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What YOU SHOULD PLAY At Vendetta Pre-Rifts // Vendetta Pre-Rift Guide — Transcript

by Recycle2 Riftbound · 6,352 words · 930 segments · language en · Watch on YouTube

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  1. 0:02So, every card from Vendetta has been
  2. 0:04spoiled, and now Pre-Rift is just days
  3. 0:06away. And going into these events blind
  4. 0:08and making things up as you go is a
  5. 0:10perfectly valid way to enjoy pre- riffs.
  6. 0:12But so is familiarizing [music] yourself
  7. 0:14with the mechanics of the set and key
  8. 0:16cards you're going to keep an eye out
  9. 0:17for. And that's what we're doing today.
  10. 0:19By the end of this video, you should
  11. 0:20have the tools to tackle your pre- riffs
  12. 0:22with confidence. If you're completely
  13. 0:24new to pre- riffs, I highly suggest
  14. 0:26checking out my video on the basics of
  15. 0:27pre- riffs, which covers deck building
  16. 0:29rules and basic deck building strategy
  17. 0:31of the format. And with that all out of
  18. 0:33the way, let's get into it.
  19. 0:38Vendetta is Riftbound's fourth set and
  20. 0:40is themed around rivalry. This theme has
  21. 0:42a heavy influence on the set's
  22. 0:44mechanics, as well as the overnumbered
  23. 0:46cards present in [music] the set. This
  24. 0:47set is the first to feature enemy domain
  25. 0:49pairings with Kenan, Jace, and Akali.
  26. 0:51While Vendetta introduced a number of
  27. 0:53smaller mechanics and keywords, there
  28. 0:55are two main mechanics that the set is
  29. 0:56centered around. Flow and empower, and
  30. 0:59we'll be focusing mainly on those. Flow
  31. 1:01is a new mechanic present exclusively on
  32. 1:03spells and functions only when the spell
  33. 1:05is in the trash. It allows you to pay a
  34. 1:07cost and play the spell from trash
  35. 1:09before banishing it. Flow is an
  36. 1:10alternative cost, so it still enjoys the
  37. 1:13benefit from things that discount
  38. 1:14spells, such as empowered applied
  39. 1:16researchers. Every single flow card in
  40. 1:18the game at the moment anyway is slow
  41. 1:20speed, meaning you can only play it
  42. 1:22during your turn and when there's
  43. 1:23nothing else on the chain and outside of
  44. 1:25showdowns. This mechanic is really great
  45. 1:27design and inherently has synergy with
  46. 1:29the effects that put spells in the
  47. 1:30trash, such as the new mechanic burn or
  48. 1:32discard. I'll just very briefly mention
  49. 1:35burn since it's one of the minor new
  50. 1:37mechanics in the set. If a card has burn
  51. 1:39X, you put the top X cards of your main
  52. 1:41deck into your trash. This can be part
  53. 1:42of a spell similar to predict or can be
  54. 1:45on units and gear usually as triggered
  55. 1:47abilities. There were effects that did
  56. 1:49similar things already printed into the
  57. 1:50game like minefield, but it is now
  58. 1:53keyworded and I think it's quite likely
  59. 1:55to be an evergreen mechanic. Empower is
  60. 1:57a unit and gearbased mechanic that
  61. 1:59allows them to have more powerful
  62. 2:01effects at a cost or after achieving a
  63. 2:03certain [music] task. Most cards in the
  64. 2:05set simply benefit from themselves being
  65. 2:07empowered. Although importantly, two
  66. 2:09legends in the set care about other
  67. 2:11cards being empowered. [music] Mel and
  68. 2:13Ambessa. Many empower effects are
  69. 2:15extremely strong, and some cards even
  70. 2:16have triggered abilities that will fire
  71. 2:18off when it becomes empowered. With
  72. 2:20these cards, disempowering it will mean
  73. 2:22that you can double dip on its powerful
  74. 2:24effect, making the one unit that can
  75. 2:25disempower other cards pretty powerful.
  76. 2:28There are also many sub themes that are
  77. 2:29usually hinted at by the legends
  78. 2:31themselves, but we'll get into that
  79. 2:32later. With the whole set being themed
  80. 2:34around feuds between characters or
  81. 2:36domains, we also have the introduction
  82. 2:38of many more taxation or restriction
  83. 2:40type effects as well as the introduction
  84. 2:42of color hate cards for the first time.
  85. 2:44In terms of my overall impression,
  86. 2:46vendetta is a set geared more towards
  87. 2:47value generation than interaction. In
  88. 2:49Unleashed, it was a lot easier to get
  89. 2:51some control strategies to work in
  90. 2:53pre-ift, especially if you open the
  91. 2:55Diana mini precon. But with Vendetta, I
  92. 2:57expect it'll be a little bit harder.
  93. 2:58With that in mind, since interaction
  94. 3:00pieces are fewer and far between, don't
  95. 3:02stress too much if you have only a few
  96. 3:04pieces of interaction in your final deck
  97. 3:06build.
  98. 3:10And now we're going to go through each
  99. 3:11legend and discuss how they play and
  100. 3:13some key cards you like to get for their
  101. 3:15strategy. I'm going to stick to commons
  102. 3:16and uncommons for the most part since
  103. 3:18you're going to see them a whole lot
  104. 3:19more and they'll tend to make up the
  105. 3:21skeleton of your deck and that will be
  106. 3:23bolstered by your rares and epics that
  107. 3:25you pull. The only exception is that
  108. 3:26I'll briefly touch on the rare champion
  109. 3:28unit that's likely to be included in the
  110. 3:30mini precon. And I'll only mention
  111. 3:32battlefields if there's one very clearly
  112. 3:34that will only benefit your [music]
  113. 3:36legend. Be aware that at this stage it
  114. 3:38seems like all nine legends will have
  115. 3:40mini precons. Contrary to my beginner's
  116. 3:42guide video,
  117. 3:46Akali seems like she's really pushed
  118. 3:48when reading her for the first time. But
  119. 3:50her ability is very specific and narrow,
  120. 3:52meaning you'll have to be very careful
  121. 3:53with when you use her. Using the legend
  122. 3:56ability offensively by returning the
  123. 3:58unit to base and readying it, then
  124. 3:59moving it back in is really aggressive
  125. 4:01and will likely strand your unit at the
  126. 4:03battlefield. So, you really need to
  127. 4:05balance when you want to be aggressive
  128. 4:07and plan out how you'll move your units
  129. 4:09around. Akali Silent. This unit
  130. 4:11single-handedly makes the Akali mini
  131. 4:13precon pretty pushed. She comes out on
  132. 4:15turn two and is certain to survive until
  133. 4:17your next turn where she'll attack for
  134. 4:18minimum six might. Plus, with the added
  135. 4:20bonus of being able to be bailed out
  136. 4:22thanks to Akali's legend ability, she is
  137. 4:24going to be an absolute menace in pre-
  138. 4:26rifts. Mournful Witness is so
  139. 4:28unbelievably insane with Akali. You can
  140. 4:30play her on turn one and then send her
  141. 4:32into combat and use Akali's legend
  142. 4:33ability to move her back and you've got
  143. 4:35a DIY formite for two energy. And if you
  144. 4:38empower Kari's legend, you can just send
  145. 4:40it straight back in. Affectionate porro.
  146. 4:42Drawing cards is always amazing and
  147. 4:44limited, and you can use your legend
  148. 4:45ability to basically draw at a whim.
  149. 4:47You'd put a lot of these adorable guys
  150. 4:49into the deck and feel pretty happy
  151. 4:51about it. Pendulum Blade. Obviously,
  152. 4:52this card goes super well with Akali's
  153. 4:54legend ability and green AI, too. Using
  154. 4:57a Kali's empowered legend ability just
  155. 4:59once on a unit with this attached will
  156. 5:01increase its might by five, which is
  157. 5:03insanely strong. In terms of ideal
  158. 5:05domain pairings, you'd be pretty happy
  159. 5:06to go into blue just simply because of
  160. 5:09co informant. She is pretty much silicon
  161. 5:11herder in pre- rift and you'll be in
  162. 5:13danger of drawing your entire deck and
  163. 5:15burning out if you do manage to get her
  164. 5:16to stick to the board. Other blue
  165. 5:18interaction will be pretty useful as
  166. 5:20well like shock blast and mesmerize.
  167. 5:22Overall, Aali does seem like a fairly
  168. 5:24strong though synergy dependent legend
  169. 5:26for pre- rift, but with just a few
  170. 5:27copies of some of the commons in the
  171. 5:29set, you're going to have a pretty good
  172. 5:30time.
  173. 5:34Renekton will feel the most oppressive
  174. 5:36if you use his legend ability sparingly
  175. 5:38at precise moments throughout the game.
  176. 5:40If used too often, you'll just fall too
  177. 5:42far behind in runes and won't be able to
  178. 5:44leverage the temporary tempo gains to a
  179. 5:46game win. With that being said, orange
  180. 5:49red is a perfect domain pairing to be
  181. 5:50really aggressive and still be
  182. 5:52functional at low rune counts. Renekton
  183. 5:54Ragefield planning out to play Renekton
  184. 5:56turn two regardless of the board
  185. 5:58situation is honestly pretty scary. If
  186. 6:01you go second, you could theoretically
  187. 6:02play Renekton accelerator turn two and
  188. 6:04use his attack trigger to wipe a
  189. 6:06battlefield. Even the threat of that may
  190. 6:08make your opponent play differently. I
  191. 6:10think that there are other units that
  192. 6:12are even better than Red Renekton to
  193. 6:13play as a chosen champion, but he is a
  194. 6:15perfectly serviceable choice. Forsaken
  195. 6:17Backy, Oasis Raider. Both these cards
  196. 6:20occupy a similar space for Renekton. You
  197. 6:22want lots of these cards as their
  198. 6:23abilities are likely to be on by virtue
  199. 6:25of you turboing your runes down at some
  200. 6:27point. Back eye witherclaw, an amazing
  201. 6:30unit that synergizes with the previously
  202. 6:32mentioned units by going down on runes,
  203. 6:34but only temporarily. Hits really hard
  204. 6:36and has synergy with gut or roar, which
  205. 6:38is really important. In terms of ideal
  206. 6:40domain pairings, purple is a pretty
  207. 6:42aggressive color with decent removal
  208. 6:44this set. Gustm is a great cheap unit
  209. 6:47that can help your units hit harder and
  210. 6:49will probably banish something relevant
  211. 6:50from your opponent's trash. And wind and
  212. 6:52ghost is the best removal spell in the
  213. 6:54set and will help you score those last
  214. 6:56few points. Otherwise, yellow has some
  215. 6:58very decent empower units and will be a
  216. 7:00good support color. Overall, Renekton's
  217. 7:02a tough one to judge, but inherently
  218. 7:04powerful. I do expect you'll be able to
  219. 7:06throw away the game pretty easily if you
  220. 7:08choose the wrong time to fire off his
  221. 7:09legend ability, so be careful.
  222. 7:15Zed wants you to banish cards you own,
  223. 7:17and as a reward, lets you discard cards
  224. 7:20to draw cards. He has a heap of synergy
  225. 7:22with flow spells, so you'll be looking
  226. 7:23to include a bunch of them in your main
  227. 7:25deck. The deck otherwise is fairly open
  228. 7:27to building the way that you wish. Red
  229. 7:28Purple is quite an aggressive domain
  230. 7:30pairing for this set, so you'll be
  231. 7:31looking to play plenty of lowc cost
  232. 7:33drops and take control of the board
  233. 7:34early. Zed without a sound. This card is
  234. 7:37so fun. Similar to his legend, he has
  235. 7:40synergy with flow cards and cards that
  236. 7:42care about trashes. The fact that you
  237. 7:44can use his shadow swapping ability at
  238. 7:46action speed is just awesome. You'd be
  239. 7:49pretty happy to run him as your chosen
  240. 7:50champion. Twilight step, a pretty
  241. 7:52versatile spell with flow to boot. You
  242. 7:54can move your shadow clones around,
  243. 7:56which is pretty cute. Shadowcloaked
  244. 7:58lurker and shadow assassin. How good
  245. 8:00these are will really depend on how many
  246. 8:01that you open in your packs. Since their
  247. 8:04floor is a vanilla five m or five
  248. 8:06energy, you'd be okay with running them
  249. 8:08even if you only have a couple of copies
  250. 8:10of either. And if you have more than
  251. 8:12that, then you're laughing. Perfect
  252. 8:13execution up from the deep. These cards
  253. 8:16are commons with flow and are
  254. 8:18particularly good with Zed's legend
  255. 8:19ability since playing the spell using
  256. 8:21flow banishes them and empowers Zed.
  257. 8:23you'd be pretty happy to run a fair few
  258. 8:25up from the deep and at least one or two
  259. 8:27perfect execution. In terms of ideal
  260. 8:29domain pairing, blue has two flow spells
  261. 8:31at common, both of which are decently
  262. 8:33strong [music] in pre- rifts. Going into
  263. 8:35blue will just help you play a more
  264. 8:36value and control oriented game. Plus,
  265. 8:39the card shock blast will be pretty easy
  266. 8:41for you to get online and just use one
  267. 8:43energy and one power to pay for.
  268. 8:45Otherwise, you can lean into more
  269. 8:46aggression and [music] fighting for the
  270. 8:48board, in which case orange will
  271. 8:49probably be your best bet. Shadow Temple
  272. 8:52is probably going to benefit you more
  273. 8:53than the average deck since you've
  274. 8:55hopefully built around flow cards. And
  275. 8:57even if you never hold at a battlefield,
  276. 8:59that isn't any huge loss. So, while Zed
  277. 9:01is pretty open in terms of build
  278. 9:03pathways and constructed, he's a fairly
  279. 9:05straightforward build in pre- riffs. It
  280. 9:07shouldn't be too hard to put together a
  281. 9:08pretty fun deck, and the Z chosen
  282. 9:10champion should be zipping around being
  283. 9:12a menace, just as Riot intended.
  284. 9:18Unfortunately, we've hit our first
  285. 9:20Renata class legend for this set. There
  286. 9:22are almost no cards at common and
  287. 9:24uncommon that facilitate his legend.
  288. 9:26[music] Some empower abilities can
  289. 9:28theoretically get to seven energy, but
  290. 9:30it's pretty awkward as these abilities
  291. 9:32get cheaper the more runes you have. So,
  292. 9:34unless you get [music] quite lucky with
  293. 9:35your pulls at the rare and epic rarity,
  294. 9:38you're probably better off running no
  295. 9:40legend. Nasus Guardian of Knowledge.
  296. 9:42This card is really decent and you're
  297. 9:44hoping to leverage him to generate at
  298. 9:45least a few runes that can push you into
  299. 9:47the late game. I think is a perfectly
  300. 9:50acceptable chosen champion to run if you
  301. 9:52open the Nasus mini precon. [music]
  302. 9:53Grumpy Rock Bear and Frost Coat Mother.
  303. 9:56As mentioned before, these units have
  304. 9:57empower abilities that get cheaper the
  305. 9:59more runes you have. But the payoff for
  306. 10:01spending seven or more energy is that
  307. 10:03you refund two energy, which in the
  308. 10:05setting of these units, well, you're
  309. 10:07hoping to pay far less than that for the
  310. 10:08ability anyway. So, just slightly
  311. 10:10awkward. clairvoyance, a reaction speed
  312. 10:13[music] filtering and draw spell. It is
  313. 10:15acceptable and paying five is definitely
  314. 10:17better than paying seven. The spell is
  315. 10:19okay in pre- rift, though definitely not
  316. 10:21ideal. Sandstone Chimera, the only
  317. 10:24non-rare/epic unit in the set that costs
  318. 10:27seven. This one is fairly decent since
  319. 10:28you can still generate decent amounts of
  320. 10:30energy while only channeling one rune
  321. 10:32each turn. In terms of ideal domain
  322. 10:34pairing, Faces, you're really playing
  323. 10:36whichever domains you've opened the most
  324. 10:38big units in. Red has Eclipse Dragon
  325. 10:40which has almost anti- synergy with
  326. 10:42Nasis but a really strong unit at rare.
  327. 10:45Gangplank Naval and Ambessa the Wolf are
  328. 10:48really strong units and line up with the
  329. 10:50big unit spam you're hoping for. Though
  330. 10:52unfortunately neither of them hit the
  331. 10:53seven energy threshold that we're hoping
  332. 10:55for. So overall, Nasus is a bit of a
  333. 10:58miss in terms of pre- rifts in my
  334. 10:59opinion, but still possible to build
  335. 11:01well if you high roll a little bit with
  336. 11:03your pulls. Otherwise, the extra card at
  337. 11:05the start of the game is probably more
  338. 11:07valuable to you than two rated runes
  339. 11:09once or twice in a game.
  340. 11:14Tank is really interesting in that it
  341. 11:16can be used both to protect your large
  342. 11:18units and your small ones, too. Being
  343. 11:20able to choose which unit to give tank
  344. 11:22is actually really, really decent in
  345. 11:24limited. His other subthe of gaining a
  346. 11:26benefit when there are exactly two units
  347. 11:28defending at a battlefield, that's a lot
  348. 11:30weaker. I'd almost be inclined to ignore
  349. 11:33that theme completely and just play the
  350. 11:35tank and hold strategy, but there are
  351. 11:37some cards that help that sub theme
  352. 11:39quite a lot. Shen, [music] scourge of
  353. 11:40shadows. That being said, the play
  354. 11:42pattern of going second, playing a unit
  355. 11:44turn one and then turn two moving it in
  356. 11:47and playing Shen at that battlefield,
  357. 11:48[music] that's really strong. You can
  358. 11:50use the legend to protect him or your
  359. 11:52small unit and almost guarantee drawing
  360. 11:54you a card. So, this play pattern is
  361. 11:56actually so strong that I think that
  362. 11:58Chen might actually be strong in pre-
  363. 12:00roofs. Keeper of law. This card is a
  364. 12:02good example of the two units at a
  365. 12:04battlefield claws done right. Since you
  366. 12:05can play her as a five might for three
  367. 12:07energy before moving those units at the
  368. 12:09battlefield, she's a much more playable
  369. 12:11card. Handammer. I'd think of this card
  370. 12:14more as a solid one might equipment that
  371. 12:16occasionally gives you some extra might,
  372. 12:18but because it isn't super great to do
  373. 12:20the equipment shuffle with, I wouldn't
  374. 12:22be smashing a lot of them into your
  375. 12:24deck. Soul Spinner. You can play this
  376. 12:26unit to a battlefield where a unit has
  377. 12:27handammer and it's a five might swing.
  378. 12:30Plus, you can use your legend to protect
  379. 12:32that other unit if you wish. It's just
  380. 12:33an [music] all round solid, strong unit
  381. 12:35for common. Affectionate parro. Give
  382. 12:38tank to your other beefy unit and
  383. 12:39profit. Key barrier. Remember that if
  384. 12:41you apply key barrier and tank to a
  385. 12:44unit, they have to assign damage equal
  386. 12:46to the prevented damage plus the might
  387. 12:48of your unit for it to be considered
  388. 12:50lethal damage. So, key barrier is
  389. 12:52particularly strong at protecting your
  390. 12:54most important units in Shen [music] in
  391. 12:56terms of domain pairing. So, I think
  392. 12:57that orange is probably your best domain
  393. 12:59pairing. Jagged Cutless, Gushal Roar,
  394. 13:02and just generally beefy units will help
  395. 13:04you to hold battlefields and may even
  396. 13:06benefit from the two units at a
  397. 13:08battlefield clause. Otherwise, you'll
  398. 13:09just gravitate towards whatever domain
  399. 13:11you open the most interaction in and go
  400. 13:13from there. Kinku Temple should actually
  401. 13:15be really good for Shen and pretty much
  402. 13:17a blank battlefield for everyone else.
  403. 13:19Overall, I expect Shen to be
  404. 13:21surprisingly decent in pre- riffs, even
  405. 13:23though he's probably going to be
  406. 13:25terrible in constructed. Tank messes
  407. 13:27with combat math a lot more than people
  408. 13:29expect, and people will definitely
  409. 13:31forget he exists a decent amount of the
  410. 13:33time.
  411. 13:38Jace is one of the legends I'm really
  412. 13:39hoping to get in one of my pre- riffs.
  413. 13:41Setting up the engine and just cranking
  414. 13:43out value every turn seems so
  415. 13:44unbelievably fun. Even if you don't get
  416. 13:47lucky and pull the hex tech disc, you
  417. 13:49should still be able to put together the
  418. 13:50engine from just commons. Jace hammer in
  419. 13:53hand, this unit is rock solid. He's
  420. 13:55beefy. He'll become a seven might
  421. 13:57attacker the turn after you play him and
  422. 13:59becomes extra gross with mechanics to
  423. 14:01ready him. Though there are only a few
  424. 14:03cards that actually do that that we'll
  425. 14:05see often. Questionable tome with Jace.
  426. 14:08This card is draw one card every turn.
  427. 14:11you'll basically wind up burying your
  428. 14:13opponent in value and you burning out is
  429. 14:15actually a genuine possibility. Tools of
  430. 14:17Empire slow speed power increases are
  431. 14:20not that good unless it's a lot of
  432. 14:22power. And with [music] Jace, Tools of
  433. 14:24Empire is eight might. That is
  434. 14:26outrageous. Personally, I like the idea
  435. 14:29of playing fury with Jace. Hopefully,
  436. 14:31you'll be churning through your deck
  437. 14:32fairly quickly and so all you need to do
  438. 14:34is put stats on the board and remove
  439. 14:36their units. Cards like ruthless strike
  440. 14:39and consuming curse will help you
  441. 14:41survive until you can start abusing your
  442. 14:43card draw and perfect execution
  443. 14:45synergizes with Jace Hammer in hand.
  444. 14:48Probably means that blue gets relegated
  445. 14:50to a support color, but this also does
  446. 14:52depend on what you pull. Covered
  447. 14:53Informant and Shock Blast are both so
  448. 14:56good that you might want to just stay
  449. 14:57heavily in blue and splash red. In terms
  450. 15:00of battlefield, Pilttoven Forge is
  451. 15:02pretty much useless for everyone except
  452. 15:04Jace. So overall, I think Jace is really
  453. 15:06fun and I do think he's actually
  454. 15:08decently powerful. You do need to open
  455. 15:10his pieces to run the deck, but they are
  456. 15:13at common, so pretty good chance you'll
  457. 15:15see at least a few of them.
  458. 15:19[music]
  459. 15:20Mel is a control strategy that has
  460. 15:22access to some of the most overpowered
  461. 15:24cards for the pre-ift format. There is
  462. 15:26heaps of empower units in blue and
  463. 15:28purple, allowing her to fairly reliably
  464. 15:31use her debuffing legend ability. And
  465. 15:33she doesn't actually need that much else
  466. 15:34in order to be pretty dominant as a
  467. 15:36control deck. Mel Diviant Soul. It is
  468. 15:39criminal that this is her rare unit. It
  469. 15:41it's removal on a body which can hit a
  470. 15:44larger unit if you use the legend
  471. 15:45ability on it first. She's insanely
  472. 15:48strong and you'd be happy to run her as
  473. 15:50your chosen champion and threaten to
  474. 15:52snipe off your opponent's two drop if
  475. 15:53they dare move it into the battlefield.
  476. 15:55Kinku Lifelade. I just wanted to mention
  477. 15:58a common empower unit. There are quite a
  478. 16:00few mostly role- playinging units that
  479. 16:02are definitely good enough to run in
  480. 16:04general, let alone with Mel given the
  481. 16:06additional synergy. Covert Informant,
  482. 16:08Stella Corner, but more balanced. Still
  483. 16:10a broken card and an absolute bomb for
  484. 16:13limited. Tailcloak matriarch. This is a
  485. 16:16crazy unit. Synergizes with Mel and also
  486. 16:18helps you recur your early drop. Shock
  487. 16:20blast. Making this one energy and one
  488. 16:23cost in Mel is obscenely easy. If Mel's
  489. 16:26legend is empowered, its discount
  490. 16:28condition is satisfied. Questionable
  491. 16:30tome. This card gives you a Mel empower
  492. 16:32trigger every other turn, and the turn
  493. 16:34it doesn't draws you a card. Really
  494. 16:36strong in both Mel and Ambessa. Pretty
  495. 16:38much the only domain pairing that isn't
  496. 16:40[music] that good is green. In yellow,
  497. 16:42you've got Solari Sunhawk, and Mel's
  498. 16:45legend ability synergizes [music] with
  499. 16:46Lacerate, which is a plus. Otherwise,
  500. 16:48red has damage based removal, which
  501. 16:50again synergizes with Mel's Legend, plus
  502. 16:52a couple of empower units at common and
  503. 16:54uncommon. and orange has a stack of
  504. 16:56empower unit and guttural roar which is
  505. 16:59insanely good. So amongst the three of
  506. 17:01them I'd say that orange is probably
  507. 17:03your best domain pairing. Overall me is
  508. 17:06a great control shell and just has
  509. 17:07inherent synergy with a number of other
  510. 17:09mechanics in the game which is really
  511. 17:10cool. You're pretty much just going to
  512. 17:12have a great time running a stack of
  513. 17:13empower units and just winning every
  514. 17:15combat you initiate thanks to her legend
  515. 17:17ability.
  516. 17:21[music] Another legend I'd love to see
  517. 17:23in my pre- Rift kit. Like her daughter
  518. 17:25Mel, she wants things to be empowered,
  519. 17:27but she's playing a much more combat and
  520. 17:29might focused strategy. She will chew
  521. 17:31through power fairly quickly if you're
  522. 17:32not careful, so just [music] think a
  523. 17:34turn or two ahead when planning out your
  524. 17:36power usage. Ambessa the Wolf. I expect
  525. 17:39this unit to be an absolute menace
  526. 17:40during pre- rifts. She comes out on turn
  527. 17:42two with [music] no power costs and then
  528. 17:44is a seven might attacking unit on turn
  529. 17:46three with additional upside. Plus, if
  530. 17:49absolutely necessary, Ambessa's legend
  531. 17:51ability can be used to ready her and
  532. 17:53move her back home after attacking.
  533. 17:55Insanely strong. Brutal Hunter, a role-
  534. 17:57playinging empower unit, but extremely
  535. 17:59strong. Ganking is really good in
  536. 18:01pre-ifts, especially with ways to ready
  537. 18:04the unit like Ambessa's legend. This
  538. 18:06unit alone could single-handedly win you
  539. 18:08the game, and that is not a joke.
  540. 18:10Propheteer, the synergy with Ambessa and
  541. 18:13Mel is absurd. disempowering Ambessa to
  542. 18:16empower something else will immediately
  543. 18:18re-empower Ambessa. So pretty much
  544. 18:20you're getting a free empower onto
  545. 18:22something. [music] Combine that with
  546. 18:23Dame the Desoiler and you're getting
  547. 18:25some immense value. Combine it with
  548. 18:27cards like Tailcloak Matriarch or
  549. 18:28Meldefined Soul and again [music] you're
  550. 18:30getting a bunch of extra value. Rampage.
  551. 18:32This card simply synergizes with Ambessa
  552. 18:34the Wolf to pick off units for free. The
  553. 18:37best thing to do with this spell is to
  554. 18:38play it on Ambessa to pick off a big
  555. 18:40unit and then still use her during an
  556. 18:42ensuing combat this turn.
  557. 18:44straightforward synergy. In terms of
  558. 18:45ideal domain pairings, you're probably
  559. 18:47looking at blue or purple. Cards like
  560. 18:49covert informant and shock blas make it
  561. 18:51really appealing to go into blue. Also,
  562. 18:53questionable tome is genuinely strong in
  563. 18:55Nambessa and Mel, but purple has tail
  564. 18:58cloaked matriarch and wag. Depends on
  565. 19:00how your seal pool plays out as always,
  566. 19:02but have a good look at these. I'll just
  567. 19:04mention risen alter as well, but empower
  568. 19:06is pretty ubiquitous across all domains
  569. 19:08in vendetta, so your opponent could take
  570. 19:10advantage of this better than you. risky
  571. 19:12and I would think twice about revealing
  572. 19:14it. Overall, Ambessa seems to be poised
  573. 19:16to be one of the villains of the
  574. 19:17Vendetta Pre-Rift, which is certainly
  575. 19:19suited to her character. An average pull
  576. 19:21from your five packs should still make
  577. 19:23her an absolute beast of a deck.
  578. 19:29Similar to Zed, synergizes naturally
  579. 19:31with flow, though doesn't have a way to
  580. 19:34enable it like Zed does. He does have
  581. 19:36additional synergy with hidden since he
  582. 19:38simply asks you to play a unit from
  583. 19:40somewhere other than hand. Assault 2 is
  584. 19:42quite a powerful pushing tool to add
  585. 19:43onto a unit, but it's not so insanely
  586. 19:46strong that I would play bad flow cards
  587. 19:48just to enable him. Kennan, keeper of
  588. 19:50balance. Kenan, played from hidden, like
  589. 19:52I said, would empower Kennan's legend,
  590. 19:54which is nice, but most often you'll be
  591. 19:56hiding it directly from the chosen
  592. 19:58champion zone, which definitely isn't as
  593. 20:00strong as hiding him from hand. So,
  594. 20:03because of that, I think there's a
  595. 20:05decent case to be made for running a
  596. 20:06different unit in the chosen champion
  597. 20:08zone. Twilight step. Putting a soul two
  598. 20:10onto a unit that's three might or less
  599. 20:12means you can use Twilight step to move
  600. 20:14a five might unit around which is pretty
  601. 20:16fun. And it has flow so you can use it
  602. 20:19twice and synergizes with Kennon's
  603. 20:20legend. Up from the deep. This card is a
  604. 20:23generically good card but very solid in
  605. 20:25cannon since assault makes his units
  606. 20:27good at pushing but not very good at
  607. 20:29holding. A one might unit with assault 2
  608. 20:31is actually half decent at pushing and
  609. 20:33if you play it for the flow cost you get
  610. 20:35to empower Kenan. In terms of ideal
  611. 20:37domain pairings, unfortunately, yellow
  612. 20:39does not have much for Kennon to work
  613. 20:41with. So, we're looking for a strong
  614. 20:42third domain to go pretty heavy into.
  615. 20:44Orange [music] will be a strong pairing
  616. 20:46since Prophetier can take advantage of
  617. 20:47Kennon's legend being empowered and is
  618. 20:50overall a solid domain. Blue will also
  619. 20:52be good, mostly because of shock blast,
  620. 20:54but also cards like iterative design and
  621. 20:56covert informant. Overall, Kenan feels
  622. 20:59pretty weak at base, which is ironic
  623. 21:01since he's shaping up to be an extremely
  624. 21:03strong legend in constructed. The main
  625. 21:05issue is that yellow isn't doing that
  626. 21:07much for his legend. So, he needs to
  627. 21:09pull enough cards within another domain
  628. 21:11to bolster the build.
  629. 21:15And now we're going to go through key
  630. 21:17commons and uncommons for each domain.
  631. 21:19These will often be above rate units
  632. 21:21with powerful abilities or just big
  633. 21:23booties or premium interaction pieces.
  634. 21:26Punching porro. This is a premium two
  635. 21:28drop for fury and synergizes really well
  636. 21:30with flow since basically you're only
  637. 21:32discarding half a card. Having a two
  638. 21:34drop unit that potentially kills your
  639. 21:36opponent's two drop is insanely strong
  640. 21:37to establish early board position.
  641. 21:39Forsaken Backkey, another premium two
  642. 21:41drop of fury and one that could
  643. 21:43potentially put your opponent in an
  644. 21:44awkward position where they need to
  645. 21:46recycle to deny the ability. Otherwise,
  646. 21:48will just trade favorably into your
  647. 21:50opponent's two drop oasis radar. Similar
  648. 21:53to Forsaken Becky, this card is just a
  649. 21:55great on-rade unit that punches well
  650. 21:57above its energy cost in some
  651. 21:59circumstances. Your opponent will
  652. 22:01unfortunately have final say on whether
  653. 22:03this ability goes off. But the way they
  654. 22:05deny this ability is to recycle their
  655. 22:07runes. So they probably won't want to do
  656. 22:09that in the mid game. Really good. And
  657. 22:11you'll happily fill your four drop slot
  658. 22:12with as many of these if you can. Back
  659. 22:14eye sand spinner. [music] Just a great
  660. 22:16bomb common. You happily run this card
  661. 22:19as your top end if you don't open any
  662. 22:20other beefy units. Eight power attacking
  663. 22:22is really good and you can always float
  664. 22:24the energy empower down to four runes
  665. 22:27before using the empower if you really
  666. 22:29need that discount. Shadow fiend fury
  667. 22:31has a fantastic density of very strong
  668. 22:34early game drops which is fair given
  669. 22:36that it's the aggressive domain. This
  670. 22:38unit comes out on turn one can be
  671. 22:40empowered to five m attacking meaning it
  672. 22:42almost guarantees to kill their two drop
  673. 22:45if they moved it into a battlefield.
  674. 22:46That threat alone makes it really strong
  675. 22:49to play out even without empowering.
  676. 22:51Back high reaper above rate but with a
  677. 22:54power cost and will continue to eat your
  678. 22:56runes for additional might. But three
  679. 22:58energy for six power attacking is an
  680. 23:00insane rate that you'd definitely be
  681. 23:02happy running. Just not too many or else
  682. 23:04you're going to be completely gone in
  683. 23:06the rune department. Perfect execution.
  684. 23:09The fact that this card both gives might
  685. 23:11and also readies a unit [music] and then
  686. 23:12does it again from the trash makes it
  687. 23:14pretty strong. Three energy is enough to
  688. 23:16make it slightly awkward to play along
  689. 23:18with a bigger unit, but the fact that it
  690. 23:21gives plus three might makes up for
  691. 23:22that. Pendulum Blade equipment are
  692. 23:24really strong in pre- rifts, and this
  693. 23:26card is no exception. You can still do
  694. 23:28the equipment shuffle with this card,
  695. 23:30meaning equip it to a unit, send it into
  696. 23:32a battlefield to its death, equip it to
  697. 23:34another unit, send it in, and so forth.
  698. 23:36And it gives three might each time,
  699. 23:38which is very strong. Mourn for Witness.
  700. 23:40This card might be the most premium two
  701. 23:43drop in this set. Formite for two energy
  702. 23:45is really crazy and it can achieve it
  703. 23:47through several means. A Carali is the
  704. 23:50obvious one, but equipment buff spells
  705. 23:53and even tank on your other units can do
  706. 23:55the trick as well. Just really, really
  707. 23:57solid. Esteemed terrified. Just an
  708. 23:59annoying beefy unit with no power cost
  709. 24:01is already quite good in pre-ift. Lots
  710. 24:03of the orange and red removal suite is
  711. 24:05damage based. So, this card actually
  712. 24:07protects itself reasonably well.
  713. 24:09Affectionate porro. This card is very
  714. 24:11strong in a few decks, namely Shen and
  715. 24:13Akali, but is definitely passable in a
  716. 24:15lot of other decks. Sometimes it will
  717. 24:17make damage assignment just a bit more
  718. 24:19awkward for your opponent since they may
  719. 24:21want to be dealing with the other unit
  720. 24:22in combat. Tomb Raider Barbara. This
  721. 24:25card is really strong. Incidental
  722. 24:27Gearhead is going to be surprisingly
  723. 24:29relevant a decent amount of the time and
  724. 24:31otherwise she's just a four energy, no
  725. 24:33power forite, which is perfectly
  726. 24:35acceptable. Resonating Strike. This card
  727. 24:38is awkward in its wording since you have
  728. 24:40to satisfy both having control of a
  729. 24:41battlefield and a unit present
  730. 24:43elsewhere, but when it does work, it can
  731. 24:46be a huge might swing and at reaction
  732. 24:48speed. So, it's a very powerful combat
  733. 24:50trick. Sandstone Chimera, a big beefy
  734. 24:53unit which can slow down your opponent.
  735. 24:56It does affect your opponent first in
  736. 24:58terms of rune denial, which is nice, but
  737. 25:00that's not the most important thing. In
  738. 25:01pre- riffs, sometimes you just need a
  739. 25:03big [music] body. Cloud drake. Drawing a
  740. 25:06card in pre- riffs is very very strong.
  741. 25:08Being underststated is not ideal, but
  742. 25:10drawing a card is worth one might worth
  743. 25:12of stats all day. Iterative design. Six
  744. 25:16energy, one power for two three might
  745. 25:18units is actually pretty decent, and it
  746. 25:20has additional synergies with Zed,
  747. 25:22Kennan, and the Fury Domain with its
  748. 25:24discards. Mesmerize. This card is
  749. 25:27premium versatile interaction. It'll
  750. 25:30save your most valuable units or swing a
  751. 25:33combat in your favor. high priority to
  752. 25:35include a fair few of them if you open
  753. 25:36them. Dredge up. This spell follows a
  754. 25:39trend of paying about four energy for
  755. 25:41drawing two cards in blue at common. As
  756. 25:43mentioned, drawing cards is [music] very
  757. 25:45strong and this card has additional
  758. 25:47synergies similar to iterative design.
  759. 25:49Applied researchers perfectly acceptable
  760. 25:51on raid body. Once she's empowered,
  761. 25:54she's excellent in a spell heavy deck
  762. 25:55and you don't need to be playing that
  763. 25:57many spells for her to actually be
  764. 25:58impactful. Covert Informant. [music]
  765. 26:01This card is absolutely insane and
  766. 26:03synergizes with so many cards it's
  767. 26:05gross. Six energy and one power for
  768. 26:07silicorn herder is probably balanced for
  769. 26:10constructed, but it is still incredibly
  770. 26:12pushed for limited shock blast. This
  771. 26:14might be the best uncommon in the set.
  772. 26:17It is one energy, one power so often
  773. 26:19with a bunch of empower legends and just
  774. 26:21incidentally having empower units in the
  775. 26:23deck. It's so strong it's pretty much a
  776. 26:26break point. So units with five might
  777. 26:28are significantly stronger than units
  778. 26:30with four might in vendetta pre- rifts.
  779. 26:32Brutal hunter three energy and one power
  780. 26:35for four might is pretty good but with
  781. 26:37the flexibility to make it a six might
  782. 26:39unit with ganking later is very very
  783. 26:41good. Definitely a high value pick. Gur
  784. 26:44roar. This card and mournful witness are
  785. 26:46definitely fighting for best common in
  786. 26:48the set. There are so many empower units
  787. 26:50in vendetta with a lot of them being
  788. 26:53chosen champion units. So, it is two
  789. 26:56energy for formite at action speed a lot
  790. 26:58of the time. Yes, it doesn't save the
  791. 27:00unit from damage based removal, but it
  792. 27:02doesn't matter. It's still a crazy
  793. 27:04strong card, and you'll happily run
  794. 27:05heaps of them. Jagged Cutless equipment
  795. 27:08are really solid in pre- Rift, and this
  796. 27:09is no exception. It's slightly worse
  797. 27:11than Dorian's Blade due to its cost a
  798. 27:13vast majority of the time, but despite
  799. 27:15that, the card is very strong. Profite.
  800. 27:18So, I've come around to this card being
  801. 27:20extremely good. At base, it's just four
  802. 27:22energy for four might, which is good
  803. 27:23enough. But the synergy with a bunch of
  804. 27:26cards in the game is just crazy. It
  805. 27:28works really well with Mel and Embsa. It
  806. 27:30works with Meldefined Mage and Tailcloak
  807. 27:33Matriarch by disempowering and
  808. 27:34empowering it again right away and
  809. 27:36getting the on trigger. It is synergy
  810. 27:39dependent, but overall is a very solid
  811. 27:41unit. Rampage, slow speed challenge that
  812. 27:44you can pay power to buff up your units.
  813. 27:46That's premium interaction in pre-
  814. 27:48riffs. [music] It goes particularly hard
  815. 27:50if you happen to pull Ambessa the Wolf
  816. 27:52or the Ambessa mini precon. Stuff as
  817. 27:55many of these into your deck as you can.
  818. 27:56Onslaught. Slow speed might is not very
  819. 27:59good unless it's a lot of might. And
  820. 28:01this is and you can do it across two
  821. 28:03bodies or at two different times. It
  822. 28:05also synergizes with discard or filter
  823. 28:08effects. This card is really good and
  824. 28:10you'll happily run a few copies of it in
  825. 28:11your main. Shadow Order Disciple. This
  826. 28:14is one of the most premium two drops in
  827. 28:15Vendetta. It basically kills your
  828. 28:17opponents two drop for free a majority
  829. 28:19of the time and it has additional
  830. 28:21synergies with move mechanics and flow
  831. 28:23spells. It's just very strong. Kinku
  832. 28:25lifelade rock solid four drop and
  833. 28:28becomes a five might unit with ganking
  834. 28:30at a later time which is very strong.
  835. 28:32You'd very happily run a bunch of these
  836. 28:34up from the deep four units for six
  837. 28:36energy is really good. Combine it with
  838. 28:38equipment or the otherwise terrible rage
  839. 28:41amplifier for maximum hilarity and super
  840. 28:44big upside if you happen to open Illaoi
  841. 28:46and can run her as your chosen champion.
  842. 28:48Ghost Monk, another premium two drop
  843. 28:51lets your other units trade better and
  844. 28:53denies your opponent's value from
  845. 28:54recursion or flow spells. Shadows of the
  846. 28:57past. Basically, this is better than
  847. 28:59card draw in the mid to late game. This
  848. 29:01lets you play your best two units twice.
  849. 29:03Tailcloaked matriarch. The generic value
  850. 29:06is immense with this card. Again, four
  851. 29:08energy for four might is perfectly
  852. 29:10workable stats, and the empower helps to
  853. 29:12get a three energy unit out of the
  854. 29:14trash. And there's heaps of good ones.
  855. 29:16This is particularly strong if you can
  856. 29:18get something that has empower out of
  857. 29:19the trash like covert informant. Wind
  858. 29:22and ghosts, the slightly differently
  859. 29:24costed rebuke that can also banish a
  860. 29:26unit. This is probably the best removal
  861. 29:28spell in vendetta. Master crashing
  862. 29:31thunder. It's an on-rade unit that has
  863. 29:33the versatility to stun a unit at a
  864. 29:34battlefield, so pretty strong. Soul
  865. 29:36Spinner, one of only two main set ambush
  866. 29:39units in Vendetta. Ambush has [music]
  867. 29:41already shown itself to be extremely
  868. 29:42strong, and this has some incidental
  869. 29:44synergy with a couple of cards and
  870. 29:45legends in the set. No power cost, so
  871. 29:48you'd be pretty happy splashing yellow
  872. 29:49and running a few of these. Horns of the
  873. 29:52Dragon, a big beefy unit that has no
  874. 29:54power cost and can protect your smaller
  875. 29:56units. This is really good top end, and
  876. 29:58you'll happily run a few of them. Keeper
  877. 30:00of Law. This card is pretty interesting.
  878. 30:02It's pretty unlikely that you'll be able
  879. 30:04to satisfy the condition of having two
  880. 30:05units at a battlefield early enough to
  881. 30:07play her on curve, but even if you
  882. 30:10didn't play her for the discount, it
  883. 30:12isn't a disaster. And the time that you
  884. 30:14can play her as a three energy for a
  885. 30:16five might unit is definitely worth it.
  886. 30:18Hungry Wolf works pretty well with a few
  887. 30:21legends that can target your opponent's
  888. 30:22units, namely Mel, but to a lesser
  889. 30:24extent, Kennon. Again, four energy for
  890. 30:27four might is already pretty good and
  891. 30:29its ability is really strong. Key
  892. 30:32barrier interaction is relatively
  893. 30:34limited in vendetta, which makes key
  894. 30:35barrier kind of a cracked card. Much
  895. 30:38better on defense since it's more likely
  896. 30:39your unit will survive after picking off
  897. 30:41a few units and then actually remain at
  898. 30:43the battlefield and works great with
  899. 30:45tank units. Lacerate. This spell
  900. 30:48actually hits a decent number of cards.
  901. 30:50And you'd think that disempowering claws
  902. 30:52wouldn't be that relevant, but there are
  903. 30:54eight units in Vendetta where that's the
  904. 30:56difference between killing it and not
  905. 30:58killing it. The fact that it can hit a
  906. 30:59base is really strong. And overall, this
  907. 31:02is just a solid interaction piece, even
  908. 31:04if it's slow and a bit expensive to play
  909. 31:06using flow.
  910. 31:08And that's all for today. I know I've
  911. 31:10spent a lot of time talking about
  912. 31:12strategy and the strength of cards in
  913. 31:13the [music] set, but try not to put too
  914. 31:15much pressure on yourself to perform
  915. 31:17well. The beauty of Prius is that most
  916. 31:20people are coming into the event with
  917. 31:21pretty limited knowledge of the set
  918. 31:23sealed environment and meta. So yes,
  919. 31:26familiarize yourself with the cards to
  920. 31:28help with deck building, but also enjoy
  921. 31:30yourself at the event. If you'd like to
  922. 31:32hear me yap even more about Vendetta,
  923. 31:34I'll be posting a full set review
  924. 31:36hopefully really soon. [music] I have a
  925. 31:38bunch of stuff planned for the next few
  926. 31:39weeks with the official release of the
  927. 31:41Vendetta set as well, [music] so stay
  928. 31:42tuned for that. Otherwise, have a great
  929. 31:44day and I'll catch you in the next one.
  930. 31:46See you.

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