Best Tournament Decks Origin Meta – Riftbound TCG

The League of Legends TCG, Riftbound, has been thriving, with Regional and community tournaments having hundreds of players competing. The Origin format is the first for Riftbound, and the meta has shaped up with a couple of decks dominating the scene.
While the Origin card pool is still relatively small, limiting how creative players can get with tech choices and deck-building, innovation hasn’t stopped. Despite the constraints, several archetypes have risen to the top and continue to post strong finishes at major events worldwide. Let’s take a look at the decks shaping the Origin meta.
Fury Mind Kai’Sa
Kai'Sa, Daughter of the Void
1
0
Fury Rune
7
0
Mind Rune
5
0
Targon's Peak
1
0
The Dreaming Tree
1
0
Void Gate
1
0
Cleave
3
1
Hextech Ray
3
Retreat
2
1
Stupefy
3
1
Falling Star
3
Pouty Poro
2
2
Ravenbloom Student
3
2
Smoke Screen
1
Watchful Sentry
3
2
Lecturing Yordle
2
3
Void Seeker
1
Kai'Sa, Survivor
2
4
Noxus Hopeful
2
4
Darius, Trifarian
3
Icathian Rain
2
Thousand-Tailed Watcher
3
Time Warp
2
Smoke Screen
1
Void Seeker
2
Sprite Mother
2
Draven, Showboat
2
Progress Day
1
The Kai’Sa deck has been thriving in tournaments, managing to win major events and cementing itself as possibly the strongest deck in the Origin format.
Legend Kai’Sa’s ability adds 1 Power to play for spells. This means you get to play a spell with a Power cost without having to recycle the rune, making sure you don’t fall behind in the later stages of the game.
The deck is heavy on spells to make use of Legend Kai’Sa’s ability, having cards like Hextech Ray, Falling Star, and Void Seeker that can deal damage to the opponent’s units to kill them or weaken them enough for your attackers to finish off.
Additionally, Cleave, Stupefy, and Smoke Screen are strong plays to win trades. Creating a Might difference between your and your opponent’s units to win a showdown and conquer or defend a battlefield.
Thousand-Tailed Watcher is usually the win condition, reducing the Might of all of the opponent’s units and setting up a massive attack turn, difficult for your opponent to respond to.
The Time Warp win condition has become a great way for Kai’Sa players to cheat out the win, giving opponents little counterplay to make if they manage to conquer/hold a battlefield at 7 Points.
Calm Body Master Yi
Master Yi, Wuju Bladesman
1
0
Calm Rune
6
0
Body Rune
6
0
Grove of the God-Willow
1
0
Sigil of the Storm
1
0
Vilemaw's Lair
1
0
Charm
3
Defy
3
En Garde
3
1
Clockwork Keeper
3
2
Discipline
3
2
Pit Rookie
3
2
Stalwart Poro
3
2
Zhonya's Hourglass
3
2
Find Your Center
3
3
Wielder of Water
2
3
Qiyana, Victorious
3
Master Yi, Honed
1
Tasty Faefolk
2
7
Deadbloom Predator
3
Whiteflame Protector
2
Whiteflame Protector
1
Catalyst of Aeons
1
4
Rune Prison
2
Sabotage
2
Unyielding Spirit
2
The Master Yi deck is renowned for its defensive capabilities, thriving the most when it’s holding a battlefield and forcing the opposing player to attack. Whenever your opponent attacks a battlefield you control, your Legend Master Yi gives your unit a +2 Might boost, making it harder for the opposing player to win the trade. Keep in mind that Master Yi’s effect activates only if you have exactly 1 unit defending, so we’re often holding a point with 1 unit and having multiple defensive cards to keep that unit from getting killed for as long as possible.
Stalwart Poro is your strongest early game defender thanks to the Shield keyword. Qiyana Victorious is one of your strongest plays in the early game, gaining value when she conquers, either drawing a card or channeling a rune. We’ve got multiple high-cost win conditions that are tough for opponents to deal with. Master Yi Honed, Tasty Faefolk, and Deadbloom Predator are all tough to remove and can move to the battlefield immediately, perfect to conquer and hold.
We’re more of a reactive deck, waiting for the opposing player to make a move, and then we play counter plays, trying to keep our units alive and shutting down their attack attempts. However, Charm can be a massive play, forcing an opponent’s unit to move to a battlefield and have our defender kill it to weaken the opponent’s state of the board.
Master Yi, Wuju Bladesman
1
0
Calm Rune
6
0
Body Rune
6
0
Aspirant's Climb
1
0
Obelisk of Power
1
0
Sigil of the Storm
1
0
Charm
3
Defy
3
Confront
3
2
Discipline
3
2
Meditation
3
2
Mobilize
3
2
Zhonya's Hourglass
3
2
Find Your Center
3
3
Wind Wall
1
Catalyst of Aeons
3
4
Master Yi, Honed
1
Deadbloom Predator
3
Whiteflame Protector
3
Dazzling Aurora
3
Mountain Drake
2
9
Sabotage
2
Unyielding Spirit
2
Rune Prison
2
Primal Strength
2
Another popular version of Master Yi relies on ramping in the early game to play Dazzling Aurora as soon as possible. From there, you’ll start getting access to your big units at the end of your turn, and the longer the game stretches out, the more likely you’ll outvalue the opposing player and eventually overwhelm them.
This list avoids running low-cost units as your main goal is to play your high-cost units through Dazzling Aurora.
Body Order Sett
Sett, The Boss
1
0
Body Rune
7
0
Order Rune
5
0
Grove of the God-Willow
1
0
Monastery of Hirana
1
0
Windswept Hillock
1
0
Sabotage
2
Showstopper
3
Challenge
2
Cithria of Cloudfield
3
2
Hidden Blade
2
Pit Rookie
3
2
Trifarian Gloryseeker
3
2
Wallop
2
2
Arena Bar
1
3
Call to Glory
3
3
First Mate
3
3
Kinkou Monk
2
Leona, Determined
2
Qiyana, Victorious
3
Sett, Kingpin
2
Carnivorous Snapvine
2
Sett, Brawler
2
Unyielding Spirit
2
Fiora, Victorious
2
4
Sabotage
1
Hidden Blade
1
Facebreaker
1
2
Salvage
1
The Orange Yellow Sett is in a weird spot. In the Western meta, he was taking over the game, rivaling Kai’Sa and Master Yi for the top tier. However, as the Chinese meta developed, we saw Sett plummet in popularity compared to those two decks, but it remains a consideration to play in competitive play.
Sett relies on buffing units to go for stronger attacks and activate his ability to keep them alive. By paying a buff cost, you can keep your unit in play, having it on your base to attack with later in the game. Your Legend’s ability ensures that you don’t easily lose control of the game and force more resources from the opposing player.
Pit Rookie, Arena Bar, and Kinkou Monk are a couple of cards that give us access to buffs, enabling our Legend’s effect and a stronger board presence. Sett Brawler is a win condition, spending his bugg to gain + 4 Might for the turn, perfect for initiating attacks and conquering a battlefield.
Fury Chaos Annie
Annie, Dark Child
1
0
Fury Rune
7
0
Chaos Rune
5
0
The Arena's Greatest
1
0
The Dreaming Tree
1
0
Zaun Warrens
1
0
Cleave
3
1
Gust
1
1
Stacked Deck
3
1
Falling Star
1
Fight or Flight
3
2
Flash
2
2
Pouty Poro
2
2
Rebuke
1
Ride the Wind
3
Traveling Merchant
3
2
Vi, Destructive
3
Sneaky Deckhand
3
3
Void Seeker
3
Annie, Stubborn
1
Kai'Sa, Survivor
3
4
Noxus Hopeful
2
4
Darius, Trifarian
3
Vayne, Hunter
2
Rebuke
1
Falling Star
1
Fading Memories
2
Gust
2
1
The Fury Chaos Annie deck is aggressive, capable of closing out games quickly before the opposing player can catch up. We’ve seen this deck manage to go far in big tournaments, and if you’re unfamiliar with how it plays, you can rush you down in the early game and then go for the Vi win condition.
Annie Legend sets 2 Runes as Active at the end of the turn, allowing you to play spells during the opponent’s turn to help hold your battlefields. The list has cards like Gust, Fight or Flight, and Void Seeker to help control the board, making it harder for the opposing player to conquer a battlefield.
With Kai’Sa and Darius, we can go for aggressive turns to conquer battlefields, helping us push for the 6-point goal. Once we’re at 6 points, we can start planning for the Vi + Ride the Wind combo, boosting Vi’s Might to a point your opponent can’t kill her easily, and then using Ride the Wind to move her to a battlefield and Ready her. We get to conquer one battlefield and then use Vi‘s Ganking keyword to attack the other battlefield and conquer it as well.
This combo can be game-winning against decks that can’t interrupt it, automatically securing the win when you’re at 6 Might.
Mind Chaos Teemo
Teemo, Swift Scout
1
0
Mind Rune
5
0
Chaos Rune
7
0
Aspirant's Climb
1
0
The Dreaming Tree
1
0
Zaun Warrens
1
0
Gust
3
1
Stacked Deck
3
1
Stupefy
3
1
Fight or Flight
3
2
Flash
1
2
Ravenbloom Student
3
2
Rebuke
1
Ride the Wind
3
Scrapheap
2
2
Teemo, Scout
2
2
Tideturner
2
2
Traveling Merchant
3
2
Invert Timelines
3
Consult the Past
3
4
The Harrowing
1
Thousand-Tailed Watcher
2
Dr. Mundo, Expert
2
Fading Memories
2
Rhasa the Sunderer
2
Dr. Mundo, Expert
1
Time Warp
1
Rebuke
1
Acceptable Losses
1
1
The Legend Teemo Swift Scout lets you pay 1 Energy to play a Hidden card instead of returning a Rune. This means we get to set up traps on our battlefield without falling behind in the game. Whenever our opponent tries to conquer a battlefield, we can activate the hidden card either to shut down their attempt or gain value.
Champion Teemo Scout is one of your strongest hidden cards, as he’ll gain a +3 Might to make sure you don’t lose control of your battlefield. This list made the top 32 in the last Regionals that took place in Chongqing. It heavily relies on Dr. Mundo as a late-game win condition, gaining Might the more cards you’ve discarded.
Mind Order Viktor
Viktor, Herald of the Arcane
1
0
Mind Rune
5
0
Order Rune
7
0
The Candlelit Sanctum
1
0
Trifarian War Camp
1
0
Vilemaw's Lair
1
0
Seal of Unity
3
Blastcone Fae
2
Cull the Weak
3
Daring Poro
2
2
Hidden Blade
3
Soaring Scout
3
2
Watchful Sentry
1
2
Faithful Manufactor
3
3
Sprite Call
2
3
Vanguard Captain
3
Consult the Past
2
4
Sprite Mother
1
Viktor, Leader
1
Falling Comet
1
5
Imperial Decree
1
Machine Evangel
2
Grand Strategem
2
Singularity
2
Divine Judgment
1
Thousand-Tailed Watcher
2
Falling Comet
1
5
Imperial Decree
1
Sprite Mother
2
Shen, Kinkou
1
Call to Glory
1
3
Facebreaker
1
2
Siphon Power
1
Another strong deck we’ve seen go far in tournaments is the Blue Yellow Viktor, capable of playing Recruits to set up multiple low Might units that can get you early Points and can become a threat in the late game.
Initially, Viktor was the strongest deck in the meta, but as players figured out how to play against him, we saw him drop in popularity compared to decks like Kai’Sa and Master Yi.
Grand Strategem can be a massive play; the more units we’ve developed, turning everything into massive attackers that can potentially conquer two battlefields in one turn, perfect for setting the finisher.
Viktor Leader, Faithful Manufactor, Noxian Drummer, and Machine Evangel are all giving you Recruits, making sure you keep a wider board to gain value from your Might boost plays. We also have control plays like Falling Comet and Singularity to kill win conditions that your opponent relies on.
Body Chaos Miss Fortune
Miss Fortune, Bounty Hunter
1
0
Body Rune
6
0
Chaos Rune
6
0
Aspirant's Climb
1
0
Obelisk of Power
1
0
Sigil of the Storm
1
0
Bullet Time
2
1
Gust
3
1
Stacked Deck
3
1
Challenge
1
Confront
3
2
Fight or Flight
2
2
Mobilize
3
2
Pack of Wonders
2
2
Scrapheap
1
2
Treasure Trove
3
2
Invert Timelines
1
Catalyst of Aeons
3
4
Miss Fortune, Captain
1
Anivia, Primal
1
Mindsplitter
3
Deadbloom Predator
3
Soulgorger
2
Dazzling Aurora
3
Flurry of Blades
2
1
Unyielding Spirit
2
Sabotage
2
Fading Memories
2
The Miss Fortune Orange Purple Aurora deck has been gaining a lot of popularity in competitive play, mainly because it has a good matchup against the popular Red Blue Kai’Sa and Green Orange Master Yi.
This deck heavily relies on the Dazzling Aurora Gear to start cheating out units from the top of your deck. Since the list mostly runs heavy units, we’re developing a high-cost unit at the end of our turn. This creates value the longer the game stretches out, continuously playing a heavy unit to overwhelm the opposing player and force them to have the resources to answer them.
We’re planning to drop Dazzling Aurora as early as possible, so around turn 3 or 4. To do that, we run multiple ramp cards like Mobilize and Catalyst of Aeons, giving us additional runes to speed things up. Another ramp combo is Treasure Trove + Pack of Wonders, with Pack of Wonders returning Treasure Trove to your hand to trigger its ramp ability.
The list has a couple of control cards like Gust, Bullet Time, and Challenge to help you control the opponent’s side of the board and to slow them down until you can get to the late game and overtake the game.




