Set Guide
IntermediateRiftbound Vendetta Launch Guide: Legal Decks, Mechanics, Legends, Bans, and Errata
Prepare for Riftbound Vendetta with both official Shen and Zed decklists, all nine Legends, precise Flow, Burn and Empower rules, July 24 bans, errata, and a practical testing plan.

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Vendetta is not merely another stack of cards to add to existing Riftbound decks. It changes how players value the trash, introduces three opposing-Domain Legends, expands Constructed sideboards, and arrives with a new Standard ban list. The smartest launch plan is therefore simple: learn the exact rules first, begin with lists we can actually verify, and leave room to change your mind after real games.
This guide separates confirmed information from launch-week inference. Riot's two Showdown lists are published and construction-legal. Any claim about the best custom Vendetta deck, matchup percentages, box value, or a solved Tier 1 metagame would be premature.
Vendetta At A Glance
The complete visual set and both ready-to-copy lists live on the RiftStorm Vendetta hub.
The Three Mechanics, Precisely
Flow Turns The Trash Into A Second Hand—Once
Flow appears on spells. You may pay a spell's alternate Flow cost to play it from your trash, and that spell is banished after it resolves. The last clause matters. Flow is recursion, but it is not an endless loop unless another card creates a separate way to recover the banished card.
Good Flow decks want useful spells, reliable ways to put them into the trash, and turns where the alternate cost creates a real tempo advantage. Simply filling the trash is not enough. If a Flow card is weak in the moment you draw it or Burn it, its location has not magically made it valuable.
Burn Is Self-Mill, Not Direct Damage
Burn X moves the top X cards of a Main Deck to its trash. In Vendetta, that can stock Flow spells, enable trash-counting effects, and create fuel for Zed's Shadow Clone plan. It also makes decking out arrive sooner. Treat Burn as resource conversion with a real cost, not free value and not damage to a player's score.
A strong Burn turn answers two questions: what payoff did those trashed cards unlock, and does the deck still have enough cards to finish the game? If the answer to the first is vague, you may only be shortening your own clock.
Empower Is A State
An effect can empower a unit, gear, or Legend. The empowered state persists until the card leaves play or an effect disempowers it; other text tells you what that state is worth. Empower does not inherently mean a permanent stat counter, and it does not grant the same bonus to every card.
That distinction makes removal and bounce especially important. A player can invest several effects into an empowered permanent, but moving that card out of play clears the state and can erase the setup.
Decrees And Unit-Gear
Vendetta includes one Decree spell for each Domain, with each designed to punish its opposite. They are a metagame pressure valve rather than a fourth universal keyword: powerful when the target is common, narrow when it is not. Sideboards increasing to ten cards give these situational effects more room.
Unit-Gear is Riftbound's first multi-type card. It counts as both a unit and gear when a rule or effect checks its type. Expect type-sensitive interactions to be one of the first launch-week rules questions; read the complete current card text rather than treating it as ordinary equipment.
The Nine Vendetta Legends
Akali, Rogue Assassin — Fury / Calm
Akali is one of the three opposing-Domain Legends. Her game plan is aggressive movement: attack, retreat toward base, and reconquer. She asks pilots to plan routes across the battlefield map instead of measuring pressure only by raw Might.
Renekton, Butcher of the Sands — Fury / Body
Renekton recycles runes to generate an extra burst of Energy. That points toward explosive turns, but spending or cycling resources early still needs to produce a battlefield swing before the opponent stabilizes.
Zed, Master of Shadows — Fury / Chaos
Zed connects Burn, discard, Flow, banishing, and Shadow Clones. He has the clearest official launch shell because the Showdown deck demonstrates the whole loop out of the box.
Nasus, Curator of the Sands — Calm / Mind
Nasus rewards expensive cards, rune readying, and Empower scaling. He looks like a value engine whose hardest deck-building problem will be surviving while preserving enough high-cost density to make the payoffs meaningful.
Shen, Eye of Twilight — Calm / Order
Shen rewards paired defenses, Hidden cards, and holding battlefields with exactly two units. His official list is the cleaner choice for players who enjoy reaction timing and combat math.
Jayce, Defender of Tomorrow — Mind / Body
Jayce is the second opposing-Domain Legend and leans into gear manipulation. Riot explicitly frames him as combo-oriented in Constructed, which makes him exciting but also less forgiving until ratios and search lines are tested.
Mel, Soul's Reflection — Mind / Chaos
Mel supports spell-heavy control and shrinking opposing units. Her likely launch tension is balance: enough answers to control battlefields without filling the deck with reactions that fail to establish pressure.
Ambessa, Matriarch of War — Body / Order
Ambessa is an aggressive Empower Legend that can ready units. She promises repeat pressure, but each card devoted to setup must still compete with simply playing another efficient unit.
Kennen, Heart of the Tempest — Order / Chaos
Kennen is the third opposing-Domain Legend and the set's most direct Flow signpost. He wants careful trash setup and disciplined sequencing; playing every available Flow spell immediately can leave the decisive turn underpowered.
Two Decks You Can Sleeve Without Guessing
Riot has published the full Shen and Zed Showdown lists. We transcribed the exact Main Deck, rune deck, and battlefields, then checked them against the July 24 1v1 construction rules and ban list. Regional Standard legality begins at the official product launch, not at Pre-Rift. You can view and copy both exact decklists. Riot labels the included Champion cards as options; for tournament registration, designate one matching Champion Unit already inside the 40-card Main Deck. Do not add a forty-first card.
Zed — Flow Pressure
Zed's official list uses Burn and discard to place useful cards in the trash, Flow to turn that setup into tempo, and Shadow Clones to keep contesting fields. The list includes Perfect Execution, Twilight Step, Shadow Order Disciple, Shadowblade Lurker, Blade Twirler, and Kinkou Lifeblade around its Zed package.
Opening priority: keep a playable two-cost unit and a line that develops the trash without sacrificing the battlefield. A hand full of clever Flow cards is not functional if it cannot establish a unit.
Sequencing priority: know which unit you can banish before committing a Shadow Clone attack. Treat Perfect Execution and Twilight Step as scoring tools, not buttons to press at the first legal moment.
Why start here: the deck teaches Vendetta's trash economy immediately and applies proactive pressure. It is the natural choice for a player who wants to learn by forcing decisions.
Shen — Hold Control
Shen's official list builds battlefields in pairs, uses Tank and Hidden reactions to rewrite combat, and converts successful holds into cards and points. Sacred Protector, Mournful Witness, Disciple of Shen, Hand Hammer, Field Musicians, and Serene Ascetic provide the structure around Shen's champion package.
Opening priority: find early units that let you develop in pairs. A single expensive protector does less for this deck than two bodies positioned to unlock its exact-two-unit rewards.
Sequencing priority: preserve Hidden cards for the fight or scoring window where zero-Energy interaction changes the result. Vendetta's official errata makes Resonating Strike a Reaction at any time, even before other spells and abilities resolve.
Why start here: the deck rewards patient timing and makes the opponent reveal how much interaction they respect. It is the stronger teaching tool for players who enjoy defense, bluffing, and precise battlefield allocation.
July 24 Rules, July 31 Standard Legality
The construction and ban updates take effect July 24, but Pre-Rift is Limited play. Riot’s tournament rules list Vendetta’s Standard release as July 31 and enforce official regional product dates. Once Vendetta is released for the event region, a legal 1v1 Standard Constructed list needs:
Effective July 24, Standard bans Called Shot; Draven, Vanquisher; Fight or Flight; Scrapheap; Stealthy Pursuer; The Arena's Greatest; Aspirant's Climb; Dreaming Tree; Obelisk of Power; and Reaver's Row. Constructed 2v2 also bans the Master Yi, Wuju Bladesman Legend.
The two Showdown lists on RiftStorm contain none of those cards. If you upgrade them, run validation again; legality belongs to the exact list, not the deck's name.
Vendetta Launch Errata
Three Vendetta cards have official launch errata: Astral Heron; Gangplank, Naval; and Resonating Strike. Riot's corrected text controls from day one, even when a physical English card shows older wording. Gangplank's Overnumber treatment also needs the corrected Pirate tag, while the Rival Overnumber Illaoi has corrected token wording.
Keep the official Vendetta errata page available at early events. It is faster and fairer to settle a printed-text question with the current source than with memory.
A Better First Ten Games
Do not rebuild after every loss. Use a small testing block that produces information:
1. Play three games with the untouched official list and record cards stranded in hand.
2. Play three games against a fast battlefield deck and track whether your first unit arrived on time.
3. Play three games against a slower value deck and note which cards created a second useful action in one turn.
4. Use game ten to test only three changes, not fifteen.
For Zed, record how often Burn found an actual payoff and how often the trash lacked a unit for Shadow Clone lines. For Shen, record how often you held exactly two units at the important field and whether Hidden cards changed combat or merely waited in hand.
That notebook will be worth more than a launch-day tier list. Early metagames reward players who can explain why a card failed, not players who copied the loudest untested claim.
What We Know—and What We Do Not
We know the release dates, base-set size, mechanics, nine Legend identities, current construction rules, bans, errata, and exact Showdown lists from official Riot material. We do not yet know the best 40 for each Legend, stable matchup percentages, individual chase-card pull odds, reliable singles prices, or which custom deck will win the first major event.
That uncertainty is the fun part. Begin with a legal baseline, test one hypothesis at a time, and let the results—not preview-season hype—earn the next change.