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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.
HiddenCR 811
Pay one Power of any domain to hide this facedown at a battlefield you control. From the next turn it gains Reaction and you can play it, ignoring its base cost.
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.