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Pit Crew Movement

Ornn · Radiance · v3 · Aggro
← Play-aid

Flood the board with cheap units and ready Sprites, then win every fight with equipment: (+3 Might at reaction speed), (+3 the turn it's attached) and . and keep the conquers coming.

Win condition. Score from turn 2 with cheap units and Sprites. Use equipment Might to conquer over blockers, and win before slower decks (Kai'Sa, Riven, Kennen) reach their late game.

Decklist

Units · 16

32e
32e
32e
33e
23e1p
23e1p

Gears · 18

30e1p
31e1p
11e
32e
32e1p
12e
33e2p
14e1p

Spells · 5

31e1p
21e1p

Champion

15e1p

Battlefields

1
1
1

Runes · 12

8Calm Rune
4Mind Rune

Sideboard · 10

23e1p
23e
21e
21e2p
12e1p
12e

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

Changes from v2
−Seat of Power +

Seat of Power fails the win-more test (Fundamentals p.34-35): in a 1v1 game it only draws when you already control both battlefields. readies 2 runes after a conquer, so you can attack and still hold up or .

Strategic quality profile
StatehighFast board
ConversionhighGear turns small units into winners
Informationlow-mediumScuttle Crab reveals their hand when it dies
Flexibilitymedium
RestrictionmediumDefy, Charm, Hush post-board
Alignmenthigh
RiskmediumWipes (Kai'Sa), bounce (Gust), gear hate post-board

Preferred: v3 over v2, carried by State and Restriction.

Decisive assumption: The meta's gear removal will target your equipment, so Deflect on all your gear is worth two slots; holding up reactions after attacking () is worth more than a draw that only comes when you're already ahead (Seat of Power).

Confidence medium-low · testing sample none

If you observe… (refinement swaps)
R1
Gear is rarely targeted
−2 +1 Lecturing Yordle, 1 Mask of Foresight
Gives up: A 4 Might body and gear protection
R2
Calm Power is stranded
−1 Mind Rune +1 Calm Rune
Gives up: Mind reliability (Sprite Fountain, Aspiring Engineer)
R3
Their cheap spells blunt your conquers
−1 +1
Gives up: A 1-energy Shield 2 equipment
R4
Post-board gear hate wipes your equipment
−1 , 1 +2 Battle Preparations
Gives up: Two equipment; gain a non-gear +2 Might reaction
R5
Targon's readied runes go unused, or you run out of cards while ahead
− +Seat of Power
Gives up: The post-attack reaction window

Try first: R2: Calm carries 21 Power against 8 runes and 3 Seals, so it's the most likely constraint, and it's free to test.

Low-confidence calls
  • Opponents' game-2 plans for Kai'Sa and Riven are adapted (low confidence); Kennen's is exact.
  • Two meta lists are carried over from Set 4 (Kai'Sa's guide text, Kennen entirely).
  • Tokens leaving play don't return (Sprites bounced by are gone); not a confirmed ruling.
Rulings used
  • Power must match the card's domain (confirmed, 2026-11-06).
  • Equipment Might comes from the catalog's mightBonus: +3, +1 (+2 more the turn it's attached), +1.

Full write-up in the repo: decks/2026-11-08-ornn-fire-below-the-mountain-gear-aggro-v3.md