How to BUILD YOUR DECK for the Vendetta Pre-Rift + Examples, Tips & Tricks — Transcript
Full transcript
- 0:00Hey, my name is Pedro and in this video
- 0:02I'm going to help you build your deck
- 0:04for the set 4 pre- rift next week.
- 0:07[music] I'll also help you giving you
- 0:09advice about how to build your deck and
- 0:11how to play your deck properly with many
- 0:13examples, many tips and tricks to help
- 0:16you out. So, let's go.
- 0:19At the pre-release, you'll receive a
- 0:20pre-release kit. It contains a
- 0:22pre-constructed mini deck with 15 cards,
- 0:25including one legend, one battlefield,
- 0:27one champion, and 12 other cards. Runes
- 0:30are included, but stores should have
- 0:33some available to lend to you during the
- 0:35event. The kit also contains five
- 0:37booster packs and a promotional card,
- 0:39which unfortunately you cannot use in
- 0:42your deck. However, if you open a Riven
- 0:45in one of your five booster packs, you
- 0:47are absolutely allowed to play it. It's
- 0:49only the promo card that you cannot
- 0:51include in your booster packs. The
- 0:53chances of opening epic [music] rarity
- 0:55cards or higher are pretty low. So, in
- 0:57this video, I won't include any cards of
- 0:59those rarities since the most likely
- 1:01scenario is that you simply won't see
- 1:02them during the event. [music]
- 1:04In this section, I'm not only going to
- 1:06give you deck building advice, but also
- 1:08go over the pre-release rules using an
- 1:11example. Your deck must contain at least
- 1:1425 cards. I recommend you to stick to
- 1:17exactly 25 cards and not going above
- 1:19that. It can include a legend, which
- 1:21[music] is optional. It can also include
- 1:24a champion, which is also optional. Keep
- 1:27in mind that unlike constructed, you are
- 1:29not restricted to playing the champion
- 1:31that matches your legend, [music] and
- 1:33you can play up to three different
- 1:35colors. Before we continue, I'd like to
- 1:37make a quick detour to talk about
- 1:39choosing your legend and your champion.
- 1:42At the start of the game, you will begin
- 1:43with four cards in hand. You may mullyan
- 1:46up to two of them. Then on your first
- 1:48turn, you'll draw one other card. If you
- 1:51are playing the legend and a chosen
- 1:53champion, you'll effectively have access
- 1:55to a total of nine cards. If you decide
- 1:58not to play the champion or not to play
- 2:01a legend, you'll get to draw one
- 2:03additional card on your very first turn.
- 2:06However, this bonus doesn't stack. If
- 2:08you play neither of them, you only draw
- 2:10one extra card. And that's why I
- 2:13recommend playing at least legend or a
- 2:15champion because it doesn't actually
- 2:17change the total number of cards you'll
- 2:19realistically get to see during the
- 2:21game. Choose based on your deck
- 2:23synergies and the quality of the
- 2:25champions you have available. We'll come
- 2:27back to that later. In your deck, I
- 2:30recommend playing between three and five
- 2:32units that you can play on the very
- 2:34first turn of the game. Try as much as
- 2:36possible to have those units be at least
- 2:38two might. You should also be playing
- 2:40between two and five bombs. Cards that
- 2:42have at least six might or extremely
- 2:45powerful effects that can completely
- 2:47swing the game in your favor. Fill the
- 2:49rest of your deck with units that cost
- 2:51between four and six energy. Overall, I
- 2:54recommend playing between 16 and 18
- 2:56units. Play around five interactive
- 2:58cards and finish your deck with flexible
- 3:01cards. This includes card draw
- 3:03equipments or units with low might but
- 3:06very strong effects. Don't forget that
- 3:08you're allowed to play any signature
- 3:10spell in your colors, even if it doesn't
- 3:12share the same tag as your legend.
- 3:14Another advice that I want to give you
- 3:16is when you're going second, you'll
- 3:18start the game with three runes instead
- 3:20of two. That means that you can
- 3:21sideboard by replacing your weaker two
- 3:23drops with three drops that you can play
- 3:25on your very first turn. As for your
- 3:28runes, I recommend you limiting yourself
- 3:30to two colors. But honestly, between you
- 3:33and me, most of the time you'll end up
- 3:35playing three. Also, don't forget, it's
- 3:38not because you play blue cards, like in
- 3:39this example, that you necessarily need
- 3:41blue runes. None of these cards have a
- 3:44blue power coast, so you don't need any
- 3:46blue rune. Here's a quick recap. Play
- 3:49between 16 and 18 units. Don't forget
- 3:51that some spells or gear can also be
- 3:53counted as units. Play between three and
- 3:56five units that you can play on your
- 3:58turn one. And don't forget that when
- 4:00you're going second, those units can
- 4:02cost three energy. Play between two and
- 4:04five bumps, about five interactive
- 4:06cards, and after you can fill the rest
- 4:09of your deck with flexible [music]
- 4:10cards. When it comes to choosing your
- 4:12chosen champion, ideally you want one
- 4:14that costs four energy. In this set,
- 4:16Ambbea is the perfect example of the
- 4:19best chosen champion you can have. She
- 4:21costs four energy, has no power cost,
- 4:23and has four might. That lets you focus
- 4:25your deck building on the early game,
- 4:27play Ambessa on turn two, and then spend
- 4:30the rest of the game playing big units
- 4:32and interaction. She effectively
- 4:34replaces the weaker four cost units that
- 4:37you can have in your deck. Jace is
- 4:39another good example of a champion that
- 4:41costs four energy. The downside is that
- 4:44he has a power cost of one, which
- 4:45affects your energy curve and means that
- 4:48you won't be able to play a six drop on
- 4:50turn three. On the [music] other hand,
- 4:51his excellent effect and the fact that
- 4:53he has more might than energy make up
- 4:55for it when you're going on the draw,
- 4:57meaning that you are going second. The
- 4:59best champions are the ones that you can
- 5:00play on the very first turn. The biggest
- 5:02advantage of this is that you can cut
- 5:05your early game units from your deck and
- 5:07just concentrate every card in your deck
- 5:09in good units and good interaction. Much
- 5:12like Ambessa, Zets follows the same
- 5:14logic by being a champion you can play
- 5:16on turn two. The downside is that he
- 5:19competes with other strong five energy
- 5:20cards in your deck, which are generally
- 5:22better than the four energy cards
- 5:24Ambissa replaces. If you don't have any
- 5:26champion that fits either of those
- 5:28categories, you can always play one that
- 5:30comes down on turn three. The danger
- 5:32with these champions is that your deck
- 5:34needs to reliably play a unit on turn
- 5:36one and a unit on turn two. Otherwise,
- 5:39your board presence will be way too
- 5:41weak. [music] Gangplank is a good
- 5:43example of this kind of champion. Just
- 5:45remember to balance the number of six
- 5:47energy cards in your deck. If you have
- 5:49too many, some of them could easily
- 5:51become bricks sitting in your hand. As
- 5:54for some general deck building advice,
- 5:56try to include a few cards that let you
- 5:58draw more cards. That can be through
- 6:01direct card draw or through recursion by
- 6:03bringing cards back from your trash to
- 6:05your hand. Ganking is an incredibly
- 6:08strong keyword because it lets you
- 6:10attack the other battlefield on the same
- 6:12turn that you hold. Accelerate is also
- 6:14very powerful because it lets you attack
- 6:16a battlefield without having to wait a
- 6:18full turn for your unit to be ready. In
- 6:21general, when you evaluate the quality
- 6:23of a unit, if it has more might than
- 6:26energy, it's a good unit. Likewise, if
- 6:29it has less might than its energy cost,
- 6:31I recommend asking yourself if its
- 6:33effect is good enough to be included in
- 6:36your deck. I want also to give you some
- 6:38tips and tricks that can help you win
- 6:40more games that you'd expect. Don't
- 6:42forget to empower your cards. In this
- 6:44example, empowering Brutal Hunter is
- 6:47just as good as casting spells to give
- 6:49it plus two might and ganking, except
- 6:51you don't have to spend any cards from
- 6:53your hand, and the effect is permanent.
- 6:55Remember that some cards have the new
- 6:58flow mechanic represented by this symbol
- 7:00on the left side of the [music] card.
- 7:02Cards with flow sitting in your trash
- 7:04are basically an extension of your hand.
- 7:06[music] So don't overlook at them. In
- 7:08general, I don't recommend holding
- 7:10except when you're about to win the game
- 7:12by going from seven to eight points.
- 7:14I'll show you an example in a moment.
- 7:17During my testing, I noticed that
- 7:19protective sense is an excellent
- 7:20battlefield when you're going first. If
- 7:22you can trigger its effect on turn two
- 7:24when you conquer with the two drop you
- 7:26played on turn one, you'll draw a card
- 7:29and normally neither player should ever
- 7:31drop back to four runes or less after
- 7:33that. Meaning that you are the only one
- 7:35who will get the benefit from it.
- 7:38Speaking of battlefields, don't be
- 7:40afraid to play blank ones, even [music]
- 7:41if it's less exciting. Now, I'd like to
- 7:44walk you through a few game scenarios to
- 7:47explain some concepts that a lot of
- 7:49players overlook. I genuinely believe
- 7:51that these tips will help you improve at
- 7:53the game. Let's start with this mulligan
- 7:55example. You're going first and your
- 7:57chosen champion costs five energy. Which
- 8:00cards do you mullyan and why? Feel free
- 8:02to pause the video and think about it.
- 8:05In this example, I'm obviously keeping
- 8:07my two drop because I want to play it on
- 8:09turn one. Got a roar is also a very good
- 8:12interactive card that doesn't cost any
- 8:14power and could help me win an early
- 8:17showdown. So, I'm keeping it as well.
- 8:19Even [music] though the other cards are
- 8:20tempting to keep, it's better to mullyan
- 8:23them away. With so few runes available
- 8:25early in the game, those two bumps could
- 8:27easily make your hand unplayable,
- 8:29especially if the top cards of your deck
- 8:31contain other expensive cards.
- 8:34In this example, you're playing Zed
- 8:36against Ambbeasa. On turn one, you
- 8:38played a two drop and your [music]
- 8:40opponent played a three drop. Should you
- 8:42try to score a point on your second
- 8:44turn? The answer is no. If you go in and
- 8:47score a point and then develop a zed
- 8:50like in the video, Ambessa can simply
- 8:53move in with Kale, kill your unit, and
- 8:55score a point herself. So, you're
- 8:57basically giving away your unit for
- 9:00free. This is a mistake that far too
- 9:02many new players make. Before you
- 9:04conquer a battlefield, you need to ask
- 9:06yourself, what do you have to gain and
- 9:08what do you have to lose? If for example
- 9:11you decided to move the two drop and
- 9:13reinforce it with zed, this is way too
- 9:16dangerous as well because Ambessa will
- 9:18untap with five runes and she can just
- 9:20play a reaction and wipe your whole
- 9:23board with only one card. Actually the
- 9:25best play is to be passive and develop
- 9:28Zeb in base and do not move your two
- 9:30drop.
- 9:35Now let's flip the situation. You're
- 9:37playing Ambbeasa against [music] Zed.
- 9:40You just held and went up to six points.
- 9:43Your opponent [music] is at five. Should
- 9:45you, like in the video, conquer the
- 9:47other battlefield, go up to seven
- 9:48points, and try to hold one of them for
- 9:51the eighth point?
- 9:53It's definitely debatable, but my answer
- 9:56is no. You know, you don't go to seven
- 9:59points. What should you do instead? I'll
- 10:02let you think about it. You can pause
- 10:03the video.
- 10:05To me, this kind of decision-m is what
- 10:08separates a good player from a great
- 10:10one. You are spending time thinking
- 10:12about it right now, [music] and this
- 10:14time you will save it in your future
- 10:16games because you already gone through
- 10:17the thought process beforehand.
- 10:20Personally, I would pull Renekton back,
- 10:22play more units in my base, and end my
- 10:24turn. Think about it. If you go to seven
- 10:27points, you're giving your opponent a
- 10:29chance to kill your units. On Zed's
- 10:31turn, they can't win the game yet
- 10:33because they're only at five points.
- 10:35Since you reach six points before they
- 10:38did, they have no choice to hold both,
- 10:40go to seven, and hope to hold the 28 to
- 10:43win the game. By continuing to develop
- 10:46in your base this turn, you guarantee
- 10:48yourself that you will have more units,
- 10:49more runes, and one extra card next turn
- 10:52for your final push. Also, in this
- 10:55matchup specifically, Zed is much more
- 10:57stronger on offense than on defense. So
- 11:00by backing off your unit, you're ali
- 11:02taking advantage of one of the deck
- 11:04biggest weakness. Once again, this
- 11:06situation is debatable, but personally
- 11:08[music] I would have backed off. Now I'd
- 11:10like to show an example on how you build
- 11:13your deck after opening your booster
- 11:15packs. At the pre-release, you'll
- 11:16receive a pre-constructed mini deck.
- 11:18Right now, as I'm recording this video,
- 11:20I don't have access to the mini deck
- 11:22lists. So instead, I'm going to build a
- 11:25deck using six booster packs instead of
- 11:27five boosters and one mini deck. The
- 11:29logic is exactly the same [music] and in
- 11:31fact it will actually be easier during
- 11:33the brief because the mini deck gives
- 11:35you a clear direction of which colors to
- 11:38play. The first thing you should do is
- 11:40to sort your cards by color. I like to
- 11:43put my units at the top and the rest of
- 11:45the card on the bottom of each column.
- 11:48Next, I recommend separating your rares,
- 11:50epics, and showcase cards in their own
- 11:52pile on the side. These are generally
- 11:55the strongest cards [music] in your
- 11:57pool, and they'll give you a good
- 11:58indication of which colors you should be
- 12:00playing. In general, the first color you
- 12:03choose is the one with the deepest pool
- 12:05of playable cards. In this example,
- 12:07orange gives me a champion that cuts
- 12:10four energy with no power cost. [music]
- 12:11Excellent midame and late game units
- 12:13along with two interactive spells. Very,
- 12:16very strong. Something that's really
- 12:17important that is missing here are two
- 12:19drop units. I need to find them in
- 12:21another color. I'm also missing a few
- 12:23interactive cards and maybe one or more
- 12:25bombs, but the priority is to find the
- 12:27early game units. In this case, red
- 12:30gives me exactly what I'm needing. It
- 12:32gives me two drop units, several strong
- 12:35bombs, and two more interactive spells.
- 12:37[music] Now, what I'm missing is enough
- 12:39early game units to round out the deck.
- 12:41And if I could get at least one more
- 12:44interactive spell, that will be perfect.
- 12:46Here, I can see two good options. Purple
- 12:49gives me access to two good two drop
- 12:51units, a [music] card that brings units
- 12:53backs from my trash to my hand, and two
- 12:55solid interactive spells. On the other
- 12:58hand, yellow gives me one decent to
- 13:00drop, two excellent interactive spells
- 13:02that have flow so I can play them
- 13:04another time, and Ambbeza's legend card,
- 13:07which lets me ready my units. To show
- 13:09you that you can modify your deck
- 13:11between games, I decided to play purple
- 13:14for game one and whenever I know I'll be
- 13:16going first. Then I swap purple for
- 13:19yellow and replace all the two drops
- 13:21with three drops whenever I'm going
- 13:22second. I also play Ambbeza's legend
- 13:24which has great synergy with seven of my
- 13:27units. Don't forget to pay a close
- 13:29attention to very specific cards that
- 13:31can completely shut down certain
- 13:33strategies. So for example here I have
- 13:35two cards that kill gears twice. So this
- 13:38is very strong against [music] gear
- 13:39decks. This last section is specific to
- 13:42set four Vendera. These are the cards
- 13:44that are worth keeping in your back of
- 13:46your mind during your games because your
- 13:48opponent could use them to interact with
- 13:50you. I encourage you to pause the video
- 13:52and read through them one by one.
- 13:54Instead of having to read all 166 cards
- 13:57in the set, I've narrowed the list down
- 14:00[music] to just 43 cards. Cards that
- 14:03ready, ambush, or accelerate units can
- 14:05interact through the hole before you can
- 14:07have the chance to pull your units back.
- 14:09Be careful. Also, keep an eye on your
- 14:12opponent's trash because some cards have
- 14:14flow. If your opponent [music] is hiding
- 14:16a card, here are the most likely
- 14:19suspects. Here are the cards that can
- 14:21positively modify your opponent's units
- 14:23might. Pay close attention to their
- 14:25speed. Are they reactions, actions, or
- 14:28neither? Here are cards that interact
- 14:31directly with your units, whether by
- 14:33dealing damage, reducing their might, or
- 14:35countering them. Some of them only
- 14:37target at battlefields. Some of them can
- 14:39target units everywhere. And [music]
- 14:41finally, you could run into cards that
- 14:43move your units around, stun them,
- 14:46prevent damage dealt by them,
- 14:48[clears throat] heal them, or even
- 14:49return them to hand.
- 14:53Thank you very much for seeing my video.
- 14:55I hope that I could help you win at
- 14:57least one more booster pack during
- 14:59[music] your event. If you have any
- 15:01questions or feedback to give me, I will
- 15:03be very happy to read it in the
- 15:05comments. So, I wish you best of luck in
- 15:07your event and see you in the next
- 15:09video. Bye.
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