Beginner Guide: Starter Origin Jinx Deck

Heya everyone! If you’re just getting started with Riftbound and want to pick up the pre-constructed Origin Jinx deck, this is the guide for you! We’ll go over the cards you get from the Starter Jinx deck, how the deck plays out, and card upgrades you can consider to improve the deck!
Fury Chaos Jinx
Jinx, Loose Cannon
1
0
Fury Rune
6
0
Chaos Rune
6
0
Reaver's Row
1
0
Targon's Peak
1
0
Zaun Warrens
1
0
Gust
3
1
Chemtech Enforcer
3
2
Fight or Flight
3
2
Get Excited!
2
Scrapheap
3
2
Traveling Merchant
3
2
Vi, Destructive
1
Cemetery Attendant
2
Flame Chompers
3
3
Jinx, Demolitionist
1
Void Seeker
2
Fading Memories
2
Raging Soul
3
4
Blazing Scorcher
2
5
Undercover Agent
2
Brazen Buccaneer
3
6
Magma Wurm
1
Rhasa the Sunderer
1
How to Play
The Fury Chaos deck plays fast, relying on low-cost cards to overwhelm the opposing player. Discard is a popular mechanic in this deck, getting to make stronger plays by paying the price of discarding resources. This burns your resources faster for a stronger early to mid game, but with your Legend’s effect, you still have an additional draw at the beginning phase to keep you going as the game stretches out.
Legend

Jinx Loose Cannon is a value generation Legend. At the start of your Beginning Phase, if you have 1 or fewer cards in your hand, you get to draw a card.
This ability is extremely strong in this deck since a lot of your cards have a discard condition, which can quickly burn your resources and drop you low on life cards. With Jinx Loose Cannon’s ability, you’re ensuring you get to make meaningful plays in the late-game without falling behind to the opposing player outvaluing you.
Champion

Jinx Demolitionist forces you to discard 2 cards from your hand to play her. She’s a 3-cost 4 Might Champion with Assault 2 to help you conquer a battlefield and kill your opponent’s units. If you pay 1 more Rune and return a Fury Rune, you get to activate Jinx’s Accelerate keyword, readying her and going for an immediate attack to conquer a battlefield with her 6 Might attack.
You want to move Jinx to a battlefield where you can get kills, making sure you can drop your opponent’s presence on the board, so we’ll often hold off on playing her until there’s a unit worth killing.
Battlefields



You get three Battlefields that synergize with what your deck is trying to do. Targon’s Peak lets you ready 2 Runes at the end of your turn, which can be useful for playing your spells reactively and keeping control of your battlefield.
Zaun Warrens lets you discard a card to draw another, which filters your hand for better cards, helping you find what you need to make stronger plays.
Our units aren’t the strongest when defending, so with Reaver’s Row, we can move back a unit to base, preventing the opponent from killing it. This works best when we’re saving a unit with the Assault keyword, allowing us to re-attack with it on the upcoming turn and get value from Assault.
Aggressive Units



Chemtech Enforcer and Raging Soul have the Assault keyword, so they get more value when they attack. Discarding cards is part of their ability, so we’ll try to discard cards we need the least, or if we have Flame Chompers, we can discard it to cheat it out on the base and develop an additional threat to pressure the opposing player.
Scrapheap is another good discard fodder, as when it’s discarded, you get to draw a card, so you’re not losing card resources.
Blazing Scorcher is another strong aggressor that gets to attack on the turn he’s played. We are paying additional cost to have him join the base Rady, but it’s usually worth it to conquer a Battlefield and score a point.
Control Spells


Get Excited! is as strong as the cards in your hand. You get to discard a card to deal that card’s Energy cost in damage to a unit at a Battlefield. So, high-cost cards like Undercover Agent or Magma Wurm allow you to kill a unit with high Might.
As for Void Seeker, you’re dealing 4 damage to a unit on a battlefield and drawing a card.
These are strong Action spells that help you conquer or defend a battlefield. The damage you deal can either kill a unit or put it low enough for your units to deal with.



Gust and Fight or Flight can remove a unit from a battlefield, removing a unit from the showdown equation and making it harder for the opponent to conquer or defend a battlefield. Gust and Fight or Flight can also be used to protect one of your units, preventing your opponent from killing it.
Fading Memories is your strongest removal play, but it is a bit expensive to play. You get to give the Temporary keyword to a unit on a battlefield or a gear. This means it will die on the opponent’s upcoming turn before they score a point.
Rhasa’s Cost Reduction

Rhasa the Sunderer’s is reduced by 1 for each card in your trash, so in the late-game, you can drop a low-cost 6 Might unit to help you put an additional win condition too difficult for the opponent to answer.
Upgrade your Deck







Here are strong cards in the Origin release that fit in the Fury Chaos Jinx deck. You can remove cards like Magma Warm, Rhasa the Sunderer, Raging Soul, Undercover Agent, and Fight or Flight for these upgrades that align with your strategy.
Immortal Fire, Falling Star, and Super Mega Death Rocket! are extremely strong additions in this deck. You get to have stronger damage spells to control the board and potentially cheat out an Immortal Fire from your trash.
You’re only getting 1 copy of Jinx Demolitionist and Vi Destructive, two strong cards in this deck, which you want to have at least 2 copies of.




