"WHAT DOESN'T THIS DECK DO!?!?!"
The goal of these guides is to be a strong starting point for players wanting to play the deck.
So by the end of this guide, you’ll know how to pilot the strongest deck in Riftbound — Kaisa. You'll learn:
- The build
- The logic behind the card choices
- How to play the deck optimally
- Matchups
- Mulligans
- Battlefields etc etc
If you enjoy playing easy to play, easy to win decks, Yi is the deck for you!
Core Identity
At the core Kai'sa is a TEMPO deck.
Tempo decks open with efficient plays that pressure the opponent from the first turns. Once ahead, they keep layering threats, forcing the opponent to answer at a disadvantage.
How Kai'sa does this is with her ridicolously over rate and cheap cards, cards like; Student, Hextech Ray, Falling Star, Smoke Screen, Hopeful and Red Kaisa herself
These cards guarantee that she will be ahead one way or another in the early game, without the downside because of her Legend Ability covering for the usual downside, the power costs.
You would assume to keep her balanced, Riot would make less potent at the later stages of the game. But alas, they didn't do that :)
So this leaves Kai'sa as the best early game deck that will out resource you later.
Ratios
Ratios is THE MOST important aspect in deckbuilding.
The ratios this list is built around are:
Early plays: 16~
Mid plays: 9
Late plays: 5
These are the ratios built around because Kai'sa's ability to stop the opponent from scoring using her removal spells, means she doesn't NEED to run a high amount of 2 cost units.
Game Plan
T1: Sentry, Student, Yordle, Hexray, Voidseeker
T2: Kaisa, Sprite Mother, Hopeful, Falling Star, Hexray, Voidseeker
T3: Darius, Kaisa, Singularity, Rain
The thing to take note of is how flexible and forgiving your cards are to be drawn at any time, you will still fit them into your curve and find value with them.
Card for card these turn's overall value per energy spent is the best in the game. Meaning you will often have the advantage leading into turn 3, where you can simply close a game out with cards like Darius, Singularity or Rain
Mulligans
Keep:
- 2 drop / Removal Spell
- Unit / Removal Spell
- X
- X
You can can just see how flexible your mulligans can be here, against decks like Aurora we would make sure to mull for early units including sprite mother, against other decks we can keep a no unit hand, focusing on cards like hexray or voidseeker to keep them off points
Tips & Tricks
- Your early development turns can score all the points in a match, try to get 2-3 units out within the first 3 turns
- Try to defend your Students, Kai'sas and Darius's with interaction when you conquer with them
- Accelerating Kai'sa is the safest way to use her, turn 2 Kaisa should only happen in dire situations
- Try to get a unit to each battlefield and one in base, then focus more on holding up mana.
- Towards T4 onwards, try make sure you have multiple units in base, this sets up double caps with Rain or Watcher turns.
- Even when you begin to lose on points, you always have the option to grind them out with card advantage.
- You are a score to 6 and double conq deck way more than you are a hold at 7 deck.