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Replay Lock

Ekko · Radiance · v2 · Combo-midrange
← Play-aid

Cheat a big "when you play me" unit out with the Legend, then save and replay it with , , and , so each replay fires its effect again. locks the board: once it's in play, units don't ready during the Awaken Phase.

Win condition. Replay , and Mech makers to break the opponent's holds and out-value their removal. Then use the lock and Ekko's Ganking to score the last points while their units can't ready.

Decklist

Units · 25

32e
32e
22e
23e
13e
34e
34e1p
15e1p
36e1p
26e1p
27e1p

Gears · 2

20e1p

Spells · 12

31e
21e1p
32e
23e1p
23e1p

Champion

13e

Battlefields

1
1
1

Runes · 12

6Mind Rune
6Fury Rune

Sideboard · 10

22e1p
23e1p
22e
21e1p
23e1p

Validator: LEGAL · main 40/40 · side 10/10 · runes 12/12 · battlefields 3/3

Changes from v1
−2 +2

's bounce mode is a fourth and fifth : it saves a unit from removal at reaction speed, and the replay fires its play effect again. All three meta decks are removal or bounce heavy. Comedy moves to the sideboard for low-removal decks.

−1 Mind Rune +1 Fury Rune

Single-domain Power demand is Fury 8 / Mind 11, and ×2 adds Mind, so 6/6 stretches both colours about equally.

−2 Decree of Insight (side) +2 (side)

Decree of Insight only hits Body units, and none of the three meta decks plays Body. can't be countered and kills Riven's Champion through , and .

Strategic quality profile
StatemediumStrong once the replay loop starts
ConversionhighEach replay is a card's worth of value
InformationmediumStrigian Oracle predicts
Flexibilitymedium-highBalanced runes; reactive saves
RestrictionmediumRiptide, Watcher, removal suite
Alignmenthigh
RiskmediumCounterspells (Riven, Kennen) and Brynhir turns (Kai'Sa) hit the core loop

Preferred: v2 over v1, carried by Risk and Flexibility.

Decisive assumption: Protecting play-effect units matters more against this field than readying extra attackers, and Fury Power was the colour being stranded.

Confidence medium-low · testing sample none

If you observe… (refinement swaps)
R1
Mind Power cards are stranded
−1 Fury Rune +1 Mind Rune
Gives up: Fury reliability (Raider, Void Seeker, Apparatus, Revolutionary)
R2
Your units sit exhausted under Raider; Mesmerize doesn't cover it
−2 +2
Gives up: Reaction-speed saves against removal
R3
Chronobreak is countered or blanked often
−1 +1
Gives up: A multi-unit replay
R4
Raider's "ready all enemy units" backfires
−1 +1
Gives up: One lock piece

Try first: R4 if you're unsure about : it's the card whose net effect is hardest to judge without games, and the swap keeps a play effect worth replaying.

Low-confidence calls
  • Opponents' game-2 plans for Kai'Sa and Riven are adapted (low confidence); Kennen's is exact, but ezreal is a nearest fit.
  • Tokens leaving play don't return, so Mechsmith and Apparatus tokens die to bounce; not a confirmed ruling.
  • The Raider lock's real strength depends on how often opponents exhaust units; untested.
Rulings used
  • is slow speed; its replayed unit is a new copy, and replaying to the same battlefield counts as playing it there (confirmed, 2026-10-30).
  • Power must match the card's domain; either domain pays a dual-domain card's Power (confirmed, 2026-11-08).
  • Only your own Legend's signature cards are legal ( is Ekko's).

Full write-up in the repo: decks/2026-11-08-ekko-boy-who-shattered-time-replay-v2.md