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Tournament recap · Barcelona

John Riftbound: 2v2 Champions of the Rift

How JRB Endless and JRB ColdPhnx took Yasuo / Draven to a Top 4 at RQ Barcelona.

JRB Endless and JRB ColdPhnx at RQ Barcelona with Prize Wall tickets

Introduction

RQ Barcelona hosted the largest 2v2 Riftbound event to date. While on-demand events struggled to fire consistently and few individual players converted into the second day of the main event, the Sunday 2v2 Champions of the Rift sold out for the first time. It drew 240 teams competing for a Top 4 finish and 396 Prize Wall tickets per team (198 each). This is the story of how we got there.

After the Proving Grounds, Master Yi paired with Yasuo dominated the format. The July 2026 ban list was the first ever 2v2-specific ban list, and it removed Yi from the mode. Anyone who played 2v2 during that period will agree the ban was healthy for the format. A few lists had already broken through outside of Yasuo/Yi: Viktor/Yasuo and Draven/Yasuo both made Top 4 at RQ Hartford, and those teams published excellent Metafy guides covering their lists and the alternatives they had tested. We expected Yasuo's play rate to stay high, with Viktor and Kennen remaining popular partners, so we stuck with Yasuo.

Metagame breakdown

This was the first major 2v2 event since the Proving Grounds Yi ban, and we, like many others, were curious to see how the meta would settle. If you have played 2v2 before, you know just how dominant the Yi/Yasuo share of the meta was. Because finding a consistent 2v2 partner to practice with is difficult, most players default to the best deck in the format, especially with so many tier-1 tickets on the line.

Looking at the ten most-played legends as a percentage of registered players in the Sunday tournament: because a team cannot include two copies of the same legend, the highest representation any single legend could theoretically reach is 50%. Yasuo led the field with 23% of players, meaning 46% of all teams had a Yasuo player. Highlighted bars are legends we actually faced; the counts are from the event dashboard.

462 with a Legend recorded · 38 unique legends

YasuoUnforgiven
22.9% · 106
ViktorHerald of the Arcane · faced in Swiss
10.4% · 48
KennenHeart of the Tempest
7.4% · 34
OrnnFire Below the Mountain
7.1% · 33
IreliaBlade Dancer · faced in Swiss
6.5% · 30
LilliaBashful Bloom
4.5% · 21
LeBlancDeceiver · faced in Swiss
4.3% · 20
AzirEmperor of the Sands
3.9% · 18
DravenGlorious Executioner
3.2% · 15
RengarPridestalker
2.8% · 13
AkaliRogue Assassin · faced in Swiss
2.6% · 12
Kha'ZixVoidreaver · faced in Swiss
0.9% · 4

Yasuo being the most played legend will surprise nobody. His legend ability is incredibly powerful: moving either your own units or your teammate's units to or from a battlefield opens up extra scoring every rotation.

The legends that stood out to us in the top ten were Ornn, LeBlanc and Azir. Going into the event we assumed Ornn would be too slow: a gear-based deck running Helm of Suppression and similar items to grind the game down. Around round 4 or 5 we heard about two undefeated Ornn/Nasus teams running Otterpuses across both decks to slow the game and ramp into the late game. It is a refreshing take on ramp in a very fast format. None of them made top cut and we never played against one, but it is a colour combination I want to explore. For LeBlanc, some friends of ours were on LeBlanc/Yasuo and we were interested to see how it would perform. Our read on Yasuo/Viktor was that it was too slow and got stifled early while trying to develop.

Draven's play rate also surprised us. He was only the 9th most played legend at 3.3% of players (6.6% of teams). After the strong performance and well-written Metafy guide out of the Hartford Regional, we expected more Draven. Thankfully, we were wrong.

Vex was the other deck we seriously considered. The extra draw from holding is very strong in a format with such limited resources. We passed on it for two reasons. First, Yasuo's movement effect is the best way to out-tempo the opponents and pull ahead. Second, Yasuo's chosen champion scoring a point after moving three times is a strong, consistent way to close a game, whereas Vex still needs to meet other conditions, such as controlling all three battlefields or holding one, which can be hard to achieve.

Deck theory

The idea for these lists goes back to the Magma Chamber online 2v2 event, which had a "no shared domain" rule: between both decks you could not run the same domain twice (no double purple, no double green, and so on).

In that event JRB Matt and I played Leona/Draven, and the only two games we lost were to the eventual finalists. That gave me confidence that Draven could be played as the carry. It also helped that Yasuo/Viktor won the entire event and was one of the three decks the Magma Chamber 2v2 guide rated as the best in format. Every combat win is free value for Draven, so I consider Yasuo/Viktor a very good matchup, and that let me double down on him.

The support choice was not difficult. Yasuo's movement ability fits a Draven carry perfectly. Moving large mid-game units into a battlefield without spending cards is too much value to pass up, and it opens lines for multiple Ride the Winds plus all the generic green good stuff: counterspells, buffs, our legends, Masks and Helm of Suppression.

As RQ Barcelona approached I also learned that Yasuo/Draven had done well at one of the RQs towards the end of the previous set, with very little generic power in the list. That gave us a good starting point, so shout-out to that team.

I am never a fan of overcomplicating decks; it only creates more chaos. The plan was simple: win combats. How? It always comes down to might breakpoints. I tried to predict the Barcelona meta and build the decks to beat it, expecting these decks in particular:

  • Yasuo/Viktor – recruits all day. A simple 1-might threshold; almost everything in the Draven deck goes over it, and every win generates card advantage.
  • Double-green Lillia – sprites at 3 might are the first threshold, but realistically 4, since double-green decks run six Masks.
  • Kennen – TCG players love the new shiny thing, so Kennen was guaranteed to show up, in a domain combination we had not seen before with several possible builds (miracle, control, swarm plus hook). If the deck was miracle, the base thresholds would be 4 (Nocturne) and 6 (Rasa). That suits us well: all of our mid-game units sit at 4, and any Draven buff (Cleave, Spinning Axe) pushes them to an odd number above the threshold.
  • Control – not really about might thresholds, but always a deck to respect. This is where the sideboard shines (3x Up from the Deep, 3x Helm of Suppression), plus many copies of Abandon across both lists for a well-timed counter on spells like Unchecked Power, Time Warp, the Lux combo and Imperial Decree.

With the theory set, here are the MVPs and the key synergies between the lists.

I have to start with Jhin. This unit massively over-performed. If you ever manage a triple conquer with Jhin the game is essentially over: the free development from cheating resources, combined with the draw from Draven, is plainly absurd.

The second most broken interaction was Spinning Axe. In 2v2 you can re-equip on your teammate's turn, which lets Draven hold very comfortably. Equipping it to a 4-might unit with an Overzealous Fan behind it is a scary proposition for the opposing team, and even if they clear the unit you can re-equip to a unit in base on Yasuo's turn, saving the Axe from going to trash before it comes back around to you. (Equip it to Vex and watch your opponents run out of answers.)

Finally, the number of modal cards in the deck gave us a lot of flexibility. Every Hidden was either a turn-one play or a hidden card the opponent had to worry about later in the game.

A quick note on the Yasuo list: nothing here is revolutionary and most 2v2 players know the strength of the deck. I knew 3x green Akali was going in; she is sticky, and the free might buff when entering a battlefield plays straight into the threshold theory. 3x Mask of Suppression is excellent in every matchup you would want it in (control, Irelia, Lux loopers). Twilight Shroud over-performed too: not being bounced in the current meta is so valuable that I would consider upping it to 2x.

To close, I want to thank the Magma Chamber 2v2 Discord community for pushing this format and alternative Riftbound formats. I believe 2v2 could end up being one of the best ways to play the game.

P.S. Ban Yasuo.

Our decks

The decks are simple, and Kane has already covered the theory behind them. This section walks through specific choices and what we would change if we had a tournament tomorrow. The live lists — with export — are the 3rd-place Yasuo / Draven pair from the event.

Open full pair

JRB Endless

JRB Endless

Draven, Glorious Executioner · Draven, Showboat

Legend1

Draven, Glorious Executioner
Draven, Glorious Executioner · Legend

Champion1

Draven, Showboat
Draven, Showboat · Unit

Runes12/12

Chaos Rune
6Chaos Rune · Rune
Fury Rune
6Fury Rune · Rune

Battlefields3/3

Star Spring
Star Spring · Battlefield
Treasure Hoard
Treasure Hoard · Battlefield
Zaun Warrens
Zaun Warrens · Battlefield

Main deck39/39

Cleave
3Cleave · Spell
Abandon
2Abandon · Spell
Brittle Steel
Brittle Steel · Spell
Falling Star
Falling Star · Spell
Flash
2Flash · Spell
Hard Bargain
Hard Bargain · Spell
Overzealous Fan
3Overzealous Fan · Unit
Rebuke
Rebuke · Spell
Ride the Wind
2Ride the Wind · Spell
Spinning Axe
3Spinning Axe · Gear
Switcheroo
Switcheroo · Spell
Tideturner
3Tideturner · Unit
Treasure Hunter
3Treasure Hunter · Unit
Pyke, Returned
3Pyke, Returned · Unit
Jhin, Murderous Artist
3Jhin, Murderous Artist · Unit
Noxus Hopeful
3Noxus Hopeful · Unit
Vex, Apathetic
2Vex, Apathetic · Unit
Darius, Trifarian
2Darius, Trifarian · Unit

Sideboard10

Gust
2Gust · Spell
Abandon
Abandon · Spell
Falling Star
Falling Star · Spell
Switcheroo
Switcheroo · Spell
Ravenbloom Prefect
2Ravenbloom Prefect · Unit
Brynhir Thundersong
Brynhir Thundersong · Unit
Ferrous Forerunner
2Ferrous Forerunner · Unit

Units

The standout units were Overzealous Fan, Noxus Hopeful and Draven, Showboat. Overzealous Fan is great for pushing a unit back to base, either leaving a battlefield empty for us to re-conquer next turn or drawing a card off the combat win. Noxus Hopeful is highly efficient; being able to play it for 2 energy almost every time is great. Draven, Showboat is a great big unit: because its might scales with your points it is easy to have it at 10 to 13 might, which is ideal for closing games and very hard for opponents to answer.

One unit we would consider adding is Evelynn, Entrancing, another efficient Hidden that can be played face-down or as a two-drop. It was in our teammates' lists and worked well for them. We simply did not have enough copies, so we added extra Treasure Hunters and Overzealous Fans instead, which worked well.

Spells

Ride the Wind is one of the best spells in the format and really should be a 3-of. It provides a huge amount of movement, and the lines it opens alongside Yasuo's legend ability speed the game up massively and almost guarantee a triple conquer.

Falling Star was a last-minute addition that turned into a silver bullet in some matchups. Base removal is almost non-existent in this format because it is expensive and hard to resolve through a counter. Falling Star has two uses. The obvious one is against any deck abusing a unit's conquer effect for tempo, or anything sitting in base that slows us down. The second sounds a little crazy: against a deck with a better late game that we need to race, Draven can conquer two battlefields, then kill his own units so Yasuo can win the game. The timing is hard to judge, but when it works it can take you from 5 to 11 in a single rotation. We never actually pulled this line off, but we debated it.

Understanding tempo and scoring in 2v2

If you have not played 2v2 before, I strongly recommend trying it. It is a refreshing way to experience the same deck you play at locals. Just don't play Yi; he is banned for a reason. 2v2 is a very different game mode from 1v1 or Sealed. A lot of skill expression carries across, but a lot is also different. This section never quite fit anywhere in the guide, so here it is.

Something you may notice in the round-by-round breakdown is how often we describe opponents ending up in a position that gave us lethal. "Lethal" here means a position from which you can win the game. In 1v1 it is difficult to hand your opponent lethal, but it is far easier and more common in 2v2 because of how scoring works. As any avid Riftbound player does, we spent time after our matches talking to our opponents about how they ended up giving us lethal. In some cases we think this is what gave us such a high opponent win percentage heading into round 6. They are also very skilled players.

Final Swiss — JRB ColdPhnx sat third after the Round 6 ID, still first on OMW%
#PlayerPtsRecordOMW%GW%OGW%
3JRB ColdPhnxTop 4 split165-0-171.3%88.9%71.3%

How scoring works

When you conquer or hold a battlefield you score a point, just like in 1v1. A battlefield can only be controlled by one player, so teammates cannot both have units in the same location. Each team can score from each battlefield only once per turn, and you cannot score from a battlefield your teammate controlled during your beginning phase.

To win, reach 11 points by scoring from all battlefields or holding at least one. This means the earliest point total you can win from is 8. But if your teammate controls a battlefield you cannot score from it, so battlefields must be either open or controlled by your opponents for you to close the game.

In 1v1 constructed, every time your opponent passes and your runes awaken, you can score two points, one from each of the two battlefields (ignoring unit effects such as Ahri, Alluring or Yasuo, Windrider). 2v2 has three battlefields, so can your opponents score three points every time you pass? The answer, like most things in life, is "it depends". A battlefield can only be scored if your team did not control it during their beginning phase, so their scoring potential ranges from 3 points down to 0 if their teammate controls all three.

Resources across turns

Knowing what to do with your resources, and when, is the difference between winning and losing in 2v2. Resources spent on your turn cannot be spent on your teammate's turn. Something that surprises many new 2v2 players is that you can pass priority to your teammate during your turn so they can play a slow-speed spell (yes, you can Time Warp on your teammate's turn), tap gear, or use a legend ability such as Yasuo's. The only things you cannot do on your teammate's turn that you can do on your own are: play units and gear, move units through non-movement spells or abilities, and hide cards. So spending resources to clear a battlefield can hand your opponent a scoring opportunity on their next turn that they would not otherwise have had.

When not to clear or defend

Before you clear a battlefield, ask yourself or your teammate: can our opponents score from that battlefield when I end my turn?

Spending resources efficiently means more points from fewer cards and runes, which wins more games. If the answer is no, why spend resources clearing it now instead of on your teammate's turn? If your opponents just scored from a battlefield and passed to you, and you clear it by sending in a unit or casting a spell, you give them the chance to score from it again when you end your turn, rather than when your teammate ends theirs.

This is the biggest difference between 2v2 and 1v1: choosing what to kill and when lets you control how and when your opponents can score. Limiting their scoring lets you score more and lets your teammate score more. 2v2 is played best-of-one in 60-minute rounds, while 1v1 constructed is best-of-three in the same time. This mode is a marathon to 11 points, not a race. As we break down our matches you will see where opponents gave up points by clearing the wrong part of the board or scoring at the wrong time. Seeing 2v2 this way will also help you understand when to save resources rather than spend them on defence when they could be used to win.

How the tournament went

The story does not start on Sunday with a celebration, but with the bitter motivation of defeat. JRB Endless came to Barcelona aiming for Best of Draven, which he clearly did not achieve. On Friday he brought Draven to the pre-regional challenge and ended the day at 1–4, with the single win coming from a no-show. Hoping for a confidence boost, he played Super Nexus Night, which was swiftly crushed after losing the first games and then getting two no-shows. The main event was not much better: a time draw to start the day and one win before dropping. Having won a single real game of Riftbound across two days, Endless was feeling defeated to say the least. Back at the apartment, he frantically called members of John Riftbound looking for cards and a teammate for 2v2 the next day. Thankfully, he found one.

JRB ColdPhnx, an Akali player, had exactly the green staples needed to build the Yasuo deck. They met at the venue the next morning and built and sleeved the decks at the same tables they would be playing at while Endless explained how 2v2 works. ColdPhnx had never played a single game of 2v2 before.

WinLethal on Yasuo's turnKey misplay: triple clear

Round 1 – Yasuo + Viktor

Yasuo/Viktor was a matchup we expected going in. Viktor's recruits are essentially free draws for Draven when they are left on a battlefield, though spells such as Cull the Weak are scary if your unit count on board is low.

It was a surprisingly difficult round one. Viktor going last is scary: a turn-one Cull the Weak into making a recruit is a very strong start, and that is exactly what happened, killing a Scuttle from Yasuo and a Tideturner from Draven, followed by Viktor's legend making a recruit and Yasuo moving it in for a conquer.

Scuttle's death knell was used on the Yasuo player, since they have the most interaction and Defy can limit your available lines. Thankfully the Yasuo had no counterspells.

Over the next turns we were forced to develop: playing Overzealous Fan, moving it to a battlefield with Yasuo's legend, and hiding a purple Pyke as insurance against Cull the Weak. Viktor kept using kill spells while we kept growing a material advantage by hiding units at battlefields, until the advantage was so overwhelming that we developed into a triple conquer to 5 points, then held to 8, with Draven holding up two energy for an Abandon in case of Imperial Decree.

With Draven holding to 8, the fastest route to a win for our opponents was for Viktor (next to act) to clear the battlefields and use the remaining resources to triple conquer with an Akali that their Yasuo had developed in base. Instead they spent a large amount of resources (Gust for 1, Wages of Pain for 3, and Yasuo's legend for 2) to clear all three battlefields and score from two of them to 7 points. This was ultimately a misplay: it gave us lethal on Yasuo's turn instead of Draven's, while not getting them to 11 any faster. The better play was to clear a single battlefield and protect it so we could not win on Yasuo's turn, or to do the clearing on their Yasuo's turn to delay our lethal until Draven's turn.

We executed lethal with an Akali from base.

Written by John Riftbound. Published by The Magma Chamber · 2026-09-01

John Riftbound: 2v2 Champions of the Rift · The Magma Chamber