Riftbound Rules

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60 kaarten · alfabetisch

Ahri - Inquisitive
Ahri - Inquisitive +3 versies

Champion Unit · Mind · E3 · M3

When I attack or defend, give an enemy unit here -2 [might] this turn, to a minimum of 1 [might].

Ahri, Inquisitive
Ahri, Inquisitive

Champion Unit · Mind · E3 · M3

When I attack or defend, give an enemy unit here -2 [might] this turn, to a minimum of 1 [might].

Ahri - Nine-Tailed Fox
Ahri - Nine-Tailed Fox +3 versies

Champion Legend · Calm/Mind

When an enemy unit attacks a battlefield you control, give it -1 [might] this turn, to a minimum of 1 [might].

Apprentice Mage
Apprentice Mage

Unit · Mind · E3 · M3

[Empower] (2) ((2): 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].

Arcane Shift
Arcane Shift

Signature Spell · Mind/Chaos · E3

[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.

Aspiring Engineer
Aspiring Engineer

Unit · Mind · E3 · M3

When you play me, return a gear from your trash to your hand.

Ava Achiever
Ava Achiever

Unit · Mind · E5 · M4

When I attack, you may pay [rune mind] to play a card with [Hidden] from your hand here, ignoring its cost.

Bard - Mercurial
Bard - Mercurial +2 versies

Champion Unit · Mind · E4 · M4

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.

Bellows Breath
Bellows Breath

Spell · Mind · E1

[Action] (Play on your turn or in showdowns.)[Repeat] (1)[rune mind] (You may pay the additional cost to repeat this spell's effect.)Deal 1 to up to three units at the same location.

Blastcone Fae
Blastcone Fae

Unit · Mind · E2 · M2

[Hidden] (Hide now for [rune rainbow] to react with later for (0).)When you play me, give a unit -2 [might] this turn, to a minimum of 1 [might].

Blue Sentinel
Blue Sentinel +2 versies

Unit · Mind · E4 · M4

[Shield 2] (+2 [might] while I'm a defender.)Your hold effects for holding here trigger an additional time.When I hold, [Add] [rune rainbow] at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)

Bottled Constellation
Bottled Constellation

Gear · Mind · E10

At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.

Breakneck Mech
Breakneck Mech

Unit · Mind · E8 · M7

Your Mechs have [Deflect] and [Ganking]. (Opponents must pay [rune rainbow] to choose us with a spell or ability. We can move from battlefield to battlefield.)I enter ready if you control another Mech.

Bubble Bot
Bubble Bot

Unit · Mind · E3 · M3

When you play me, ready another friendly Mech.

Card Sharp
Card Sharp

Unit · Mind · E3 · M3

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.

Chakram Dancer
Chakram Dancer

Unit · Mind · E3 · M3

[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.)

Chemtech Cask
Chemtech Cask

Gear · Mind · E1

When you play a spell on an opponent's turn, you may exhaust me to play a Gold gear token exhausted.

Cloth Armor
Cloth Armor +1 versies

Gear · Mind · E1

[Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.)[Equip] [rune mind] ([rune mind]: Attach this to a unit you control.)

Cloud Drake
Cloud Drake

Unit · Mind · E6 · M5

When you play me, draw 1.

Consult the Past
Consult the Past +1 versies

Spell · Mind · E4

[Hidden] (Hide now for [rune rainbow] to react with later for (0).)[Reaction] (Play any time, even before spells and abilities resolve.)Draw 2.

Convergent Mutation
Convergent Mutation

Spell · Mind · E2

[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.

Crescent Strike
Crescent Strike

Spell · Mind · E3

[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.

Curator of the Sands
Curator of the Sands +1 versies

Legend · Calm/Mind

When you play a unit, gear, or activated ability with Energy cost (7) or more, you may exhaust me to ready up to 2 runes.

Curtain Call
Curtain Call

Signature Spell · Fury/Mind · E4

[Repeat] — (1) / [rune rainbow] / (1)[rune rainbow] (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.

Danger Zone
Danger Zone

Signature Spell · Fury/Mind · E1

[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] (1)[rune rainbow] (You may pay the additional cost to repeat this spell's effect.)Give your Mechs +1 [might] this turn.

Deadly Flourish
Deadly Flourish

Spell · Mind · E4

Deal 3 to an enemy unit. When it dies this turn, play a Gold gear token exhausted. (It has "[Reaction][>] Kill this, [exhaust]: [Add] [rune rainbow].")

Decree of Insight
Decree of Insight

Spell · Mind · E1

[Reaction] (Play any time, even before spells and abilities resolve.)Ignore [Deflect] while paying this spell's cost.Give an enemy Body ([rune body]) unit -5 [might] this turn.

Defender of Tomorrow
Defender of Tomorrow

Legend · Mind/Body

[Empower] (2)[rune rainbow][rune rainbow] ((2)[rune rainbow][rune rainbow]: Empower me. Use only if not Empowered.)(1), [exhaust]: Ready a gear.[Empowered][>] (1), [exhaust]: Ready 2 gear.

Diana - Lunari
Diana - Lunari +1 versies

Champion Unit · Mind · E3 · M3

When a showdown begins here, you may pay (1). 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 - Scorn of the Moon
Diana - Scorn of the Moon +2 versies

Legend · Mind/Chaos

[Reaction][>] [exhaust]: [Add] (1). Spend this Energy only during showdowns. (Abilities that add resources can't be reacted to.)

Downstage Dramatics
Downstage Dramatics +1 versies

Spell · Mind · E2

[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] (2) (You may pay the additional cost to repeat this spell's effect.)Draw 1.

Dramatic Visionary
Dramatic Visionary

Unit · Mind · E4 · M4

[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.)

Dr. Mundo - Expert
Dr. Mundo - Expert

Champion Unit · Mind · E8 · M6

My Might is increased by the number of cards in your trash.At the start of your Beginning Phase, recycle 3 from your trash.

Dropboarder
Dropboarder

Unit · Mind · E4 · M4

When you play me, if you control two or more gear, ready me.

Eager Apprentice
Eager Apprentice

Unit · Mind · E3 · M3

While I'm at a battlefield, the Energy costs for spells you play is reduced by (1), to a minimum of (1).

Eclipse
Eclipse

Spell · Mind · E3

[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.)

Ekko - Recurrent
Ekko - Recurrent

Champion Unit · Mind · E5 · M5

[Accelerate] (You may pay (1)[rune mind] as an additional cost to have me enter ready.)[Deathknell] — Recycle me to ready your runes. (When I die, get the effect.)

Energy Conduit
Energy Conduit

Gear · Mind · E3

[exhaust]: [Reaction] — [Add] (1). (Abilities that add resources can't be reacted to.)

Experimental Hexplate
Experimental Hexplate

Gear · Mind · E1

[Equip] [rune mind] ([rune mind]: Attach this to a unit you control.)

Ezreal - Dashing
Ezreal - Dashing +1 versies

Champion Unit · Mind · E4 · M3

When I attack or defend, deal damage equal to my Might to an enemy unit here.I don't deal combat damage.[rune mind]: [Action] — Move me to your base.

Ezreal - Prodigal Explorer
Ezreal - Prodigal Explorer +2 versies

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.

Falling Comet
Falling Comet

Spell · Mind · E5

[Action] (Play on your turn or in showdowns.)Deal 6 to a unit at a battlefield.

Fate Weaver
Fate Weaver

Unit · Mind · E5 · M4

When you play me, look at the top 4 cards of your Main Deck. You may reveal a spell with Energy cost (4) or more from among them and draw it. Recycle the rest.

Final Spark
Final Spark +1 versies

Signature Spell · Mind/Order · E8

[Action] (Play on your turn or in showdowns.)Deal 8 to a unit.

Forecaster
Forecaster

Unit · Mind · E2 · M2

Your Mechs have [Vision]. (When you play us, look at the top card of your Main Deck. You may recycle it.)

Forgefire Cape
Forgefire Cape

Signature Gear · Calm/Mind · E4

[Unique] (Your deck can have only 1 card with this name.)[Equip] [rune rainbow] ([rune rainbow]: Attach this to a unit you control.)

Fox-Fire
Fox-Fire

Signature Spell · Calm/Mind · E3

[Hidden] (Hide now for [rune rainbow] to react with later for (0).)[Action] (Play on your turn or in showdowns.)Kill any number of units at a battlefield with total Might 4 or less.

Frigid Jewel
Frigid Jewel

Gear · Mind · E2

When you draw your second card each turn, give a friendly unit +2 [might] this turn.

Frigid Touch
Frigid Touch

Spell · Mind · E2

[Reaction] (Play any time, even before spells and abilities resolve.)[Repeat] (2) (You may pay the additional cost to repeat this spell's effect.)Give a unit -2 [might] this turn.

Frostcoat Cub
Frostcoat Cub +1 versies

Unit · Mind · E3 · M3

You may pay [rune mind] as an additional cost to play me.When you play me, if you paid the additional cost, give a unit -2 [might] this turn.

Garbage Grabber
Garbage Grabber

Gear · Mind · E2

Recycle 3 from your trash, (1), [exhaust]: Draw 1.

Gearhead
Gearhead

Unit · Mind · E5 · M3

[Accelerate] (You may pay (1)[rune mind] as an additional cost to have me enter ready.)Each Equipment attached to me gives double its base Might bonus.

Gemcraft Seer
Gemcraft Seer

Unit · Mind · E3 · M3

[Vision] (When you play me, look at the top card of your Main Deck. You may recycle it.)Other friendly units have [Vision].

Guerilla Warfare
Guerilla Warfare

Signature Spell · Mind/Chaos · E2

Return up to two cards with [Hidden] from your trash to your hand. You can hide cards ignoring costs this turn.

Gustwalker
Gustwalker +1 versies

Unit · Mind · E3 · M3

[Hunt 2] (When I conquer or hold, gain 2 XP.)[Level 3][>] I have +1 [might] and [Ganking]. (While you have 3+ XP, get the effect. A [Ganking] unit can move from battlefield to battlefield.)

Gutter Palace
Gutter Palace

Gear · Mind · E4

At the start of your Beginning Phase, if you have exactly 4 cards in hand and exactly 4 units at battlefields, you win the game.Discard 1, [exhaust]: Play a 1 [might] Bird unit token with [Deflect]. (Opponents must pay [rune rainbow] to choose it with a spell or ability.)

Heimerdinger - Inventor
Heimerdinger - Inventor +2 versies

Champion Unit · Mind · E3 · M3

I have all [exhaust] abilities of all friendly legends, units, and gear.

Hextech Anomaly
Hextech Anomaly

Gear · Mind · E3

[exhaust]: [Reaction] — Pay any amount of [rune rainbow] to [Add] that much Energy. (Abilities that add resources can't be reacted to.)

Hextech Formula
Hextech Formula

Gear · Mind · E2

This enters exhausted.[exhaust]: Empower another gear. (It becomes Empowered if it's not already.)

Hostile Takeover
Hostile Takeover

Signature Spell · Mind/Order · E5

[Hidden] (Hide now for [rune rainbow] to react with later for (0).)Take control of an enemy unit at a battlefield. Ready it. (Start a combat if other enemies are there. Otherwise, conquer.)Lose control of that unit and recall it at end of turn. (Send it to base. This isn't a move.)