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

Hidden

Pay one power of any domain to hide this facedown at a battlefield you control. From the next turn, you may play it as a Reaction, ignoring its base cost.

Rules, rulings and 50 cardsCore Rules 811

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