share
    5.6%
    Wins
    2
    Top 8s
    8

    Wuju Bladesman likes to hold each battlefield with a single unit: the Legend gives a lone defender +2 Might, En Garde adds up to +2 more, and Zhonya's Hourglass can save a dying unit. Rengar, Trophy Hunter can arrive in the middle of a fight, and Defy can counter a spell of up to 4 Energy and 1 Power aimed at the fight. This protects a lead better than it builds one, which seems to put it below Vi, whose best turn attacks twice, but above Wuju Master, whose Legend gives nothing until 6 XP.

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    Rank 14 · Why this rank

    Master YiWuju Bladesman

    Wuju Bladesman likes to hold each battlefield with a single unit: the Legend gives a lone defender +2 Might, En Garde adds up to +2 more, and Zhonya's Hourglass can save a dying unit. Rengar, Trophy Hunter can arrive in the middle of a fight, and Defy can counter a spell of up to 4 Energy and 1 Power aimed at the fight. This protects a lead better than it builds one, which seems to put it below Vi, whose best turn attacks twice, but above Wuju Master, whose Legend gives nothing until 6 XP.

  6. Rank 15

    Master Yi

    Wuju Master

    CalmBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Wuju Master gathers XP from Hunt units like Gemhand Hunter and Voracious Gromp, from Herald of Spring and from Gardens of Becoming, and the Legend pays that back as the total climbs: at 6 XP every unit gets +1 Might and at 11 XP units enter ready, while Master Yi, Unstoppable gets cheaper at 3, 6 and 11 XP. Hunt only gives XP when a unit conquers or holds, and the Legend does nothing before 6 XP, so it seems to sit below Wuju Bladesman, whose Legend bonus applies from the first battlefield it defends.

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    Rank 15 · Why this rank

    Master YiWuju Master

    Wuju Master gathers XP from Hunt units like Gemhand Hunter and Voracious Gromp, from Herald of Spring and from Gardens of Becoming, and the Legend pays that back as the total climbs: at 6 XP every unit gets +1 Might and at 11 XP units enter ready, while Master Yi, Unstoppable gets cheaper at 3, 6 and 11 XP. Hunt only gives XP when a unit conquers or holds, and the Legend does nothing before 6 XP, so it seems to sit below Wuju Bladesman, whose Legend bonus applies from the first battlefield it defends.

C

On the fringe

These decks can produce a strong payoff, but their setup is easier to interrupt. Learn what has to happen first, then pressure that step.

11 Legends
  1. Rank 16

    Miss Fortune

    Bounty Hunter

    BodyChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Miss Fortune's Legend exhausts to give a unit Ganking for the turn, so a unit can move between battlefields without a card, and Ride the Wind and Treasure Hunter, which plays an exhausted Gold whenever it moves, fit that movement. Miss Fortune, Buccaneer also lets friendly units be played to open battlefields. Beyond that the builds change from list to list, although Punch First shows up in most of them, and the Legend neither scores nor draws on its own, so Miss Fortune seems to rely on whatever plan the rest of the deck brings.

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    Rank 16 · Why this rank

    Miss FortuneBounty Hunter

    Miss Fortune's Legend exhausts to give a unit Ganking for the turn, so a unit can move between battlefields without a card, and Ride the Wind and Treasure Hunter, which plays an exhausted Gold whenever it moves, fit that movement. Miss Fortune, Buccaneer also lets friendly units be played to open battlefields. Beyond that the builds change from list to list, although Punch First shows up in most of them, and the Legend neither scores nor draws on its own, so Miss Fortune seems to rely on whatever plan the rest of the deck brings.

  2. Rank 17

    Lillia

    Bashful Bloom

    CalmMind
    Top 8 share
    1.4%
    Wins
    1
    Top 8s
    2

    Lillia fills the board with 3 Might Sprites: the Legend can exhaust to play a ready one for 4 Energy, 1 less for each friendly Temporary unit, Sprite Fountain and Sprite Burst add more ready ones, and Lillia, Fae Fawn leaves another Sprite behind, though not a ready one, whenever it moves from a location. Before scoring, Dusk Rose Lab can trade a unit its controller has there for a card. Temporary normally kills Sprites at the start of their controller's Beginning Phase before scoring, so they can't be counted on to hold a battlefield, which seems to leave Lillia depending on a few permanent units for steady points.

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    Rank 17 · Why this rank

    LilliaBashful Bloom

    Lillia fills the board with 3 Might Sprites: the Legend can exhaust to play a ready one for 4 Energy, 1 less for each friendly Temporary unit, Sprite Fountain and Sprite Burst add more ready ones, and Lillia, Fae Fawn leaves another Sprite behind, though not a ready one, whenever it moves from a location. Before scoring, Dusk Rose Lab can trade a unit its controller has there for a card. Temporary normally kills Sprites at the start of their controller's Beginning Phase before scoring, so they can't be counted on to hold a battlefield, which seems to leave Lillia depending on a few permanent units for steady points.

  3. Rank 18

    Poppy

    Keeper of the Hammer

    BodyOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Poppy plays a Body and Order deck that takes fights with Rampage and Punch First and collects XP from Grim Resolve, Shepherd's Heirloom, Gardens of Becoming and Master Yi, Tempered, while the Legend adds XP whenever Poppy holds and can spend three XP to draw a card. Every use pulls from the same pool, though: the Legend's draws and Heirloom equips both spend XP, while Master Yi, Tempered only keeps Deflect and Ganking with six or more banked. Much of that XP depends on conquering or holding battlefields, which seems to hold Poppy here.

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    Rank 18 · Why this rank

    PoppyKeeper of the Hammer

    Poppy plays a Body and Order deck that takes fights with Rampage and Punch First and collects XP from Grim Resolve, Shepherd's Heirloom, Gardens of Becoming and Master Yi, Tempered, while the Legend adds XP whenever Poppy holds and can spend three XP to draw a card. Every use pulls from the same pool, though: the Legend's draws and Heirloom equips both spend XP, while Master Yi, Tempered only keeps Deflect and Ganking with six or more banked. Much of that XP depends on conquering or holding battlefields, which seems to hold Poppy here.

  4. Rank 19

    Nasus

    Curator of the Sands

    CalmMind
    Top 8 share
    0.7%
    Wins
    0
    Top 8s
    1

    Nasus spends its early turns on cheap answers and card draw like Defy, Bellows Breath and Find Your Center, then turns the corner with plays costing seven or more Energy. Thousand-Tailed Watcher, The Empyrean and Nasus, Ascended all let the Legend exhaust to ready up to two runes, so the same turn can still hold up a counter or a trick. Not much happens before the deck reaches those costs, though, and early bodies like Scuttle Crab defend battlefields poorly, so Nasus might give up too many points before its big turns arrive.

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    Rank 19 · Why this rank

    NasusCurator of the Sands

    Nasus spends its early turns on cheap answers and card draw like Defy, Bellows Breath and Find Your Center, then turns the corner with plays costing seven or more Energy. Thousand-Tailed Watcher, The Empyrean and Nasus, Ascended all let the Legend exhaust to ready up to two runes, so the same turn can still hold up a counter or a trick. Not much happens before the deck reaches those costs, though, and early bodies like Scuttle Crab defend battlefields poorly, so Nasus might give up too many points before its big turns arrive.

  5. Rank 20

    Leona

    Radiant Dawn

    CalmOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Leona turns stuns into lasting buffs: Back Off, Zenith Blade, Nami, Headstrong, Kennen, Keeper of Balance and Vi, Peacekeeper can all stun an enemy unit, the Legend then buffs a friendly unit, and Riven, Broken Blade can spend its buff to stun again when it becomes exhausted. Spending a spare buff also lets Call to Glory ignore its cost, and Leona, Zealot shrinks stunned enemy units at its battlefield by 8 Might, to a minimum of 1. A stun only stops combat damage for one turn, and stunning one or more enemies together gives only one buff opportunity, which seems to keep the pressure modest.

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    Rank 20 · Why this rank

    LeonaRadiant Dawn

    Leona turns stuns into lasting buffs: Back Off, Zenith Blade, Nami, Headstrong, Kennen, Keeper of Balance and Vi, Peacekeeper can all stun an enemy unit, the Legend then buffs a friendly unit, and Riven, Broken Blade can spend its buff to stun again when it becomes exhausted. Spending a spare buff also lets Call to Glory ignore its cost, and Leona, Zealot shrinks stunned enemy units at its battlefield by 8 Might, to a minimum of 1. A stun only stops combat damage for one turn, and stunning one or more enemies together gives only one buff opportunity, which seems to keep the pressure modest.

  6. Rank 21

    Viktor

    Herald of the Arcane

    MindOrder
    Top 8 share
    2.8%
    Wins
    0
    Top 8s
    4

    Viktor is a removal deck that profits when units die: the Legend makes 1 Might Recruits, Cull the Weak lets Viktor give up a token while the opponent must kill one of theirs, and once Viktor, Leader is out, each other non-Recruit friendly unit that dies plays a Recruit into Viktor's base, including Sprites from Sprite Fountain when they are killed. Imperial Decree followed by Bellows Breath can clear several units at one battlefield. Hidden Blade gives its target's controller two cards and much of the board is small Recruit tokens, so Viktor seems to trade evenly without building much power on the board.

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    Rank 21 · Why this rank

    ViktorHerald of the Arcane

    Viktor is a removal deck that profits when units die: the Legend makes 1 Might Recruits, Cull the Weak lets Viktor give up a token while the opponent must kill one of theirs, and once Viktor, Leader is out, each other non-Recruit friendly unit that dies plays a Recruit into Viktor's base, including Sprites from Sprite Fountain when they are killed. Imperial Decree followed by Bellows Breath can clear several units at one battlefield. Hidden Blade gives its target's controller two cards and much of the board is small Recruit tokens, so Viktor seems to trade evenly without building much power on the board.

  7. Rank 22

    Pyke

    Bloodharbor Ripper

    FuryChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Pyke's Legend can pay one Energy and exhaust to return a friendly unit at a battlefield to hand and make an exhausted Gold token, and most lists add Ripper's Bay, where that return can also pay one Energy to channel an exhausted rune. That turns Hidden units like Tornado Warrior into repeatable plays, and in lists with both cards, a Tornado Warrior played from face down at Tail-Cloaked Matriarch's location can newly empower it, so Matriarch may play an eligible unit from the trash to base. Every return pulls a body off the battlefield and replaying it costs resources, so Pyke converts board presence into resources, which can slow scoring.

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    Rank 22 · Why this rank

    PykeBloodharbor Ripper

    Pyke's Legend can pay one Energy and exhaust to return a friendly unit at a battlefield to hand and make an exhausted Gold token, and most lists add Ripper's Bay, where that return can also pay one Energy to channel an exhausted rune. That turns Hidden units like Tornado Warrior into repeatable plays, and in lists with both cards, a Tornado Warrior played from face down at Tail-Cloaked Matriarch's location can newly empower it, so Matriarch may play an eligible unit from the trash to base. Every return pulls a body off the battlefield and replaying it costs resources, so Pyke converts board presence into resources, which can slow scoring.

  8. Rank 23

    Azir

    Emperor of the Sands

    CalmOrder
    Top 8 share
    2.1%
    Wins
    0
    Top 8s
    3

    Azir turns cheap Equipment into a board: once Doran's Shield or another Equipment is played, the Legend can pay 1 Energy and exhaust to make a 2 Might Sand Soldier, and when that Soldier is played, Weaponmaster lets its player attach one of their Equipment to it by paying that Equipment's Equip cost. Arise! then makes a Soldier for each Equipment Azir controls. The Legend can't make a Soldier on a turn without an Equipment play, though, and Doran's Shield, Brutalizer and Soul Sword each add only +1 Might, so Azir seems to spend much of its hand on Equipment and still field small units.

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    Rank 23 · Why this rank

    AzirEmperor of the Sands

    Azir turns cheap Equipment into a board: once Doran's Shield or another Equipment is played, the Legend can pay 1 Energy and exhaust to make a 2 Might Sand Soldier, and when that Soldier is played, Weaponmaster lets its player attach one of their Equipment to it by paying that Equipment's Equip cost. Arise! then makes a Soldier for each Equipment Azir controls. The Legend can't make a Soldier on a turn without an Equipment play, though, and Doran's Shield, Brutalizer and Soul Sword each add only +1 Might, so Azir seems to spend much of its hand on Equipment and still field small units.

  9. Rank 24

    Jhin

    Virtuoso

    FuryMind
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Jhin's Legend can bank each spell it spends four or more Energy on, and once four are banked it puts them in the trash, channels four runes and draws a card. Curtain Call, Deadly Flourish, Consult the Past and Sprite Burst all qualify when played for full cost, and after one of them on its player's own turn, Jhin, Meticulous Killer can be played for one Mind Power. The payoff still needs four qualifying spells, each with at least four Energy actually spent, while its Sprite tokens die before they can score a hold, so Jhin tends to control games without closing them quickly.

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    Rank 24 · Why this rank

    JhinVirtuoso

    Jhin's Legend can bank each spell it spends four or more Energy on, and once four are banked it puts them in the trash, channels four runes and draws a card. Curtain Call, Deadly Flourish, Consult the Past and Sprite Burst all qualify when played for full cost, and after one of them on its player's own turn, Jhin, Meticulous Killer can be played for one Mind Power. The payoff still needs four qualifying spells, each with at least four Energy actually spent, while its Sprite tokens die before they can score a hold, so Jhin tends to control games without closing them quickly.

  10. Rank 25

    Mel

    Soul's Reflection

    MindChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Mel plays a Mind and Chaos spell deck that answers threats with Gust and Shock Blast, counters or steals spells with Rebuttal, and filters its hand through Hwei, Brooding Painter. The Legend gives a unit -2 Might, but only after the deck empowers something else, so Mel first spends Energy on Applied Researchers or discards a spell for Mel, Defiant Soul, and using the Legend disempowers it again. Many of its units are 2 to 4 Might, and Time Warp might be how it pulls ahead, which seems to leave Mel reacting for several turns.

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    Rank 25 · Why this rank

    MelSoul's Reflection

    Mel plays a Mind and Chaos spell deck that answers threats with Gust and Shock Blast, counters or steals spells with Rebuttal, and filters its hand through Hwei, Brooding Painter. The Legend gives a unit -2 Might, but only after the deck empowers something else, so Mel first spends Energy on Applied Researchers or discards a spell for Mel, Defiant Soul, and using the Legend disempowers it again. Many of its units are 2 to 4 Might, and Time Warp might be how it pulls ahead, which seems to leave Mel reacting for several turns.

  11. Rank 26

    Orianna

    Lady of Clockwork

    CalmMind
    Top 8 share
    1.4%
    Wins
    0
    Top 8s
    2

    Orianna is built around The Ball. At the start of its player's Main Phase the Legend can pay one Energy to make it a 5-Might unit with Ganking. Each time The Ball moves, its player draws a card or it deals 2 to enemy units there, and a conquest at Veiled Temple can ready it to move again. The Ball has to last until the start of its player's next Main Phase before the Legend can wake it up, and it dies if an opponent holds its battlefield, so losing it leaves the Legend animating gear like Mask of Foresight, which lacks The Ball's Ganking and move trigger.

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    Rank 26 · Why this rank

    OriannaLady of Clockwork

    Orianna is built around The Ball. At the start of its player's Main Phase the Legend can pay one Energy to make it a 5-Might unit with Ganking. Each time The Ball moves, its player draws a card or it deals 2 to enemy units there, and a conquest at Veiled Temple can ready it to move again. The Ball has to last until the start of its player's next Main Phase before the Legend can wake it up, and it dies if an opponent holds its battlefield, so losing it leaves the Legend animating gear like Mask of Foresight, which lacks The Ball's Ganking and move trigger.

D

Long shots

Do not spend broad sideboard slots on these by default. Know their main trick, then adjust only if your local field gives you a reason.

29 Legends
  1. Rank 27

    Ivern

    Green Father

    CalmOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Ivern builds a wide board of cheap units like Mutated Mouser and Trusty Ramhound, and once Ultrasoft Poro reaches a battlefield it can exhaust to play two Bird unit tokens with Deflect, which makes spells and abilities costlier to aim at those Birds. The Legend turns a battlefield into Brush only after a conquer or hold, and Brush gives just one Might to Bird, Cat, Dog, Poro and Ivern units, so the early turns are mostly about holding ground. Raucous Anthem readies your units and gives them +3 Might this turn, but its seven Energy cost seems to keep Ivern from pressuring early.

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    Rank 27 · Why this rank

    IvernGreen Father

    Ivern builds a wide board of cheap units like Mutated Mouser and Trusty Ramhound, and once Ultrasoft Poro reaches a battlefield it can exhaust to play two Bird unit tokens with Deflect, which makes spells and abilities costlier to aim at those Birds. The Legend turns a battlefield into Brush only after a conquer or hold, and Brush gives just one Might to Bird, Cat, Dog, Poro and Ivern units, so the early turns are mostly about holding ground. Raucous Anthem readies your units and gives them +3 Might this turn, but its seven Energy cost seems to keep Ivern from pressuring early.

  2. Rank 28

    Evelynn

    Agony's Embrace

    BodyChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Evelynn hides cards like Pyke, Returned, Gutter Guardian and Switcheroo at its battlefields, often at Bandle Scouts' Academy so each hide there leaves a Gold behind, and its Legend draws once each turn when one of them is played from face down. That keeps cards flowing, although a draw on the opponent's turn also costs a discard. The units it flips are mostly three or four Might, so it leans on Punch First and Rengar, Trophy Hunter for bigger fights, and since a battlefield usually holds only one facedown card, the engine seems to build too slowly to push Evelynn higher.

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    Rank 28 · Why this rank

    EvelynnAgony's Embrace

    Evelynn hides cards like Pyke, Returned, Gutter Guardian and Switcheroo at its battlefields, often at Bandle Scouts' Academy so each hide there leaves a Gold behind, and its Legend draws once each turn when one of them is played from face down. That keeps cards flowing, although a draw on the opponent's turn also costs a discard. The units it flips are mostly three or four Might, so it leans on Punch First and Rengar, Trophy Hunter for bigger fights, and since a battlefield usually holds only one facedown card, the engine seems to build too slowly to push Evelynn higher.

  3. Rank 29

    Ornn

    Fire Below the Mountain

    CalmMind
    Top 8 share
    1.4%
    Wins
    0
    Top 8s
    2

    Ornn spends its early turns on cheap pieces that replace themselves, since Poro Snax draws when played and Patched Porobot draws when played if its player controls at least three other gear, and its Legend can exhaust to add a Power that only gear can use, which helps pay for Sterak's Gage. Ornn, Blacksmith can then look at the top four cards for another gear when it is played or holds. Equipment still needs a unit to carry it, though, and Sprite Fountain's Sprites have Temporary, so they die before they can score by holding, which seems to leave Ornn with plenty of value but little pressure.

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    Rank 29 · Why this rank

    OrnnFire Below the Mountain

    Ornn spends its early turns on cheap pieces that replace themselves, since Poro Snax draws when played and Patched Porobot draws when played if its player controls at least three other gear, and its Legend can exhaust to add a Power that only gear can use, which helps pay for Sterak's Gage. Ornn, Blacksmith can then look at the top four cards for another gear when it is played or holds. Equipment still needs a unit to carry it, though, and Sprite Fountain's Sprites have Temporary, so they die before they can score by holding, which seems to leave Ornn with plenty of value but little pressure.

  4. Rank 30

    Mordekaiser

    Iron Revenant

    FuryOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Mordekaiser plays a broad Fury and Order midrange game, with Realm of Death giving one of its units +2 Might and an enemy -2 before they deal damage to each other, and Kai'Sa, Survivor drawing a card whenever it conquers. The Legend banishes a unit or gear from the trash to add one Power for units or gear, which helps pay for Mordekaiser, Dominating. That Legend covers only Power, not Energy, and does nothing until a unit or gear reaches the trash, while Mordekaiser, Dominating still costs nine Energy, so its biggest threat seems to arrive late.

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    Rank 30 · Why this rank

    MordekaiserIron Revenant

    Mordekaiser plays a broad Fury and Order midrange game, with Realm of Death giving one of its units +2 Might and an enemy -2 before they deal damage to each other, and Kai'Sa, Survivor drawing a card whenever it conquers. The Legend banishes a unit or gear from the trash to add one Power for units or gear, which helps pay for Mordekaiser, Dominating. That Legend covers only Power, not Energy, and does nothing until a unit or gear reaches the trash, while Mordekaiser, Dominating still costs nine Energy, so its biggest threat seems to arrive late.

  5. Rank 31

    Fiora

    Grand Duelist

    BodyOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Fiora rewards units that reach 5 Might, since the Legend can exhaust to channel an extra exhausted rune when one becomes Mighty, and Sacrifice can then trade that unit for two cards and another rune. Lists that run Rift Herald and Elder Dragon alongside Sacrifice can also sacrifice a Herald so its Deathknell plays a Dragon from hand to base while paying only the Dragon's Power. The Legend has to exhaust for each rune, though, and it usually needs Punch First or a large unit before it does anything, so Fiora's ramp comes slowly and depends on finding the right pieces together.

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    Rank 31 · Why this rank

    FioraGrand Duelist

    Fiora rewards units that reach 5 Might, since the Legend can exhaust to channel an extra exhausted rune when one becomes Mighty, and Sacrifice can then trade that unit for two cards and another rune. Lists that run Rift Herald and Elder Dragon alongside Sacrifice can also sacrifice a Herald so its Deathknell plays a Dragon from hand to base while paying only the Dragon's Power. The Legend has to exhaust for each rune, though, and it usually needs Punch First or a large unit before it does anything, so Fiora's ramp comes slowly and depends on finding the right pieces together.

  6. Rank 32

    Ekko

    Boy Who Shattered Time

    FuryMind
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Ekko usually empowers its Legend on one turn and disempowers it on a later turn to cut two Energy and one Power off a unit, which lets Thousand-Tailed Watcher arrive early and give enemy units -3 Might for a big attack. That unit is set to die at end of turn, so the deck leans on Ekko, Ingenious, Retreat or Temporal Breach to return or replay it before then. Empowering and then using the discount each exhaust the Legend, so the usual sequence spans two turns, and saving the unit costs another card, which leaves Ekko with strong single turns rather than a steady edge over a game.

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    Rank 32 · Why this rank

    EkkoBoy Who Shattered Time

    Ekko usually empowers its Legend on one turn and disempowers it on a later turn to cut two Energy and one Power off a unit, which lets Thousand-Tailed Watcher arrive early and give enemy units -3 Might for a big attack. That unit is set to die at end of turn, so the deck leans on Ekko, Ingenious, Retreat or Temporal Breach to return or replay it before then. Empowering and then using the discount each exhaust the Legend, so the usual sequence spans two turns, and saving the unit costs another card, which leaves Ekko with strong single turns rather than a steady edge over a game.

  7. Rank 33

    Teemo

    Swift Scout

    MindChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Teemo hides cards like Switcheroo, Sprite Call and Tideturner, and its Legend lets one Energy pay for each hide instead of a Power, while Bandle Scouts' Academy leaves a Gold behind. A hidden card can be played later without paying its cost, so Switcheroo can swap the Might of two units in the middle of a fight. The catch is that a card can only be hidden at a battlefield Teemo controls and is lost if that control is lost, and Sprite Call's Sprite has Temporary, so Teemo seems to depend on a lead it has trouble keeping.

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    Rank 33 · Why this rank

    TeemoSwift Scout

    Teemo hides cards like Switcheroo, Sprite Call and Tideturner, and its Legend lets one Energy pay for each hide instead of a Power, while Bandle Scouts' Academy leaves a Gold behind. A hidden card can be played later without paying its cost, so Switcheroo can swap the Might of two units in the middle of a fight. The catch is that a card can only be hidden at a battlefield Teemo controls and is lost if that control is lost, and Sprite Call's Sprite has Temporary, so Teemo seems to depend on a lead it has trouble keeping.

  8. Rank 34

    Darius

    Hand of Noxus

    FuryOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Darius, Hand of Noxus wants every turn to include at least two cards, since its Legend adds an Energy only if a card was already played that turn and Darius, Trifarian gets +2 Might and readies when the second card is played. Plays like Rally the Troops, which draws a card, and Noxus Hopeful, which costs two Energy less after another card, help make that happen. The deck seems held back because those turns need the right cards together, and without them Darius, Trifarian is an ordinary five Might unit.

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    Rank 34 · Why this rank

    DariusHand of Noxus

    Darius, Hand of Noxus wants every turn to include at least two cards, since its Legend adds an Energy only if a card was already played that turn and Darius, Trifarian gets +2 Might and readies when the second card is played. Plays like Rally the Troops, which draws a card, and Noxus Hopeful, which costs two Energy less after another card, help make that happen. The deck seems held back because those turns need the right cards together, and without them Darius, Trifarian is an ordinary five Might unit.

  9. Rank 35

    Yasuo

    Unforgiven

    CalmChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Yasuo, Windrider scores a point on the third time it moves in a turn, and the deck gives it several ways to get there: the Legend pays two Energy to move a unit to or from its base, Ride the Wind moves and readies a unit, and Flash sends units back to base. Reaching a third move in one turn takes careful sequencing on top of Yasuo's five Energy, so the plan seems slow to set up and hard to repeat.

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    Rank 35 · Why this rank

    YasuoUnforgiven

    Yasuo, Windrider scores a point on the third time it moves in a turn, and the deck gives it several ways to get there: the Legend pays two Energy to move a unit to or from its base, Ride the Wind moves and readies a unit, and Flash sends units back to base. Reaching a third move in one turn takes careful sequencing on top of Yasuo's five Energy, so the plan seems slow to set up and hard to repeat.

  10. Rank 36

    Ambessa

    Matriarch of War

    BodyOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Ambessa empowers cheap units like Legion Marauder and Kayle, Justified, and Risen Altar can lower Empower costs for its controller's units there, while empowering one of them also empowers the Legend if it isn't already, so it can later spend one Power, disempower and exhaust to ready a unit. Guttural Roar gives an empowered unit +4 Might this turn, and Public Execution kills an enemy unit smaller than one of its own. Small units like Noxian Emissary and Irresistible Faefolk print just 1 or 2 Might and lean on Punch First and Rampage, though, so Ambessa seems to spend much of each turn on setup for modest pressure.

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    Rank 36 · Why this rank

    AmbessaMatriarch of War

    Ambessa empowers cheap units like Legion Marauder and Kayle, Justified, and Risen Altar can lower Empower costs for its controller's units there, while empowering one of them also empowers the Legend if it isn't already, so it can later spend one Power, disempower and exhaust to ready a unit. Guttural Roar gives an empowered unit +4 Might this turn, and Public Execution kills an enemy unit smaller than one of its own. Small units like Noxian Emissary and Irresistible Faefolk print just 1 or 2 Might and lean on Punch First and Rampage, though, so Ambessa seems to spend much of each turn on setup for modest pressure.

  11. Rank 37

    Lux

    Lady of Luminosity

    MindOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Lux, Lady of Luminosity draws a card whenever its player plays a spell costing five Energy or more, which fits lists built around Progress Day, Singularity and The Ruination. Lux, Crownguard adds two Energy for spells only, and Wages of Pain leaves a Gold behind, so those cards help pay for the large ones. Those spells cost six to nine Energy and Time Warp costs ten, so the deck seems to need a long game before the payoffs arrive.

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    Rank 37 · Why this rank

    LuxLady of Luminosity

    Lux, Lady of Luminosity draws a card whenever its player plays a spell costing five Energy or more, which fits lists built around Progress Day, Singularity and The Ruination. Lux, Crownguard adds two Energy for spells only, and Wages of Pain leaves a Gold behind, so those cards help pay for the large ones. Those spells cost six to nine Energy and Time Warp costs ten, so the deck seems to need a long game before the payoffs arrive.

  12. Rank 38

    Rumble

    Mechanized Menace

    FuryMind
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Rumble's Legend gives its Mechs Shield 1, and each friendly Rumble, Hotheaded gives them Assault 1 while in play, so with one Hotheaded out each Mech gains a point of Might on either side of a fight. Incorrigible Construct, new in Radiance, enters ready when it shows off another Mech, and Ferrous Forerunner leaves two Mech tokens behind when it dies. The Legend's own bonus is one Might per Mech and only while defending, though, so Rumble's Mechs seem to defend only a little above their printed size.

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    Rank 38 · Why this rank

    RumbleMechanized Menace

    Rumble's Legend gives its Mechs Shield 1, and each friendly Rumble, Hotheaded gives them Assault 1 while in play, so with one Hotheaded out each Mech gains a point of Might on either side of a fight. Incorrigible Construct, new in Radiance, enters ready when it shows off another Mech, and Ferrous Forerunner leaves two Mech tokens behind when it dies. The Legend's own bonus is one Might per Mech and only while defending, though, so Rumble's Mechs seem to defend only a little above their printed size.

  13. Rank 39

    Jarvan IV

    Exemplar of Demacia

    BodyOrder
    Top 8 share
    0.0%
    Wins
    0
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    0

    Jarvan IV plays cheap Deploy gear like Pillaged Armory, Concert Poster and Demacian Standard, and its Legend can move a friendly unit to the battlefield where that gear lands. With Jarvan IV, Martial Paragon giving those gear Action, the deck can add a gear and a unit to a fight in a showdown. Each Legend move needs a Deploy gear played, a Power and the Legend's exhaust, though, and the gear die when an opponent holds their battlefield, while cheap units like Trifarian Captain and Pit Rookie still lean on Punch First or Rampage to come out ahead in fights.

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    Rank 39 · Why this rank

    Jarvan IVExemplar of Demacia

    Jarvan IV plays cheap Deploy gear like Pillaged Armory, Concert Poster and Demacian Standard, and its Legend can move a friendly unit to the battlefield where that gear lands. With Jarvan IV, Martial Paragon giving those gear Action, the deck can add a gear and a unit to a fight in a showdown. Each Legend move needs a Deploy gear played, a Power and the Legend's exhaust, though, and the gear die when an opponent holds their battlefield, while cheap units like Trifarian Captain and Pit Rookie still lean on Punch First or Rampage to come out ahead in fights.

  14. Rank 40

    Lee Sin

    Blind Monk

    CalmBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Lee Sin, Blind Monk spends one Energy to buff a friendly unit, and Lee Sin, Centered gives other buffed friendly units at his battlefield +2 Might, so cheap units can grow once they carry a buff. Monastery of Hirana can turn a buff into a card after a conquer there. A buff is only one Might and the Legend does nothing for a unit that already has one, while Lee Sin, Centered costs six Energy, so the deck seems to lean on Punch First and Rampage to take fights until the buffs add up.

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    Rank 40 · Why this rank

    Lee SinBlind Monk

    Lee Sin, Blind Monk spends one Energy to buff a friendly unit, and Lee Sin, Centered gives other buffed friendly units at his battlefield +2 Might, so cheap units can grow once they carry a buff. Monastery of Hirana can turn a buff into a card after a conquer there. A buff is only one Might and the Legend does nothing for a unit that already has one, while Lee Sin, Centered costs six Energy, so the deck seems to lean on Punch First and Rampage to take fights until the buffs add up.

  15. Rank 41

    Renekton

    Butcher of the Sands

    FuryBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Renekton's Legend turns two Power into two Energy for units, and most lists pair it with Coalesced Energy, which recycles every rune at the end of its player's turn and channels four back exhausted. With Coalesced Energy in play, that reset can offset runes recycled for Power, although losing them can still squeeze earlier plays, and dropping to four or fewer runes turns on Renekton, Rage Fueled's attack damage. Resetting to four runes keeps bigger turns hard to build, though, so Renekton leans on four Energy units like Noxus Hopeful and Kai'Sa, Survivor with Punch First and might run out of cards once those are answered.

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    Rank 41 · Why this rank

    RenektonButcher of the Sands

    Renekton's Legend turns two Power into two Energy for units, and most lists pair it with Coalesced Energy, which recycles every rune at the end of its player's turn and channels four back exhausted. With Coalesced Energy in play, that reset can offset runes recycled for Power, although losing them can still squeeze earlier plays, and dropping to four or fewer runes turns on Renekton, Rage Fueled's attack damage. Resetting to four runes keeps bigger turns hard to build, though, so Renekton leans on four Energy units like Noxus Hopeful and Kai'Sa, Survivor with Punch First and might run out of cards once those are answered.

  16. Rank 42

    Annie

    Dark Child

    FuryChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Annie's Legend readies up to two runes at the end of its player's turn, so up to two runes used on the player's own turn are ready again on the opponent's turn for Reaction spells like Gust, Flash and Star-Crossed. Annie, Stubborn can return one of those spells from the trash to the hand, which lets the deck reuse a return-to-hand or movement spell. The Legend does not draw cards or score points itself, though, and Reaction spells mostly delay an opponent instead of building a board, so Annie might struggle to turn those ready runes into a lead on the battlefields.

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    Rank 42 · Why this rank

    AnnieDark Child

    Annie's Legend readies up to two runes at the end of its player's turn, so up to two runes used on the player's own turn are ready again on the opponent's turn for Reaction spells like Gust, Flash and Star-Crossed. Annie, Stubborn can return one of those spells from the trash to the hand, which lets the deck reuse a return-to-hand or movement spell. The Legend does not draw cards or score points itself, though, and Reaction spells mostly delay an opponent instead of building a board, so Annie might struggle to turn those ready runes into a lead on the battlefields.

  17. Rank 43

    Seraphine

    Starry-Eyed Songstress

    MindOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Seraphine's Legend can exhaust itself and three friendly units to make a spell cost two Energy less, and the 1 Might Recruit tokens from Encore's Recruit mode and Concert Poster's optional Energy payment help pay for it. With Seraphine, Inspiring on the board, that exhaust can also draw a card once each turn, and the discount makes it cheaper to pair Imperial Decree with Bellows Breath to kill several units at one location. Units exhausted this way can't make a standard move while exhausted, though, unless something like Raucous Anthem readies them, so Seraphine might struggle to turn a wide board of small tokens into conquests.

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    Rank 43 · Why this rank

    SeraphineStarry-Eyed Songstress

    Seraphine's Legend can exhaust itself and three friendly units to make a spell cost two Energy less, and the 1 Might Recruit tokens from Encore's Recruit mode and Concert Poster's optional Energy payment help pay for it. With Seraphine, Inspiring on the board, that exhaust can also draw a card once each turn, and the discount makes it cheaper to pair Imperial Decree with Bellows Breath to kill several units at one location. Units exhausted this way can't make a standard move while exhausted, though, unless something like Raucous Anthem readies them, so Seraphine might struggle to turn a wide board of small tokens into conquests.

  18. Rank 44

    Ezreal

    Prodigal Explorer

    MindChaos
    Top 8 share
    0.7%
    Wins
    0
    Top 8s
    1

    Ezreal is a Mind and Chaos control deck, and its Legend can exhaust to draw a card once spells like Stupefy, Gust, Wages of Pain and Deadly Flourish have chosen enemy units twice in a turn. Most lists also use Pack of Wonders to return Treasure Trove to hand, and Treasure Trove leaving the board draws a card and channels a rune exhausted before it is replayed. Still, Thousand-Tailed Watcher is the only big unit nearly every list shares, and Fizz, Trickster and Vex, Apathetic have 3 and 4 Might, so Ezreal might control a board for a long time without closing the game.

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    Rank 44 · Why this rank

    EzrealProdigal Explorer

    Ezreal is a Mind and Chaos control deck, and its Legend can exhaust to draw a card once spells like Stupefy, Gust, Wages of Pain and Deadly Flourish have chosen enemy units twice in a turn. Most lists also use Pack of Wonders to return Treasure Trove to hand, and Treasure Trove leaving the board draws a card and channels a rune exhausted before it is replayed. Still, Thousand-Tailed Watcher is the only big unit nearly every list shares, and Fizz, Trickster and Vex, Apathetic have 3 and 4 Might, so Ezreal might control a board for a long time without closing the game.

  19. Rank 45

    Ahri

    Nine-Tailed Fox

    CalmMind
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Ahri's Legend gives an enemy unit -1 Might this turn, to a minimum of 1, whenever it attacks a battlefield Ahri's player controls, so the deck is built to defend ground it already holds. Discipline adds 2 Might and draws a card at Reaction speed, and Defy and Not So Fast can counter some spells, which helps a defended battlefield stay safe from tricks. The Legend only weakens attackers at a battlefield Ahri already controls, though, and does nothing to help it take one in the first place, so Ahri might struggle to claim the battlefields its Legend is meant to protect.

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    Rank 45 · Why this rank

    AhriNine-Tailed Fox

    Ahri's Legend gives an enemy unit -1 Might this turn, to a minimum of 1, whenever it attacks a battlefield Ahri's player controls, so the deck is built to defend ground it already holds. Discipline adds 2 Might and draws a card at Reaction speed, and Defy and Not So Fast can counter some spells, which helps a defended battlefield stay safe from tricks. The Legend only weakens attackers at a battlefield Ahri already controls, though, and does nothing to help it take one in the first place, so Ahri might struggle to claim the battlefields its Legend is meant to protect.

  20. Rank 46

    Volibear

    Relentless Storm

    FuryBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Volibear ramps with Mobilize and Dragonsoul Sage, and its Legend can exhaust to channel an extra rune exhausted when a Mighty unit (5 or more Might) is played, such as Blazing Scorcher for 5 Energy or Rengar, Trophy Hunter for 5 Energy and one Power. The extra runes are meant for Seraphic Wyvern, Gentle Gemdragon and Elder Dragon, and Kadregrin the Infernal draws a card for each Mighty unit when it arrives. Until the first Mighty unit lands, though, the Legend does nothing, so Volibear might fall behind on points while it builds toward its top end.

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    Rank 46 · Why this rank

    VolibearRelentless Storm

    Volibear ramps with Mobilize and Dragonsoul Sage, and its Legend can exhaust to channel an extra rune exhausted when a Mighty unit (5 or more Might) is played, such as Blazing Scorcher for 5 Energy or Rengar, Trophy Hunter for 5 Energy and one Power. The extra runes are meant for Seraphic Wyvern, Gentle Gemdragon and Elder Dragon, and Kadregrin the Infernal draws a card for each Mighty unit when it arrives. Until the first Mighty unit lands, though, the Legend does nothing, so Volibear might fall behind on points while it builds toward its top end.

  21. Rank 47

    Draven

    Glorious Executioner

    FuryChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Draven leans on Chaos, using Vex, Apathetic, Tideturner and Rebuke to set up fights the deck can take, and Spinning Axe adds three Might as a Reaction, which can swing a combat, and the Legend draws a card if its player wins that combat. Every draw from its Legend depends on winning a combat, though, and most of its units have two to four Might while Draven, Showboat's own Might bonus only grows with its player's points, so one bigger blocker or a removal spell can stall the card flow before it adds up to much.

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    Rank 47 · Why this rank

    DravenGlorious Executioner

    Draven leans on Chaos, using Vex, Apathetic, Tideturner and Rebuke to set up fights the deck can take, and Spinning Axe adds three Might as a Reaction, which can swing a combat, and the Legend draws a card if its player wins that combat. Every draw from its Legend depends on winning a combat, though, and most of its units have two to four Might while Draven, Showboat's own Might bonus only grows with its player's points, so one bigger blocker or a removal spell can stall the card flow before it adds up to much.

  22. Rank 48

    Jax

    Grandmaster at Arms

    CalmBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Jax's Legend can exhaust to attach an Equipment to a unit, paying one Energy as well when that Equipment is detached, so Brutalizer and Guardian Angel can follow whichever unit needs the extra Might. Defy and Discipline give the deck cheap Reaction plays alongside them. Each of those Equipment adds only 1 Might, though, and both of the Legend's abilities share its exhaust cost, so Jax might struggle to build a body big enough to take a fight without extra pump spells.

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    Rank 48 · Why this rank

    JaxGrandmaster at Arms

    Jax's Legend can exhaust to attach an Equipment to a unit, paying one Energy as well when that Equipment is detached, so Brutalizer and Guardian Angel can follow whichever unit needs the extra Might. Defy and Discipline give the deck cheap Reaction plays alongside them. Each of those Equipment adds only 1 Might, though, and both of the Legend's abilities share its exhaust cost, so Jax might struggle to build a body big enough to take a fight without extra pump spells.

  23. Rank 49

    Irelia

    Blade Dancer

    CalmChaos
    Top 8 share
    3.5%
    Wins
    1
    Top 8s
    5

    Irelia's Legend can exhaust and pay one Power to ready a friendly unit its player chooses, so Discipline on a Stellacorn Herder that has already moved draws a card and lets the Legend ready the Herder to move again for another draw. Ride the Wind and Tideturner add more movement around that engine. Each ready still costs Power, the Legend only readies itself again after a conquer and one more Energy, and most of the units are small, so Irelia might need several pump spells like Defiant Dance to take a single fight.

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    Rank 49 · Why this rank

    IreliaBlade Dancer

    Irelia's Legend can exhaust and pay one Power to ready a friendly unit its player chooses, so Discipline on a Stellacorn Herder that has already moved draws a card and lets the Legend ready the Herder to move again for another draw. Ride the Wind and Tideturner add more movement around that engine. Each ready still costs Power, the Legend only readies itself again after a conquer and one more Energy, and most of the units are small, so Irelia might need several pump spells like Defiant Dance to take a single fight.

  24. Rank 50

    Shen

    Eye of Twilight

    CalmOrder
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Shen's lists share a Calm core of Defy and Discipline, with Charm in most of them, and the Legend can exhaust to give a friendly unit Tank this turn, so that unit must be assigned combat damage before units without Tank. Kinkou Temple gives units with Tank +1 Might, so that choice can swing a close fight there. The Legend never draws a card, readies a rune or scores a point, though, and its bigger units change from list to list, so the deck can answer threats but seems to lack a consistent plan of its own for turning those answers into points.

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    Rank 50 · Why this rank

    ShenEye of Twilight

    Shen's lists share a Calm core of Defy and Discipline, with Charm in most of them, and the Legend can exhaust to give a friendly unit Tank this turn, so that unit must be assigned combat damage before units without Tank. Kinkou Temple gives units with Tank +1 Might, so that choice can swing a close fight there. The Legend never draws a card, readies a rune or scores a point, though, and its bigger units change from list to list, so the deck can answer threats but seems to lack a consistent plan of its own for turning those answers into points.

  25. Rank 51

    Lucian

    Purifier

    FuryBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Lucian's Legend gives each Equipment Assault, so a unit holding Long Sword or Doran's Blade attacks for three more Might, and Lucian, Merciless can pick up an Equipment as it enters and ready itself after its first conquer each turn. Relentless Pursuit can also move a unit and attach an Equipment to it in one play. Each Equipment still costs a card and Energy before it adds any Might, though, and the Assault only counts while attacking, so the deck might not have enough left over to hold a battlefield once it is pushed onto defense.

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    Rank 51 · Why this rank

    LucianPurifier

    Lucian's Legend gives each Equipment Assault, so a unit holding Long Sword or Doran's Blade attacks for three more Might, and Lucian, Merciless can pick up an Equipment as it enters and ready itself after its first conquer each turn. Relentless Pursuit can also move a unit and attach an Equipment to it in one play. Each Equipment still costs a card and Energy before it adds any Might, though, and the Assault only counts while attacking, so the deck might not have enough left over to hold a battlefield once it is pushed onto defense.

  26. Rank 52

    Ziggs

    Hexplosives Expert

    FuryChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Ziggs's Legend pays one Energy and one Power to put a Bomb on a battlefield, and Ziggs, Explosive makes more. Detonate and Shimmering Swimmer both let Ziggs kill its own Bomb, which deals 2 to an enemy there and sets off its other Bombs at that battlefield, and Detonate also draws two. Void Gate adds one damage to each blast there. Every Bomb only hits units at its own battlefield, though, and the damage doesn't conquer anything, so Ziggs might spend its turns clearing units while its small bodies still have to score.

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    Rank 52 · Why this rank

    ZiggsHexplosives Expert

    Ziggs's Legend pays one Energy and one Power to put a Bomb on a battlefield, and Ziggs, Explosive makes more. Detonate and Shimmering Swimmer both let Ziggs kill its own Bomb, which deals 2 to an enemy there and sets off its other Bombs at that battlefield, and Detonate also draws two. Void Gate adds one damage to each blast there. Every Bomb only hits units at its own battlefield, though, and the damage doesn't conquer anything, so Ziggs might spend its turns clearing units while its small bodies still have to score.

  27. Rank 53

    Zed

    Master of Shadows

    FuryChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Zed's Legend empowers whenever its player banishes one of their own cards, then trades that charge for a discard and a draw. Zed, Without a Sound plays a Shadow Clone on a conquer, and the Clone can banish a unit from the trash when it attacks for Assault 4, recharging the Legend, while Runeblade Anvil banishes the top card of the deck on entering and leaving. That line needs a conquer and a unit in the trash first, and the Legend's own payoff only swaps one card for another, so Zed might spend Energy and cards on setup before it gets ahead.

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    Rank 53 · Why this rank

    ZedMaster of Shadows

    Zed's Legend empowers whenever its player banishes one of their own cards, then trades that charge for a discard and a draw. Zed, Without a Sound plays a Shadow Clone on a conquer, and the Clone can banish a unit from the trash when it attacks for Assault 4, recharging the Legend, while Runeblade Anvil banishes the top card of the deck on entering and leaving. That line needs a conquer and a unit in the trash first, and the Legend's own payoff only swaps one card for another, so Zed might spend Energy and cards on setup before it gets ahead.

  28. Rank 54

    K'Sante

    Pride of Nazumah

    CalmBody
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    K'Sante's Legend pays one Energy and exhausts to give a friendly unit Assault equal to its Shield this turn, which turns defensive bodies into attackers. A unit with Shield 3 that wears Nazuman Ntofo has Shield 5, so with the Legend's ability it attacks for 5 more Might, and if Ntofo Strikes then adds Shield 2, that bonus rises to 7 and the spell deals 7 to an enemy unit. Each use exhausts the Legend, though, and every Shield body in these lists has 4 printed Might or less, so K'Sante might struggle to pressure a battlefield as well as it defends one.

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    Rank 54 · Why this rank

    K'SantePride of Nazumah

    K'Sante's Legend pays one Energy and exhausts to give a friendly unit Assault equal to its Shield this turn, which turns defensive bodies into attackers. A unit with Shield 3 that wears Nazuman Ntofo has Shield 5, so with the Legend's ability it attacks for 5 more Might, and if Ntofo Strikes then adds Shield 2, that bonus rises to 7 and the spell deals 7 to an enemy unit. Each use exhausts the Legend, though, and every Shield body in these lists has 4 printed Might or less, so K'Sante might struggle to pressure a battlefield as well as it defends one.

  29. Rank 55

    Sivir

    Battle Mistress

    BodyChaos
    Top 8 share
    0.0%
    Wins
    0
    Top 8s
    0

    Sivir's Legend can exhaust to play an exhausted Gold gear token whenever its player recycles a rune, and it readies itself when one or more enemy units die. A second Gold in the same turn needs the Legend to ready first, and an enemy death is one way to ready it. Each Gold token enters exhausted, so it can only add Power once it readies, and the Legend never deals damage, draws cards or scores points itself, so most of what Sivir's Legend offers on its own seems to be Power that arrives later.

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    Rank 55 · Why this rank

    SivirBattle Mistress

    Sivir's Legend can exhaust to play an exhausted Gold gear token whenever its player recycles a rune, and it readies itself when one or more enemy units die. A second Gold in the same turn needs the Legend to ready first, and an enemy death is one way to ready it. Each Gold token enters exhausted, so it can only add Power once it readies, and the Legend never deals damage, draws cards or scores points itself, so most of what Sivir's Legend offers on its own seems to be Power that arrives later.