Card database
Every Riftbound card, in English
937 cards with their full rules text. Free, no account, nothing to install. Card text comes from community databases and every card page credits its source.
937 cards · showing first 300
- Abandon2 Energy
Spell · Chaos
[Reaction] (Play any time, even before spells and abilities resolve.)Counter a spell. Return it to its owner's hand instead of putting it in their trash.[Predict]. (Look at the top card of your Main Deck. You may recycle it.)
- Abandoned Hall
Battlefield · Colorless
When a player plays a spell, they may give a unit they control here +1 Might this turn.
- Acceleration Gate3 Energy
Signature Spell · Mind / Body
Ready up to 4 units, gear, and/or runes.
- Acceptable Losses1 Energy
Spell · Chaos
[Action] (Play on your turn or in showdowns.)Each player kills one of their gear.
- Adaptatron4 Energy
Unit · Calm · 3 Might
When I conquer, you may kill a gear. If you do, buff me. (If I don't have a buff, I get a +1 Might buff.)
- Affectionate Poro3 Energy
Unit · Calm · 3 Might
When a combat that I was in ends, if I haven't been dealt damage this turn, draw 1.
- Against the Odds2 Energy
Spell · Fury
[Reaction] (Play any time, even before spells and abilities resolve.)Give a friendly unit at a battlefield +2 Might this turn for each enemy unit there.
- Ahri, Alluring5 Energy
Champion Unit · Calm · 4 Might
When I hold, you score 1 point.
- Ahri, Inquisitive3 Energy
Champion Unit · Mind · 3 Might
When I attack or defend, give an enemy unit here -2 Might this turn, to a minimum of 1 Might.
- Ahri, Nine-Tailed Fox
Legend · Calm / Mind
When an enemy unit attacks a battlefield you control, give it -1 Might this turn, to a minimum of 1 Might.
- Akali, Deadly Weapon3 Energy
Champion Unit · Fury · 3 Might
[Empower] 2 Energy Fury rune (2 Energy Fury rune: Empower me. Use only if not Empowered.)When I move, you may deal 1 to a unit at a battlefield I moved to or from. If I'm [Empowered], deal 2 instead.[Empowered][>] I have +1 Might.
- Akali, Rogue Assassin
Legend · Fury / Calm
[Empower] 3 Energy rainbow rune (3 Energy rainbow rune: Empower this. Use only if not Empowered.)[Action][>] Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm [Empowered], ready it.
- Akali, Silent4 Energy
Champion Unit · Calm · 4 Might
I can't be chosen by enemy spells and abilities unless I'm in combat.When I move to a battlefield, give me +2 Might this turn.
- Akshan, Mischievous4 Energy
Champion Unit · Body · 4 Might
[Weaponmaster]You may pay Body rune Body rune as an additional cost to play me.When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.
- Albus Ferros4 Energy
Unit · Order · 3 Might
When you play me, spend any number of buffs. For each buff spent, channel 1 rune exhausted.
- Allay, Eager Admirer3 Energy
Unit · Calm · 3 Might
[Deflect] (Opponents must pay rainbow rune to choose me with a spell or ability.)While I'm at a battlefield, your other units here have [Deflect].
- Alpha Strike3 Energy
Signature Spell · Calm / Body
[Action] (Play on your turn or in showdowns.)Choose a friendly unit. It deals damage equal to its Might split among enemy units at battlefields. Then for each unit this kills, do this: Gain 1 XP.
- Alpha Wildclaw6 Energy
Unit · Calm · 7 Might
[Tank] (I must be assigned combat damage first.)Your units here with less Might than me can't be chosen by enemy spells and abilities.
- Altar of Blood
Battlefield · Colorless
If a unit here would die during combat, its controller may pay rainbow rune rainbow rune rainbow rune to heal it, exhaust it, and recall it instead.
- Altar of Memories2 Energy
Gear · Order
When a friendly unit dies, you may exhaust me to draw 1, then put a card from your hand on the top or bottom of your Main Deck.
- Altar to Unity
Battlefield · Colorless
When you hold here, play a 1 Might Recruit unit token in your base.
- Amateur Recital
Battlefield · Colorless
When you hold here, you may move a unit at a battlefield to its base.
- Ambessa, Matriarch of War
Legend · Body / Order
When you empower something else, empower me. (I become Empowered if I'm not already.)Disempower me, rainbow rune, Exhaust: Ready a unit.
- Ambessa, Respected and Feared5 Energy
Champion Unit · Order · 5 Might
[Empower] 1 Energy Order rune Order rune (1 Energy Order rune Order rune: Empower me. Use only if not Empowered.)[Empowered][>] I have [Assault 2]. (+2 Might while I'm an attacker.)[Empowered][>] When I attack, kill an enemy unit here with less Might than me.
- Ambessa, The Wolf4 Energy
Champion Unit · Body · 4 Might
[Empower] 3 Energy Body rune (3 Energy Body rune: Empower me. Use only if not Empowered.)[Empowered][>] I have +3 Might and can't be dealt damage unless I'm in combat.
- Ancient Henge2 Energy
Gear · Body
Exhaust: [Reaction] — Pay any amount of Energy to [Add] that much rainbow rune. (Abilities that add resources can't be reacted to.)
- Ancient Warmonger5 Energy
Unit · Chaos · 4 Might
[Accelerate] (You may pay 1 Energy Chaos rune as an additional cost to have me enter ready.)I have [Assault] equal to the number of enemy units here. (+1 Might while I'm an attacker for each instance of Assault.)
- Angle Shot2 Energy
Spell · Fury
[Reaction] (Play any time, even before spells and abilities resolve.)Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1.
- Angler Beast5 Energy
Unit · Chaos · 5 Might
When you play me, return all units with 2 Might or less to their owners' hands.
- Anivia, Primal7 Energy
Champion Unit · Body · 8 Might
When I attack, deal 3 to all enemy units here.
- Annie, Dark Child
Legend · Fury / Chaos
At the end of your turn, ready 2 runes.
- Annie, Fiery5 Energy
Champion Unit · Fury · 4 Might
Your spells and abilities deal 1 Bonus Damage. (Each instance of damage the spell deals is increased by 1.)
- Annie, Stubborn4 Energy
Champion Unit · Chaos · 3 Might
When you play me, return a spell from your trash to your hand.
- Aphelios, Exalted4 Energy
Champion Unit · Calm · 4 Might
When you attach an Equipment to me, choose one that hasn't been chosen this turn —Ready 2 runes.Channel 1 rune exhausted.Buff a friendly unit.
- Applied Researchers4 Energy
Unit · Mind · 4 Might
[Empower] 3 Energy (3 Energy: Empower me. Use only if not Empowered.)[Empowered][>] Your spells cost 1 Energy rainbow rune less, to a minimum of 1 Energy.
- Apprentice Mage3 Energy
Unit · Mind · 3 Might
[Empower] 2 Energy (2 Energy: Empower me. Use only if not Empowered.)When I become [Empowered], [Predict 2]. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.)[Empowered][>] I have +1 Might.
- Apprentice Smith2 Energy
Unit · Calm · 2 Might
When I move, reveal the top card of your Main Deck. If it's a gear, draw it. Otherwise, recycle it.
- Arachnoid Horror6 Energy
Unit · Body · 6 Might
[Hunt 2] (When I conquer or hold, gain 2 XP.)I can be played to an occupied battlefield if an enemy unit is alone there.Friendly units can be played to an occupied battlefield if an enemy unit is alone there.
- Arcane Shift3 Energy
Signature Spell · Mind / Chaos
[Action] (Play on your turn or in showdowns.)Banish a friendly unit, then its owner plays it, ignoring its cost. Deal 3 to an enemy unit at a battlefield. Banish this.
- Arena Bar3 Energy
Gear · Body
Exhaust: Buff an exhausted friendly unit. (If it doesn't have a buff, it gets a +1 Might buff.)
- Arena Kingpin5 Energy
Unit · Fury · 3 Might
I enter ready.Exhaust: Give a unit +3 Might this turn.
- Arise!6 Energy
Signature Spell · Calm / Order
Play a 2 Might Sand Soldier unit token for each Equipment you control. Then ready two of them.
- Armed Assailant6 Energy
Unit · Fury · 6 Might
[Accelerate] (You may pay 1 Energy Fury rune as an additional cost to have me enter ready.)[Weaponmaster] (When you play me, you may [Equip] one of your Equipment to me for rainbow rune less, even if it's already attached.)
- Ashe, Focused5 Energy
Champion Unit · Order · 4 Might
When you play me, choose an opponent. They reveal their hand. Choose a card revealed this way and banish it. When they hold, return it to their hand (even if I'm no longer on the board).
- Aspirant's Climb
Battlefield · Colorless
Increase the points needed to win the game by 1.
- Aspiring Engineer3 Energy
Unit · Mind · 3 Might
When you play me, return a gear from your trash to your hand.
- Assembly Rig4 Energy
Gear · Fury
1 Energy Fury rune, Recycle a unit from your trash, Exhaust: Play a 3 Might Mech unit token to your base.
- Astral Heron7 Energy
Unit · Calm · 7 Might
When you play your first card each turn, if I'm at a battlefield, your next card costs 2 Energy rainbow rune rainbow rune less.
- Atakhan10 Energy
Unit · Order · 7 Might
You may kill a friendly unit as an additional cost to play me. If you do, I cost 1 Energy less for each Energy it costs and Order rune less for each Power it costs.[Ganking] (I can move from battlefield to battlefield.)When I attack, the defender must kill one of their units here.
- Aurok General5 Energy
Unit · Order · 5 Might
[Empower] 3 Energy Order rune (3 Energy Order rune: Empower me. Use only if not Empowered.)[Empowered][>] Your units that are [Empowered] have +2 Might (including me).
- Ava Achiever5 Energy
Unit · Mind · 4 Might
When I attack, you may pay Mind rune to play a card with [Hidden] from your hand here, ignoring its cost.
- Azir, Ascendant6 Energy
Champion Unit · Calm · 6 Might
Calm rune: [Action] — Choose a unit you control. Move me to its location and it to my original location. If it's equipped, you may attach one of its Equipment to me. Use only once per turn.
- Azir, Emperor of the Sands
Legend · Calm / Order
Your Sand Soldiers have [Weaponmaster].1 Energy, Exhaust: Play a 2 Might Sand Soldier unit token to your base. Use only if you've played an Equipment this turn.
- Azir, Sovereign4 Energy
Champion Unit · Order · 4 Might
[Accelerate] (You may pay 1 Energy Order rune as an additional cost to have me enter ready.)When I attack, you may move any number of your token units to this battlefield.
- B.F. Sword4 Energy
Gear · Order
[Equip] Order rune (Order rune: Attach this to a unit you control.)
- Baccai Reaper3 Energy
Unit · Fury · 4 Might
When I attack, you may pay Fury rune to give me [Assault 2] this turn. (+2 Might while I'm an attacker.)
- Baccai Sandspinner6 Energy
Unit · Fury · 6 Might
[Empower] 5 Energy. This ability costs 3 Energy less if you control 4 or fewer runes. (Pay the cost: Empower me. Use only if not Empowered.)[Empowered][>] I have [Deflect] and [Assault 2]. (Opponents must pay rainbow rune to choose me with a spell or ability. +2 Might while I'm an attacker.)
- Baccai Witherclaw4 Energy
Unit · Body · 4 Might
[Empower] 1 Energy rainbow rune rainbow rune (1 Energy rainbow rune rainbow rune: Empower me. Use only if not Empowered.)[Empowered][>] I have +2 Might.[Empowered][>][>>][Deathknell][>] Channel 2 runes exhausted. (When I die while Empowered, get the effect.)
- Back Off3 Energy
Spell · Calm
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Action] (Play on your turn or in showdowns.)[Stun] a unit. (It doesn't deal combat damage this turn.)If you played this from your hand, draw 1.
- Back to Back3 Energy
Spell · Order
[Reaction] (Play any time, even before spells and abilities resolve.)Give two friendly units each +2 Might this turn.
- Back-Alley Bar
Battlefield · Colorless
When a unit moves from here, give it +1 Might this turn.
- Baited Hook3 Energy
Gear · Order
1 Energy Order rune, Exhaust: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest.
- Bandle Soldier4 Energy
Unit · Order · 5 Might
[Level 3][>] I enter ready. (While you have 3+ XP, get the effect.)
- Bandle Tree
Battlefield · Colorless
You may hide an additional card here.
- Bard, Mercurial4 Energy
Champion Unit · Mind · 4 Might
You may exhaust your legend as an additional cost to play me.When you play me, if you paid the additional cost, move any number of your units to an open battlefield.
- Baron Nashor10 Energy
Unit · Chaos · 12 Might
As you play me, add the Baron Pit battlefield token to the board if it's not there already. If you do, I enter there. (It has "Units can move here from anywhere.")I can't be chosen by enemy spells and abilities.Other friendly units have +2 Might.
- Baron Pit
Token Battlefield · Colorless
No English rules text on file.
- Battering Ram5 Energy
Unit · Fury · 5 Might
I cost 1 Energy less for each card you've played this turn, to a minimum of 1 Energy.
- Beast Below7 Energy
Unit · Chaos · 8 Might
When you play me, return another friendly unit and an enemy unit to their owners' hands.
- Bellows Breath1 Energy
Spell · Mind
[Action] (Play on your turn or in showdowns.)[Repeat] 1 Energy Mind rune (You may pay the additional cost to repeat this spell's effect.)Deal 1 to up to three units at the same location.
- Bewitching Spirit3 Energy
Unit · Chaos · 2 Might
When you play me, choose a player. They discard 1.
- Bilgewater Bully6 Energy
Unit · Body · 6 Might
While I'm buffed, I have [Ganking]. (I can move from battlefield to battlefield.)
- Bird
Token Unit · Colorless · 1 Might
No English rules text on file.
- Black Flame Altar
Battlefield · Colorless
Units here with [Temporary] have [Shield]. (+1 Might while they're defenders.)
- Black Market Broker3 Energy
Unit · Chaos · 3 Might
When you play a card from face down, play a Gold gear token exhausted.
- Black Rose Dignitary3 Energy
Unit · Order · 2 Might
[Assault] (+1 Might while I'm an attacker.)[Deathknell][>] Channel 1 rune exhausted. (When I die, get the effect.)
- Blade of the Ruined King3 Energy
Gear · Order
[Equip] — Order rune, Kill a friendly unit (Pay the cost: Attach this to a unit you control.)
- Blade Twirler4 Energy
Unit · Fury · 4 Might
The first time I move each turn, choose a player. They [Burn 1]. (They put the top card of their Main Deck into their trash.)
- Blast Cone4 Energy
Gear · Chaos
When you play this, you may move an enemy unit.When you move an enemy unit, you may exhaust this to [Stun] it. (It doesn't deal combat damage this turn.)
- Blast Corps Cadet2 Energy
Unit · Fury · 2 Might
You may pay 1 Energy Fury rune as an additional cost to play me.When you play me, if you paid the additional cost, deal 2 to a unit at a battlefield.
- Blast of Power6 Energy
Spell · Order
[Action] (Play on your turn or in showdowns.)Kill a unit at a battlefield.
- Blastcone Fae2 Energy
Unit · Mind · 2 Might
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)When you play me, give a unit -2 Might this turn, to a minimum of 1 Might.
- Blazing Scorcher5 Energy
Unit · Fury · 5 Might
[Accelerate] (You may pay 1 Energy Fury rune as an additional cost to have me enter ready.)
- Blighted Battleaxe4 Energy
Gear · Fury · 4 Might
[Equip] 1 Energy Fury rune (1 Energy Fury rune: Attach this to a unit you control.)
- Blind Fury4 Energy
Spell · Fury
[Action] (Play on your turn or in showdowns.)Each opponent reveals the top card of their Main Deck. Choose one and banish it, then play it, ignoring its cost. Then recycle the rest.
- Blitzcrank, Impassive5 Energy
Champion Unit · Calm · 5 Might
[Tank] (I must be assigned combat damage first.)When you play me to a battlefield, you may move an enemy unit to here.When I hold, return me to my owner's hand.
- Block2 Energy
Spell · Calm
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Action] (Play on your turn or in showdowns.)Give a unit [Shield 3] and [Tank] this turn. (+3 Might while it's a defender. It must be assigned combat damage first.)
- Blood Money2 Energy
Spell · Order
[Action] (Play on your turn or in showdowns.)Kill a unit at a battlefield with 2 Might or less. If it was an enemy unit, play a Gold gear token exhausted. If it was a friendly unit, play two Gold gear tokens exhausted.
- Blood Rose1 Energy
Gear · Body
When you play a unit, you may pay 1 Energy to gain 1 XP.Spend 3 XP, Exhaust: Ready a unit.
- Blood Rush1 Energy
Spell · Fury
[Action] (Play on your turn or in showdowns.)[Repeat] 1 Energy (You may pay the additional cost to repeat this spell's effect.)Give a unit [Assault 2]. (+2 Might while it's an attacker.)
- Blue Sentinel4 Energy
Unit · Mind · 4 Might
[Shield 2] (+2 Might while I'm a defender.)Your hold effects for holding here trigger an additional time.When I hold, [Add] rainbow rune at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)
- Body Rune
Rune · Body
No English rules text on file.
- Bonds of Strength2 Energy
Spell · Order
[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)Give two friendly units each +1 Might this turn.
- Bone Skewer2 Energy
Spell · Chaos
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)Choose a battlefield. An opponent reveals their hand. You may choose a unit from it. They play that unit to that battlefield, ignoring any and all costs. When they do, [Stun] it. (It doesn't deal combat damage this turn.)
- Boneshiver3 Energy
Gear · Body
[Equip] 1 Energy Body rune (1 Energy Body rune: Attach this to a unit you control.)
- Boots of Swiftness3 Energy
Gear · Chaos
[Equip] Chaos rune (Chaos rune: Attach this to a unit you control.)
- Bottled Constellation10 Energy
Gear · Mind
At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.
- Brazen Buccaneer6 Energy
Unit · Fury · 5 Might
As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by 2 Energy.
- Breakneck Mech8 Energy
Unit · Mind · 7 Might
Your Mechs have [Deflect] and [Ganking]. (Opponents must pay rainbow rune to choose us with a spell or ability. We can move from battlefield to battlefield.)I enter ready if you control another Mech.
- Brittle Steel2 Energy
Spell · Fury
Kill a gear.[Flow] 4 Energy Fury rune (You may play this from your trash for its Flow cost. Then banish it.)
- Brush
Token Battlefield · Colorless
No English rules text on file.
- Brutal Hunter3 Energy
Unit · Body · 4 Might
[Empower] 3 Energy (3 Energy: Empower me. Use only if not Empowered.)[Empowered][>] I have +2 Might and [Ganking]. (I can move from battlefield to battlefield.)
- Brutalizer2 Energy
Gear · Calm
[Equip] Calm rune (Calm rune: Attach this to a unit you control.)
- Brynhir Thundersong6 Energy
Unit · Fury · 5 Might
When you play me, opponents can't play cards this turn.
- Bubble Bot3 Energy
Unit · Mind · 3 Might
When you play me, ready another friendly Mech.
- Buhru Captain3 Energy
Unit · Body · 3 Might
When you play me, you may draw 1 or buff me. (To buff a unit, give it a +1 Might buff if it doesn't already have one.)
- Bullet Time1 Energy
Signature Spell · Body / Chaos
[Action] (Play on your turn or in showdowns.)Pay any amount of rainbow rune to deal that much damage to all enemy units at a battlefield.
- Bushwhack2 Energy
Spell · Fury
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)Friendly units enter ready this turn. Play a Gold gear token exhausted.
- Caitlyn, Patrolling3 Energy
Champion Unit · Calm · 3 Might
I must be assigned combat damage last.Exhaust: Deal damage equal to my Might to a unit at a battlefield. Use this ability only while I'm at a battlefield.
- Call to Battle3 Energy
Spell · Body
Move a unit you control to a battlefield you control. Then, choose an opponent. They move a unit they control to the same battlefield.
- Call to Glory3 Energy
Spell · Order
[Reaction] (Play any time, even before spells and abilities resolve.)As you play this, you may spend a buff as an additional cost. If you do, ignore this spell's cost.Give a unit +3 Might this turn.
- Called Shot0 Energy
Spell · Chaos
[Action] (Play on your turn or in showdowns.)[Repeat] Chaos rune (You may pay the additional cost to repeat this spell's effect.)Look at the top 2 cards of your Main Deck. Draw one and recycle the other.
- Calm Rune
Rune · Calm
No English rules text on file.
- Cannon Barrage2 Energy
Spell · Body
[Reaction] (Play any time, even before spells and abilities resolve.)Deal 2 to all enemy units in combat.
- Captain Farron4 Energy
Unit · Fury · 5 Might
Other friendly units here have [Assault]. (+1 Might while they're attackers.)
- Card Sharp3 Energy
Unit · Mind · 3 Might
When you play me, you and each opponent may play a Gold gear token exhausted. For each opponent who did, you play a Gold gear token exhausted.
- Carnivorous Snapvine5 Energy
Unit · Body · 6 Might
When you play me, choose an enemy unit at a battlefield. We deal damage equal to our Mights to each other.
- Carrion Dredger2 Energy
Unit · Order · 1 Might
[Deathknell][>] Play a 1 Might Bird unit token with [Deflect] to your base. (When I die, get the effect. Opponents must pay rainbow rune to choose a [Deflect] unit with a spell or ability.)
- Cataclysmic Duel8 Energy
Spell · Body
Each player chooses a unit they control. Kill the rest.
- Catalyst of Aeons4 Energy
Spell · Body
Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1.
- Cemetery Attendant3 Energy
Unit · Chaos · 3 Might
When you play me, return a unit from your trash to your hand.
- Chakram Dancer3 Energy
Unit · Mind · 3 Might
[Ambush] (You may play me as a [Reaction] to a battlefield where you have units.)When you play me, give your other units here [Shield] this turn. (+1 Might while they're defenders.)
- Challenge2 Energy
Spell · Body
[Action] (Play on your turn or in showdowns.)Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.
- Chaos Rune
Rune · Chaos
No English rules text on file.
- Charm1 Energy
Spell · Calm
Move an enemy unit.
- Chemtech Cask1 Energy
Gear · Mind
When you play a spell on an opponent's turn, you may exhaust me to play a Gold gear token exhausted.
- Chemtech Enforcer2 Energy
Unit · Fury · 2 Might
[Assault 2] (+2 Might while I'm an attacker.)When you play me, discard 1.
- Cithria of Cloudfield2 Energy
Unit · Body · 1 Might
When you play another unit, buff me. (If I don't have a buff, I get a +1 Might buff.)
- Clairvoyance7 Energy
Spell · Mind
[Reaction] (Play any time, even before spells and abilities resolve.)[Predict 5]. (Look at the top 5 cards of your Main Deck. Recycle any of them and put the rest back in any order.)Draw 2.
- Clash of Giants6 Energy
Spell · Body
Choose two units. They deal damage equal to their Mights to each other.
- Cleave1 Energy
Spell · Fury
[Action] (Play on your turn or in showdowns.)Give a unit [Assault 3] this turn. (+3 Might while it's an attacker.)
- Clockwork Keeper2 Energy
Unit · Calm · 2 Might
As you play me, you may pay Calm rune as an additional cost. If you do, draw 1.
- Cloth Armor1 Energy
Gear · Mind
[Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.)[Equip] Mind rune (Mind rune: Attach this to a unit you control.)
- Cloud Drake6 Energy
Unit · Mind · 5 Might
When you play me, draw 1.
- Combat Chef5 Energy
Unit · Body · 5 Might
[Weaponmaster] (When you play me, you may [Equip] one of your Equipment to me for rainbow rune less, even if it's already attached.)
- Combat Experience1 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Give a unit +1 Might this turn.[Level 6][>] Give it +3 Might this turn instead. (While you have 6+ XP, get the effect.)
- Commander Ledros6 Energy
Unit · Order · 8 Might
As you play me, you may kill any number of friendly units as an additional cost. Reduce my cost by Order rune for each killed this way.[Deflect] (Opponents must pay rainbow rune to choose me with a spell or ability.)[Ganking] (I can move from battlefield to battlefield.)
- Concentrate5 Energy
Spell · Body
Draw 2.[Level 6][>] This costs 2 Energy less. (While you have 6+ XP, get the effect.)[Level 11][>] This costs 4 Energy less instead.
- Confront2 Energy
Spell · Body
[Action] (Play on your turn or in showdowns.)Units you play this turn enter ready. Draw 1.
- Conscription5 Energy
Spell · Chaos
You may spend 5 XP as an additional cost to play this.Choose an enemy unit at a battlefield with 3 Might or less. If you paid the additional cost, choose any enemy unit at a battlefield instead. Take control of it, exhaust it, and recall it.
- Consult the Past4 Energy
Spell · Mind
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Reaction] (Play any time, even before spells and abilities resolve.)Draw 2.
- Consuming Curse2 Energy
Spell · Fury
[Action] (Play on your turn or in showdowns.)Deal 2 to a unit at a battlefield. This deals 1 Bonus Damage for each card with this name in your trash.
- Convergent Mutation2 Energy
Spell · Mind
[Reaction] (Play any time, even before spells and abilities resolve.)Choose a friendly unit. This turn, increase its Might to the Might of another friendly unit.
- Corina Veraza7 Energy
Unit · Order · 6 Might
[Accelerate] (You may pay 1 Energy Order rune as an additional cost to have me enter ready.)When I move to a battlefield, play three 1 Might Recruit unit tokens here.
- Corrupt Enforcer3 Energy
Unit · Chaos · 4 Might
When I move to a battlefield, discard 1.When I win a combat, draw 1.
- Corrupted Dragon10 Energy
Unit · Body · 10 Might
If your score is not within 3 points of the Victory Score, I enter ready.When I attack, you may move any number of enemy units here each with 5 Might or less to their base.
- Counter Strike2 Energy
Signature Spell · Calm / Body
[Reaction] (Play any time, even before spells and abilities resolve.)Choose a unit. The next time that unit would be dealt damage this turn, prevent it. Draw 1.
- Covert Informant3 Energy
Unit · Mind · 4 Might
[Empower] 3 Energy (3 Energy: Empower me. Use only if not Empowered.)[Empowered][>] When I move, draw 1.
- Crackshot Corsair3 Energy
Unit · Body · 3 Might
When I attack, deal 1 to an enemy unit here.
- Crescent Guardian4 Energy
Unit · Chaos · 4 Might
If you've played a spell this turn, you may pay Chaos rune as an additional cost to play me. If you do, I enter ready.
- Crescent Strike3 Energy
Spell · Mind
[Action] (Play on your turn or in showdowns.)Choose a battlefield and an enemy unit there. Deal 4 to that unit and 1 to each other enemy unit there.
- Crimson Pigeons3 Energy
Unit · Order · 3 Might
I have +2 Might while I'm attacking with another unit.
- Crowd Favorite3 Energy
Unit · Body · 3 Might
[Hunt] (When I conquer or hold, gain 1 XP.)Spend 2 XP: [Buff] me. (Give me a +1 Might buff if I don't have one.)
- Cruel Patron4 Energy
Unit · Order · 6 Might
As an additional cost to play me, kill a friendly unit.
- Crumbling Sands1 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Counter a spell if an opponent has played another spell this turn.
- Cull1 Energy
Gear · Chaos
[Equip] Chaos rune (Chaos rune: Attach this to a unit you control.)
- Cull the Weak2 Energy
Spell · Order
Each player kills one of their units.
- Cursed Sarcophagus4 Energy
Gear · Chaos
When you play this, banish all units from your trash.Exhaust: Play a unit banished with this. (You must pay its costs.)
- Curtain Call4 Energy
Signature Spell · Fury / Mind
[Repeat] — 1 Energy / rainbow rune / 1 Energy rainbow rune (You may pay each additional cost to repeat this spell's effect.)Choose one you haven't already chosen —Draw 1.Deal 2 to a unit at a battlefield.Deal 3 to a unit at a base.Give a unit at a battlefield -4 Might this turn.
- Daisy!9 Energy
Signature Unit · Calm / Order · 8 Might
I enter ready.Reduce my cost by 1 Energy for each of the following tags among your units — Bird, Cat, Dog, and Poro.When I attack while your units have all 4 tags, [Stun] an enemy unit here. (It doesn't deal combat damage this turn.)
- Dame the Despoiler5 Energy
Unit · Body · 5 Might
[Empower] 5 Energy Body rune (5 Energy Body rune: Empower me. Use only if not Empowered.)[Empowered][>] When I attack or defend, choose a unit here. Increase my Might to its Might this turn, then give me +1 Might this turn.
- Dancing Grenade2 Energy
Spell · Fury
Deal 2 to a unit. Its controller may play this spell again for rainbow rune. If they do, this deals 1 additional Bonus Damage for each time this spell has dealt damage this turn.
- Danger Zone1 Energy
Signature Spell · Fury / Mind
[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] 1 Energy rainbow rune (You may pay the additional cost to repeat this spell's effect.)Give your Mechs +1 Might this turn.
- Dangerous Duo3 Energy
Unit · Fury · 3 Might
[Legion] — When you play me, give a unit +2 Might this turn. (Get the effect if you've played another card this turn.)
- Daring Poro2 Energy
Unit · Order · 2 Might
[Assault] (+1 Might while I'm an attacker.)
- Darius, Executioner6 Energy
Champion Unit · Order · 6 Might
[Legion] — When you play me, ready me. (Get the effect if you've played another card this turn)Other friendly units have +1 Might here.
- Darius, Hand of Noxus
Legend · Fury / Order
Exhaust: [Reaction], [Legion] — [Add] 1 Energy. (Abilities that add resources can't be reacted to. Get the effect if you've played a card this turn.)
- Darius, Trifarian5 Energy
Champion Unit · Fury · 5 Might
When you play your second card in a turn, give me +2 Might this turn and ready me.
- Dauntless Vanguard4 Energy
Unit · Body · 4 Might
You may play me to an occupied enemy battlefield.
- Dazzling Aurora9 Energy
Gear · Body
At the end of your turn, reveal cards from the top of your Main Deck until you reveal a unit. Play it, ignoring its cost, and recycle the rest.
- Deadbloom Predator8 Energy
Unit · Body · 8 Might
[Deflect] (Opponents must pay rainbow rune to choose me with a spell or ability.)You may play me to an occupied enemy battlefield.
- Deadly Flourish4 Energy
Spell · Mind
Deal 3 to an enemy unit. When it dies this turn, play a Gold gear token exhausted. (It has "[Reaction][>] Kill this, Exhaust: [Add] rainbow rune.")
- Death from Below4 Energy
Signature Spell · Fury / Chaos
Kill a unit at a battlefield. Then, if it had 3 Might or less, you may play this from your trash for rainbow rune.
- Death Mark2 Energy
Signature Spell · Fury / Chaos
[Burn 3]. (Put the top 3 cards of your Main Deck into your trash.)Play a 0 Might Shadow Clone unit token. (It has "When I attack, you may banish a unit from your trash. If you do, give me [Assault 4] this turn.")[Flow] 1 Energy rainbow rune rainbow rune (You may play this from your trash for its Flow cost. Then banish it.)
- Deathgrip2 Energy
Spell · Order
[Reaction] (Play any time, even before spells and abilities resolve.)Kill a friendly unit to give +Might equal to its Might to another friendly unit this turn. Draw 1.
- Decisive Strike5 Energy
Signature Spell · Body / Order
[Action] (Play on your turn or in showdowns.)Give friendly units +2 Might this turn.
- Decree of Discord1 Energy
Spell · Chaos
Return any number of enemy Order (Order rune) units with total Might 5 or less to their owners' hands.
- Decree of Focus1 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Choose a friendly unit that's in combat with an enemy Fury (Fury rune) unit or that's being chosen by an enemy Fury spell. Give it +4 Might this turn.
- Decree of Insight1 Energy
Spell · Mind
[Reaction] (Play any time, even before spells and abilities resolve.)Ignore [Deflect] while paying this spell's cost.Give an enemy Body (Body rune) unit -5 Might this turn.
- Decree of Rage1 Energy
Spell · Fury
[Action] (Play on your turn or in showdowns.)This can't be countered.Deal 4 to an enemy Calm (Calm rune) unit.
- Decree of Strength1 Energy
Spell · Body
Choose an opponent. They reveal their hand and you choose a Mind (Mind rune) card from it. They recycle that card.
- Decree of Unity2 Energy
Spell · Order
Kill an enemy Chaos (Chaos rune) unit or gear.
- Defiant Dance1 Energy
Signature Spell · Calm / Chaos
[Reaction] (Play any time, even before spells and abilities resolve.)Give a unit +2 Might this turn and another unit -2 Might this turn.
- Defy1 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Counter a spell that costs no more than 4 Energy and no more than rainbow rune.
- Demacian Diplomat2 Energy
Unit · Body · 2 Might
When you play me, gain 1 XP.
- Desert's Call2 Energy
Spell · Calm
[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)Play a 2 Might Sand Soldier unit token.
- Determined Sentry1 Energy
Unit · Body · 1 Might
I can't move to base.
- Detonate1 Energy
Spell · Fury
Kill a gear. Its controller draws 2.
- Diana, Lunari3 Energy
Champion Unit · Mind · 3 Might
When a showdown begins here, you may pay 1 Energy. If you do, [Predict], then reveal the top card of your Main Deck. If it's a spell, draw it. (To Predict, look at the top card of your Main Deck. You may recycle it.)
- Diana, No Longer human4 Energy
Champion Unit · Chaos · 3 Might
[Ambush]When you play a spell, give me +2 Might this turn.
- Diana, Scorn of the Moon
Legend · Mind / Chaos
[Reaction][>] Exhaust: [Add] 1 Energy. Spend this Energy only during showdowns. (Abilities that add resources can't be reacted to.)
- Direwing7 Energy
Unit · Body · 7 Might
I enter ready if you control another Dragon.
- Disarming Rake3 Energy
Unit · Calm · 2 Might
When you play me, you may kill a gear.
- Disciple of Shen2 Energy
Unit · Order · 1 Might
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)I have [Shield 3] while I'm at a battlefield with exactly one other unit you control. (+3 Might while I'm a defender.)
- Discipline2 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Give a unit +2 Might this turn. Draw 1.
- Disintegrate4 Energy
Spell · Fury
[Action] (Play on your turn or in showdowns.)Deal 3 to a unit at a battlefield. If this kills it, draw 1.
- Disposal Order2 Energy
Spell · Body
[Reaction] (Play any time, even before spells and abilities resolve.)Choose one —Choose up to 3 cards from opponents' trashes. Their owners recycle them.Draw 1.
- Divine Judgment7 Energy
Spell · Order
Each player chooses 2 units, 2 gear, 2 runes, and 2 cards in their hands. Recycle the rest.
- Divining Shells2 Energy
Gear · Order
[Vision] (When you play this, look at the top card of your Main Deck. You may recycle it.)[Action][>] Kill this, Exhaust: Give a unit +2 Might this turn.
- Dominus4 Energy
Signature Spell · Fury / Body
[Action] (Play on your turn or in showdowns.)This turn, double a unit's Might and give it "rainbow rune rainbow rune: Ready me."
- Doran's Blade2 Energy
Gear · Body
[Equip] Body rune (Body rune: Attach this to a unit you control.)
- Doran's Ring1 Energy
Gear · Chaos
[Equip] Chaos rune (Chaos rune: Attach this to a unit you control.)
- Doran's Shield1 Energy
Gear · Calm
[Equip] Calm rune (Calm rune: Attach this to a unit you control.)
- Double Trouble2 Energy
Spell · Calm
[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)Look at the top 3 cards of your Main Deck. You may reveal a unit from among them and draw it. Recycle the rest.
- Downstage Dramatics2 Energy
Spell · Mind
[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)Draw 1.
- Downwell8 Energy
Spell · Chaos
Return all units and gear to their owners' hands.
- Dr. Mundo, Expert8 Energy
Champion Unit · Mind · 6 Might
My Might is increased by the number of cards in your trash.At the start of your Beginning Phase, recycle 3 from your trash.
- Drag Under5 Energy
Spell · Order
[Action] (Play on your turn or in showdowns.)I cost 2 Energy less to play from anywhere other than your hand.Kill a unit at a battlefield.
- Dragon Form3 Energy
Spell · Order
Choose a unit. Its base Might becomes 5 this turn.[Flow] 3 Energy (You may play this from your trash for its Flow cost. Then banish it.)
- Dragon Roost
Battlefield · Colorless
Any player may pay rainbow rune rainbow rune as an additional cost to play a Dragon. If they do, they play it to this battlefield.
- Dragon's Rage4 Energy
Signature Spell · Calm / Body
Move an enemy unit. Then choose another enemy unit at its destination. They deal damage equal to their Mights to each other.
- Dragonsoul Sage2 Energy
Unit · Body · 1 Might
[Reaction][>] Exhaust: [Add] 1 Energy. (Abilities that add resources can't be reacted to.)
- Dramatic Visionary4 Energy
Unit · Mind · 4 Might
[Deathknell][>] [Predict 2]. (When I die, look at the top two cards of your Main Deck. Recycle any of them and put the rest back in any order.)
- Draven, Audacious6 Energy
Champion Unit · Chaos · 6 Might
[Deflect] (Opponents must pay rainbow rune to choose me with a spell or ability.)The first time I win a combat each turn, you score 1 point.When I die in combat, choose an opponent. They score 1 point.
- Draven, Glorious Executioner
Legend · Fury / Chaos
When you win a combat, draw 1. (You win if only your units remain after combat.)
- Draven, Showboat5 Energy
Champion Unit · Fury · 3 Might
My Might is increased by your points.
- Draven, Vanquisher4 Energy
Champion Unit · Fury · 4 Might
When I win a combat, play a Gold gear token exhausted.When I attack or defend, you may pay Fury rune. If you do, give me +2 Might this turn.
- Dredge Up2 Energy
Spell · Mind
Draw 1.[Flow] 2 Energy (You may play this from your trash for its Flow cost. Then banish it.)
- Dropboarder4 Energy
Unit · Mind · 4 Might
When you play me, if you control two or more gear, ready me.
- Dune Drake5 Energy
Unit · Body · 5 Might
When I attack, give me +2 Might this turn if there is a ready enemy unit here.
- Dune Surfer3 Energy
Unit · Fury · 3 Might
You ignore [Tank] while assigning combat damage here.
- Dunebreaker7 Energy
Unit · Fury · 7 Might
If you have two or fewer cards in your hand, I enter ready.When I hold, draw 2.
- Dusk Rose Lab
Battlefield · Colorless
At the start of your Beginning Phase, you may kill a unit you control here to draw 1. (This happens before scoring.)
- Eager Apprentice3 Energy
Unit · Mind · 3 Might
While I'm at a battlefield, the Energy costs for spells you play is reduced by 1 Energy, to a minimum of 1 Energy.
- Eager Drakehound3 Energy
Unit · Fury · 3 Might
I enter ready.
- Eclipse3 Energy
Spell · Mind
[Reaction] (Play any time, even before spells and abilities resolve.)Give a unit -4 Might this turn.[Predict]. (Look at the top card of your Main Deck. You may recycle it.)
- Eclipse Dragon8 Energy
Unit · Fury · 8 Might
[Accelerate] (You may pay 1 Energy Fury rune as an additional cost to have me enter ready.)When I move, if you control 4 or fewer runes, draw 1.
- Eclipse Herald7 Energy
Unit · Calm · 7 Might
When you stun an enemy unit, ready me and give me +1 Might this turn.
- Edge of Night3 Energy
Gear · Chaos
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)When you play this from face down, attach it to a unit you control here.[Equip] Chaos rune (Chaos rune: Attach this to a unit you control.)
- Ekko, Recurrent5 Energy
Champion Unit · Mind · 5 Might
[Accelerate] (You may pay 1 Energy Mind rune as an additional cost to have me enter ready.)[Deathknell] — Recycle me to ready your runes. (When I die, get the effect.)
- Elder Dragon12 Energy
Unit · Body · 10 Might
Any amount of your damage is enough to kill enemy units.When you play me, choose up to one enemy unit at each location. Deal 1 to them.
- Ember Monk4 Energy
Unit · Chaos · 4 Might
When you play a card from [Hidden], give me +2 Might this turn.
- Eminent Benefactor6 Energy
Unit · Order · 5 Might
When I hold, play two Gold gear tokens exhausted.
- Emperor's Dais
Battlefield · Colorless
When you conquer here, you may pay 1 Energy and return a unit you control here to its owner's hand. If you do, play a 2 Might Sand Soldier unit token here.
- Emperor's Divide2 Energy
Spell · Calm
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Action] (Play on your turn or in showdowns.)Move any number of friendly units at a battlefield to their base.
- En Garde1 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Give a friendly unit +1 Might this turn, then an additional +1 Might this turn if it is the only unit you control there.
- Endless Riches5 Energy
Gear · Fury
When you play this, banish your hand and trash, then [Burn 7].Skip your Draw Phase.You may play cards from your trash.If a card would go to your trash from anywhere other than your Main Deck, banish it instead.
- Energy Conduit3 Energy
Gear · Mind
Exhaust: [Reaction] — [Add] 1 Energy. (Abilities that add resources can't be reacted to.)
- Enthralling Protector2 Energy
Unit · Order · 2 Might
[Hunt] (When I conquer or hold, gain 1 XP.)Spend 2 XP: [Buff] me. (Give me a +1 Might buff if I don't have one.)
- Enthusiastic Promoter3 Energy
Unit · Calm · 2 Might
[Backline] (I must be assigned combat damage last.)When I hold, [Buff] all units here. (Give each a +1 Might buff if it doesn't have one.)
- Escaped Grayback3 Energy
Unit · Order · 3 Might
[Empower] — Kill a friendly unit (Pay the cost: Empower me. Use only if not Empowered.)[Empowered][>] I have +2 Might.
- Esteemed Hierophant5 Energy
Unit · Calm · 5 Might
While you control 7 or more runes, prevent all damage that enemy spells and abilities would deal to me.
- Evelynn, Entrancing2 Energy
Champion Unit · Chaos · 2 Might
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Backline] (I must be assigned combat damage last.)When you play me from face down on your turn, you may move an enemy unit at a different location to my battlefield.
- Evershade Stalker3 Energy
Unit · Chaos · 3 Might
When you play me, discard 1, then draw 1.
- Existential Dread1 Energy
Spell · Chaos
[Action] (Play on your turn or in showdowns.)[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)[Stun] an attacking enemy unit. If it's already stunned, return it to its owner's hand instead. (A stunned unit doesn't deal combat damage this turn.)
- Experimental Hexplate1 Energy
Gear · Mind
[Equip] Mind rune (Mind rune: Attach this to a unit you control.)
- Eye of the Herald1 Energy
Gear · Order
[Equip] Order rune (Order rune: Attach this to a unit you control.)
- Ezreal, Dashing4 Energy
Champion Unit · Mind · 3 Might
When I attack or defend, deal damage equal to my Might to an enemy unit here.I don't deal combat damage.Mind rune: [Action] — Move me to your base.
- Ezreal, Prodigal Explorer
Legend · Mind / Chaos
Exhaust: [Reaction] — Draw 1. Use only if you've chosen enemy units and/or gear twice this turn with spells or unit abilities.
- Ezreal, Prodigy3 Energy
Champion Unit · Chaos · 3 Might
When you play me, discard 1, then draw 2.Optional additional costs you pay cost 1 Energy or rainbow rune less.
- Facebreaker2 Energy
Spell · Order
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Action] (Play on your turn or in showdowns.)Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)
- Factory Recall1 Energy
Spell · Chaos
[Action] (Play on your turn or in showdowns.)Return a gear to its owner's hand.
- Fading Memories4 Energy
Spell · Chaos
Give a unit at a battlefield or a gear [Temporary]. (Kill it at the start of its controller's Beginning Phase, before scoring.)
- Fae Dragon7 Energy
Unit · Body · 7 Might
When you play me, buff up to four friendly units. (Give each a +1 Might buff if it doesn't have one.)When you spend a buff, play a Gold gear token exhausted.
- Fae Porter4 Energy
Unit · Chaos · 4 Might
When I move to a battlefield, you may pay Chaos rune to move a unit you control to the same battlefield.
- Faithful Manufactor3 Energy
Unit · Order · 2 Might
When you play me, play a 1 Might Recruit unit token here.
- Fallen Feline2 Energy
Unit · Order · 3 Might
When you play me, name a spell.While I'm at a battlefield, opponents can't play spells with that name.
- Falling Comet5 Energy
Spell · Mind
[Action] (Play on your turn or in showdowns.)Deal 6 to a unit at a battlefield.
- Falling Star2 Energy
Spell · Fury
Deal 3 to a unit.Deal 3 to a unit.
- Fate Weaver5 Energy
Unit · Mind · 4 Might
When you play me, look at the top 4 cards of your Main Deck. You may reveal a spell with Energy cost 4 Energy or more from among them and draw it. Recycle the rest.
- Feral Strength2 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)Give a unit +2 Might this turn.
- Ferrous Forerunner6 Energy
Unit · Fury · 6 Might
[Deathknell] — Play two 3 Might Mech unit tokens to your base. (When I die, get the effect.)
- Field Musicians4 Energy
Unit · Calm · 3 Might
When you play me, give a unit +3 Might this turn.
- Fight or Flight2 Energy
Spell · Chaos
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Action] (Play on your turn or in showdowns.)Move a unit from a battlefield to its base.
- Final Spark8 Energy
Signature Spell · Mind / Order
[Action] (Play on your turn or in showdowns.)Deal 8 to a unit.
- Find Your Center3 Energy
Spell · Calm
[Action] (Play on your turn or in showdowns.)If an opponent's score is within 3 points of the Victory Score, this costs 2 Energy less.Draw 1 and channel 1 rune exhausted.
- Fiora, Grand Duelist
Legend · Body / Order
When one of your units becomes [Mighty], you may exhaust me to channel 1 rune exhausted. (A unit is Mighty while it has 5+ Might.)
- Fiora, Peerless3 Energy
Champion Unit · Body · 3 Might
When I attack or defend one on one, double my Might this combat.
- Fiora, Victorious4 Energy
Champion Unit · Order · 4 Might
While I'm [Mighty], I have [Deflect], [Ganking], and [Shield]. (I'm Mighty while I have 5+ Might.)
- Fiora, Worthy3 Energy
Champion Unit · Order · 3 Might
When a unit you control becomes [Mighty], you may pay Order rune to ready it. (A unit is Mighty while it has 5+ Might.)
- Firestorm6 Energy
Spell · Fury
Deal 3 to all enemy units at a battlefield.
- First Mate3 Energy
Unit · Body · 3 Might
When you play me, ready another unit.
- Fizz, Trickster3 Energy
Champion Unit · Chaos · 3 Might
When you play me, you may play a spell from your trash with Energy cost no more than 3 Energy, ignoring its Energy cost. Recycle that spell after you play it. (You must still pay its Power cost.)
- Flame Chompers3 Energy
Unit · Fury · 3 Might
When you discard me, you may pay Fury rune to play me.
- Flash2 Energy
Spell · Chaos
[Reaction] (Play any time, even before spells and abilities resolve.)Move up to 2 friendly units to base.
- Flurry of Blades1 Energy
Spell · Body
[Reaction] (Play any time, even before spells and abilities resolve.)Deal 1 to all units at battlefields.
- Flurry of Feathers4 Energy
Spell · Calm
[Reaction]Choose one —Counter a spell.Play four 1 Might Bird unit tokens with [Deflect]. (Opponents must pay rainbow rune to choose them with a spell or ability.)
- Forbidding Waste
Battlefield · Colorless
While a unit here is defending alone, it has -2 Might. (It's alone if there are no other friendly units here.)
- Forecaster2 Energy
Unit · Mind · 2 Might
Your Mechs have [Vision]. (When you play us, look at the top card of your Main Deck. You may recycle it.)
- Forge of the Fluft
Battlefield · Colorless
While you control this battlefield, friendly legends have "Exhaust: Attach an Equipment you control to a unit you control."
- Forge of the Future2 Energy
Gear · Order
When you play this, play a 1 Might Recruit unit token at your base.Kill this: Recycle up to 4 cards from trashes.
- Forgefire Cape4 Energy
Signature Gear · Calm / Mind
[Unique] (Your deck can have only 1 card with this name.)[Equip] rainbow rune (rainbow rune: Attach this to a unit you control.)
- Forgotten Library
Battlefield · Colorless
While you control this battlefield, when you play a spell, if you spent 4 Energy or more, [Predict]. (Look at the top card of your Main Deck. You may recycle it.)
- Forgotten Monument
Battlefield · Colorless
Players can't score here until their third turn.
- Forgotten Relic5 Energy
Gear · Chaos
When you play this or at the start of your Beginning Phase, [Burn 1]. When you burn a unit this way, do this: Give a friendly unit +Might equal to the burned card's Might this turn. (To Burn 1, put the top card of your Main Deck into your trash.)
- Forgotten Signpost2 Energy
Gear · Calm
[Action][>] Exhaust a unit you control, Exhaust: Move a different unit you control to the location of the unit you exhausted to pay for this ability.
- Forsaken Baccai2 Energy
Unit · Fury · 2 Might
If you control fewer runes than an opponent at the start of your Beginning Phase, give me +1 Might this turn.
- Fortified Position
Battlefield · Colorless
When you defend here, choose a unit. It gains [Shield 2] this combat. (+2 Might while it's a defender.)
- Fox-Fire3 Energy
Signature Spell · Calm / Mind
[Hidden] (Hide now for rainbow rune to react with later for 0 Energy.)[Action] (Play on your turn or in showdowns.)Kill any number of units at a battlefield with total Might 4 or less.
- Fresh Beans2 Energy
Gear · Fury
When you play a unit during a showdown, you may exhaust this to draw 1.
- Fretful Feline6 Energy
Unit · Body · 5 Might
When I become ready, give me +2 Might this turn.
- Friendship1 Energy
Spell · Calm
[Reaction] (Play any time, even before spells and abilities resolve.)Choose a unit. Give it +1 Might this turn for each of the following tags among your units — Bird, Cat, Dog, and Poro.
- Frigid Jewel2 Energy
Gear · Mind
When you draw your second card each turn, give a friendly unit +2 Might this turn.
- Frigid Touch2 Energy
Spell · Mind
[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.)Give a unit -2 Might this turn.
- Frisky Hunter4 Energy
Unit · Calm · 3 Might
When you play me, play a 1 Might Bird unit token with [Deflect] here. (Opponents must pay rainbow rune to choose it with a spell or ability.)
- Frostcoat Cub3 Energy
Unit · Mind · 3 Might
You may pay Mind rune as an additional cost to play me.When you play me, if you paid the additional cost, give a unit -2 Might this turn.
- Frostcoat Mother3 Energy
Unit · Calm · 3 Might
[Empower] 12 Energy. This ability costs 1 Energy less for each rune you control. (Pay the cost: Empower me. Use only if not Empowered.)[Empowered][>] I have +3 Might.
- Frozen Fortress
Battlefield · Colorless
At the start of each player's Beginning Phase, deal 1 to each unit here. (This happens before scoring.)
- Fury Rune
Rune · Fury
No English rules text on file.
- Galio, Indefatigable3 Energy
Champion Unit · Order · 6 Might
[Deflect] (Opponents must pay rainbow rune to choose me with a spell or ability.)[Tank] (I must be assigned combat damage first.)I don't deal combat damage.
Riftbound Chronicle is an unofficial community project. The rules work behind this site is open source under MIT — a timing and permission kernel under 21 executable conformance cases, and a typed effect IR that answers unsupported rather than guessing.