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Riftbound / Decks / Master Yi Untouchable Defender

Competitive deckStandardGuide v1Moderate to pilotList by Michał Jozefek

Master Yi Untouchable Defender

Champion: Master Yi, Tempered · Lone defender · Protected bodies

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Cheap defenders

10 cards
2×Steel Paws Unit10One Energy, unanswerableZero Might, so it defends at two under the Legend. Deflect taxes their removal, and seven spare Energy turns it into a seven-Might body later.
3×Lonely Poro Unit22Defends at fourIts Deathknell only draws if it died alone, which is the same condition the Legend rewards. The deck is built to keep both true at once.
3×Scuttle Crab Unit20Defends at twoZero Might still conquers and holds, per its own reminder text. Draws on play and reveals their hand on death.
2×Pit Rookie Unit22Defends at fourBuffs another friendly unit on play. The buff is permanent where a trick is not, which matters on a body you intend to leave alone somewhere.

Threats they cannot answer

7 cards
1×Master Yi, Tempered Champion44Champion ZoneGains 2 XP on conquer or hold. At six XP it has Deflect and Ganking, which is the point at which the deck stops being answerable at one battlefield.
2×Akali, Silent Unit44Defends at sixCannot be chosen by enemy spells or abilities unless in combat. Moving to a battlefield gives +2 that turn, and the Legend adds two more while alone.
3×Rengar, Trophy Hunter Unit56Defends at eightAmbush lets it arrive at a battlefield that already has enemy units, which is how a defended position becomes a contested one on your turn.
1×Ruin Runner Unit65Defends at sevenCannot be chosen by enemy spells and abilities at all. Still dies to combat and to anything that does not choose it.

Tempo and protection

4 cards
2×First Mate Unit33Defends at fiveReadies another unit on play, which is a second action rather than a bigger body.
2×Zhonya’s Hourglass Gear2The insuranceThe next friendly unit that would die is recalled exhausted instead. Hidden means you can set it now and spend it later for nothing.

Combat tricks

9 cards
3×Punch First Spell1The big swingFive Might for one Energy at Action speed. The largest cheap swing in the list.
3×Discipline Spell2Trick that replaces itselfTwo Might and a card. The draw is why this is the trick you hold when you are not sure you will need one.
2×En Garde Spell1Rewards the planPlus one, and one more if it is the only unit you control there. Written for exactly the board this deck wants.
1×Onslaught Spell4Two casts over timeSix Might, and Flow lets it be played again from the trash for four before being banished.

Interaction

10 cards
3×Charm Spell1Positional removalMoves an enemy unit rather than killing it. Against a deck that wants a unit somewhere, moving it is removal.
3×Defy Spell1The counterCounters a spell costing no more than four Energy and no more than one Power. It answers a spell and nothing else.
2×Rampage Spell3Interactable removalTwo units deal damage equal to their Mights to each other. The optional Power gives yours +2 first, which is usually what decides it.
2×Sabotage Spell1Proactive disruptionReveals their hand and recycles a non-unit card of your choice. It sees the hand whether or not the card taken matters.

Legend

1 cards
1×Master Yi, Wuju Bladesman LegendThe whole deckWhile a friendly unit defends alone it gets +2. Alone means no other friendly unit there, so a second body switches it off.

Battlefields

3 cards
1×Emperor’s Dais BattlefieldRotationOn conquering here you may pay one and return a unit to hand, playing a two-Might Sand Soldier token in its place.
1×Seat of Power BattlefieldPlay firstDraws on conquest for each other battlefield you or allies control, so it pays for a Hold you established somewhere else.
1×Star Spring BattlefieldKeeps them aloneThe first non-token unit played here each turn lets that player move another of their units to base. Symmetrical, and this deck wants the effect more often than they do.

Runes

12 runes
Body Rune
Calm Rune

E = Energy, M = Might, shown only where the guide states them. Energy, Might and domain are the printed values, and the rune split is the registered one rather than an even guess.

Sideboard · 10

2×Ruin RunnerTargeted removal decksA body they cannot choose. Still loses to combat and to untargeted effects.
2×Tomb-Raider BarbaraGear enginesKills an enemy gear on play, but only while you control seven or more runes. Before that it is a four-Might body.
2×Alpha StrikeWide boardsA friendly unit deals damage equal to its Might split among enemy units, and each kill gains XP.
2×Decree of StrengthMind decksTakes a Mind card specifically. Dead against a list with no Mind in it, so check the domains before boarding it.
1×SabotageSpell and gear decksThe third copy, for matchups where the card you fear is not a unit.
1×Disarming RakeGear enginesKills a gear on play with no rune requirement, which is the difference between it and Barbara.

Default champion · Master Yi, Tempered. Four Might, Hunt 2, and Deflect with Ganking once it reaches six XP.

No alternative · The list registers one champion. The decision it asks for is when to commit it, not which one to bring. §9

Might distribution

18 shuffled units
50
01
52
23
34
15
36

The four-Might tier is empty on purpose. Hooking a three-Might unit reaches nothing above three. It is a liquidation play, not an upgrade. §3 Deck Architecture