Riftbound keywords
Every keyword in Riftbound, defined in Riot's words: the reminder text on the cards, checked against the Core Rules (updated October 9, 2026). Pick one to see every card that uses it.
Accelerate
As you play this unit, you may pay 1 energy and 1 power of its domain to have it enter ready.
Rules, rulings and 32 cardsCore Rules 805
Action
Play on your turn or in showdowns.
Rules, rulings and 104 cardsCore Rules 806
Add
Add energy or power to your rune pool.
Rules, rulings and 39 cardsCore Rules 430
Ambush
You may play this as a Reaction to a battlefield where you have units.
Rules, rulings and 15 cardsCore Rules 822
Assault
+1 Might while this is an attacker (Assault 2 gives +2).
Rules, rulings and 48 cardsCore Rules 807
Backline
Must be assigned combat damage last.
Rules, rulings and 4 cardsCore Rules 826
Buff
Give a unit a +1 Might buff if it doesn't have one.
Rules, rulings and 53 cardsCore Rules 427
Burn
Put cards from the top of a player's Main Deck into their trash (Burn 2 puts two).
Rules, rulings and 9 cardsCore Rules 441
Deathknell
When this dies, get the effect.
Rules, rulings and 31 cardsCore Rules 808
Deflect
Opponents must pay one power of any domain to choose this with a spell or ability (Deflect 2 costs two).
Rules, rulings and 53 cardsCore Rules 809
Deploy
Play this only to a battlefield. When an opponent holds there, kill this.
Rules, rulings and 23 cardsCore Rules 830
Disarm
When this attacks, give an enemy unit there -1 Might this turn (Disarm 2 gives -2).
Rules, rulings and 9 cardsCore Rules 831
Empower
Pay the cost to Empower this. Use only if it isn't Empowered.
Rules, rulings and 40 cardsCore Rules 827
Empowered
While this is Empowered, it gets the effect.
Rules, rulings and 42 cardsCore Rules 828
Equip
Pay the cost to attach this gear to a unit you control.
Rules, rulings and 51 cardsCore Rules 818
Flow
You may play this from your trash for its Flow cost. Then banish it.
Rules, rulings and 17 cardsCore Rules 829
Ganking
Can move from battlefield to battlefield.
Rules, rulings and 42 cardsCore Rules 810
Hunt
When this conquers or holds, gain 1 XP (Hunt 2 gains 2).
Rules, rulings and 13 cardsCore Rules 823
Legion
Get the effect if you've played another card this turn.
Rules, rulings and 10 cardsCore Rules 812
Level
Get the effect while you have at least the listed XP (Level 6 needs 6 XP).
Rules, rulings and 16 cardsCore Rules 824
Mighty
A unit is Mighty while it has 5 or more Might.
Rules, rulings and 12 cardsCore Rules 706
Predict
Look at the top card of your Main Deck. You may recycle it (Predict 2 looks at two).
Rules, rulings and 14 cardsCore Rules 437
Quick-Draw
Has Reaction. When you play it, attach it to a unit you control.
Rules, rulings and 6 cardsCore Rules 819
Reaction
Play any time, even before spells and abilities resolve.
Rules, rulings and 129 cardsCore Rules 813
Repeat
You may pay an additional cost to repeat this spell's effect.
Rules, rulings and 24 cardsCore Rules 820
Shield
+1 Might while this is a defender (Shield 2 gives +2).
Rules, rulings and 40 cardsCore Rules 814
Show Off
As you play this, you may reveal a card of the named kind from your hand and/or pick one you control on the board.
Rules, rulings and 6 cardsCore Rules 832
Stun
A stunned unit doesn't deal combat damage this turn.
Rules, rulings and 34 cardsCore Rules 424
Tank
Must be assigned combat damage first.
Rules, rulings and 32 cardsCore Rules 815
Temporary
Kill this at the start of its controller's Beginning Phase, before scoring.
Rules, rulings and 24 cardsCore Rules 816
Unique
Your deck can have only 1 card with this name.
Rules, rulings and 3 cardsCore Rules 825
Vision
When played, look at the top card of your Main Deck. You may recycle it.
Rules, rulings and 9 cardsCore Rules 817
Weaponmaster
When played, you may equip one of your Equipment to it for one power less, even if it's already attached.
Rules, rulings and 12 cardsCore Rules 821