What YOU SHOULD PLAY At Vendetta Pre-Rifts // Vendetta Pre-Rift Guide — Transcript
Full transcript
- 0:02So, every card from Vendetta has been
- 0:04spoiled, and now Pre-Rift is just days
- 0:06away. And going into these events blind
- 0:08and making things up as you go is a
- 0:10perfectly valid way to enjoy pre- riffs.
- 0:12But so is familiarizing [music] yourself
- 0:14with the mechanics of the set and key
- 0:16cards you're going to keep an eye out
- 0:17for. And that's what we're doing today.
- 0:19By the end of this video, you should
- 0:20have the tools to tackle your pre- riffs
- 0:22with confidence. If you're completely
- 0:24new to pre- riffs, I highly suggest
- 0:26checking out my video on the basics of
- 0:27pre- riffs, which covers deck building
- 0:29rules and basic deck building strategy
- 0:31of the format. And with that all out of
- 0:33the way, let's get into it.
- 0:38Vendetta is Riftbound's fourth set and
- 0:40is themed around rivalry. This theme has
- 0:42a heavy influence on the set's
- 0:44mechanics, as well as the overnumbered
- 0:46cards present in [music] the set. This
- 0:47set is the first to feature enemy domain
- 0:49pairings with Kenan, Jace, and Akali.
- 0:51While Vendetta introduced a number of
- 0:53smaller mechanics and keywords, there
- 0:55are two main mechanics that the set is
- 0:56centered around. Flow and empower, and
- 0:59we'll be focusing mainly on those. Flow
- 1:01is a new mechanic present exclusively on
- 1:03spells and functions only when the spell
- 1:05is in the trash. It allows you to pay a
- 1:07cost and play the spell from trash
- 1:09before banishing it. Flow is an
- 1:10alternative cost, so it still enjoys the
- 1:13benefit from things that discount
- 1:14spells, such as empowered applied
- 1:16researchers. Every single flow card in
- 1:18the game at the moment anyway is slow
- 1:20speed, meaning you can only play it
- 1:22during your turn and when there's
- 1:23nothing else on the chain and outside of
- 1:25showdowns. This mechanic is really great
- 1:27design and inherently has synergy with
- 1:29the effects that put spells in the
- 1:30trash, such as the new mechanic burn or
- 1:32discard. I'll just very briefly mention
- 1:35burn since it's one of the minor new
- 1:37mechanics in the set. If a card has burn
- 1:39X, you put the top X cards of your main
- 1:41deck into your trash. This can be part
- 1:42of a spell similar to predict or can be
- 1:45on units and gear usually as triggered
- 1:47abilities. There were effects that did
- 1:49similar things already printed into the
- 1:50game like minefield, but it is now
- 1:53keyworded and I think it's quite likely
- 1:55to be an evergreen mechanic. Empower is
- 1:57a unit and gearbased mechanic that
- 1:59allows them to have more powerful
- 2:01effects at a cost or after achieving a
- 2:03certain [music] task. Most cards in the
- 2:05set simply benefit from themselves being
- 2:07empowered. Although importantly, two
- 2:09legends in the set care about other
- 2:11cards being empowered. [music] Mel and
- 2:13Ambessa. Many empower effects are
- 2:15extremely strong, and some cards even
- 2:16have triggered abilities that will fire
- 2:18off when it becomes empowered. With
- 2:20these cards, disempowering it will mean
- 2:22that you can double dip on its powerful
- 2:24effect, making the one unit that can
- 2:25disempower other cards pretty powerful.
- 2:28There are also many sub themes that are
- 2:29usually hinted at by the legends
- 2:31themselves, but we'll get into that
- 2:32later. With the whole set being themed
- 2:34around feuds between characters or
- 2:36domains, we also have the introduction
- 2:38of many more taxation or restriction
- 2:40type effects as well as the introduction
- 2:42of color hate cards for the first time.
- 2:44In terms of my overall impression,
- 2:46vendetta is a set geared more towards
- 2:47value generation than interaction. In
- 2:49Unleashed, it was a lot easier to get
- 2:51some control strategies to work in
- 2:53pre-ift, especially if you open the
- 2:55Diana mini precon. But with Vendetta, I
- 2:57expect it'll be a little bit harder.
- 2:58With that in mind, since interaction
- 3:00pieces are fewer and far between, don't
- 3:02stress too much if you have only a few
- 3:04pieces of interaction in your final deck
- 3:06build.
- 3:10And now we're going to go through each
- 3:11legend and discuss how they play and
- 3:13some key cards you like to get for their
- 3:15strategy. I'm going to stick to commons
- 3:16and uncommons for the most part since
- 3:18you're going to see them a whole lot
- 3:19more and they'll tend to make up the
- 3:21skeleton of your deck and that will be
- 3:23bolstered by your rares and epics that
- 3:25you pull. The only exception is that
- 3:26I'll briefly touch on the rare champion
- 3:28unit that's likely to be included in the
- 3:30mini precon. And I'll only mention
- 3:32battlefields if there's one very clearly
- 3:34that will only benefit your [music]
- 3:36legend. Be aware that at this stage it
- 3:38seems like all nine legends will have
- 3:40mini precons. Contrary to my beginner's
- 3:42guide video,
- 3:46Akali seems like she's really pushed
- 3:48when reading her for the first time. But
- 3:50her ability is very specific and narrow,
- 3:52meaning you'll have to be very careful
- 3:53with when you use her. Using the legend
- 3:56ability offensively by returning the
- 3:58unit to base and readying it, then
- 3:59moving it back in is really aggressive
- 4:01and will likely strand your unit at the
- 4:03battlefield. So, you really need to
- 4:05balance when you want to be aggressive
- 4:07and plan out how you'll move your units
- 4:09around. Akali Silent. This unit
- 4:11single-handedly makes the Akali mini
- 4:13precon pretty pushed. She comes out on
- 4:15turn two and is certain to survive until
- 4:17your next turn where she'll attack for
- 4:18minimum six might. Plus, with the added
- 4:20bonus of being able to be bailed out
- 4:22thanks to Akali's legend ability, she is
- 4:24going to be an absolute menace in pre-
- 4:26rifts. Mournful Witness is so
- 4:28unbelievably insane with Akali. You can
- 4:30play her on turn one and then send her
- 4:32into combat and use Akali's legend
- 4:33ability to move her back and you've got
- 4:35a DIY formite for two energy. And if you
- 4:38empower Kari's legend, you can just send
- 4:40it straight back in. Affectionate porro.
- 4:42Drawing cards is always amazing and
- 4:44limited, and you can use your legend
- 4:45ability to basically draw at a whim.
- 4:47You'd put a lot of these adorable guys
- 4:49into the deck and feel pretty happy
- 4:51about it. Pendulum Blade. Obviously,
- 4:52this card goes super well with Akali's
- 4:54legend ability and green AI, too. Using
- 4:57a Kali's empowered legend ability just
- 4:59once on a unit with this attached will
- 5:01increase its might by five, which is
- 5:03insanely strong. In terms of ideal
- 5:05domain pairings, you'd be pretty happy
- 5:06to go into blue just simply because of
- 5:09co informant. She is pretty much silicon
- 5:11herder in pre- rift and you'll be in
- 5:13danger of drawing your entire deck and
- 5:15burning out if you do manage to get her
- 5:16to stick to the board. Other blue
- 5:18interaction will be pretty useful as
- 5:20well like shock blast and mesmerize.
- 5:22Overall, Aali does seem like a fairly
- 5:24strong though synergy dependent legend
- 5:26for pre- rift, but with just a few
- 5:27copies of some of the commons in the
- 5:29set, you're going to have a pretty good
- 5:30time.
- 5:34Renekton will feel the most oppressive
- 5:36if you use his legend ability sparingly
- 5:38at precise moments throughout the game.
- 5:40If used too often, you'll just fall too
- 5:42far behind in runes and won't be able to
- 5:44leverage the temporary tempo gains to a
- 5:46game win. With that being said, orange
- 5:49red is a perfect domain pairing to be
- 5:50really aggressive and still be
- 5:52functional at low rune counts. Renekton
- 5:54Ragefield planning out to play Renekton
- 5:56turn two regardless of the board
- 5:58situation is honestly pretty scary. If
- 6:01you go second, you could theoretically
- 6:02play Renekton accelerator turn two and
- 6:04use his attack trigger to wipe a
- 6:06battlefield. Even the threat of that may
- 6:08make your opponent play differently. I
- 6:10think that there are other units that
- 6:12are even better than Red Renekton to
- 6:13play as a chosen champion, but he is a
- 6:15perfectly serviceable choice. Forsaken
- 6:17Backy, Oasis Raider. Both these cards
- 6:20occupy a similar space for Renekton. You
- 6:22want lots of these cards as their
- 6:23abilities are likely to be on by virtue
- 6:25of you turboing your runes down at some
- 6:27point. Back eye witherclaw, an amazing
- 6:30unit that synergizes with the previously
- 6:32mentioned units by going down on runes,
- 6:34but only temporarily. Hits really hard
- 6:36and has synergy with gut or roar, which
- 6:38is really important. In terms of ideal
- 6:40domain pairings, purple is a pretty
- 6:42aggressive color with decent removal
- 6:44this set. Gustm is a great cheap unit
- 6:47that can help your units hit harder and
- 6:49will probably banish something relevant
- 6:50from your opponent's trash. And wind and
- 6:52ghost is the best removal spell in the
- 6:54set and will help you score those last
- 6:56few points. Otherwise, yellow has some
- 6:58very decent empower units and will be a
- 7:00good support color. Overall, Renekton's
- 7:02a tough one to judge, but inherently
- 7:04powerful. I do expect you'll be able to
- 7:06throw away the game pretty easily if you
- 7:08choose the wrong time to fire off his
- 7:09legend ability, so be careful.
- 7:15Zed wants you to banish cards you own,
- 7:17and as a reward, lets you discard cards
- 7:20to draw cards. He has a heap of synergy
- 7:22with flow spells, so you'll be looking
- 7:23to include a bunch of them in your main
- 7:25deck. The deck otherwise is fairly open
- 7:27to building the way that you wish. Red
- 7:28Purple is quite an aggressive domain
- 7:30pairing for this set, so you'll be
- 7:31looking to play plenty of lowc cost
- 7:33drops and take control of the board
- 7:34early. Zed without a sound. This card is
- 7:37so fun. Similar to his legend, he has
- 7:40synergy with flow cards and cards that
- 7:42care about trashes. The fact that you
- 7:44can use his shadow swapping ability at
- 7:46action speed is just awesome. You'd be
- 7:49pretty happy to run him as your chosen
- 7:50champion. Twilight step, a pretty
- 7:52versatile spell with flow to boot. You
- 7:54can move your shadow clones around,
- 7:56which is pretty cute. Shadowcloaked
- 7:58lurker and shadow assassin. How good
- 8:00these are will really depend on how many
- 8:01that you open in your packs. Since their
- 8:04floor is a vanilla five m or five
- 8:06energy, you'd be okay with running them
- 8:08even if you only have a couple of copies
- 8:10of either. And if you have more than
- 8:12that, then you're laughing. Perfect
- 8:13execution up from the deep. These cards
- 8:16are commons with flow and are
- 8:18particularly good with Zed's legend
- 8:19ability since playing the spell using
- 8:21flow banishes them and empowers Zed.
- 8:23you'd be pretty happy to run a fair few
- 8:25up from the deep and at least one or two
- 8:27perfect execution. In terms of ideal
- 8:29domain pairing, blue has two flow spells
- 8:31at common, both of which are decently
- 8:33strong [music] in pre- rifts. Going into
- 8:35blue will just help you play a more
- 8:36value and control oriented game. Plus,
- 8:39the card shock blast will be pretty easy
- 8:41for you to get online and just use one
- 8:43energy and one power to pay for.
- 8:45Otherwise, you can lean into more
- 8:46aggression and [music] fighting for the
- 8:48board, in which case orange will
- 8:49probably be your best bet. Shadow Temple
- 8:52is probably going to benefit you more
- 8:53than the average deck since you've
- 8:55hopefully built around flow cards. And
- 8:57even if you never hold at a battlefield,
- 8:59that isn't any huge loss. So, while Zed
- 9:01is pretty open in terms of build
- 9:03pathways and constructed, he's a fairly
- 9:05straightforward build in pre- riffs. It
- 9:07shouldn't be too hard to put together a
- 9:08pretty fun deck, and the Z chosen
- 9:10champion should be zipping around being
- 9:12a menace, just as Riot intended.
- 9:18Unfortunately, we've hit our first
- 9:20Renata class legend for this set. There
- 9:22are almost no cards at common and
- 9:24uncommon that facilitate his legend.
- 9:26[music] Some empower abilities can
- 9:28theoretically get to seven energy, but
- 9:30it's pretty awkward as these abilities
- 9:32get cheaper the more runes you have. So,
- 9:34unless you get [music] quite lucky with
- 9:35your pulls at the rare and epic rarity,
- 9:38you're probably better off running no
- 9:40legend. Nasus Guardian of Knowledge.
- 9:42This card is really decent and you're
- 9:44hoping to leverage him to generate at
- 9:45least a few runes that can push you into
- 9:47the late game. I think is a perfectly
- 9:50acceptable chosen champion to run if you
- 9:52open the Nasus mini precon. [music]
- 9:53Grumpy Rock Bear and Frost Coat Mother.
- 9:56As mentioned before, these units have
- 9:57empower abilities that get cheaper the
- 9:59more runes you have. But the payoff for
- 10:01spending seven or more energy is that
- 10:03you refund two energy, which in the
- 10:05setting of these units, well, you're
- 10:07hoping to pay far less than that for the
- 10:08ability anyway. So, just slightly
- 10:10awkward. clairvoyance, a reaction speed
- 10:13[music] filtering and draw spell. It is
- 10:15acceptable and paying five is definitely
- 10:17better than paying seven. The spell is
- 10:19okay in pre- rift, though definitely not
- 10:21ideal. Sandstone Chimera, the only
- 10:24non-rare/epic unit in the set that costs
- 10:27seven. This one is fairly decent since
- 10:28you can still generate decent amounts of
- 10:30energy while only channeling one rune
- 10:32each turn. In terms of ideal domain
- 10:34pairing, Faces, you're really playing
- 10:36whichever domains you've opened the most
- 10:38big units in. Red has Eclipse Dragon
- 10:40which has almost anti- synergy with
- 10:42Nasis but a really strong unit at rare.
- 10:45Gangplank Naval and Ambessa the Wolf are
- 10:48really strong units and line up with the
- 10:50big unit spam you're hoping for. Though
- 10:52unfortunately neither of them hit the
- 10:53seven energy threshold that we're hoping
- 10:55for. So overall, Nasus is a bit of a
- 10:58miss in terms of pre- rifts in my
- 10:59opinion, but still possible to build
- 11:01well if you high roll a little bit with
- 11:03your pulls. Otherwise, the extra card at
- 11:05the start of the game is probably more
- 11:07valuable to you than two rated runes
- 11:09once or twice in a game.
- 11:14Tank is really interesting in that it
- 11:16can be used both to protect your large
- 11:18units and your small ones, too. Being
- 11:20able to choose which unit to give tank
- 11:22is actually really, really decent in
- 11:24limited. His other subthe of gaining a
- 11:26benefit when there are exactly two units
- 11:28defending at a battlefield, that's a lot
- 11:30weaker. I'd almost be inclined to ignore
- 11:33that theme completely and just play the
- 11:35tank and hold strategy, but there are
- 11:37some cards that help that sub theme
- 11:39quite a lot. Shen, [music] scourge of
- 11:40shadows. That being said, the play
- 11:42pattern of going second, playing a unit
- 11:44turn one and then turn two moving it in
- 11:47and playing Shen at that battlefield,
- 11:48[music] that's really strong. You can
- 11:50use the legend to protect him or your
- 11:52small unit and almost guarantee drawing
- 11:54you a card. So, this play pattern is
- 11:56actually so strong that I think that
- 11:58Chen might actually be strong in pre-
- 12:00roofs. Keeper of law. This card is a
- 12:02good example of the two units at a
- 12:04battlefield claws done right. Since you
- 12:05can play her as a five might for three
- 12:07energy before moving those units at the
- 12:09battlefield, she's a much more playable
- 12:11card. Handammer. I'd think of this card
- 12:14more as a solid one might equipment that
- 12:16occasionally gives you some extra might,
- 12:18but because it isn't super great to do
- 12:20the equipment shuffle with, I wouldn't
- 12:22be smashing a lot of them into your
- 12:24deck. Soul Spinner. You can play this
- 12:26unit to a battlefield where a unit has
- 12:27handammer and it's a five might swing.
- 12:30Plus, you can use your legend to protect
- 12:32that other unit if you wish. It's just
- 12:33an [music] all round solid, strong unit
- 12:35for common. Affectionate parro. Give
- 12:38tank to your other beefy unit and
- 12:39profit. Key barrier. Remember that if
- 12:41you apply key barrier and tank to a
- 12:44unit, they have to assign damage equal
- 12:46to the prevented damage plus the might
- 12:48of your unit for it to be considered
- 12:50lethal damage. So, key barrier is
- 12:52particularly strong at protecting your
- 12:54most important units in Shen [music] in
- 12:56terms of domain pairing. So, I think
- 12:57that orange is probably your best domain
- 12:59pairing. Jagged Cutless, Gushal Roar,
- 13:02and just generally beefy units will help
- 13:04you to hold battlefields and may even
- 13:06benefit from the two units at a
- 13:08battlefield clause. Otherwise, you'll
- 13:09just gravitate towards whatever domain
- 13:11you open the most interaction in and go
- 13:13from there. Kinku Temple should actually
- 13:15be really good for Shen and pretty much
- 13:17a blank battlefield for everyone else.
- 13:19Overall, I expect Shen to be
- 13:21surprisingly decent in pre- riffs, even
- 13:23though he's probably going to be
- 13:25terrible in constructed. Tank messes
- 13:27with combat math a lot more than people
- 13:29expect, and people will definitely
- 13:31forget he exists a decent amount of the
- 13:33time.
- 13:38Jace is one of the legends I'm really
- 13:39hoping to get in one of my pre- riffs.
- 13:41Setting up the engine and just cranking
- 13:43out value every turn seems so
- 13:44unbelievably fun. Even if you don't get
- 13:47lucky and pull the hex tech disc, you
- 13:49should still be able to put together the
- 13:50engine from just commons. Jace hammer in
- 13:53hand, this unit is rock solid. He's
- 13:55beefy. He'll become a seven might
- 13:57attacker the turn after you play him and
- 13:59becomes extra gross with mechanics to
- 14:01ready him. Though there are only a few
- 14:03cards that actually do that that we'll
- 14:05see often. Questionable tome with Jace.
- 14:08This card is draw one card every turn.
- 14:11you'll basically wind up burying your
- 14:13opponent in value and you burning out is
- 14:15actually a genuine possibility. Tools of
- 14:17Empire slow speed power increases are
- 14:20not that good unless it's a lot of
- 14:22power. And with [music] Jace, Tools of
- 14:24Empire is eight might. That is
- 14:26outrageous. Personally, I like the idea
- 14:29of playing fury with Jace. Hopefully,
- 14:31you'll be churning through your deck
- 14:32fairly quickly and so all you need to do
- 14:34is put stats on the board and remove
- 14:36their units. Cards like ruthless strike
- 14:39and consuming curse will help you
- 14:41survive until you can start abusing your
- 14:43card draw and perfect execution
- 14:45synergizes with Jace Hammer in hand.
- 14:48Probably means that blue gets relegated
- 14:50to a support color, but this also does
- 14:52depend on what you pull. Covered
- 14:53Informant and Shock Blast are both so
- 14:56good that you might want to just stay
- 14:57heavily in blue and splash red. In terms
- 15:00of battlefield, Pilttoven Forge is
- 15:02pretty much useless for everyone except
- 15:04Jace. So overall, I think Jace is really
- 15:06fun and I do think he's actually
- 15:08decently powerful. You do need to open
- 15:10his pieces to run the deck, but they are
- 15:13at common, so pretty good chance you'll
- 15:15see at least a few of them.
- 15:19[music]
- 15:20Mel is a control strategy that has
- 15:22access to some of the most overpowered
- 15:24cards for the pre-ift format. There is
- 15:26heaps of empower units in blue and
- 15:28purple, allowing her to fairly reliably
- 15:31use her debuffing legend ability. And
- 15:33she doesn't actually need that much else
- 15:34in order to be pretty dominant as a
- 15:36control deck. Mel Diviant Soul. It is
- 15:39criminal that this is her rare unit. It
- 15:41it's removal on a body which can hit a
- 15:44larger unit if you use the legend
- 15:45ability on it first. She's insanely
- 15:48strong and you'd be happy to run her as
- 15:50your chosen champion and threaten to
- 15:52snipe off your opponent's two drop if
- 15:53they dare move it into the battlefield.
- 15:55Kinku Lifelade. I just wanted to mention
- 15:58a common empower unit. There are quite a
- 16:00few mostly role- playinging units that
- 16:02are definitely good enough to run in
- 16:04general, let alone with Mel given the
- 16:06additional synergy. Covert Informant,
- 16:08Stella Corner, but more balanced. Still
- 16:10a broken card and an absolute bomb for
- 16:13limited. Tailcloak matriarch. This is a
- 16:16crazy unit. Synergizes with Mel and also
- 16:18helps you recur your early drop. Shock
- 16:20blast. Making this one energy and one
- 16:23cost in Mel is obscenely easy. If Mel's
- 16:26legend is empowered, its discount
- 16:28condition is satisfied. Questionable
- 16:30tome. This card gives you a Mel empower
- 16:32trigger every other turn, and the turn
- 16:34it doesn't draws you a card. Really
- 16:36strong in both Mel and Ambessa. Pretty
- 16:38much the only domain pairing that isn't
- 16:40[music] that good is green. In yellow,
- 16:42you've got Solari Sunhawk, and Mel's
- 16:45legend ability synergizes [music] with
- 16:46Lacerate, which is a plus. Otherwise,
- 16:48red has damage based removal, which
- 16:50again synergizes with Mel's Legend, plus
- 16:52a couple of empower units at common and
- 16:54uncommon. and orange has a stack of
- 16:56empower unit and guttural roar which is
- 16:59insanely good. So amongst the three of
- 17:01them I'd say that orange is probably
- 17:03your best domain pairing. Overall me is
- 17:06a great control shell and just has
- 17:07inherent synergy with a number of other
- 17:09mechanics in the game which is really
- 17:10cool. You're pretty much just going to
- 17:12have a great time running a stack of
- 17:13empower units and just winning every
- 17:15combat you initiate thanks to her legend
- 17:17ability.
- 17:21[music] Another legend I'd love to see
- 17:23in my pre- Rift kit. Like her daughter
- 17:25Mel, she wants things to be empowered,
- 17:27but she's playing a much more combat and
- 17:29might focused strategy. She will chew
- 17:31through power fairly quickly if you're
- 17:32not careful, so just [music] think a
- 17:34turn or two ahead when planning out your
- 17:36power usage. Ambessa the Wolf. I expect
- 17:39this unit to be an absolute menace
- 17:40during pre- rifts. She comes out on turn
- 17:42two with [music] no power costs and then
- 17:44is a seven might attacking unit on turn
- 17:46three with additional upside. Plus, if
- 17:49absolutely necessary, Ambessa's legend
- 17:51ability can be used to ready her and
- 17:53move her back home after attacking.
- 17:55Insanely strong. Brutal Hunter, a role-
- 17:57playinging empower unit, but extremely
- 17:59strong. Ganking is really good in
- 18:01pre-ifts, especially with ways to ready
- 18:04the unit like Ambessa's legend. This
- 18:06unit alone could single-handedly win you
- 18:08the game, and that is not a joke.
- 18:10Propheteer, the synergy with Ambessa and
- 18:13Mel is absurd. disempowering Ambessa to
- 18:16empower something else will immediately
- 18:18re-empower Ambessa. So pretty much
- 18:20you're getting a free empower onto
- 18:22something. [music] Combine that with
- 18:23Dame the Desoiler and you're getting
- 18:25some immense value. Combine it with
- 18:27cards like Tailcloak Matriarch or
- 18:28Meldefined Soul and again [music] you're
- 18:30getting a bunch of extra value. Rampage.
- 18:32This card simply synergizes with Ambessa
- 18:34the Wolf to pick off units for free. The
- 18:37best thing to do with this spell is to
- 18:38play it on Ambessa to pick off a big
- 18:40unit and then still use her during an
- 18:42ensuing combat this turn.
- 18:44straightforward synergy. In terms of
- 18:45ideal domain pairings, you're probably
- 18:47looking at blue or purple. Cards like
- 18:49covert informant and shock blas make it
- 18:51really appealing to go into blue. Also,
- 18:53questionable tome is genuinely strong in
- 18:55Nambessa and Mel, but purple has tail
- 18:58cloaked matriarch and wag. Depends on
- 19:00how your seal pool plays out as always,
- 19:02but have a good look at these. I'll just
- 19:04mention risen alter as well, but empower
- 19:06is pretty ubiquitous across all domains
- 19:08in vendetta, so your opponent could take
- 19:10advantage of this better than you. risky
- 19:12and I would think twice about revealing
- 19:14it. Overall, Ambessa seems to be poised
- 19:16to be one of the villains of the
- 19:17Vendetta Pre-Rift, which is certainly
- 19:19suited to her character. An average pull
- 19:21from your five packs should still make
- 19:23her an absolute beast of a deck.
- 19:29Similar to Zed, synergizes naturally
- 19:31with flow, though doesn't have a way to
- 19:34enable it like Zed does. He does have
- 19:36additional synergy with hidden since he
- 19:38simply asks you to play a unit from
- 19:40somewhere other than hand. Assault 2 is
- 19:42quite a powerful pushing tool to add
- 19:43onto a unit, but it's not so insanely
- 19:46strong that I would play bad flow cards
- 19:48just to enable him. Kennan, keeper of
- 19:50balance. Kenan, played from hidden, like
- 19:52I said, would empower Kennan's legend,
- 19:54which is nice, but most often you'll be
- 19:56hiding it directly from the chosen
- 19:58champion zone, which definitely isn't as
- 20:00strong as hiding him from hand. So,
- 20:03because of that, I think there's a
- 20:05decent case to be made for running a
- 20:06different unit in the chosen champion
- 20:08zone. Twilight step. Putting a soul two
- 20:10onto a unit that's three might or less
- 20:12means you can use Twilight step to move
- 20:14a five might unit around which is pretty
- 20:16fun. And it has flow so you can use it
- 20:19twice and synergizes with Kennon's
- 20:20legend. Up from the deep. This card is a
- 20:23generically good card but very solid in
- 20:25cannon since assault makes his units
- 20:27good at pushing but not very good at
- 20:29holding. A one might unit with assault 2
- 20:31is actually half decent at pushing and
- 20:33if you play it for the flow cost you get
- 20:35to empower Kenan. In terms of ideal
- 20:37domain pairings, unfortunately, yellow
- 20:39does not have much for Kennon to work
- 20:41with. So, we're looking for a strong
- 20:42third domain to go pretty heavy into.
- 20:44Orange [music] will be a strong pairing
- 20:46since Prophetier can take advantage of
- 20:47Kennon's legend being empowered and is
- 20:50overall a solid domain. Blue will also
- 20:52be good, mostly because of shock blast,
- 20:54but also cards like iterative design and
- 20:56covert informant. Overall, Kenan feels
- 20:59pretty weak at base, which is ironic
- 21:01since he's shaping up to be an extremely
- 21:03strong legend in constructed. The main
- 21:05issue is that yellow isn't doing that
- 21:07much for his legend. So, he needs to
- 21:09pull enough cards within another domain
- 21:11to bolster the build.
- 21:15And now we're going to go through key
- 21:17commons and uncommons for each domain.
- 21:19These will often be above rate units
- 21:21with powerful abilities or just big
- 21:23booties or premium interaction pieces.
- 21:26Punching porro. This is a premium two
- 21:28drop for fury and synergizes really well
- 21:30with flow since basically you're only
- 21:32discarding half a card. Having a two
- 21:34drop unit that potentially kills your
- 21:36opponent's two drop is insanely strong
- 21:37to establish early board position.
- 21:39Forsaken Backkey, another premium two
- 21:41drop of fury and one that could
- 21:43potentially put your opponent in an
- 21:44awkward position where they need to
- 21:46recycle to deny the ability. Otherwise,
- 21:48will just trade favorably into your
- 21:50opponent's two drop oasis radar. Similar
- 21:53to Forsaken Becky, this card is just a
- 21:55great on-rade unit that punches well
- 21:57above its energy cost in some
- 21:59circumstances. Your opponent will
- 22:01unfortunately have final say on whether
- 22:03this ability goes off. But the way they
- 22:05deny this ability is to recycle their
- 22:07runes. So they probably won't want to do
- 22:09that in the mid game. Really good. And
- 22:11you'll happily fill your four drop slot
- 22:12with as many of these if you can. Back
- 22:14eye sand spinner. [music] Just a great
- 22:16bomb common. You happily run this card
- 22:19as your top end if you don't open any
- 22:20other beefy units. Eight power attacking
- 22:22is really good and you can always float
- 22:24the energy empower down to four runes
- 22:27before using the empower if you really
- 22:29need that discount. Shadow fiend fury
- 22:31has a fantastic density of very strong
- 22:34early game drops which is fair given
- 22:36that it's the aggressive domain. This
- 22:38unit comes out on turn one can be
- 22:40empowered to five m attacking meaning it
- 22:42almost guarantees to kill their two drop
- 22:45if they moved it into a battlefield.
- 22:46That threat alone makes it really strong
- 22:49to play out even without empowering.
- 22:51Back high reaper above rate but with a
- 22:54power cost and will continue to eat your
- 22:56runes for additional might. But three
- 22:58energy for six power attacking is an
- 23:00insane rate that you'd definitely be
- 23:02happy running. Just not too many or else
- 23:04you're going to be completely gone in
- 23:06the rune department. Perfect execution.
- 23:09The fact that this card both gives might
- 23:11and also readies a unit [music] and then
- 23:12does it again from the trash makes it
- 23:14pretty strong. Three energy is enough to
- 23:16make it slightly awkward to play along
- 23:18with a bigger unit, but the fact that it
- 23:21gives plus three might makes up for
- 23:22that. Pendulum Blade equipment are
- 23:24really strong in pre- rifts, and this
- 23:26card is no exception. You can still do
- 23:28the equipment shuffle with this card,
- 23:30meaning equip it to a unit, send it into
- 23:32a battlefield to its death, equip it to
- 23:34another unit, send it in, and so forth.
- 23:36And it gives three might each time,
- 23:38which is very strong. Mourn for Witness.
- 23:40This card might be the most premium two
- 23:43drop in this set. Formite for two energy
- 23:45is really crazy and it can achieve it
- 23:47through several means. A Carali is the
- 23:50obvious one, but equipment buff spells
- 23:53and even tank on your other units can do
- 23:55the trick as well. Just really, really
- 23:57solid. Esteemed terrified. Just an
- 23:59annoying beefy unit with no power cost
- 24:01is already quite good in pre-ift. Lots
- 24:03of the orange and red removal suite is
- 24:05damage based. So, this card actually
- 24:07protects itself reasonably well.
- 24:09Affectionate porro. This card is very
- 24:11strong in a few decks, namely Shen and
- 24:13Akali, but is definitely passable in a
- 24:15lot of other decks. Sometimes it will
- 24:17make damage assignment just a bit more
- 24:19awkward for your opponent since they may
- 24:21want to be dealing with the other unit
- 24:22in combat. Tomb Raider Barbara. This
- 24:25card is really strong. Incidental
- 24:27Gearhead is going to be surprisingly
- 24:29relevant a decent amount of the time and
- 24:31otherwise she's just a four energy, no
- 24:33power forite, which is perfectly
- 24:35acceptable. Resonating Strike. This card
- 24:38is awkward in its wording since you have
- 24:40to satisfy both having control of a
- 24:41battlefield and a unit present
- 24:43elsewhere, but when it does work, it can
- 24:46be a huge might swing and at reaction
- 24:48speed. So, it's a very powerful combat
- 24:50trick. Sandstone Chimera, a big beefy
- 24:53unit which can slow down your opponent.
- 24:56It does affect your opponent first in
- 24:58terms of rune denial, which is nice, but
- 25:00that's not the most important thing. In
- 25:01pre- riffs, sometimes you just need a
- 25:03big [music] body. Cloud drake. Drawing a
- 25:06card in pre- riffs is very very strong.
- 25:08Being underststated is not ideal, but
- 25:10drawing a card is worth one might worth
- 25:12of stats all day. Iterative design. Six
- 25:16energy, one power for two three might
- 25:18units is actually pretty decent, and it
- 25:20has additional synergies with Zed,
- 25:22Kennan, and the Fury Domain with its
- 25:24discards. Mesmerize. This card is
- 25:27premium versatile interaction. It'll
- 25:30save your most valuable units or swing a
- 25:33combat in your favor. high priority to
- 25:35include a fair few of them if you open
- 25:36them. Dredge up. This spell follows a
- 25:39trend of paying about four energy for
- 25:41drawing two cards in blue at common. As
- 25:43mentioned, drawing cards is [music] very
- 25:45strong and this card has additional
- 25:47synergies similar to iterative design.
- 25:49Applied researchers perfectly acceptable
- 25:51on raid body. Once she's empowered,
- 25:54she's excellent in a spell heavy deck
- 25:55and you don't need to be playing that
- 25:57many spells for her to actually be
- 25:58impactful. Covert Informant. [music]
- 26:01This card is absolutely insane and
- 26:03synergizes with so many cards it's
- 26:05gross. Six energy and one power for
- 26:07silicorn herder is probably balanced for
- 26:10constructed, but it is still incredibly
- 26:12pushed for limited shock blast. This
- 26:14might be the best uncommon in the set.
- 26:17It is one energy, one power so often
- 26:19with a bunch of empower legends and just
- 26:21incidentally having empower units in the
- 26:23deck. It's so strong it's pretty much a
- 26:26break point. So units with five might
- 26:28are significantly stronger than units
- 26:30with four might in vendetta pre- rifts.
- 26:32Brutal hunter three energy and one power
- 26:35for four might is pretty good but with
- 26:37the flexibility to make it a six might
- 26:39unit with ganking later is very very
- 26:41good. Definitely a high value pick. Gur
- 26:44roar. This card and mournful witness are
- 26:46definitely fighting for best common in
- 26:48the set. There are so many empower units
- 26:50in vendetta with a lot of them being
- 26:53chosen champion units. So, it is two
- 26:56energy for formite at action speed a lot
- 26:58of the time. Yes, it doesn't save the
- 27:00unit from damage based removal, but it
- 27:02doesn't matter. It's still a crazy
- 27:04strong card, and you'll happily run
- 27:05heaps of them. Jagged Cutless equipment
- 27:08are really solid in pre- Rift, and this
- 27:09is no exception. It's slightly worse
- 27:11than Dorian's Blade due to its cost a
- 27:13vast majority of the time, but despite
- 27:15that, the card is very strong. Profite.
- 27:18So, I've come around to this card being
- 27:20extremely good. At base, it's just four
- 27:22energy for four might, which is good
- 27:23enough. But the synergy with a bunch of
- 27:26cards in the game is just crazy. It
- 27:28works really well with Mel and Embsa. It
- 27:30works with Meldefined Mage and Tailcloak
- 27:33Matriarch by disempowering and
- 27:34empowering it again right away and
- 27:36getting the on trigger. It is synergy
- 27:39dependent, but overall is a very solid
- 27:41unit. Rampage, slow speed challenge that
- 27:44you can pay power to buff up your units.
- 27:46That's premium interaction in pre-
- 27:48riffs. [music] It goes particularly hard
- 27:50if you happen to pull Ambessa the Wolf
- 27:52or the Ambessa mini precon. Stuff as
- 27:55many of these into your deck as you can.
- 27:56Onslaught. Slow speed might is not very
- 27:59good unless it's a lot of might. And
- 28:01this is and you can do it across two
- 28:03bodies or at two different times. It
- 28:05also synergizes with discard or filter
- 28:08effects. This card is really good and
- 28:10you'll happily run a few copies of it in
- 28:11your main. Shadow Order Disciple. This
- 28:14is one of the most premium two drops in
- 28:15Vendetta. It basically kills your
- 28:17opponents two drop for free a majority
- 28:19of the time and it has additional
- 28:21synergies with move mechanics and flow
- 28:23spells. It's just very strong. Kinku
- 28:25lifelade rock solid four drop and
- 28:28becomes a five might unit with ganking
- 28:30at a later time which is very strong.
- 28:32You'd very happily run a bunch of these
- 28:34up from the deep four units for six
- 28:36energy is really good. Combine it with
- 28:38equipment or the otherwise terrible rage
- 28:41amplifier for maximum hilarity and super
- 28:44big upside if you happen to open Illaoi
- 28:46and can run her as your chosen champion.
- 28:48Ghost Monk, another premium two drop
- 28:51lets your other units trade better and
- 28:53denies your opponent's value from
- 28:54recursion or flow spells. Shadows of the
- 28:57past. Basically, this is better than
- 28:59card draw in the mid to late game. This
- 29:01lets you play your best two units twice.
- 29:03Tailcloaked matriarch. The generic value
- 29:06is immense with this card. Again, four
- 29:08energy for four might is perfectly
- 29:10workable stats, and the empower helps to
- 29:12get a three energy unit out of the
- 29:14trash. And there's heaps of good ones.
- 29:16This is particularly strong if you can
- 29:18get something that has empower out of
- 29:19the trash like covert informant. Wind
- 29:22and ghosts, the slightly differently
- 29:24costed rebuke that can also banish a
- 29:26unit. This is probably the best removal
- 29:28spell in vendetta. Master crashing
- 29:31thunder. It's an on-rade unit that has
- 29:33the versatility to stun a unit at a
- 29:34battlefield, so pretty strong. Soul
- 29:36Spinner, one of only two main set ambush
- 29:39units in Vendetta. Ambush has [music]
- 29:41already shown itself to be extremely
- 29:42strong, and this has some incidental
- 29:44synergy with a couple of cards and
- 29:45legends in the set. No power cost, so
- 29:48you'd be pretty happy splashing yellow
- 29:49and running a few of these. Horns of the
- 29:52Dragon, a big beefy unit that has no
- 29:54power cost and can protect your smaller
- 29:56units. This is really good top end, and
- 29:58you'll happily run a few of them. Keeper
- 30:00of Law. This card is pretty interesting.
- 30:02It's pretty unlikely that you'll be able
- 30:04to satisfy the condition of having two
- 30:05units at a battlefield early enough to
- 30:07play her on curve, but even if you
- 30:10didn't play her for the discount, it
- 30:12isn't a disaster. And the time that you
- 30:14can play her as a three energy for a
- 30:16five might unit is definitely worth it.
- 30:18Hungry Wolf works pretty well with a few
- 30:21legends that can target your opponent's
- 30:22units, namely Mel, but to a lesser
- 30:24extent, Kennon. Again, four energy for
- 30:27four might is already pretty good and
- 30:29its ability is really strong. Key
- 30:32barrier interaction is relatively
- 30:34limited in vendetta, which makes key
- 30:35barrier kind of a cracked card. Much
- 30:38better on defense since it's more likely
- 30:39your unit will survive after picking off
- 30:41a few units and then actually remain at
- 30:43the battlefield and works great with
- 30:45tank units. Lacerate. This spell
- 30:48actually hits a decent number of cards.
- 30:50And you'd think that disempowering claws
- 30:52wouldn't be that relevant, but there are
- 30:54eight units in Vendetta where that's the
- 30:56difference between killing it and not
- 30:58killing it. The fact that it can hit a
- 30:59base is really strong. And overall, this
- 31:02is just a solid interaction piece, even
- 31:04if it's slow and a bit expensive to play
- 31:06using flow.
- 31:08And that's all for today. I know I've
- 31:10spent a lot of time talking about
- 31:12strategy and the strength of cards in
- 31:13the [music] set, but try not to put too
- 31:15much pressure on yourself to perform
- 31:17well. The beauty of Prius is that most
- 31:20people are coming into the event with
- 31:21pretty limited knowledge of the set
- 31:23sealed environment and meta. So yes,
- 31:26familiarize yourself with the cards to
- 31:28help with deck building, but also enjoy
- 31:30yourself at the event. If you'd like to
- 31:32hear me yap even more about Vendetta,
- 31:34I'll be posting a full set review
- 31:36hopefully really soon. [music] I have a
- 31:38bunch of stuff planned for the next few
- 31:39weeks with the official release of the
- 31:41Vendetta set as well, [music] so stay
- 31:42tuned for that. Otherwise, have a great
- 31:44day and I'll catch you in the next one.
- 31:46See you.
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