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

C · Positioning & Configuration · §17

Flex Slots & Tuning

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

Energy curve

40 cards
51
Energy 12×3×
132
Energy 23×3×2×3×2×
113
Energy 33×3×3×2×
74
Energy 43×2×2×
15
Energy 51×
36
Energy 62×1×

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

Card types

Unit32
Unit3×3×2×3×2×3×3×2×3×2×2×1×2×1×
Spell8
Spell3×3×2×

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

Power by domain

Body25 · 13 Power
Body3×3×2×3×3×3×1×3×3×1×
Fury20 · 11 Power
Fury2×2×3×2×2×2×1×3×2×1×
Colorless3
Colorless1×1×1×

16 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 ≈ 29

+ Bring in (tap to add copies)

− Take out

31shuffled units✓ Stable
2629 floor33

From the guide . §17 Flex Slots & Tuning

The locked core

, , three , three , three , three , three , three and three .

The true flex slots

Two , two , two , one , two , two , and the slot itself.

Card 51: the second Brittle Steel

Already the recommended change: one out, one in. It improves Master Yi with Hourglass, Irelia Gear, Draven, Azir, LeBlanc Hook, Aurora decks and Equipment engines generally. It worsens damage-heavy Kennen, damage-heavy , Ezreal builds based on direct spell damage, and mirrors where matters.

Card 52: a third Sabotage

The next card I would want. It improves Kennen, Ezreal, , LeBlanc, Irelia and Gear or spell-engine decks generally, and the likely cut is the remaining . Make that change only when damage prevention has few expected targets.

First main-deck experiment: Rampage over Falling Star

Two out, two Rampage in. Another successful build ran Rampage main and shifted to an eight Body and four Fury rune configuration.◆src

It improves tall units, combat-centric midrange, situations where your own large unit clears several bodies, and Body Power consistency. It worsens split damage across two small units, damage outside combat, finishing damaged units at different locations, and some Ambush and token matchups.

Rules noteTest Rampage before changing the rune split. If it consistently outperforms, test seven Body and five Fury next, and move to eight and four only if , Accelerate and the Fury sideboard cards all stay affordable.

Second experiment: Grim Apothecary over Twilight Reveler

Two out, two Grim Apothecary in. Apothecary has Ambush and can return a friendly battlefield unit to hand when played, and it appears heavily in both older and current successful configurations.◆src

It improves reactive deployment, protection from removal, reuse of , Kinkou, or Brynhir, and -style replay without depending on the battlefield. It worsens ready chains, multi-action offensive turns, and total board count. This is the first unit swap worth testing once the source build feels comfortable.

Third experiment: Seat of Power over Forbidding Waste

Better against Ezreal, , LeBlanc, Nasus and long games where an extra card beats an anti-tall combat effect. Worse against Master Yi, Irelia, single-defender decks generally, and it gives up the Trophy Hunter lane-breaking line entirely. This is a metagame choice, not an upgrade.◆src

Pyke as a main-deck conversion

In a removal-heavy or highly reactive field, two out and two in. It improves hidden-information pressure, Ganking, midgame topdecks and resilience to being stranded. It worsens one-Energy openings, early Kinkou support, enablement and Legion sequencing. Keep Pyke in the sideboard until the field is genuinely slow.