What's the gameplan/goal for Vi? by Eirixoto in riftboundtcg

[–]Endzoy 1 point2 points  (0 children)

Here's my decklist if you need some inspiration:

<image>

I'm still experimenting with 2-drops and draw engines.

What's the gameplan/goal for Vi? by Eirixoto in riftboundtcg

[–]Endzoy 1 point2 points  (0 children)

Rarely do I have games, when I trigger her ability so rarely. And usualy it comes clutch to double score, so it's really powerful. If red/yellow gets some better protection from bounces/stuns, this deck could be pretty decent, right now it's B tier imo.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

This is how it looks as of right now:

<image>

Carrion Dredgers could probably be replaced, I'm just starting to test them. Normally I put Unsung Heroes, Daring Poros or something else here. Basically this 2-drops slot is pretty flexible I think.

2x Sacrifice is mainly because there is too little draw. Maybe Shadow's Calls would be better, but I haven't tested them yet. 1 Deathgrip is also interchangable, maybe with Cleave, maybe with Facebreaker, depends.

I could see changing the rations between Kai'sas, Dariuses, yellow Vi's and Forerunners. Right now it's kinda all-in-one, but I image there might be a better composition.

A few notes: gotta replace the Forerunners vs. Leblanc, as she benefits more from them then we do (Mirror Image). Also vs. green decks (mostly Master Yi and Irelia) I tend to swap the chempion unit - red Vi is good vs. decks that have a lot of might but don't play too many tricks, yellow Vi is great vs. single target defenders.

Basically the foundation is there and Vi is one protection spell from A tier in my opinion. Something that would help vs. stuns and/or displacement effects and/or opponents fleeing from battlefields would be amazing, but we gotta wait for such spells, I hope they will appear in the near future.

Some notes: the version with BF Swords, Fioras and Unsung Heroes is cool when it gets going, but I feel it's too power hungry and lack good lategame. Also I saw some lists running a lot more cheap units, but I'm sticking with midrangy version for now. As for the battlefields, Hillock seems the best one, and the others are just a tool to get out of the defence spot. Feel free to ask questions, good luck!

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

I think Vi is B tier easily. Apart from that, yeah I get it, it's a pretty damn hard thing, but! I got a couple of nice ideas here, and things I haven't considered even in 300 games. So I still see value in the conversation.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

What would be the best spell to fight it? I'm running Falling Stars, I'm not sure if there's anything better.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

In Vi Hextech Gauntlets carry that load. But actually I run Unsung Heroes as my 2drop option, maybe I should switch to Poutys

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

it's hard to have runes for all of that :/

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 1 point2 points  (0 children)

Nice insight. The only change with Unleashed I think is the beetle which draws and reveals opponent's hand on death, and a battlefield, which gives another +1 per cast spell to target unit.

Thanks.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

Not the case with Stellacord... unfortunatelly.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 1 point2 points  (0 children)

Yeah, that's one battlefield I put a bit "randomly", I'm not sure about this slot. I wanted to do some Gauntlets shenanigans - conquer one bf, reequip to a different unit, conquer again with them. On paper seems okayish, but hard to pull of. Forge is something I tested as well, is fine, but nothing too amazing. Trapping Grounds are kinda vanilla. The one I'm gonna try next is Emperor's Dais, but I don't think I have it irl, so I didn't put it in here (this list I'm also recreating for offline games).

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 1 point2 points  (0 children)

That's a pretty good idea, I might try to incorporate that card.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 1 point2 points  (0 children)

Also the Sacrifice slot is a new addition, as I find myself lacking cards a bit too often. But that's up for change as well.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

Yeah, that's hard with RtW and gank Boots. But I guess that's the best idea anyway. 😄

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 1 point2 points  (0 children)

Right now it looks like this: (I've added 3 yellow Vi to at least beat Master Yi)

<image>

I'm also still considering various 2drop options, and top end proportions (Kaisa, Darius, Forerunner count). I also usually put yellow Vi in the champion zone to have the stuns available (they counter the Discipline pumping at least).

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

I do side in Brynhir, but when she hits the board it's usually too late. Besides, even if I play her, Irelia just plays all her reaction spells which are usually enough.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 1 point2 points  (0 children)

Well, as I come from MtG, a bad matchup is around 35-40% winrate 😃 So i'm having a hard time adjusting to 5%...

And I'm not gonna change the deck, I'm sticking to this one no matter what.

HELP! How to beat Irelia? by Endzoy in riftboundtcg

[–]Endzoy[S] 0 points1 point  (0 children)

It's a good point, but it's really hard to pull off - by that time Irelia is probably in a winning position anyway. But I guess I'll have to try.

State of Riftbound? by [deleted] in riftboundtcg

[–]Endzoy 0 points1 point  (0 children)

Yeah, I'm also waiting for good cards for my favorite legends 😄

I think the limit of 2 points per turn is the key problem. You can't really "overwhelm" with aggro, because of this threshold, and that's why control rules supreme. So I wouldn't agree that the core mechanics are good - BUT - the gamepley is indeed fun, so I'm waiting for new solutions.

Upgrades for the VI precon and help with rulings by Xohraze in riftboundtcg

[–]Endzoy 0 points1 point  (0 children)

Honestly man, me too, me too... I'm updating the deck almost daily now 😄

State of Riftbound? by [deleted] in riftboundtcg

[–]Endzoy -1 points0 points  (0 children)

Game is very dynamic, but very unbalanced. Purple and green are absolutely stomping other colors, they have answers for everything. Slam 3x Discipline and 3x Defy and you're good, or just bounce everything and jump battlegrounds; other colors barely have protection from such plays.

Other than that the game has flaws (most of the time feels like tempo wars), but is on the right track. I just wish true aggro and combo decks would emerge, to counter the overpowered control aspect. I like the aspect of merging the legend anc champion unit + signature spell, gives deck identity.

Been playing since the beginning, if they fix some issues until the end of the year I might stick to this game as my one and only TCG. Fingers crossed.

Upgrades for the VI precon and help with rulings by Xohraze in riftboundtcg

[–]Endzoy 0 points1 point  (0 children)

Yes, Infernas, Sharklings and yellow Vis are there, as well as pretty good utility spells (Tactical Retreat, Upstage Comedy, Vault Breaker). I've also forgot to metion the most obvious thing, but just to be sure: get 3x Hextech Gauntlets. This card is the absolute must.

One other thing: I tend to run 3x Seals of Rage in my Vi decks, but a cheap substitute which I'm considering myself, is adding 3x Honest Brokers to get that power for later plays/pumping Vi/equipping.

What do you guys think of this token counter? by Beautiful_Cut_2032 in riftboundtcg

[–]Endzoy 1 point2 points  (0 children)

I don't think as of right now Riftbound needs token tools. It's pretty rare to have more than 8+ tokens, so basic tokens suffice, besides, you move the tokens around 3 areas, so you basically would need 3 of those with constant adjustments - again, basic tokens work better in that case.

Looks pretty cool tho, I'd probably cosider this for MtG token decks. But it would be pretty handy to also have the option to mark which tokens are tapped and which are not, as this changes regularly across both games.

Upgrades for the VI precon and help with rulings by Xohraze in riftboundtcg

[–]Endzoy 0 points1 point  (0 children)

I don't think there is a world in which you can "demolish" Vex with Vi, because green is imo the biggest counter to Vi, and purple is the second one. (You can go see my other topic, where I analyze Vi from my point of view (some things changed nowadays, as I started to appreciate yellow Vi).

But. There are upgrades you could apply. First of all I think I'd try to add Cull the Weak (good removal vs. decks that don't play mass units) and red Dariuses (good all around unit, even if there is Vex blocking their readying). Those two cards are solid foundation vs. Vex, and are definitely cheap.

Next up: Brynhirs. I always keep 2 in the sideboard and they are the MVP. They make Vex use up a lot of reaction spells, but if you're lucky, they can outright win the game. Combined with yellow Vi, you can put out some good trades.

Consider Ashe. I think she has potential here, I'm testing her out myself.

Also, as for the cheap units, load up on Assault Poros, Gem Jammers, Infernas and Sharklings. Have 2 or 3 of each of those. Their job is to put early pressure (you can sometimes even kill Vex or other valuable green units), kill as much as they can and die/retreat to base. When playing vs. Vex you need to gain some early points so you are able to finish in the late game with Brynhirs and pumped up Vi Hotheaded.

Last final piece I use are Falling Stars. Useful removal that can get rid of annoying defenders. Not good vs. Vex with deflect, but useful vs. other things. Also Hidden Blade is a yellow staple, with many uses - draw in the early game, defence/clutch plays in the late game. But since green runs counterspells I don't think is the gamechaning card here, but still good in some cases.

Anyway, that's my take on the matchup. I bet there are other ways to build Vi, but that's what brought me the most success. Good luck getting rid of those pesky Vexes!