C · Positioning & Configuration · §17Flex Slots & Tuning

C · Positioning & Configuration · §17

Flex Slots & Tuning

What is locked, what the flex slots are, and four changes worth testing one at a time.

Energy curve

40 cards
30
Energy 03×
81
Energy 13×3×2×
162
Energy 23×3×1×1×1×1×1×1×1×2×1×
63
Energy 31×2×1×1×1×
24
Energy 42×
05
16
Energy 61×
07
08
09
410
Energy 103×1×

4 cards sit outside the curve: the Battlefield and the Legend are played from their own zones and have no Energy cost.

Card types

Unit15
Unit1×2×2×3×3×3×1×
Spell20
Spell1×3×3×2×1×1×1×1×1×1×1×1×2×1×
Gear5
Gear3×1×1×

40 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.

Power by domain

Chaos37 · 23 Power
Chaos1×2×2×1×3×3×3×3×3×1×2×1×1×1×1×1×2×1×3×1×1×
Order8 · 3 Power
Order3×1×1×1×1×1×
Colorless3
Colorless1×1×1×

21 of 44 listed cards carry a Power requirement. A card with two domains counts under both, so these do not sum to the deck size.

Energy, type and domain are printed card values from the Riftcodex snapshot, joined against this guide’s list.

Unit density explorer

floor ≈ 13

+ Bring in (tap to add copies)

− Take out

14shuffled units✓ Stable
1013 floor18

From the guide . §17 Flex Slots & Tuning

The locked core

, three , three , two , three , three , and . These define the deck rather than tune it.

The true flex slots

, , , , , the single , and the battlefield slot.

Card 51: the second Salvage, main deck

Out: . In: a second . Last Rites recycles two from your trash as an Equip cost, which fights Rhasa directly, and Salvage replaces itself so it is never dead.

Improves the Gear matchups, which are a real share of the field. Weakens nothing structural: the deck loses a gear it rarely wanted to equip. Costs one Order Power on a three-rune base, which is the only reason to hesitate. This is inferred from the card texts rather than proven, and it is the first change I would make.

Card 52: a third Fizz over Baron Nashor

Out: . In: a third . Raises the enabler count from nine to ten, which moves the opening-hand enabler rate from 66.68% to just over 71%, and removes the only card that breaks a genuinely stalled board.

Improves the fast matchups and the mirror. Weakens Ezreal and Kai’Sa control badly. Experimental, and I would only keep it in a field with no slow decks in it.

First main-deck experiment: cut Up from the Deep

Out: . In: a second or a second , depending on the field. The tokens do not empower, which means the card is two one-Might bodies for three Energy plus a Flow replay later.

Improves interaction density and the matchups where a bounce spell is the answer. Weakens the wide-board and chump-blocking coverage. Testing benchmark: track how often the Tentacles actually changed a battlefield rather than filling one.

Battlefield experiment: dropping Forbidding Waste

The Waste is the deck’s only answer to a single tall defender, and it is symmetrical against a board of one and two-Might units. In a field with no Master Yi and no Irelia it is close to a liability, and a third engine battlefield would be better.

Evidence before permanence

For each of these, the benchmark is the same: twenty recorded games in the matchups the change is aimed at, with the §18 fields filled in. A change that improves a feeling and not a tracked number is a change that has not been tested.