Just finished my Draven guide. It’s a great place to start your Draven journey, covering card choices, matchups and how to pilot the deck.
Happy to answer any questions you might have about the guide!
https://t.co/vSv4v2oefa
Me and sashkoenaislabiq(TSAR now) finished our unique Rek’Sai guide. Took some time but it’s definitely worth it if you want to learn how to play that version of the deck!
https://t.co/7YWVDmgb0h
Back-to-back Best Of Draven wins!
I sat down with @v0lkata2 to break down his Draven deck, discuss his Riftbound journey and talk about his future plans in Riftbound!
Plenty to learn for Draven players and anyone looking to improve!
Link in replies👇
Back-to-back Best Of Draven wins!
I sat down with @v0lkata2 to break down his Draven deck, discuss his Riftbound journey and talk about his future plans in Riftbound!
Plenty to learn for Draven players and anyone looking to improve!
Link in replies👇
Excited for the interview with @V0LKATA2 going live tomorrow!
If you’re a Draven fan make sure to check out his Metafy guide. I bought it and have found it invaluable provided lots of info about the Gloriois Executioner and how he shapes up in this meta!
Long post about why I dislike Jayce so much after being fine with Aurora until now
Before Elder dragon we had aurora. It had 4 variants at the time
🟣🟠: Mind splitter, volibear, and dead bloom. Deck could play a mid range style until aurora came down. Last Rites was a big upgrade to introduce unit recycling. One of the better decks in set 1 and 2
🟠🟢: master yi playing with tasty/deadbloom and was again playable even pre aurora as just a ramping high end deck. One of the better decks in set 1
🟠🟡: slightly cheesier version with harnessed. Weaker might values but unit kills made it good against other "vertical decks" at the expense of worse combat
🟠🔴: worse unit protection and tricks but more removal and mid range units from red. Often less reliant on the aurora package and was moreso just an additional value engine
All of these variants had varying levels of strength, but the core was quite similar. You sacrifice your first few turns of tempo and then ramp into huge might totals and some tricks in an attempt to hold repeatedly.
The counterplay was either killing the aurora to turn off the value engine, point racing, or beating them in combat (which draven/irelia/watcher could occasionally do). You could amass might in base, run them out of units, etc
Now we have elder dragon
Elder Dragon made it so all combat was automatically losing against Aurora. They stopped playing midrange and hard casting units. They swapped to full card selection and finding aurora. A turn 3 hit playing a dragon in base now meant every single unit you owned died. Any future units would also die. If you attempted to engage in combat a 1/0 Flurry of Blades would kill everything.
So post elder dragon a turn 3 aurora was essentially just an automatic loss for many decks in the format. If we waited until turn 4 we had some cheeky options like flash/star cross/thrill of the hunt/etc to cause the elder to mistarget. A turn 4 aurora meant we played a game where the aurora player had to decide on a game plan. A turn 5 aurora meant a loss because there was no backup mid range plan.
The deck quickly became deck cut gambling. If they hit turn 3 you conceded. If they hit turn 4 you got hand checked. If they hit turn 5+ you won. It was a bit silly and scripted, but it wasn't egregious. Some decks could try to build might in base and play around Flurry. Dragons could occasionally be killed to force a win
Now enter Jayce.
Jayce breaks aurora in three ways:
1. Promising Future in game 1 means Aurora and thus Elder can enter the board turn 2, with another turn 3. Pre sideboard this is basically an auto loss for >90% of decks.
2. Platewyrm egg means a turn 3 aurora can also be backed up by removal. This was not the case previously where at least turn 3 aurora meant no sabo of your gear hate, no flurry, etc. Previously a turn 3 slam could lose to gear kill or tricks. Now it's almost impossible.
3. Bellows Breath is obnoxiously fucking stupid. For 2/2 Jayce can kill SIX UNITS IN BASE. Precasting this is so fucking dumb!!! I literally cannot win if they bellows! Many decks can't! There's no backup plan, everything just dies!!!
They can then sit their big unit in base, spawn kill your units, and put sprites or bird tokens on battlefields that can win combat vs anything. They risk nothing.
Aurora decks have gone from actually PLAYING Riftbound to playing a solitaire deck where they or their opponent concede turn 3 if they can't remove a turn 3 elder in base. Even Lux would let us live until turn 5. The deck is overpowered, thoroughly unfun, and uninteractive.
When I go to a Riftbound event be it a Nexus Night, Skirmish, Showdown RQ, or RC, my #1 objective is not to win money or boost my ego or whatever. It's to play Riftbound, the game I deeply enjoy.
Against Jayce that does not happen.
Save Us
Just uploaded an update to the Draven guide!
Overall, the deck still functions the same exact way. The biggest loss is going-second Stacked Deck + Noxus Hopeful line. We also need to be much more careful with our mulligans now.
Just finished my Draven guide. It’s a great place to start your Draven journey, covering card choices, matchups and how to pilot the deck.
Happy to answer any questions you might have about the guide!
https://t.co/vSv4v2oefa
Havent posted in a while
Quick recap of #RQSingapore
First RQ, finished top 128, played Rengar, lost to foxes n decrees
Huge shoutout to @GeorgiFo999 for helping me with the deck and especially the side deck, big thanks to @TeamGALATA for the preparation
Matches bellow:
A quick funny story about why I’m playing Draven.
In Utrecht, I split the Best of Rek’Sai and went to a friend who was a vendor there. I asked him for a price, and he offered me something very low. He then said that if it had been something like Draven,