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 kitwith 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 the cards you open at the event. 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 enough Bird, Cat, Dog, and Poro units 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 the timing of each action decides games, access to an extra resource in combat is a real edge. Her champion unit, , 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. Finding the right card this efficiently is unusually strong in limited.
The deck composition is rock-solid. can pay 1 energy to give a unit -1 might when it attacks, which makes early combats awkward for your opponent. 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. Diana separates from the pack through cards that answer opposing threats: can remove a unit or soften an entire battlefield. is a repeatable stun. wins games outright in a lot of board states, but it returns one of your own units to hand too, so it is best when you have multiple copies of or to reuse the effect. With only one of each, that is difficult to set up consistently. drops -10 might, which kills most attacks dead and trades for a card most of the time. counters a spell and gives you a Predict, but it returns the spell to its owner's hand rather than trash, so your opponent just replays it. In a format where most spells cost 1-3 energy, that often leaves you behind because the opponent can play it again. Cut Abandon when you are not facing expensive spells.
What to hope for: (a strong common unit that can also remove an enemy), (conquer out of nowhere, and it costs 4+ energy which matters for several UNL mechanics), and big late-game units. Diana's deck is light on expensive units, so filling that gap with cards you open is the single most important upgrade. Body or Fury units with high Might are ideal.
Domain pairings: Fury for ambush units and effects that deal damage to remove enemy units. 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 adding a third domain is easy.
What to cut: looks helpful but usually underperforms in limited. After discarding, it adds only one card to your hand and nothing to a battlefield, so it rarely earns its slot. gives your opponent a Bird token, and a format built around animal tags can make that backfire. is reasonable against expensive spells but weak when most of what you see costs 1-3 energy. Cut it if your pool does not have a better reason to keep it.
Diana is reliable immediately and improves further with strong upgrades.
Diana
Chaos / Mind · Champion:
Units (6)
Spells (7)
Battlefield
Abandoned HallMaster Yi: Built for the Long Game
Master Yi's legend gives all your units +1 might at 6 XP and makes them enter ready at 11 XP. His champion, , 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 — at rare and at epic.
The deck is nearly perfect out of the box. is a strong unit for its Energy cost. and are useful support units. and push you toward higher XP. draws two cards and gets cheaper at Level 6 and Level 11, which is strong late but asks whether a pure draw spell is worth including in limited. The answer depends on how fast your build reaches those thresholds. is a combat trick. is one of the strongest answers to an opposing unit. lets units exhaust for 1 XP each, which is exactly what this deck wants.
The kit already contains several cards that reward you for gaining XP. Two more Common options can strengthen that plan.
What to hope for: and are two additional Common options for the XP plan. Beyond that, look for more copies of the deck's strongest cards.
Domain pairings: Order for XP synergy at common ( enters ready at 3 XP, nets zero XP (gain 1 on play, spend 1 to equip), gives conditional XP). The real spice is Chaos: 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: is solid but doesn't always align with the game plan — first cut if you need room. gives +1 might and costs Calm power to equip, which is a modest boost for one of your 40 cards. Cut it when the cards you opened offer a stronger unit or spell. moves small enemy units to base and gives 1 XP, but it only removes an enemy in certain positions and does nothing useful in many games. Both are easy to replace when the cards you opened offer something better.
Master Yi and Diana are the two best kits. Yi is stronger in long games; Diana has more ways to disrupt an opponent. You're happy with either.
Master Yi
Calm / Body · Champion:
Units (7)
Spells (4)
Gear (1)
Battlefield
Gardens of BecomingKha'Zix: Solid, and Scary With the Right Pulls
Kha'Zix's legend gives you 1 XP when you win a combat, then lets you spend 1 XP to strengthen a unit or 2 XP to move an exhausted friendly unit back to base. The champion unit, , 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 unit deck that spends XP for immediate advantages instead of saving it for levels. Don't load up on cards that need a high XP level and expect to reach those thresholds regularly. The early turns rely on and , which are both functional. is the kind of card you want more than one copy of. It is strong, and you'll be hoping to open more. lets 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.
moves an enemy unit back to base and draws a card if it leaves someone alone. It reliably removes an isolated enemy and rewards you with a card. is action-speed, so it won't save you from effects that deal damage to remove a unit. moves one of your units to a battlefield, then your opponent chooses one of theirs to move there too. If that battlefield had no enemy units, the moved unit can be alone for Kha'Zix, Mutating Horror's attack or defense bonus. The opponent chooses which unit moves, though, so this helps create a fight but does not reliably remove a unit. enters exhausted and then needs you to kill it, pay 1 energy, and exhaust again for Predict 2, draw 1, and 1 XP. That is a lot of setup for a medium return. If your pool has better creatures, replace it. The battlefield, , 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. Play a blank battlefield over it.
What to hope for: (perfect fit, Level 6 is a bonus), (on-rate with heaps of XP), at uncommon, and a second copy of . The first Megatusk is already in the deck, but doubling up on it gives you a second shot at the 3-XP Ganking swing, which is one of the strongest possible plays in the format. From Order: at common enters ready at 3 XP. nets zero XP.
Domain pairings:Calm naturally attracts XP decks, but Order actually aligns better with what Kha'Zix does. Chaos gives you the combo. Body and Chaos both have strong commons for this strategy.
What to cut: asks for too much setup for its Predict, draw, and XP; replace it with a stronger unit. Play a blank battlefield over . Keep when you need another way to create a one-on-one fight for Kha'Zix; cut it only when crowded battlefields make that setup unreliable.
Kha'Zix is reliable. Add one or two strong cards that reward XP, and it goes from steady to terrifying.
Kha'Zix
Chaos / Body · Champion:
Units (7)
Spells (3)
Gear (2)
Battlefield
Ripper's BayIvern: Animal 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 change; Brush can be swapped back when that battlefield is scored. His champion, , looks at the top 3 cards of your deck when it enters or holds and can draw any unit it finds there. Revealing a Bird, Cat, Dog, or Poro adds a buff for a friendly unit. The idea is sound. Whether it works depends entirely on whether the cards you open include enough units with the right tags.
The good: draws cards. is an excellent conditional ambush. When enters play, it can return a Bird, Cat, Dog, or Poro from your trash to your hand. is very good in a unit-heavy deck. gives +1 might per tag type among your units, which can swing a fight unexpectedly. spawns a Bird token when you conquer with 3+ excess damage, which supports the animal-tag plan.
The deckbuilding is refreshingly simple: prioritize more Bird, Cat, Dog, Poro, and Ivern units, especially ones worth returning with . That clear priority is useful when you are building under time pressure.
The bad: kills a unit with 3 might or less, but it does not advance the Bird, Cat, Dog, and Poro plan. Every non-tagged answer you include is a card that does not help your Legend and champion. Strongly consider cutting it for another tagged unit from your pool. The deck has few other ways to answer opposing threats, and the Legend ability does nothing without tagged units on the field. Calm and Order already supply the kit's relevant units; a third domain should add enough ways to disrupt the opponent or enough raw strength to justify every card that does not help the four-tag plan.
What to hope for: Extra copies (a large Order unit that can make more Bird tokens from a battlefield), (incredible for the hold strategy), (makes it easier to keep control after the first battlefield), and any shield cards to help defend.
Domain pairings: Body for on defense and / to move opponents into your territory. Mind for combat tricks and effects that deal damage to remove enemy units.
What to cut: can remove a unit, but every non-tagged spell leaves your legend with less support. Replace it with any Bird, Cat, Dog, or Poro unit from your pool. is 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. if you can't include enough tagged units to make it reliable.
Ivern can be excellent when the four tags show up. Without them, the deck is left with ordinary units and a Legend ability that rarely matters.
Ivern
Calm / Order · Champion:
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. The key word is "spent" — total energy paid including repeat costs. So a 3-energy spell with a 1-energy repeat cost spends 4 energy total and does trigger Jhin. That matters more than you might think in a format where repeat is common. In limited, though, four banishes is still a mountain to climb. The deck does have Mind-domain spells that cost real power, though. The champion unit, , has Deflect and Ganking, and when it moves, it adds 1 energy and 1 power. Ganking is exceptional in limited, and the resource generation is real.
The highlights: is an excellent expensive threat. is one of the strongest ways to remove an enemy unit. is one of the best limited spells in the set. is acceptable draw. is the battlefield, and it lines up cleanly with the same 4+ energy threshold Jhin cares about.
The lowlights: is unreliable. A unit that is strong only under certain conditions is worse than one that performs consistently, and several spells in the deck need a specific board state. Jhin checks how much energy you actually spent, so a discounted may fail to trigger him after you reach its Level thresholds. Fury and Mind both offer other qualifying spells, including , , , and . The goal is to add enough playable 4-energy-or-more spells that Jhin can reach four banished cards without filling the deck with cards that sit dead in hand.
What to hope for: More . is actually decent here since it costs 4+ energy. , , and are strong inclusions regardless of your plan. And if you open , 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 repeated plays of expensive spells reach Jhin's 4+ energy threshold, but it does not magically turn every cheap spell into a trigger.
Domain pairings:Chaos for the best common and uncommon answers to opposing cards. You'll likely need another primary color since the base deck has limited 4+ energy options.
What to cut: (dies to , unreliable), (only if you're not building for fast attacks), and (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 . If you pull her, lean harder into spells, but still count the actual energy you are spending before you assume Jhin will trigger. And here is a deckbuilding angle most people miss: cutting Jhin as your legend entirely and playing a different one is a real option if your pool does not support the 4+ energy plan. You still keep as your champion — the champion unit is strong independent of the legend ability. Do not let loyalty to the legend force you into a bad build.
Jhin
Fury / Mind · Champion:
Units (5)
Gear (1)
Spells (6)
Battlefield
Forgotten LibraryVi: Aggressive but Prone to Running Out of Cards
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, , 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 low on useful cards is a real problem. It aligns with the aggressive Fury and Order pairing. Inferna and Sharkling have Assault, while Lord Broadmane can give Assault to your other units for the turn. Vi can help one attacker escape a counterattack by readying it after a conquer, but only when you win by at least 3 Might.
Despite a logical game plan, some cards are just weak. hits for Assault 4 on the attack but is awful on defense. enters ready and can give a unit +3 Might, but that ability exhausts Kingpin. You must choose between the buff and using Kingpin's own 3 Might that turn. is a 2-Energy, 1-Might Ambush unit with Assault 2. The expensive units are solid: is an ambush unit that gives your other units Assault when it enters, and is a reliable unit. feels contrary to the deck's game plan. You usually want to build a gradual advantage with the Poro, which doesn't fit a deck trying to attack quickly.
The deck has several useful answers. makes it likely that whatever you attack with can retreat back to base afterward. is one of the strongest ways to remove an enemy unit: it deals 3 damage, then banishes the unit instead of letting it die. is a great combat trick. lets a player pay 1 Energy to Buff a unit they play there, but Vi's units are poor defenders. A blank battlefield may be safer because it cannot help your opponent build a stronger unit.
What to hope for: at common (works with Vi's legend: conquer, ready, gank across), (craft the 3-excess-damage scenario), (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. and can shrink the opposing side enough to set up Vi's excess-damage condition. lets you attack into an already-damaged battlefield. is, again, amazing. Calm can provide moves and stuns that work with Vi's strategy too.
What to cut: enters ready and can exhaust to give a unit +3 might for the turn, but five energy for a 3-might unit is a poor trade. Using that ability also exhausts Kingpin, so it gives up its own combat contribution for the turn. is the next cut if you have stronger aggressive units. Run blank battlefields over .
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:
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 saves XP, while Kha'Zix spends it. The question is which plan the slower limited environment rewards. At first, saving XP looks stronger. But plays built around the Chaos card might make Kha'Zix the real winner if enough people open it.
is one of the strongest Mind cards you can open for a deck that can cast it, creating two ready Temporary Sprites. It is not an automatic fit for every seeded kit.
And if someone at your Pre-Rift opens with 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