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Twirligig Mechs

Rumble · Radiance · v3 · Midrange
← Play-aid

Hold battlefields with Shielded Mechs while turns Gold, Recruits and spent bodies into a steady stream of 3 Might Mechs. Tuned for the Radiance field: a real turn-1 play that kills their cheap openers, and a sideboard that answers their gear and breaks their holds.

Win condition. Take the early points with cheap units, then hold with Shielded Mechs while Twirligig out-produces the opponent's removal. Close by giving the Mech board Assault () or Ganking () to score over their last hold.

Decklist

Units · 24

22e
22e
22e
23e
34e
34e
26e1p
36e1p
26e1p
26e1p
18e2p

Gears · 3

34e1p

Spells · 12

21e1p
22e1p
23e
23e1p
23e
24e1p

Champion

15e1p

Battlefields

1
1
1

Runes · 12

6Fury Rune
6Mind Rune

Sideboard · 10

24e
24e1p
27e1p
24e1p
22e1p

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

Changes from v2
−2 Plaza Guardian +2

Plaza Guardian fails the win-more test (Fundamentals p.34-35): it's cheap only once you're already ahead. takes the deck from 4 to 6 turn-1 plays and kills the 1-2 Might openers every meta deck plays.

−1 Detonate (side) +1 (side)

Riven and Kennen are value decks, and Detonate's "its controller draws 2" feeds them. kills any gear and has Flow to replay it from the trash.

Strategic quality profile
Statemedium-highContests turns 1-2 now
Conversionmedium-highSame engine
InformationmediumVision on Mechs, Eclipse's Predict
FlexibilitymediumLost Plaza Guardian's late body; more early plays
RestrictionmediumCadet adds early disruption
Alignmenthigh
RiskmediumTwirligig is still the engine; all three meta decks have gear hate post-board

Preferred: v3 over v2 for the Radiance field, carried by State and Restriction.

Decisive assumption: Contesting the first points matters more against these three decks than Plaza Guardian's late body, and Cadet will usually find a 1-2 Might target at a battlefield.

Confidence medium-low · testing sample none

If you observe… (refinement swaps)
R1
Cadet rarely has a target, or games go long without a big body
−2 +2 Plaza Guardian
Gives up: Turn-1 plays drop back to 4
R2
Kai'Sa wipes keep clearing your board
−1 , 1 +1 , 1 Watchful Sentry
Gives up: A Mech token + draw and a cheap Mech
R3
Twirligig is answered in most post-board games
−1 , 1 +2 Bilgewater Tracker
Gives up: Engine redundancy and the second activation
R4
Fury Power cards are stranded
−1 Mind Rune +1 Fury Rune
Gives up: Reliability of Mind Power cards

Try first: R2 if Kai'Sa is the deck you face most: it's the matchup where the Mech-token plan is most exposed, and the swap is cheap to test.

Low-confidence calls
  • Opponents' game-2 plans for Kai'Sa and Riven are adapted (low confidence); Kennen's is exact but assumes Rumble maps to its azir plan.
  • Tokens leaving play (bounced or banished) don't come back; not a confirmed ruling.
  • Two meta lists are carried over from Set 4 (Kai'Sa's guide text, Kennen entirely).
Rulings used
  • Mech tokens receive Rumble's Shield; a Mech token played by an effect triggers Vision; gear tokens count as gear (confirmed, 2026-11-06).
  • Power must match the card's domain (confirmed, 2026-11-06).
  • Kai'Sa's Legend adds 1 Power of any domain for spells (confirmed, 2026-11-08), so her arrives sooner than her rune split suggests.

Full write-up in the repo: decks/2026-11-08-rumble-mechanized-menace-twirligig-mechs-v3.md