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How to BUILD YOUR DECK for the Vendetta Pre-Rift + Examples, Tips & Tricks — Transcript

by Pedro2163 Riftbound · 2,864 words · 409 segments · language en · Watch on YouTube

Full transcript

  1. 0:00Hey, my name is Pedro and in this video
  2. 0:02I'm going to help you build your deck
  3. 0:04for the set 4 pre- rift next week.
  4. 0:07[music] I'll also help you giving you
  5. 0:09advice about how to build your deck and
  6. 0:11how to play your deck properly with many
  7. 0:13examples, many tips and tricks to help
  8. 0:16you out. So, let's go.
  9. 0:19At the pre-release, you'll receive a
  10. 0:20pre-release kit. It contains a
  11. 0:22pre-constructed mini deck with 15 cards,
  12. 0:25including one legend, one battlefield,
  13. 0:27one champion, and 12 other cards. Runes
  14. 0:30are included, but stores should have
  15. 0:33some available to lend to you during the
  16. 0:35event. The kit also contains five
  17. 0:37booster packs and a promotional card,
  18. 0:39which unfortunately you cannot use in
  19. 0:42your deck. However, if you open a Riven
  20. 0:45in one of your five booster packs, you
  21. 0:47are absolutely allowed to play it. It's
  22. 0:49only the promo card that you cannot
  23. 0:51include in your booster packs. The
  24. 0:53chances of opening epic [music] rarity
  25. 0:55cards or higher are pretty low. So, in
  26. 0:57this video, I won't include any cards of
  27. 0:59those rarities since the most likely
  28. 1:01scenario is that you simply won't see
  29. 1:02them during the event. [music]
  30. 1:04In this section, I'm not only going to
  31. 1:06give you deck building advice, but also
  32. 1:08go over the pre-release rules using an
  33. 1:11example. Your deck must contain at least
  34. 1:1425 cards. I recommend you to stick to
  35. 1:17exactly 25 cards and not going above
  36. 1:19that. It can include a legend, which
  37. 1:21[music] is optional. It can also include
  38. 1:24a champion, which is also optional. Keep
  39. 1:27in mind that unlike constructed, you are
  40. 1:29not restricted to playing the champion
  41. 1:31that matches your legend, [music] and
  42. 1:33you can play up to three different
  43. 1:35colors. Before we continue, I'd like to
  44. 1:37make a quick detour to talk about
  45. 1:39choosing your legend and your champion.
  46. 1:42At the start of the game, you will begin
  47. 1:43with four cards in hand. You may mullyan
  48. 1:46up to two of them. Then on your first
  49. 1:48turn, you'll draw one other card. If you
  50. 1:51are playing the legend and a chosen
  51. 1:53champion, you'll effectively have access
  52. 1:55to a total of nine cards. If you decide
  53. 1:58not to play the champion or not to play
  54. 2:01a legend, you'll get to draw one
  55. 2:03additional card on your very first turn.
  56. 2:06However, this bonus doesn't stack. If
  57. 2:08you play neither of them, you only draw
  58. 2:10one extra card. And that's why I
  59. 2:13recommend playing at least legend or a
  60. 2:15champion because it doesn't actually
  61. 2:17change the total number of cards you'll
  62. 2:19realistically get to see during the
  63. 2:21game. Choose based on your deck
  64. 2:23synergies and the quality of the
  65. 2:25champions you have available. We'll come
  66. 2:27back to that later. In your deck, I
  67. 2:30recommend playing between three and five
  68. 2:32units that you can play on the very
  69. 2:34first turn of the game. Try as much as
  70. 2:36possible to have those units be at least
  71. 2:38two might. You should also be playing
  72. 2:40between two and five bombs. Cards that
  73. 2:42have at least six might or extremely
  74. 2:45powerful effects that can completely
  75. 2:47swing the game in your favor. Fill the
  76. 2:49rest of your deck with units that cost
  77. 2:51between four and six energy. Overall, I
  78. 2:54recommend playing between 16 and 18
  79. 2:56units. Play around five interactive
  80. 2:58cards and finish your deck with flexible
  81. 3:01cards. This includes card draw
  82. 3:03equipments or units with low might but
  83. 3:06very strong effects. Don't forget that
  84. 3:08you're allowed to play any signature
  85. 3:10spell in your colors, even if it doesn't
  86. 3:12share the same tag as your legend.
  87. 3:14Another advice that I want to give you
  88. 3:16is when you're going second, you'll
  89. 3:18start the game with three runes instead
  90. 3:20of two. That means that you can
  91. 3:21sideboard by replacing your weaker two
  92. 3:23drops with three drops that you can play
  93. 3:25on your very first turn. As for your
  94. 3:28runes, I recommend you limiting yourself
  95. 3:30to two colors. But honestly, between you
  96. 3:33and me, most of the time you'll end up
  97. 3:35playing three. Also, don't forget, it's
  98. 3:38not because you play blue cards, like in
  99. 3:39this example, that you necessarily need
  100. 3:41blue runes. None of these cards have a
  101. 3:44blue power coast, so you don't need any
  102. 3:46blue rune. Here's a quick recap. Play
  103. 3:49between 16 and 18 units. Don't forget
  104. 3:51that some spells or gear can also be
  105. 3:53counted as units. Play between three and
  106. 3:56five units that you can play on your
  107. 3:58turn one. And don't forget that when
  108. 4:00you're going second, those units can
  109. 4:02cost three energy. Play between two and
  110. 4:04five bumps, about five interactive
  111. 4:06cards, and after you can fill the rest
  112. 4:09of your deck with flexible [music]
  113. 4:10cards. When it comes to choosing your
  114. 4:12chosen champion, ideally you want one
  115. 4:14that costs four energy. In this set,
  116. 4:16Ambbea is the perfect example of the
  117. 4:19best chosen champion you can have. She
  118. 4:21costs four energy, has no power cost,
  119. 4:23and has four might. That lets you focus
  120. 4:25your deck building on the early game,
  121. 4:27play Ambessa on turn two, and then spend
  122. 4:30the rest of the game playing big units
  123. 4:32and interaction. She effectively
  124. 4:34replaces the weaker four cost units that
  125. 4:37you can have in your deck. Jace is
  126. 4:39another good example of a champion that
  127. 4:41costs four energy. The downside is that
  128. 4:44he has a power cost of one, which
  129. 4:45affects your energy curve and means that
  130. 4:48you won't be able to play a six drop on
  131. 4:50turn three. On the [music] other hand,
  132. 4:51his excellent effect and the fact that
  133. 4:53he has more might than energy make up
  134. 4:55for it when you're going on the draw,
  135. 4:57meaning that you are going second. The
  136. 4:59best champions are the ones that you can
  137. 5:00play on the very first turn. The biggest
  138. 5:02advantage of this is that you can cut
  139. 5:05your early game units from your deck and
  140. 5:07just concentrate every card in your deck
  141. 5:09in good units and good interaction. Much
  142. 5:12like Ambessa, Zets follows the same
  143. 5:14logic by being a champion you can play
  144. 5:16on turn two. The downside is that he
  145. 5:19competes with other strong five energy
  146. 5:20cards in your deck, which are generally
  147. 5:22better than the four energy cards
  148. 5:24Ambissa replaces. If you don't have any
  149. 5:26champion that fits either of those
  150. 5:28categories, you can always play one that
  151. 5:30comes down on turn three. The danger
  152. 5:32with these champions is that your deck
  153. 5:34needs to reliably play a unit on turn
  154. 5:36one and a unit on turn two. Otherwise,
  155. 5:39your board presence will be way too
  156. 5:41weak. [music] Gangplank is a good
  157. 5:43example of this kind of champion. Just
  158. 5:45remember to balance the number of six
  159. 5:47energy cards in your deck. If you have
  160. 5:49too many, some of them could easily
  161. 5:51become bricks sitting in your hand. As
  162. 5:54for some general deck building advice,
  163. 5:56try to include a few cards that let you
  164. 5:58draw more cards. That can be through
  165. 6:01direct card draw or through recursion by
  166. 6:03bringing cards back from your trash to
  167. 6:05your hand. Ganking is an incredibly
  168. 6:08strong keyword because it lets you
  169. 6:10attack the other battlefield on the same
  170. 6:12turn that you hold. Accelerate is also
  171. 6:14very powerful because it lets you attack
  172. 6:16a battlefield without having to wait a
  173. 6:18full turn for your unit to be ready. In
  174. 6:21general, when you evaluate the quality
  175. 6:23of a unit, if it has more might than
  176. 6:26energy, it's a good unit. Likewise, if
  177. 6:29it has less might than its energy cost,
  178. 6:31I recommend asking yourself if its
  179. 6:33effect is good enough to be included in
  180. 6:36your deck. I want also to give you some
  181. 6:38tips and tricks that can help you win
  182. 6:40more games that you'd expect. Don't
  183. 6:42forget to empower your cards. In this
  184. 6:44example, empowering Brutal Hunter is
  185. 6:47just as good as casting spells to give
  186. 6:49it plus two might and ganking, except
  187. 6:51you don't have to spend any cards from
  188. 6:53your hand, and the effect is permanent.
  189. 6:55Remember that some cards have the new
  190. 6:58flow mechanic represented by this symbol
  191. 7:00on the left side of the [music] card.
  192. 7:02Cards with flow sitting in your trash
  193. 7:04are basically an extension of your hand.
  194. 7:06[music] So don't overlook at them. In
  195. 7:08general, I don't recommend holding
  196. 7:10except when you're about to win the game
  197. 7:12by going from seven to eight points.
  198. 7:14I'll show you an example in a moment.
  199. 7:17During my testing, I noticed that
  200. 7:19protective sense is an excellent
  201. 7:20battlefield when you're going first. If
  202. 7:22you can trigger its effect on turn two
  203. 7:24when you conquer with the two drop you
  204. 7:26played on turn one, you'll draw a card
  205. 7:29and normally neither player should ever
  206. 7:31drop back to four runes or less after
  207. 7:33that. Meaning that you are the only one
  208. 7:35who will get the benefit from it.
  209. 7:38Speaking of battlefields, don't be
  210. 7:40afraid to play blank ones, even [music]
  211. 7:41if it's less exciting. Now, I'd like to
  212. 7:44walk you through a few game scenarios to
  213. 7:47explain some concepts that a lot of
  214. 7:49players overlook. I genuinely believe
  215. 7:51that these tips will help you improve at
  216. 7:53the game. Let's start with this mulligan
  217. 7:55example. You're going first and your
  218. 7:57chosen champion costs five energy. Which
  219. 8:00cards do you mullyan and why? Feel free
  220. 8:02to pause the video and think about it.
  221. 8:05In this example, I'm obviously keeping
  222. 8:07my two drop because I want to play it on
  223. 8:09turn one. Got a roar is also a very good
  224. 8:12interactive card that doesn't cost any
  225. 8:14power and could help me win an early
  226. 8:17showdown. So, I'm keeping it as well.
  227. 8:19Even [music] though the other cards are
  228. 8:20tempting to keep, it's better to mullyan
  229. 8:23them away. With so few runes available
  230. 8:25early in the game, those two bumps could
  231. 8:27easily make your hand unplayable,
  232. 8:29especially if the top cards of your deck
  233. 8:31contain other expensive cards.
  234. 8:34In this example, you're playing Zed
  235. 8:36against Ambbeasa. On turn one, you
  236. 8:38played a two drop and your [music]
  237. 8:40opponent played a three drop. Should you
  238. 8:42try to score a point on your second
  239. 8:44turn? The answer is no. If you go in and
  240. 8:47score a point and then develop a zed
  241. 8:50like in the video, Ambessa can simply
  242. 8:53move in with Kale, kill your unit, and
  243. 8:55score a point herself. So, you're
  244. 8:57basically giving away your unit for
  245. 9:00free. This is a mistake that far too
  246. 9:02many new players make. Before you
  247. 9:04conquer a battlefield, you need to ask
  248. 9:06yourself, what do you have to gain and
  249. 9:08what do you have to lose? If for example
  250. 9:11you decided to move the two drop and
  251. 9:13reinforce it with zed, this is way too
  252. 9:16dangerous as well because Ambessa will
  253. 9:18untap with five runes and she can just
  254. 9:20play a reaction and wipe your whole
  255. 9:23board with only one card. Actually the
  256. 9:25best play is to be passive and develop
  257. 9:28Zeb in base and do not move your two
  258. 9:30drop.
  259. 9:35Now let's flip the situation. You're
  260. 9:37playing Ambbeasa against [music] Zed.
  261. 9:40You just held and went up to six points.
  262. 9:43Your opponent [music] is at five. Should
  263. 9:45you, like in the video, conquer the
  264. 9:47other battlefield, go up to seven
  265. 9:48points, and try to hold one of them for
  266. 9:51the eighth point?
  267. 9:53It's definitely debatable, but my answer
  268. 9:56is no. You know, you don't go to seven
  269. 9:59points. What should you do instead? I'll
  270. 10:02let you think about it. You can pause
  271. 10:03the video.
  272. 10:05To me, this kind of decision-m is what
  273. 10:08separates a good player from a great
  274. 10:10one. You are spending time thinking
  275. 10:12about it right now, [music] and this
  276. 10:14time you will save it in your future
  277. 10:16games because you already gone through
  278. 10:17the thought process beforehand.
  279. 10:20Personally, I would pull Renekton back,
  280. 10:22play more units in my base, and end my
  281. 10:24turn. Think about it. If you go to seven
  282. 10:27points, you're giving your opponent a
  283. 10:29chance to kill your units. On Zed's
  284. 10:31turn, they can't win the game yet
  285. 10:33because they're only at five points.
  286. 10:35Since you reach six points before they
  287. 10:38did, they have no choice to hold both,
  288. 10:40go to seven, and hope to hold the 28 to
  289. 10:43win the game. By continuing to develop
  290. 10:46in your base this turn, you guarantee
  291. 10:48yourself that you will have more units,
  292. 10:49more runes, and one extra card next turn
  293. 10:52for your final push. Also, in this
  294. 10:55matchup specifically, Zed is much more
  295. 10:57stronger on offense than on defense. So
  296. 11:00by backing off your unit, you're ali
  297. 11:02taking advantage of one of the deck
  298. 11:04biggest weakness. Once again, this
  299. 11:06situation is debatable, but personally
  300. 11:08[music] I would have backed off. Now I'd
  301. 11:10like to show an example on how you build
  302. 11:13your deck after opening your booster
  303. 11:15packs. At the pre-release, you'll
  304. 11:16receive a pre-constructed mini deck.
  305. 11:18Right now, as I'm recording this video,
  306. 11:20I don't have access to the mini deck
  307. 11:22lists. So instead, I'm going to build a
  308. 11:25deck using six booster packs instead of
  309. 11:27five boosters and one mini deck. The
  310. 11:29logic is exactly the same [music] and in
  311. 11:31fact it will actually be easier during
  312. 11:33the brief because the mini deck gives
  313. 11:35you a clear direction of which colors to
  314. 11:38play. The first thing you should do is
  315. 11:40to sort your cards by color. I like to
  316. 11:43put my units at the top and the rest of
  317. 11:45the card on the bottom of each column.
  318. 11:48Next, I recommend separating your rares,
  319. 11:50epics, and showcase cards in their own
  320. 11:52pile on the side. These are generally
  321. 11:55the strongest cards [music] in your
  322. 11:57pool, and they'll give you a good
  323. 11:58indication of which colors you should be
  324. 12:00playing. In general, the first color you
  325. 12:03choose is the one with the deepest pool
  326. 12:05of playable cards. In this example,
  327. 12:07orange gives me a champion that cuts
  328. 12:10four energy with no power cost. [music]
  329. 12:11Excellent midame and late game units
  330. 12:13along with two interactive spells. Very,
  331. 12:16very strong. Something that's really
  332. 12:17important that is missing here are two
  333. 12:19drop units. I need to find them in
  334. 12:21another color. I'm also missing a few
  335. 12:23interactive cards and maybe one or more
  336. 12:25bombs, but the priority is to find the
  337. 12:27early game units. In this case, red
  338. 12:30gives me exactly what I'm needing. It
  339. 12:32gives me two drop units, several strong
  340. 12:35bombs, and two more interactive spells.
  341. 12:37[music] Now, what I'm missing is enough
  342. 12:39early game units to round out the deck.
  343. 12:41And if I could get at least one more
  344. 12:44interactive spell, that will be perfect.
  345. 12:46Here, I can see two good options. Purple
  346. 12:49gives me access to two good two drop
  347. 12:51units, a [music] card that brings units
  348. 12:53backs from my trash to my hand, and two
  349. 12:55solid interactive spells. On the other
  350. 12:58hand, yellow gives me one decent to
  351. 13:00drop, two excellent interactive spells
  352. 13:02that have flow so I can play them
  353. 13:04another time, and Ambbeza's legend card,
  354. 13:07which lets me ready my units. To show
  355. 13:09you that you can modify your deck
  356. 13:11between games, I decided to play purple
  357. 13:14for game one and whenever I know I'll be
  358. 13:16going first. Then I swap purple for
  359. 13:19yellow and replace all the two drops
  360. 13:21with three drops whenever I'm going
  361. 13:22second. I also play Ambbeza's legend
  362. 13:24which has great synergy with seven of my
  363. 13:27units. Don't forget to pay a close
  364. 13:29attention to very specific cards that
  365. 13:31can completely shut down certain
  366. 13:33strategies. So for example here I have
  367. 13:35two cards that kill gears twice. So this
  368. 13:38is very strong against [music] gear
  369. 13:39decks. This last section is specific to
  370. 13:42set four Vendera. These are the cards
  371. 13:44that are worth keeping in your back of
  372. 13:46your mind during your games because your
  373. 13:48opponent could use them to interact with
  374. 13:50you. I encourage you to pause the video
  375. 13:52and read through them one by one.
  376. 13:54Instead of having to read all 166 cards
  377. 13:57in the set, I've narrowed the list down
  378. 14:00[music] to just 43 cards. Cards that
  379. 14:03ready, ambush, or accelerate units can
  380. 14:05interact through the hole before you can
  381. 14:07have the chance to pull your units back.
  382. 14:09Be careful. Also, keep an eye on your
  383. 14:12opponent's trash because some cards have
  384. 14:14flow. If your opponent [music] is hiding
  385. 14:16a card, here are the most likely
  386. 14:19suspects. Here are the cards that can
  387. 14:21positively modify your opponent's units
  388. 14:23might. Pay close attention to their
  389. 14:25speed. Are they reactions, actions, or
  390. 14:28neither? Here are cards that interact
  391. 14:31directly with your units, whether by
  392. 14:33dealing damage, reducing their might, or
  393. 14:35countering them. Some of them only
  394. 14:37target at battlefields. Some of them can
  395. 14:39target units everywhere. And [music]
  396. 14:41finally, you could run into cards that
  397. 14:43move your units around, stun them,
  398. 14:46prevent damage dealt by them,
  399. 14:48[clears throat] heal them, or even
  400. 14:49return them to hand.
  401. 14:53Thank you very much for seeing my video.
  402. 14:55I hope that I could help you win at
  403. 14:57least one more booster pack during
  404. 14:59[music] your event. If you have any
  405. 15:01questions or feedback to give me, I will
  406. 15:03be very happy to read it in the
  407. 15:05comments. So, I wish you best of luck in
  408. 15:07your event and see you in the next
  409. 15:09video. Bye.

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