
Ahri Unleashed
阿狸,九尾妖狐 · 阿狸,天真绮梦
6月29日




















Ahri - She gives all attacking units -1 might. It is important to note that this does not choose. So it can't be turned off.
My first battlefield is usually Grove for the draw. Then I choose based on how it's going. There are lots of good fields for her. Play ones that suit you and make sense. The Forbidding Waste is a must into Rengar or Yi
Mulligans:
If going first:
We want to get a 2-drop, and we have plenty of spells. So, usually dropping 2 spells isn't bad. If we see a 3-drop unit, I usually risk keeping my hand. We only have a couple game enders, so don't drop the Vile Maw.
If going 2nd:
As long as we see a 3-drop, you're good. Chosen champ is Blue Ahri, so nothing is wasted.
Meat and Potatoes
The tricky thing about running this deck is getting holds ahead of your opponent without running into a minefield. Running Blue Ahri too early can get her blown up. Don't play her unless you have runes to keep her alive. That being said... conquer with a 2- or 3-drop, then wait to play her into that field after baiting some removal. Don't be afraid of using your bolstering spells on the little guys.
The Tech...
Blue Sentinel triggers holds twice....has 2 shield aaaaand everyone misses the added 2 power on hold. This is your engine to get shit done. Get this card out with some blockers or Zhonyas, and we will snowball. When played on Grove, we are drawing twice per hold. Bolster with Atlas, we get 4 gold per hold! I will prioritize this guy over Blue Ahri or Green Ahri as long as I have runes to protect it. Getting our Allay out will also help by giving everyone deflect. Trevors will add an extra unit every hold.
Following Sentinel, we obviously want Green Ahri. This procs 3 Hold points per turn if everyone is there. Opponents won't know who to target with spells as they are all really annoying.
That's about all we want to focus. Scuttle is for draw and easy conquers. No one kills Scuttle cuz they don't want their hand revealed ooor their hidden cards shown. I like to leave a 2 drop in base for the last push. It's easy to drop everyone in one battlefield but lose in the end because we can't get to the other field.
Now Spells... I actually don't like the Stupefy anymore, as I am often bringing units to the lowest 1 might with our legend or blue Ahri and can't get them any lower... or a spell is targeting us. It's better to make our units bigger or just stun attackers. Charm lets us pull in attackers, keeping us defenders. WE WANT THIS. Run 3 always. Pull annoying units in while you are buffed from another fight, while your Student is still big. This procs our Legend. If we attack, the legend is useless. Back off is great. Hide with our gold, and opponents don't know if it's Zonhyas or removal. Plus draw if we are down and need cards. Emperor's Divide is amazing in the deck. Bait out all their buffs and procs, then just go back to base and regroup for another push. This is our last stand spell. We want the Hold, but we can't if everyone is dead
End Game:
Get the triple hold. Protect it with Vilemaw, who can get us extra draw. We also could run an Alpha Wildclaw if we are worried about spells and abilities. If we pull the Thousand Tail, save it for Accelerate. This card does the opposite of what the deck wants. This wants the opponent on hold, and we go in and attack. I wait to run this; Hidden Blade and many cards in yellow or orange will remove it fast, or it gets sent back to hand with purple
Not much in Vendetta synergizes with the build. There are options, but the deck would be fundamentally different. Plundering Poro would be very suitable for early power to get our Sentinel out cheaper. Removing the Thousand Tail for another Vilemaw would be just fine. I've run Card Sharp and ended up with too much gold.
Match ups and Sideboard:
The decrees are a must. Red and Orange are cancer to this deck. Keep your units alive with low cost. Blue decree literally negates a Punch first completely, and Defy can't target a lot of expensive spells. I have the disarming Rakes for gear removal. Adaptotron works but relies on a conquer. Too inconsistent for me. Twilight Shroud is for lost tempo or playing into a lot of hidden cards. You can bolster your attacker and run in for a conquer free from spell harm.
Let me know how your games go and any edits you feel helpful.
Thanks,
Motoriffic












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