

We have to make sure we are always ahead in terms of have we imagine the game to unfold.Īt the end of the day, we are looking to be the first one to get their opponent to 0 health. This deck is a lot about being able to count the damage we are likely to deal before we actually commit the resources to do so.īecause this deck is very unbalanced in the way it is built, favoring the offensive at almost every level of its construction.

Constantly count the damage on both sides of the table Whether we want to go all in on 1 unit or have enough resources to try to build 2 threats.īefore we get to that second stage of nuancing our thinking and trying to make the most difficult problem for our opponent to solve, we need to make sure our concept works. The nuances of the deck come from what we want to invest into our early stages compared to how much gas we want when we will go for the kill. In the end, we always look to build a unit that will push a ton of damage over a single or a couple of attacks ( Ruined Reckoner allowing us to multi attack on the same turn). Keep the concept simple and the plays nuancedįizz Riven isn’t a deck that is looking to accomplish difficult concepts or build very intricate scenarios when it comes to how we want a game to unfold. We can force our opponent to adopt a very defensive stance, something that might prevent some damage from finding the opposing nexus, but which also buys us time to work on our lethal setup later on. Through playing several cheap units in the same turn ( Blade Squire, Yordle Squire, Conchologist, Runeweaver, etc) and playing with the fear of our opponent knowing we excel at dealing damages later on. Unless we managed to develop an Assistant Librarian, a good way to dominate the mid-game is to go wide on the board right before we want to set our big damage turn. It is a combination of setting our win condition (generating Fragments, storing mana, dealing some chip damage, etc) and getting our opponent busy enough, so they can’t focus on theirs. In this part of the game, we are looking to create enough pressure so that the opponent cannot start a damage race before we decide it. The big emphasis should be in the midgame, as this is where we should start advancing towards our big late game pushes for lethal.

It is also very important to defend the board properly against an eventual aggressive opponent, as our deck can quickly get overwhelmed when falling behind early. Early, we are playing not committal units, meaning that we are fine if the opponent manages to deal with those, but aren’t turning down any damage we can get from those. In its essence, the deck isn’t really flexible, and looks to build the same gameplan each and every game. If you leave it pointed at the fish, and head back to the lake, you will notice the spying device (The dalek looking thing in the water) will be pointed near where the orb is, thus associating the "fish" with the desk/reappearing/silent orb.Fizz Riven is one of those decks that is very easy to understand in terms of concepts, but quite difficult to pilot well. If you line up land marks, and point the viewer at where the orb is, you will notice there is an outline on the rock, which when reflected into the water's surface, is the shape of the fish. I'm not sure if it was before or after the lake, you find one of the spying chairs, and you can rotate it to look around that lake, finding landmarks like the village and the sacrifice cone. When you get the lake near the village (the one with the sub) if you look around, you can spot the orb in the water

The next passage says it reappears the next day (either replaced by natives/catherine's spies, or Atrus writing from the outside? doesnt matter). In Ghen's journal in the lab, he mentions finding a weird object anchored in the water, and he gets it retrieved (thus the orb on the desk).
