Riftbound Spiritforged Meta Tier List – Best Decks

Riftmana’s Riftbound Meta Tier List! This will be the best place to check out the Riftbound competitive meta and will continue getting updated as things change.
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Fury Chaos Draven
Draven, Glorious Executioner
1
0
Fury Rune
6
0
Chaos Rune
6
0
Targon's Peak
1
0
The Candlelit Sanctum
1
0
Zaun Warrens
1
0
Draven, Showboat
1
Gust
3
1
Stacked Deck
3
1
Falling Star
1
Hard Bargain
1
2
Overzealous Fan
3
2
Piercing Light
1
Rebuke
2
Ride the Wind
2
Spinning Axe
3
Switcheroo
1
Tideturner
3
2
Treasure Hunter
3
2
Kai'Sa, Survivor
3
4
Noxus Hopeful
3
4
Darius, Trifarian
2
Brynhir Thundersong
2
6
Ferrous Forerunner
3
Thermo Beam
2
Mindsplitter
2
Against the Odds
2
2
Hard Bargain
1
2
Switcheroo
1
The Draven deck is all about winning combats and drawing cards through your Legend’s ability, getting more resources to outvalue the opposing player in the later stages of the game.
We also have access to aggressive cards like Kai’Sa and Darius, allowing us to attack on the turn they’re played to score points and rush down the game. Cards like Spinning Axe, Long Sword, and Blood Rush can give your units a Might boost to help win trades to conquer a battlefield or hold it.
Ride the Wind speeds up things, allowing us to move our unit and go for an aggressive attack to conquer a battlefield and score a point.
Calm Chaos Irelia
Irelia, Blade Dancer
1
0
Calm Rune
6
0
Chaos Rune
6
0
Targon's Peak
1
0
Ravenbloom Conservatory
1
0
Sunken Temple
1
0
Irelia, Fervent
1
5
Charm
3
Defiant Dance
3
Defy
2
En Garde
3
1
Discipline
3
2
Flash
3
2
Guardian Angel
3
2
Lonely Poro
2
2
Not So Fast
3
Ride the Wind
2
Zhonya's Hourglass
1
2
Boots of Swiftness
2
3
Heart of Dark Ice
1
Sneaky Deckhand
3
3
Stellacorn Herder
3
4
Draven, Audacious
2
Adaptatron
2
4
Rebuke
2
Defy
1
Zhonya's Hourglass
1
2
Hard Bargain
1
2
Vex, Cheerless
1
Irelia deck wants to use one or two units as win conditions and force the opposing player to either rush you down or have a way to kill or remove your carry units. The deck runs multiple defensive cards like Defiant Dance, En Garde, and Discipline to protect your units and ensure they’re tough to remove. If your opponent happens to successfully kill your unit, you still have Guardian Angel and Zhonya Hourglass to keep them alive.
Your Legend can ready one of your units, allowing you to attack immediately with a unit you just played, or to plan multiple attacks in one turn. Your Irelia champion can gain a +1 Might boost when you choose or ready her, making her a tougher threat for the opponent to deal with. Stellacorn Herder is a value generation unit, drawing you a card whenever you move her.
Draven Audacious is a double-edged sword, as he can score you an additional point the first time you win a combat, but if he’s killed, your opponent gets to score a point. However, with access to cards like Guardian Angel and Zhonya, you don’t have to worry as much about Draven’s downside. Draven Audacious is perfect to speed up your win condition, giving you access to an extra point, especially if you don’t have the means to conquer two battlefields in one turn.
Fury Chaos Annie
Annie, Dark Child
1
0
Fury Rune
6
0
Chaos Rune
6
0
The Arena's Greatest
1
0
Zaun Warrens
1
0
Seat of Power
1
0
Annie, Stubborn
1
Cleave
2
1
Stacked Deck
3
1
Flash
3
2
Hard Bargain
2
2
Long Sword
2
Overzealous Fan
2
2
Rebuke
2
Ride the Wind
2
Tideturner
2
2
Traveling Merchant
3
2
Rek'Sai Breacher
3
3
Rengar, Pouncing
3
Kai'Sa, Survivor
3
4
Noxus Hopeful
3
4
Ferrous Forerunner
3
Mindsplitter
1
Gust
2
1
Thermo Beam
1
Rebuke
1
Against the Odds
1
2
Factory Recall
1
1
Hard Bargain
1
2
Switcheroo
1
The Annie deck plays fast, wanting to score early points and get to 6 as fast as possible. The deck has multiple mid-game aggressors like Kai’Sa and Darius that can help you conquer a battlefield and push you to 6 Points fairly quickly.
Your Legend sets 2 of your Runes as Active at the end of your turn, which means we can play Reaction or Action spells to protect your units or even keep a hold of a battlefield.
Mind Order Viktor
Yellow Viktor
Viktor, Herald of the Arcane
1
0
Mind Rune
6
0
Order Rune
6
0
Void Gate
1
0
Ravenbloom Conservatory
1
0
Treasure Hoard
1
0
Viktor, Leader
1
Bellows Breath
3
Stupefy
3
1
Cull the Weak
3
Hidden Blade
3
Honest Broker
3
2
Plundering Poro
1
2
Salvage
1
Faithful Manufactor
2
3
Pickpocket
3
3
Wages of Pain
3
3
Xin Zhao, Vigilant
3
Vengeance
1
Glasc Mixologist
1
Imperial Decree
2
Riptide Rex
1
Singularity
2
Thousand-Tailed Watcher
3
Time Warp
1
Riptide Rex
1
Card Sharp
1
3
Faithful Manufactor
1
3
Salvage
2
Imperial Decree
1
Glasc Mixologist
2
Yellow Viktor thrives on controlling the board while also presenting aggressive turns thanks to Xin Zhao, Vigilant. With cards like Imperial Degree and Thousand Tail Watcher, you can remove opponent units much more easily with the help of your Recruits or Bellows Breath.
Eventually, your opponent will run out of steam, making it harder for them to keep up with your Recruits.
Blue Viktor
Viktor, Herald of the Arcane
1
0
Mind Rune
6
0
Order Rune
6
0
The Arena's Greatest
1
0
Vilemaw's Lair
1
0
Void Gate
1
0
Viktor, Leader
1
Bellows Breath
3
Stupefy
3
1
Blood Money
2
2
Cull the Weak
3
Hidden Blade
3
Honest Broker
3
2
Plundering Poro
1
2
Salvage
1
Card Sharp
3
3
Faithful Manufactor
2
3
Wages of Pain
3
3
Xin Zhao, Vigilant
3
Glasc Mixologist
1
Imperial Decree
2
Riptide Rex
1
Singularity
2
Thousand-Tailed Watcher
3
Salvage
2
Ornn, Forge God
2
6
Imperial Decree
1
Zaun Punk
1
3
Blood Money
1
2
Glasc Mixologist
1
The Blue Yellow Viktor is all about going wide by playing Recruits through your Legend’s ability and Viktor Innovator. This is the heavy spell version of Viktor, wanting to play spells during the opponent’s turn to activate your Viktor champion ability and start dropping Recruits.
Jayce Man of Progress requires you to kill a friendly gear to activate his ability, so you’re usually going to go for Chemtech Cask. This allows you to play a 7-cost or less Gear from your hand without paying its Energy cost, which means we get to cheat out Vanguard Armory. Vanguard Armory lets us play three 1 Might Recruit, further increasing our ability to go wide on the board.
Fury Mind Kai’Sa
Kai'Sa, Daughter of the Void
1
0
Fury Rune
6
0
Mind Rune
6
0
Startipped Peak
1
0
Vilemaw's Lair
1
0
Void Gate
1
0
Kai'Sa, Survivor
1
4
Bellows Breath
1
Hextech Ray
3
Stupefy
3
1
Falling Star
3
Piercing Light
2
Plundering Poro
3
2
Watchful Sentry
3
2
Lecturing Yordle
3
3
Void Seeker
2
Noxus Hopeful
2
4
Rocket Barrage
1
Darius, Trifarian
1
Ferrous Forerunner
3
Progress Day
2
Singularity
1
Icathian Rain
1
Thousand-Tailed Watcher
3
Time Warp
2
Thermo Beam
2
Brynhir Thundersong
1
6
Ravenborn Tome
1
3
Smoke Screen
1
Garbage Grabber
1
2
Icathian Rain
1
Angle Shot
1
2
Red Blue Kai’Sa relies heavily on low-cost spells to control the board. Hextech Ray, Falling Star, and Piercing Light are all damage spells to kill a unit or weaken it enough for your attacker/defender to finish off the job. With Legend Kai’Sa’s ability, you get an additional Power to play spells, allowing you to make more plays during your turn without falling behind on future turns.
Since we’re playing a lot of low-cost cards, we need card draw to not fall behind in the late game. Watchful Sentry, Lecturing Yordle, and Kai’Sa Survivor can draw you cards, giving you access to more resources to keep making meaningful plays.
Thousand-Tailed Watcher is one of our strongest late-game plays, enabling us to weaken the opponent’s side of the board and go for an attack to clear them and conquer battlefields. If we’re at 6 points, Thousand-Tailed Watcher can be enough of a push to conquer both battlefields and close out the game.
Time Warp is saved until the late-game when you can set up the finishing turn. We can try to go for a game-winning play by controlling battlefields and securing free points, leaving the opponent with little counterplay.
Calm Body Master Yi
Master Yi, Wuju Bladesman
1
0
Calm Rune
5
0
Body Rune
7
0
Vilemaw's Lair
1
0
Forge of the Fluft
1
0
Power Nexus
1
0
Master Yi, Honed
1
Charm
3
En Garde
1
1
Punch First
3
Brutalizer
3
2
Clockwork Keeper
2
2
Confront
1
2
Discipline
3
2
Lonely Poro
3
2
Not So Fast
3
Sea Monkey
3
2
Thwonk!
2
2
Zhonya's Hourglass
3
2
Akshan, Mischievous
3
4
Trinity Force
3
4
Ruin Runner
3
6
Qiyana, Victorious
3
Thwonk!
1
2
Confront
1
2
En Garde
2
1
Meditation
1
2
Green Orange Master Yi wants you to hold a battlefield with one unit, giving it a +2 Might when your opponent goes for the attack. So we’re building the deck around that ability, including units that can stand at a battlefield on their own with defensive spells to protect them and shut down the opposing player’s attempt to conquer a battlefield.
Master Yi Honed is perfect for conquering a battlefield immediately since he can be played ready. With his Ganking keyword, we can attack other battlefields, securing a point or even going for a winning turn. Charm can force an opponent into an attack they aren’t planning to do just yet, killing one of their units to weaken their presence on the field.
Body Order Fiora
Fiora, Grand Duelist
1
0
Body Rune
6
0
Order Rune
6
0
Monastery of Hirana
1
0
The Dreaming Tree
1
0
Sunken Temple
1
0
Punch First
2
Sabotage
1
Warmog's Armor
1
1
Challenge
3
Doran's Blade
3
2
Hidden Blade
3
Pit Rookie
3
2
Riposte
3
Salvage
1
Unsung Hero
3
2
Call to Glory
2
3
Fiora, Worthy
1
3
First Mate
2
3
Lucian, Merciless
3
3
B.F. Sword
3
4
Fiora, Victorious
3
4
Sett, Brawler
3
Cannon Barrage
2
Unyielding Spirit
2
Salvage
2
Sabotage
1
Facebreaker
1
2
Fiora is a mid-range deck, relying on Legend ability to ramp whenever one of your units becomes Might. This makes it easier to attach equipment without worrying about falling behind in the game, turning your units into a bigger threat to conquer and hold a battlefield.
The 3-cost Fiora synergizes with your Mighty units, letting you Ready them to attack immediately and pressure the opposing player. The list has a couple of combat tricks to help protect key units and win trades.
Fiora, Grand Duelist
1
0
Body Rune
6
0
Order Rune
6
0
Grove of the God-Willow
1
0
Targon's Peak
1
0
Trifarian War Camp
1
0
Punch First
3
Challenge
2
Daring Poro
1
2
Deathgrip
1
2
Hidden Blade
2
Honest Broker
3
2
Riposte
2
Unsung Hero
3
2
Baited Hook
3
3
Buhru Captain
1
Fiora, Worthy
1
3
First Mate
3
3
B.F. Sword
3
4
Fiora, Victorious
1
4
Spectral Matron
3
Glasc Mixologist
1
Sett, Brawler
3
Darius, Executioner
1
Harnessed Dragon
3
Unyielding Spirit
2
Sabotage
2
Akshan, Mischievous
2
4
Challenge
1
Riposte
1
Another version of the Fiora deck runs Baited Hook as a main win condition, relying on killing your units to play stronger ones in your deck and activating their abilities for additional value.
Calm Order Azir
Azir, Emperor of the Sands
1
0
Calm Rune
6
0
Order Rune
6
0
Trifarian War Camp
1
0
Vilemaw's Lair
1
0
Ornn's Forge
1
0
Azir, Sovereign
1
4
Charm
2
Defy
2
Doran's Shield
3
1
Eye of the Herald
3
1
Brutalizer
3
2
Cull the Weak
2
Deathgrip
2
2
Desert's Call
3
2
Discipline
3
2
Guardian Angel
1
2
Hidden Blade
3
Not So Fast
1
Sacred Shears
2
Salvage
1
Guards!
2
3
B.F. Sword
3
4
Arise!
3
Wind Wall
2
Facebreaker
2
2
Salvage
2
Defy
1
Cull the Weak
1
All your Sand Soldiers have the Weaponmaster keyword, which makes it easier for us to attach equipment to them. When you play an equipment, you may exhaust your Legend and pay 1 Energy to play a 2 Might Sand Soldier.
The Sand Soldiers will be a core part of this deck, as you’ll be attaching equipment to them and having them attack and conquer battlefields. Azir Sovereign has the Accelerate keyword, so he can join Ready and go for an immediate attack. He also lets you move any number of Token units to the battlefield he’s attacking, creating an even stronger attack since you can move exhausted Sand Soldiers.
The more equipment you have in play, the stronger Arise! becomes. It plays a 2 Might Sand Soldier for every Equipment you have in play, and you get to ready two of them to help you conquer a battlefield.
Mind Chaos Ezreal
Ezreal, Prodigal Explorer
1
0
Mind Rune
5
0
Chaos Rune
7
0
Sigil of the Storm
1
0
Vilemaw's Lair
1
0
Void Gate
1
0
Ezreal, Prodigy
2
Seal of Discord
3
Bellows Breath
3
Stacked Deck
3
1
Stupefy
3
1
Frigid Touch
2
2
Hard Bargain
1
2
Morbid Return
1
2
Plundering Poro
2
2
Ravenbloom Student
3
2
Rebuke
2
Smoke Screen
1
Arcane Shift
3
Fizz, Trickster
2
Wages of Pain
3
3
Vex, Cheerless
3
Singularity
1
Thousand-Tailed Watcher
2
Acceptable Losses
2
1
Hard Bargain
1
2
Rebuke
1
Dr. Mundo, Expert
1
Pickpocket
3
3
If you’ve chosen enemy units and/or gear twice in one turn, you can tap Ezreal Prodigal Explorer to get a card draw. So, he’s basically a draw engine, making sure you don’t run out of resources in the late game.
This deck thrives in the late game, wanting to keep the opponent’s side of the board in check until the later stages, where you start outvaluing them. The 3-cost Ezreal makes the optional additional cost cheaper, which benefits cards like Called Shot and Frigid Touch, making it easier for you to play them without falling behind in the game.
Fizz can directly play a card from your trash; the card you choose will depend on the state of the game. You can go for Called Shot, Arcane Shift, or Frigid Touch, each serving a different purpose depending on what you need.
Arcane Shift lets you banish and replay your unit, so it works on units like Ezreal, Fizz, Watcher, or Mindsplitter for the added value.
Fury Body Lucian
Lucian, Purifier
1
0
Fury Rune
5
0
Body Rune
7
0
Zaun Warrens
1
0
Forge of the Fluft
1
0
Sunken Temple
1
0
Lucian, Merciless
1
3
Punch First
2
Sabotage
1
Angle Shot
1
2
Challenge
3
Doran's Blade
3
2
Gem Jammer
3
2
Legion Rearguard
2
2
Long Sword
2
Pouty Poro
3
2
Relentless Pursuit
3
First Mate
3
3
Skyfall of Areion
3
3
Kai'Sa, Survivor
3
4
Trinity Force
3
4
Brynhir Thundersong
2
6
Ferrous Forerunner
2
Unyielding Spirit
2
Piercing Light
2
Akshan, Mischievous
2
4
Sabotage
1
Ferrous Forerunner
1
Body Order Sett
Sett, The Boss
1
0
Body Rune
8
0
Order Rune
4
0
Monastery of Hirana
1
0
The Dreaming Tree
1
0
Sunken Temple
1
0
Sett, Brawler
1
Punch First
3
Showstopper
3
Warmog's Armor
2
1
Challenge
3
Deathgrip
1
2
Doran's Blade
2
2
Hidden Blade
3
Pit Rookie
3
2
Sea Monkey
2
2
Boneshiver
3
3
Call to Glory
2
3
First Mate
2
3
Lucian, Merciless
3
3
Fiora, Victorious
3
4
Qiyana, Victorious
2
Ruin Runner
2
6
Sabotage
2
Salvage
2
Akshan, Mischievous
2
4
Unyielding Spirit
1
Trinity Force
1
4
Orange Yellow Set wants to have his units buffed, and from there, he can protect them from getting killed by returning a Rune and spending that unit’s buff to recall it exhausted. Although you’re still losing a battlefield, you still get to keep your unit in play to attack with it another time and try to conquer a battlefield.
We have a lot of cards that provide a buff to other units or themselves. Showstopper, Pit Rookie, and Sea Monkey are a couple of cards that can easily give your units buffs, enabling you to go for stronger attacks and even activate certain abilities.
Fae Dragon can be a massive play in the late-game, especially in slow matchups. You’re bugging 4 of your units, and whenever you spend a buff, you get a Gold token.
Fury Order RekSai
Rek'Sai, Void Burrower
1
0
Fury Rune
7
0
Order Rune
5
0
The Candlelit Sanctum
1
0
Zaun Warrens
1
0
Veiled Temple
1
0
Rek'Sai Breacher
2
3
Seal of Rage
3
Cull the Weak
3
Deathgrip
1
2
Falling Star
3
Hidden Blade
2
Honest Broker
3
2
Long Sword
3
Piercing Light
1
Sun Disc
1
Vi, Destructive
1
Void Hatchling
2
2
Void Rush
3
Immortal Phoenix
3
Noxus Hopeful
3
4
Darius, Trifarian
2
Brynhir Thundersong
1
6
Undertitan
3
Minotaur Reckoner
2
5
Pouty Poro
1
2
Piercing Light
1
Hidden Blade
1
Imperial Decree
1
Salvage
2
Calm Mind Ahri
Ahri, Nine-Tailed Fox
1
0
Calm Rune
6
0
Mind Rune
6
0
Grove of the God-Willow
1
0
The Dreaming Tree
1
0
Ravenbloom Conservatory
1
0
Charm
3
Defy
2
En Garde
3
1
Retreat
1
1
Stupefy
2
1
Discipline
3
2
Lonely Poro
3
2
Not So Fast
2
Plundering Poro
3
2
Ravenbloom Student
3
2
Zhonya's Hourglass
3
2
Ahri, Inquisitive
1
Navori Scout
3
4
Sona, Harmonious
2
Singularity
1
Thousand-Tailed Watcher
3
Whiteflame Protector
1
Time Warp
1
Thwonk!
2
2
Wind Wall
1
Singularity
1
Unchecked Power
1
Janna, Savior
1
Ahri, Alluring
1
Blitzcrank, Impassive
1
Green Blue Ahri is a defensive Legend, wanting to conquer a battlefield and keep defending it from the opponent’s attackers. Her ability reduces the Might of the opponent’s attacker by 1, making it harder for them to conquer a battlefield.
The list is packed with defensive cards that play alongside Ahri’s ability. Discipline, Defy, and Not So Fast are all defensive events to protect your units and make sure you keep your opponent from taking over your battlefield.
Ahri Inquisitive is a versatile champion, capable of pushing for a stronger attack phase or weakening your opponent’s attacker when you’re defending. As for Thousand-Tailed Watcher, he steps up a strong, aggressive turn, weakening the opponent’s units and potentially conquering two battlefields in one turn.
Time Warp is how we steal wins in the late-game, giving us an additional turn to score points, leaving opponents with fewer outplays.
Fury Order Darius
No deck specified.
Body Chaos Miss Fortune
Miss Fortune, Bounty Hunter
1
0
Body Rune
6
0
Chaos Rune
6
0
Aspirant's Climb
1
0
Sigil of the Storm
1
0
Vilemaw's Lair
1
0
Miss Fortune, Captain
1
Bullet Time
2
1
Gust
2
1
Punch First
2
Sabotage
2
Stacked Deck
3
1
Challenge
2
Hard Bargain
2
2
Mobilize
3
2
Pack of Wonders
2
2
Rebuke
2
Treasure Trove
3
2
Invert Timelines
1
Last Rites
2
3
Catalyst of Aeons
3
4
Mindsplitter
3
Dazzling Aurora
3
Volibear, Imposing
2
Deadbloom Predator
2
Challenge
1
Sabotage
1
Gust
1
1
Invert Timelines
1
Possession
2
Body Chaos Sivir
Sivir, Battle Mistress
1
0
Body Rune
6
0
Chaos Rune
6
0
Aspirant's Climb
1
0
Obelisk of Power
1
0
Vilemaw's Lair
1
0
Sivir, Mercenary
1
Called Shot
3
Gust
3
1
Punch First
3
Sabotage
3
Stacked Deck
3
1
Challenge
3
Fight or Flight
2
2
Ride the Wind
2
Treasure Trove
3
2
Last Rites
2
3
Catalyst of Aeons
3
4
Mindsplitter
3
Deadbloom Predator
2
Dazzling Aurora
3
Volibear, Imposing
1
Cannon Barrage
2
Anivia, Primal
1
Rebuke
1
Akshan, Mischievous
1
4
Yone Blademaster
1
Temptation
1
2
Boots of Swiftness
1
3
Calm Body Lee Sin
Lee Sin, Blind Monk
1
0
Calm Rune
5
0
Body Rune
7
0
Monastery of Hirana
1
0
The Dreaming Tree
1
0
Ravenbloom Conservatory
1
0
Charm
1
Defy
3
En Garde
1
1
Punch First
2
Challenge
3
Clockwork Keeper
2
2
Confront
1
2
Discipline
3
2
Emperor's Divide
3
2
Guardian Angel
3
2
Lonely Poro
3
2
Not So Fast
1
Thwonk!
1
2
First Mate
2
3
Lucian, Merciless
3
3
Akshan, Mischievous
1
4
Navori Scout
3
4
Lee Sin, Centered
2
6
Ruin Runner
1
6
Tasty Faefolk
1
7
Adaptatron
3
4
Unyielding Spirit
2
Wind Wall
1
Dragon's Rage
1
Not So Fast
1
You can rest your Legend Blind Monk to give one of your units a buff that gives them a stronger presence on the board. This deck wants to win combats, using its many combat tricks and defensive spells to gain an edge over the opposing player.
Charm and Challenge are how we can interact with the opponent’s units. Challenge is great to get kills on lower Might units, whereas Charm can force a unit out of a battlefield to make it easier for you to conquer, or force an opponent’s unit to start an unfavored combat.
Calm Mind Ornn
Ornn, Fire Below the Mountain
1
0
Calm Rune
6
0
Mind Rune
6
0
Aspirant's Climb
1
0
Obelisk of Power
1
0
The Papertree
1
0
Ornn, Forge God
3
6
Seal of Focus
3
Seal of Insight
3
Charm
1
Defy
1
Poro Snax
3
Guardian Angel
1
2
Meditation
2
2
Not So Fast
2
Zhonya's Hourglass
3
2
Find Your Center
3
3
Hextech Anomaly
1
Svellsongur
3
Wind Wall
1
Consult the Past
3
4
Shurelya's Requiem
1
Azir, Ascendant
1
Progress Day
2
Time Warp
3
Defy
2
Charm
2
Desert's Call
3
2
Not So Fast
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