Riftbound Set 3 Unleashed is releasing soon, and we’re bringing you the latest deck recommendations. Today’s featured build is the best deck for newbies has and brand-new leveling mechanic:
YI– Green & Orange Rune Deck:
If you want to play with the same cards, order your Set 3: Unleashed booster packs now, or contact customer service to order a custom deck!!!

1. Unit Breakdown
- LEGEND Wuji Master: Level 6: Your units have +1 Might.
Level 11: Your units enter ready.
- Master Yi Tempered:
Role:Absolute core of the deck.
Base stats: 4 Rune , 4 Might, no Rune refund — the standard template for a set-defining powerhouse in Riftbound.
Core ability: Built-in Hunt 2. Get DEFLECT and GANKING at Level 6.
Strategic value: A 5-Might DEFLECT and GANKING , paired with deck buffs, has great potential to take over a secondary battlefield alone.

- SIGNATURE SPELL:Alpha Strike:Pairs well with high-power creatures to wipe multiple enemy units off the board.Slightly clunky in practice — run 1 or 2 copies only.
2. Units Curve Breakdown
- Wuju Apprentice: Grants an extra card on play.
- Scuttle Crab:Grants an extra card on play, plus Peeper effect to look at the opponent’s hand, letting you plan better strategies.
- Gemhand Hunter:Under Yi’s Level 6 aura (all units +1 Might), it becomes a 2-Rune 4-Might active unit late-game and remains highly valuable.
- Herald of Spring: Speeds up your level growth in key turns 3–4, reliably helping you reach Level 6.
Importance: Reaching Level 6 is a complete power spike for Yi — absolutely critical.

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Whiteflame Protector:Becomes a 17- Might active unit at Level 11.Enter effect: Grants +8 Might to a unit, turning a small creature into a major threat instantly.
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Master Yi, Unstoppable:Has lower Runes cost after Level 11 and does not reset runes — higher ceiling than Whiteflame, but cannot create two big threats.
3. Other Key Cards
Buff Cards:

- Combat Experience:At Level 6, becomes a 1 Rune +3 Might buff.Advantage: Its cheap 1 Rune cost makes it extremely hard for opponents to play around.
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Grim Resolve:Effect: 2-Rune +3 Might , plus 2 extra experience on victory.2-mana 3-power is already solid, and the extra experience is huge.Only minor flaw: It’s a ACTION Spell, not a REACTION Spell.
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Discipline:Effect: 2-Rune +2 Might and draw a card.This green card feels like it’ll stay viable until rotation
Protection Package:
This deck lacks early experience-gaining units. If your 4-Rune Yi dies before gaining experience early on, your tempo takes a devastating hit.
So must run at least 6 HIDDEN cards.Tactical role: With enough Ready spells, you can set up a defensive wall of “4-Rune Yi + HIDDEN cards” when going first, greatly protecting Yi and letting him gain experience safely.Even if not drawn early, they remain strong late-game.
- Back Off: 3-Rune: Stuns a unit with no Rune refund already powerful , plus draws an extra card — and it’s a Ready spell!
- Defy: Virtually everyone runs this overpowered SIGNATURE SPELL. So max it out — even three copies may not be enough.
Card Draw Engine:
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Concentrate:The deck already has solid card filtering, but who can say no to 1-Rune draw 2?
4. Battlefield
- Gardens of Becoming:This one is clearly designed for XP decks.Effect: In a normal opening, it speeds up Yi’s journey to Level 6 and reduces reliance on Herald of Spring.
- Reckoner’s Arena:By rule, Hunt triggers the Reckoner’s Arena effect.That means Hunt units holding the field gain double experience.This is Yi’s best battlefield.
- Reckoner’s Arena:Without Obelisk of Power in Set 3, it’s hard for the second player to find a truly great battlefield.Since any battlefield works for us, and the first player will likely bring one that favors them, we might as well run a Hold battlefield to counter theirs.


