Learn Riftbound
A paged guide to the rules, a keyword glossary, and how this simulator works.
Keyword glossary
Every keyword from the Core Rules glossary (CR 805-829) and the bracketed game actions printed on cards.
Keywords
- AccelerateCR 805
- As you play this unit, you may pay 1 Energy and 1 Power of its domain as an additional cost. If you do, it enters ready.
- ActionCR 806
- This can be played (or activated) during showdowns, on any player's turn.
- AssaultXCR 807
- While this unit is an attacker, it has +X Might.
- DeathknellCR 808
- When this permanent dies, its Deathknell effect happens.
- DeflectXCR 809
- Spells and abilities an opponent controls that choose this cost X more Power to play.
- GankingCR 810
- This unit may make a standard move from one battlefield to another.
- LegionCR 812
- If you have played another card this turn, this card gains the text after Legion.
- ReactionCR 813
- This can be played (or activated) while the chain is open, on any player's turn.
- ShieldXCR 814
- While this unit is a defender, it has +X Might.
- TankCR 815
- This unit must be assigned lethal damage before friendly units without Tank.
- TemporaryCR 816
- At the start of its controller's Beginning Phase, before scoring, this permanent is killed.
- VisionCR 817
- When this is played, predict: look at the top card of your Main Deck and you may recycle it.
- EquipCR 818
- Pay the cost: attach this gear to a unit you control.
- Quick-DrawCR 819
- This has Reaction, and when you play it, it attaches to a unit you control.
- RepeatCR 820
- You may pay the Repeat cost as you play this. If you do, its instructions happen one more time.
- WeaponmasterCR 821
- When you play this unit, you may attach an Equipment you control to it, paying its Equip cost reduced by one Power of any domain.
- AmbushCR 822
- This unit may be played to a battlefield where you control units, and it has Reaction while played there.
- HuntXCR 823
- When this unit conquers or holds, its controller gains X XP.
- LevelXCR 824
- While you have at least N XP, this card gains the text after Level.
- UniqueCR 825
- Your deck can contain only one card with this name (CR 825.3.a).
- BacklineCR 826
- This unit must be assigned lethal damage after friendly units without Backline.
- EmpowerCR 827
- Pay the cost: this becomes Empowered. Only if it is not Empowered already.
- EmpoweredCR 828
- While this has the Empowered status, it gains the text after Empowered.
- FlowCR 829
- You may play this spell from your trash for its Flow cost. Then it is banished.
- DeployNew set
- Radiance keyword printed on Bomb gear tokens. Read the reminder text on the card that creates them.
- DisarmXNew set
- Radiance keyword. Read the card's text: it rewards reducing an enemy unit's Might.
- Show OffNew set
- As you play this, you may reveal a card from your hand or pick another friendly card.
Game actions and terms
- AddCR 444
- Put Energy or Power into your Rune Pool.
- BuffCR 702
- Put a buff counter on a unit: +1 Might. A unit can usually have only one.
- StunCR 423
- A stunned unit deals no combat damage until the end of the turn.
- PredictXCR 436
- Look at the top X cards of your Main Deck, recycle any of them and put the rest back in any order.
- BurnXCR 440
- Move the top X cards of your Main Deck to your trash.
- MightyCR 707
- A unit is Mighty while it has 5 or more Might.