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Despite being weaker than Annie, Jinx offers a unique take on aggro within this game, revolving around discard synergies and cycling the deck to fill the trash and empty your hand to draw later on. This list here is pennies to build, with the most expensive main deck card being Stacked Deck at a whopping £2.50 a copy at the time of writing (Vi is also on the rise at £3 each, but UK CardMarket is known for ridiculous inflation of prices). Here is my win record for two separate locals with the deck, showing 1st and 2nd results respectively. These wins aren't impressive, but show that you can eek out wins with a £20* deck against some real heavy hitters. --------------------------------- Kai'sa - 1-2 L Viktor - 2-0 W Lee Sin - 2-0 W -------------------------------- Kai'sa - 2-1 W Leona - 2-1 W Ahri - 2-1 W --------------------------------- You always want to take first with this deck (and most others, drawing on the first turn should absolutely be removed) and aim to establish a body. The 'best' play is Chemtech Enforcer into Flamechompers as this develops two bodies, allowing for a quick double conquer and incredible pressure against the opponent. Traveling Merchant offers great synergy with Flamechompers and Scrapheap, making it a very strong turn 1 as well. Pouty Poro *occasionally* comes up and is strong into Kai'sa, but is ultimately our weakest 2 drop. Your turn two will often be establishing a third body while leaving mana up for a Gust or Hextech Ray to protect your units at the battlefields, gaining points rapidly in the early game. Utilizing mid-rangey tools such as this catches many players off guard and turns this deck from senseless aggro "spend all my mana or I've wasted my turn" into a nightmare for opponents for commit without a strong answer in hand to these tools. Keep building pressure with low costed units and aim to keep them alive using 'retreat' effects such as Fight or Flight and Flash. Jinx is SIGNIFICANTLY stronger on the attack with the Champion Unit and Enforcer both boasting Assault 2, alongside Cleave allowing us to gain even more might. In the event we don't have these, Ride the Wind can help us escape against Might Debuff spells and still allows us to attack, burning valuable cards from our opponents hand. Try not to commit to battlefields as Jinx is pretty terrible at defending, with the exceptions of a ropey fight or flight preventing a conquer or ideally, Teemo coming out from hidden to win the trade effectively. Vi and Ride The Wind are the obvious ender here, but I very very rarely play for this as many decks will have a strong response held up in anticipation of this so often times in the mid-late game Vi ends up being a threat placed in the base PROVDIED I have the tools to defend her as many players will panic to remove her immediately. The sidedeck is nothing special and is something within the deck I am constantly playing around with. Rebuke has proven itself to be the MVP into those pesky Watchers and Faefolk, and thee fact that it cannot be Defy'd is brilliant. A one of Flash is useful for Kai'sa as well as Brazen Buccaneer developing bigger bodies early, but I would love to try Draven in this spot as he seems to be a more well rounded unit. There are obvious upgrade paths - Darius and Kai'sa are expensive for a reason! Builds playing these cards are everywhere of course, and I would highly recommend looking at hose lists as they are better purpose built to facilitate these cards. While Jinx may not be the absolute strongest deck within Riftbound, she has a vast amount of skill expression hidden within and for the low price of what's likely within your bulk, she's well worth a try.





















































