Survive, stun, and hold. The Nine-Tailed Fox Legend taxes every attacker while Ahri, Alluring scores free points each turn she holds a battlefield. Win through patient attrition, not conquest.
Nine-Tailed Fox is a Calm/Mind hold-scoring control deck. The Legend's passive taxes every attacker (-1 Might), stacking with Ahri, Inquisitive's -2 on combat and your stun spells to make enemy units toothless. Ahri, Alluring earns 1 free point every turn she holds a battlefield. Win through patience and attrition — you don't need to conquer; you need to survive long enough that the enemy can't reach you.
YOUR LEGEND'S ABILITY
When an enemy unit attacks a battlefield you control, give it -1 Might this turn (minimum 1). This passive fires on every attack. Combined with Ahri, Inquisitive (-2 on combat), a 4-Might attacker hits you for only 1 effective Might. Use this to hold battlefields cheaply, enabling Fox-Fire to wipe clusters of weakened units (total Might 4 or less) for free.
EARLY GAME
Turn 1-3: Establish board presence safely. Open Charm to push their strongest unit to a contested battlefield you're not defending. Ahri, Inquisitive on turn 3 is your ideal opener — a 3/3 that drains -2 Might from any unit she engages, on top of the Legend's -1.
Charm a threatening unit away from where Ahri, Alluring will hold
Solari Shieldbearer on entry stuns a unit immediately — chains with Fox-Fire later
Hold Zhonya's Hourglass face-down as a hidden safety net to save Ahri from removal
MID GAME
Turn 4-5: Land Ahri, Alluring and protect her. Every turn she holds = +1 point with zero combat. Surround her with Taric, Protector who spreads Shield to all friendlies at that battlefield.
Sona, Harmonious at turn 4 readies 4 runes at end of your turn — leaves Reaction mana open every round
Solari Shrine triggers draw whenever you kill a stunned unit — fuel your hand
Janna, Savior played as a Reaction: bounce one attacker back to base mid-combat and heal your survivors
LATE GAME
Turn 6+: Eclipse Herald closes the game. Each stun (Rune Prison, Zenith Blade, Solari Shieldbearer) readies him and adds +1 Might. Three stuns in one turn = a 10-Might ready attacker. When your opponent nears 7-8 points, Leona, Zealot enters ready and stunned units at her battlefield suffer -8 Might.
Yasuo, Remorseful deals direct damage equal to his Might when he attacks — pair with stuns to pick off defenders before combat
Fox-Fire (Hidden) wipes clusters of weakened units whose total Might is 4 or less — easy after the Legend's passive drains them
KEY COMBOS
Legend passive (-1) + Ahri, Inquisitive (-2 on combat) = -3 total on any unit at her battlefield. A 4-Might threat becomes a 1-Might threat.
Rune Prison (stun) then pass, then Fox-Fire (Hidden, 0 cost) = free board wipe on their turn while they're stuck
Zenith Blade (stun + move your unit) + Solari Shrine = stun, move Ahri into their battlefield, kill the stunned unit, draw 1
Eclipse Herald + 3 stun spells in one turn = 9-Might body, still ready, attacks before they can react