Talk:Twisted Fate/@comment-24.241.200.177-20120202075857/@comment-88.186.19.90-20120202222430

You should get some AS in there.

Early game you will rely on your AS to proc the stacked decks to get the damage advantage. And late game once you build some decent AD like a BT and an infinity blade, a TF with 2.0 AS is scary. Furthermore, since his range kind of sucks and he's squishy, you will need to have enough AS to be able to almost kill any targets in the 2 seconds of your stun should a bruiser ever get past your teammates.

I personally don't use AD runes unless I have nothing else to put there/it's more efficient. Getting ArP on reds is a must IMO, then I get AS for the rest. AP quints isn't a bad idea: they are the most cost-effective of the entire bunch and are always useful, especially if you want to get an early game advantage, but remember that they don't scale over levels, so you might want to get ArP/MagP quints instead: it still buffs your early game damage and remainse somewhat usefull late game.