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OFFICIAL VERSION September 2026

Banned Cards

Official Constructed Format Banned List (12 Cards) and Riot Games Banning Philosophy.

Scan Card & Set Type Domain Card Text Ban Category & Official Rationale Action
Draven, Vanquisher BANNED Draven, Vanquisher
SFD-020/221 • Spiritforged
champion unit
FURY
When I win a combat, play a Gold gear token exhausted. When I attack or defend, you may pay [C]. If you do, give me +2 [S] this turn.
Combat Dominance
Unhealthy offensive tempo and repetitive combat dominance in competitive play.
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Ekko, Recurrent BANNED Ekko, Recurrent
OGN-110/298 • Origins Main Set
champion unit
MIND
[Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.) [Deathknell] — Recycle me to ready your runes. (When I die, get the effect.)
Infinite Combo Enabler
Enables degenerate infinite recursion combos (e.g. Lux/Ekko loops) creating non-interactive solitaire turns.
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Called Shot BANNED Called Shot
SFD-122/221 • Spiritforged
spell
CHAOS
[Action] (Play on your turn or in showdowns.) [Repeat] [C] (You may pay the additional cost to repeat this spell's effect.) Look at the top 2 cards of your Main Deck. Draw one and recycle the other.
Infinite Resource Loop
Non-interactive repeat draw looping providing excessive card selection and combo assembly.
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Stacked Deck BANNED Stacked Deck
OGN-183/298 • Origins Main Set
spell
CHAOS
[Action] (Play on your turn or in showdowns.) Look at the top 3 cards of your Main Deck. Put 1 into your hand and recycle the rest.
Excessive Consistency
Hyper-efficient 1-cost library digging that excessively accelerates graveyard threshold and combo engines.
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Fight or Flight BANNED Fight or Flight
OGN-168/298 • Origins Main Set
spell
CHAOS
[Hidden] (Hide now for [A] to react with later for [0].) [Action] (Play on your turn or in showdowns.) Move a unit from a battlefield to its base.
Combat Disruption
Inexpensive hidden bounce effect that removes combat interaction without sufficient counterplay.
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Scrapheap BANNED Scrapheap
OGN-182/298 • Origins Main Set
gear
CHAOS
When this is played, discarded, or killed, draw 1.
Resource Recursion
Unhealthy recursive gear looping generating free card draw when played, discarded, or killed.
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The Dreaming Tree BANNED The Dreaming Tree
OGN-292/298 • Origins Main Set
battlefield
COLORLESS
When a player chooses a friendly unit here with a spell for the first time each turn, they draw 1.
Battlefield Imbalance
Excessive card draw engine skewing target-spell archetypes to overwhelming advantage.
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Obelisk of Power BANNED Obelisk of Power
OGN-284/298 • Origins Main Set
battlefield
COLORLESS
At the start of each player's first Beginning Phase, that player channels 1 rune.
Rune Acceleration
Unbalanced turn-one rune channeling distorting opening game momentum.
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Reaver's Row BANNED Reaver's Row
OGN-285/298 • Origins Main Set
battlefield
COLORLESS
When you defend here, you may move a friendly unit here to base.
Combat Evasion
Allows defending units to retreat to base cost-free, removing risk and stalling tournament matches.
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The Arena's Greatest BANNED The Arena's Greatest
OGN-290/298 • Origins Main Set
battlefield
COLORLESS
At the start of each player's first Beginning Phase, that player gains 1 point.
Pacing Distortion
Passive scoring on turn one warping match pacing and victory clocks.
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Aspirant's Climb BANNED Aspirant's Climb
OGN-276/298 • Origins Main Set
battlefield
COLORLESS
Increase the points needed to win the game by 1.
Win Condition Distortion
Arbitrarily increases required victory points, stalling rounds past tournament time limits.
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Stealthy Pursuer BANNED Stealthy Pursuer
OGN-177/298 • Origins Main Set
unit
CHAOS
When a friendly unit moves from my location, I may be moved with it.
Mobility Escalation
Free reactive movement that scales excessively with new expansions and elusive units.
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OFFICIAL RIOT GAMES POLICY

Riot Games Banning Philosophy

“When do we ban cards? We want to broadly explain when and why we ban cards. Our decisions are informed by competitive metagame telemetry, major tournament data, and player experience.”

1

Unhealthy Overrepresentation

We don’t want our metagame dominated by a single Legend, domain, or play pattern over an extended period of time. We evaluate representation at premier tournaments, qualifiers, and local organized play.

2

Escalating Power Over Time

Cards that are inexpensive and synergy-driven tend to get stronger as new expansions release, combining with more mechanics. When a card will inevitably become degenerate, we act sooner rather than later.

3

Negative Player Experience

It isn't all about raw power; gameplay experience matters. Non-interactive loops, solitaire play patterns, or matches dragging on past tournament time limits are directly addressed.