The Unleashed Pre-Rift is your first crack at the new set. Unlike constructed, you don't pick your legend. You're issued a random seeded kit with a fixed legend and decklist. Which kit you open matters more than most people think. Some of these decks are stacked out of the box. Others need serious help from your sealed pool. Here's what you're actually getting into with each one.
Want the fast version?
I made a visual companion page with the ranking, best adds, and first cuts: Unleashed Pre-Rift Cheat Sheet.
The short version
Diana and Master Yi are the clear picks if you want the easiest path to wins. Kha'Zix is solid and gets scary with the right pulls. Ivern works if the zoo tags show up. Jhin and Vi are fighting uphill: Jhin needs a specific spell-heavy pool, while Vi needs combat setups that reliably produce 3 or more excess damage.
Now the details.
Diana: The Best Seat in the House
Diana's legend is a reaction that adds one energy to spend during showdowns. Not flashy, but in a format where tempo decides games, access to an extra resource in combat is a real edge. Her champion unit, Diana, Lunari, lets you pay one energy when a showdown begins at her battlefield to Predict and then reveal the top card. If it's a spell, you draw it. Conditional card selection at that price in limited is premium.
The deck composition is rock-solid. Icevale Archer can pay 1 energy to give a unit -1 might when it attacks, which makes early combats awkward for your opponent. Chakram Dancer is a fantastic limited three-drop with no power cost, Ambush, and Shield for your other units when she enters. On defense, that can swing a battlefield at reaction speed. The interaction suite is where Diana separates from the pack: Abandon is one of the very few counter spells in the set and also fixes your next card draw with a Predict. Crescent Strike doubles as removal and a way to soften an entire battlefield. Existential Dread is a repeatable stun. Star-Crossed wins games outright in a lot of board states. Moonlight Affliction drops -10 might, which kills most attacks dead and trades for a card most of the time. Abandoned Hallis the perfect battlefield here, letting either player give a unit +1 might when they cast a spell — and Diana runs a lot of spells. One thing to keep in mind: Unleashed has a sub-theme of spells costing four or more energy, and that mechanic shows up in several of these decks when you're thinking about splashes.
What to hope for: Ruined Rex (strong body plus removal at common), Sprite Burst (conquer out of nowhere, and it costs 4+ energy which matters for several UNL mechanics).
Domain pairings: Fury for ambush units and damage-based removal. Calm for combat tricks and move synergy. Chaos gets more attractive if you pull Blast Cone. The base deck is light on power costs, so splashing is easy.
What to cut: Walking Roost gives your opponent a Bird token, and in a zoo-heavy format that could backfire. Lunar Boon is fine but replaceable if you need room for better top-end.
Diana is the safest pick. High floor, higher ceiling.
Diana
Chaos / Mind · Champion: Diana, Lunari
Units (6)
Spells (7)
Battlefield
Abandoned HallMaster Yi: The Inevitability Engine
Master Yi's legend gives all your units +1 might at 6 XP and makes them enter ready at 11 XP. His champion, Master Yi, Tempered, gains Hunt 2 (2 XP per conquer or hold) and picks up Deflect and Ganking at Level 6. There are also alternative champion units that break this strategy wide open — Kha'Zix, Mutating Horror at rare and Master Yi, Unstoppable at epic.
The deck is nearly perfect out of the box. Wily Newtfish is a strong body. Gemhand Hunter and Wuju Apprentice are solid role players. Herald of Spring and Voracious Gromp push you toward higher XP. Concentrate draws cards and becomes absurd at 11 XP when your units are entering ready anyway. Combat Experience is a combat trick. Skyward Strike is elite interaction. Gardens of Becoming lets units exhaust for 1 XP each, which is exactly what this deck wants.
The deck already contains every good XP card in Calm and Body — except two.
What to hope for: Targonian Visionary and Grim Resolve. These are the two missing commons that should go straight in. Beyond that, doubles of anything already in the deck.
Domain pairings: Order for XP synergy at common (Bandle Soldier enters ready at 3 XP, Shepherd's Heirloom nets zero XP (gain 1 on play, spend 1 to equip), Scrutinizing Sergeant gives conditional XP). The real spice is Chaos: Megatusk lets you spend 3 XP to give your units at that battlefield Ganking. Stack one battlefield, conquer it, then gank across to the other. That probably ends the game. If you open the right Chaos cards, run it as your third domain.
What to cut: Enthusiastic Promoteris solid but doesn't always align with the game plan. First cut if you need room.
Master Yi and Diana are the two best kits. Yi has more inevitability; Diana has more interaction. You're happy with either.
Master Yi
Calm / Body · Champion: Master Yi, Tempered
Units (7)
Spells (4)
Gear (1)
Battlefield
Gardens of BecomingKha'Zix: Solid, and Scary With the Right Pulls
Kha'Zix's legend gives you XP as both an engine (win combats, gain 1 XP) and a payoff (spend 1 XP to buff a unit, spend 2 XP to move an exhausted friendly unit back to base). The champion unit, Kha'Zix, Mutating Horror, is probably the best champion among all six seeded kits. Ambush, and when it attacks or defends with an isolated enemy, it gets +2 might and gives you 2 XP. One mistake from your opponent and it takes over.
This is a midrange tempo deck that uses XP as a resource, not an accumulator. Don't fall into the trap of loading up on high-level-count units and expecting to hit those level thresholds regularly. The early-game engine of Demacian Diplomat and Mister Root is functional. Insightful Investigatoris the kind of card you want multiples of — strong and you'll be hoping to open more. Megatusklets you spend 3 XP to give your units at one battlefield Ganking, and you can even hold it in hand as a surprise, dropping it when you're ready to swing across.
Isolate moves an enemy unit back to base and draws a card if it leaves someone alone — clean removal with upside. Grim Resolveis action-speed, so it won't save you from damage-based removal. The battlefield, Ripper's Bay, lets either player pay 1 energy to channel a rune when a unit is returned to hand. Kha'Zix moves units to base, not hand, so this doesn't synergize with anything the deck does. Skip it.
What to hope for: Gemhand Hunter (perfect fit, Level 6 is a bonus), Voracious Gromp (on-rate with heaps of XP), Wily Newtfish at uncommon. From Order: Bandle Soldier at common enters ready at 3 XP. Shepherd's Heirloom nets zero XP.
Domain pairings:Calm naturally attracts XP decks, but Order actually aligns better with what Kha'Zix does. Chaos gives you the Megatusk combo. Body and Chaos both have strong commons for this strategy.
What to cut: Honestly, nothing. The deck is tight and just needs a few more payoffs and interaction pieces.
Kha'Zix is reliable. With a lucky pull or two in the XP payoff department, it goes from steady to terrifying.
Kha'Zix
Chaos / Body · Champion: Kha'Zix, Mutating Horror
Units (7)
Spells (3)
Gear (2)
Battlefield
Ripper's BayIvern: Zoo Tag Gambler
Ivern's legend lets you exhaust to replace a conquered or held battlefield with a Brush token. Bird, Cat, Dog, Poro, and Ivern units get +1 might in Brush. The Unleashed FAQ clarified that this is not a permanent conversion; Brush can be swapped back when that battlefield is scored. His champion, Ivern, Nurturer, looks at the top 3 cards of your deck when it enters or holds, draws a zoo-tagged unit if one is there, and buffs a friendly unit if you reveal a Bird, Cat, Dog, or Poro. The idea is sound. Whether it works depends entirely on whether your sealed pool gives you enough units with the right tags.
The good: Loyal Poro draws cards. Stalking Wolf is an excellent conditional ambush. Starhound is above-rate and retrieves Ultrasoft Poro, and multiple Starhounds loop forever. Double Trouble is very good in a unit-heavy deck. Friendship gives +1 might per tag type among your units, which can spike combat math. Soul Harvest gives the deck clean removal for small units, which matters because the rest of the interaction suite is thin. Trapping Grounds spawns a Bird token when you conquer with 3+ excess damage, which feeds the zoo plan.
The bad: The interaction suite is thin. The legend ability does nothing without zoo-tagged units on the field. And the domain math is brutal. At common and uncommon, the zoo tag counts are: Fury 1, Calm 3, Mind 1, Body 0, Chaos 1, Order 6. You're hard-committing to Calm and Order, with a third-color splash for interaction or high-value units that don't have relevant tags.
What to hope for: Extra Ultrasoft Poro copies (a big Order body that can make more Bird tokens from a battlefield), Trevor Snoozebottom (incredible for the hold strategy), Enthusiastic Promoter (solidifies the hold snowball), and any shield cards to help defend.
Domain pairings: Body for Towering Combatant on defense and Call to Battle / Imposing Challenger to move opponents into your territory. Mind for combat tricks and damage-based removal.
What to cut: Flurry of Feathersis strong but double Calm power is steep. Cut it if you're heavy into a third color, or if your deck is light on Calm power requirements.
Ivern's ceiling is real but his floor is low. If the zoo tags show up, the deck hums. If they don't, you're playing a vanilla midrange deck with a dead legend ability.
Ivern
Calm / Order · Champion: Ivern, Nurturer
Units (7)
Spells (5)
Battlefield
Trapping GroundsJhin: The Hard Mode Pick
Jhin's legend banishes spells you cast for 4+ energy. When four spells are banished with him, they go to trash, you channel 4 runes, and draw a card. In limited, that's a mountain to climb. The deck does have Mind-domain spells that cost real power, though. The champion unit, Jhin, Murderous Artist, has Deflect and Ganking, and when it moves, it adds 1 energy and 1 rainbow rune. Ganking is exceptional in limited, and the resource generation is real.
The highlights: Revna the Lorekeeper is the perfect top-end bomb. Deadly Flourish is top-shelf removal. Sprite Burst is one of the best limited spells in the set. Downstage Dramatics is acceptable draw. Forgotten Library is the battlefield, and it lines up cleanly with the same 4+ energy threshold Jhin cares about.
The lowlights: Prepared Neophyte is unreliable. Above-rate sometimes is worse than on-rate always. Most spells in the deck are conditional. At common and uncommon, only Calm and Body even have 4+ energy spells (Flurry of Feathers and Concentraterespectively), and Concentrate won't trigger Jhin if you have enough XP. The deck runs seven Mind cards, so you're not short on power, but you are short on the 4+ energy spells that actually fire the legend.
What to hope for: More Sprite Burst. Moonlight Affliction is actually decent here since it costs 4+ energy. Ruined Rex, Smite, and Crescent Strike are strong inclusions regardless of archetype. And if you open Syndra, Transcendent, she is worth testing as your chosen champion: while she is in a showdown, your spells gain a Repeat cost of 2 energy and 1 Chaos power. That can help expensive repeat lines reach Jhin's 4+ energy threshold, but it does not magically turn every cheap spell into a trigger.
Domain pairings:Chaos for the strongest interaction at common/uncommon. You'll likely need another primary color since the base deck has limited 4+ energy options.
What to cut: Prepared Neophyte (dies to Crescent Strike, unreliable), Square Up(only if you're not skewing aggressive), Frigid Jewel and Lotus Trap (average, replace with anything better).
The honest advice: don't try to force Jhin's legend. Just play the best synergies you open. The one exception is the Syndra, Transcendent package. If you pull her, lean harder into spells, but still count the actual energy you are spending before you assume Jhin will trigger.
Jhin
Fury / Mind · Champion: Jhin, Murderous Artist
Units (5)
Gear (1)
Spells (6)
Battlefield
Forgotten LibraryVi: Aggressive But Gas-Starved
Vi's legend readies a unit when you conquer with 3 or more excess damage. That's a tall order. You need to overkill by 3, which means either a huge might advantage or a very specific combat setup. Her champion, Vi, Peacekeeper, is the one unambiguously great card. Ambush plus stun an enemy unit when attacking is a powerful pushing tool.
The deck is themed around aggression and mostly gets there, but running out of gas is a real problem. It aligns with the hyper-aggressive Fury/Order domain pairing. Most of the units have assault, which makes them strong pushing tools but vulnerable to counterattack. Vi can get around that weakness by readying a unit and letting it move back to base, but only if you're dealing way more damage than your opponent's might.
Despite a logical game plan, some cards are just weak. Sharkling hits for Assault 4 on the attack but is awful on defense. Arena Kingpin enters ready and can buff a unit for +3 might, but it's a sizable tempo loss when your opponent has removal. Inferna is strong in some situations, weak in others. The mid-to-top end is solid: Lord Broadmane is an ambush unit that gives your other units Assault when it enters, and Yeti Brawler is a decent body. Ultrasoft Poro feels contrary to the deck's game plan. You usually want to slowly accrue value with the Poro, which doesn't fit the all-in push.
Interaction is reasonable. Square Up makes it likely that whatever you attack with can retreat back to base afterward. Smite is top-tier removal (3 damage plus banish instead of death). Heroic Charge is a great combat trick. But the battlefield, Valley of Idols, gives +1 might when you play units there, and your units are horrible when holding. Run blank battlefields over Valley of Idols. Seriously.
What to hope for: Vault Breakerat common (synergizes with Vi's legend: conquer, ready, gank across), Soul Harvest (craft the 3-excess-damage scenario), Right of Conquest (high priority if opened), and any card draw you can find.
Domain pairings: The base deck runs Fury/Order, so Mind is the most logical third. Eclipse and Moonlight Affliction can shrink the opposing side enough to set up Vi's excess-damage condition. Crescent Strike lets you attack into an already-damaged battlefield. Sprite Burstis, again, amazing. Calm can provide moves and stuns that work with Vi's strategy too.
What to cut: Arena Kingpin first. Carrion Dredger unless you have no other aggressive options. Run blank battlefields over Valley of Idols.
Vi's legend is hard to fire consistently in situations that actually hurt your opponent. The Mind pairing for debuffs is the most interesting angle, but if you don't open those cards, you're stuck looking for a domain that doesn't really pair well.
Vi
Order / Fury · Champion: Vi, Peacekeeper
Units (9)
Spells (3)
Battlefield
Valley of IdolsWhat to Watch
The XP mechanic is the story of Unleashed limited. Master Yi and Kha'Zix both lean on it, but from opposite directions. Yi accumulates, Kha'Zix spends. The question is whether the slower limited environment rewards the accumulator or the spender more. Early read: accumulator. But Chaos domain's Megatusklines might make Kha'Zix the real winner if enough people open them.
Sprite Burstshows up in every deck's "cards to add" list. If there's a single spell you want multiples of in your sealed pool, that's the one.
And if someone at your Pre-Rift opens Syndra, Transcendentwith Jhin, buy them a drink. They're about to spend half the event counting energy on repeat spells, which is exactly the kind of nonsense Pre-Rift is for.
See you on the rift,
Shadow