Luxanna Crownguard hails from Demacia, an insular realm where magical abilities are viewed with fear and suspicion. Able to bend light to her will, she grew up dreading discovery and exile, and was forced to keep her power secret, in order to preserve her family's noble status. Nonetheless, Lux's optimism and resilience have led her to embrace her unique talents, and she now covertly wields them in service of her homeland.
One of Runeterra's most iconic mages, Lux, is amongst the four starting legends from the Origins: Proving Grounds box set. In the domains of Mind and Order, she is a spell-based control champion, contrasting heavily with the other Mind/Order champion in Viktor. Lux wants to cast big spells in order to control the board and trigger her passive ability. In doing so, the mage slowly out values its opponent, unable to keep up in the resources department.
Lux seems to be the closest to a 'tap-out control' deck in Riftbound, and should please anyone used to traditional control strategies in other card games.
Competitively, playing reactively carries many risks, especially with so many cheap reactive spells available in Riftbound. Yet, if one manages to navigate the early and mid-game properly, there are very few opponents able to match Lux's value once in the later stages of a match.
Refined Lux Deck
Budget Lux Deck
Lux Signature Cards
OGS-022 is a simple removal spell, but it can deal with most units in the game. Except for huge Body/Fury bodies like Volibear, it's a universal answer to most good units and can be used exceptionally well throughout the game to be able to keep control of the game (it also reads Draw a Card, due to her legend).
Then, the card is a fair support, but tends to be outshined by the likes of OGN-209 or OGN-085, sporting a better effect-to-cost ratio.
Her champion unit cards are in a similar situation, with good abilities but unable to find their role in Riftbound competitive environment. OGS-014 is too fragile to see play, especially with fury legends being quite popular or a card like OGN-169 in every chaos build.
Then, OGS-006 is the preferred option as our chosen champion unit. The card is basic, but synergize with OGS-021 to grow to 8 might every turn.
Lux Staple Cards and Synergies
These three cards embody the various stages of Lux's game plan. The mage starts with units early to fight opposing early threats, then switch to a removal heavy mid-game until the opponent starts to show signs of tiredness, signalling it is time to go for the win with OGN-122.
In the early turns, Lux is looking for cheap units with a great ability. OGN-103 is fantastic to any spell based legend, as it will grow to a 3 or 4 might unit for showdowns.
Once more runes are available, spells will come into play to remove opposing units without entering showdowns. Looking for actions is preferred, such as OGS-012 or OGN-085 as it means we can play those spells reactively if needed.
Last, Lux's main weakness is the lack of a strong win condition except for an exhausted opponent. OGN-122 is a remarkable card in that regard, as the card could read "Hold all the battlefields under your control" which is a game winner if at 7 points. The 10-cost spell replaces the large units other legends use to close the game. Indeed, the mix of Mind and Order doesn't feature any value oriented late-game bomb at the moment.








