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Current set: Unleashed Upcoming set: Vendetta 12 Legends 219 Total cards Riftbound Official Site by Riot Games
An interactive field guide Riftbound, Riot's League of Legends TCG

Riftbound 101

Riot's first paper TCG throws out the genre's oldest rule. You don't grind an opponent's life to zero — you take ground and keep it. Send your champion and an army to seize battlefields, hold them through a turn, and race to eight points. This guide assumes you already know your Aatrox from your Azir; it doesn't assume you know a chain from a showdown. Pick a tab and go.

101   Premise   /   What you're actually trying to do / start here

Forget life totals. In Riftbound, the map is the game. There are battlefields in the middle of the table, and the whole match is a fight to occupy them. The currency of victory is points, and points come from territory.

The objectiveReach 8 points before your opponent (11 in a 2v2). Every game — Duel, 3-player, 4-player — is a race to that number.
ConquerWin a fight at a battlefield so that only your units remain there. +1 point, once per battlefield per turn.
HoldStill controlling a battlefield, uncontested, when your next turn begins. +1 point per battlefield held, every turn, for free.
The squadOne Legend (your leader, off to the side all game) + one Champion unit you can deploy whenever + an army of units, spells, and gear.

That Conquer-then-Hold loop is the engine of the entire game. Take a battlefield this turn for a point; if you can keep it, it prints another point at the start of every future turn. Your opponent is forced to come dislodge you — which means you decide where the fights happen.

"The genre spent fifteen years asking how do I reduce you to zero. Riftbound asks how do I stand on this hill while you can't."

The six domains

Every card belongs to one or more of six domains — Riftbound's colors. Your Legend declares which domains your deck may use (Origins Legends have two). Domains aren't just flavor; each has a mechanical personality. Tap any to expand.

Your deck may only contain cards from your Legend's domains (plus colorless cards). A two-domain Legend like Jinx (Fury/Chaos) or Vex (Calm/Chaos) defines a deck's entire character before you've drawn a card.
For the summoner Domains map loosely onto champion fantasy, not regions. Fury is the all-in diver; Calm is the patient peeler; Mind is the scaling control mage; Body is the stat-checking bruiser; Chaos is the disruptive trickster who plays with the graveyard; Order is the token-swarming sacrifice engine. Jinx lives in Fury+Chaos for a reason — blow things up, then rummage through the wreckage.

101   The Board   /   Zones, pieces, and where things live / read

Each player has their own home area (the Base) and decks, while the battlefields sit in shared no-man's-land between players. Click a zone to learn its job.

Opponent
Opp Base
Opp Decks
Contested middle
Battlefield A
Battlefield B
Yours
Legend
Champion
Base
Runes
Main Deck
Trash

Tap a zone

The board is split into your private home rows and the shared battlefields you're both fighting over. Each zone has exactly one job — select any cell to read it.

The six card types

LegendYour leader. Sits in the Legend Zone all game (it never enters play as a unit), defines your domains, and usually has a passive or activated ability that powers the whole deck.
Champion unitYour Chosen Champion — a signature unit that starts face-up in the Champion Zone and can be played at any legal moment, like it's always in your hand. Once played it's a normal unit (and if killed, it goes to the Trash).
UnitYour fighters. They have Might (top-right) = both the damage they deal and the damage they can take. They move between your Base and battlefields, and they're how you contest ground.
SpellOne-shot effects that resolve and go to the Trash. Action spells can also be played during showdowns; Reaction spells can interrupt mid-chain on anyone's turn.
GearPermanents that stay in your Base and grant passive or activated abilities. Seals are a common gear that bank Power for you.
RuneLives in a separate 12-card Rune Deck, not your main deck. Runes are your entire economy — covered next.
For the summoner Your Legend is the champion select pick that locks your identity; your Champion unit is that same champion actually walking onto the Rift. Units are your minions and teammates with you, gear is your item build, spells are your summoner spells and abilities. Might is a single number doing the job of both AD and health.

101   Reading a Card   /   Anatomy, in the order you should read it / tap a part

Before any strategy, you need to parse a card at a glance. Read in this order — cost, type and tags, keywords, rules text, then Might — and you'll instantly know when a card can be played and what it's for. Tap a number on the card to break down each part.

1
6
2
3
4
5
3 F
4
Jinx, Demolitionist
Champion Unit
Jinx · Zaun
Assault 2 · Accelerate
As you play me, discard 2 cards. (Pay the Accelerate cost to enter Ready.)
"Rules? Where we're going we don't need rules!"

Cost — top-left

The big number is the Energy cost (exhaust that many Runes, any domain). The colored pips beneath it are Power costs — recycle a matching-domain Rune for each. Some Gear (Seals) cost only Power.
    Three quick facts the anatomy implies: Spells and Gear have no Might (only Units fight); Gear can never hold or conquer a battlefield — it lives in your Base and supports; and tags do nothing by themselves but decide which Champion you may declare and feed other cards' "if you control a Zaun unit"-style text. There's also no maximum hand size, and some cards make tokens (Sprites, Gold, Mech) that act like units but aren't in your deck.
    101   Setup   /   Getting to your first hand / read

    Sitting down to a Duel takes about a minute to set up. The sequence:

    1Present your Legend face-up in the Legend Zone. It never moves from there.
    2Declare your Chosen Champion face-up in the Champion Zone. It must be a Champion Unit whose champion tag matches your Legend's tag — e.g. Jinx, Loose Cannon has the tag "Jinx," so you may declare Jinx, Demolitionist (also tagged Jinx). It waits there, playable any time.
    3Shuffle your two decks separately — the 39-card remainder of your Main Deck and your 12-card Rune Deck.
    4Present battlefields. In a Duel (Bo1) each player randomly reveals one of their three; in a Match (Bo3) you choose one (and can't reuse it later in the match).
    5Determine turn order by any fair method.
    6Draw 4 cards. Then a one-time Mulligan: set aside up to 2 at once, draw that many replacements, and recycle the set-aside cards to the bottom of your Main Deck (so you're unlikely to see them again).
    7Begin. The first player starts their Awaken Phase. Note: you do not Channel any Runes during setup — your first Runes hit the board on turn one's Channel Phase.
    Mulligan instinct: dump cards you can't cast early. A hand of 6+ cost cards in an aggro deck is a mulligan; a hand with no turn-1 or turn-2 play usually is too. You're shaping the opening, not the whole game — and what you bottom is mostly gone, so don't pitch your only Runes-worth of early plays.
    102   The Economy   /   Runes, Energy, and Power / core mechanic

    This is the system that makes Riftbound click, and it's the one thing that trips up every newcomer. There is no single "mana." Instead, your Runes produce two resources, and you choose which one each Rune makes — by choosing how you use it.

    Energy colorlessExhaust a Rune (turn it sideways) → +1 Energy. Any Rune of any domain makes Energy. Pays the numeric cost in a card's top-left.
    Power coloredRecycle a Rune (put it on the bottom of your Rune Deck) → +1 Power of that Rune's domain. Pays the colored pips. A Fury pip needs a recycled Fury Rune — no substitutes.

    The catch that makes it elegant: exhausting is temporary (the Rune readies again next turn), but recycling literally removes the Rune from your board and shuffles it to the bottom. Spend too much Power early and you'll be rune-starved later. Both resources sit in a temporary Rune Pool that empties at the end of your draw phase and again at end of turn — nothing carries over.

    Try it. Below is a card with a cost. Use the Runes on your board to pay it: exhaust for Energy, recycle for Power. Cycle the card to see different cost shapes.

    Interactive / Pay the costTry it
    Your Runes (ready)
    Exhaust Runes for Energy, recycle Runes for Power, then play the card.
    Notice the trap: recycled Runes leave your board for good (until you draw them again from the bottom). A turn-one Power splurge can leave you with three Runes when you needed five. This tension — Energy is rented, Power is spent — is the spine of Riftbound resource play.
    102   The Turn   /   A · B · C · D, then act / read

    Every turn runs the same rigid sequence. The first four phases have a mnemonic — A·B·C·D — and they're mostly automatic. The real game happens in the Action Phase. Step through it:

    Two things that catch people

    You score Holds at the start of your turn, not the end. Points from holding land in the Scoring Step of your Beginning Phase — so a battlefield you took last turn and kept pays out the moment your next turn begins. Your Champion is always available. It's not stuck in your deck; it waits in the Champion Zone and can drop at any legal window, so hold it for the moment it flips a fight.

    On the very first turn of the game, the player going second ("on the draw") Channels 3 Runes instead of 2, a small catch-up for the tempo disadvantage of moving second. And you do not Channel during setup — your first Runes hit the board on turn one.
    102   A Turn in Full   /   Your first two turns, step by step / worked example

    Theory lands once you see it run. Here's a clean opening with a Jinx-style aggro deck, on the play, against an opponent who isn't contesting yet.

    Turn 1 — on the play
    A · AwakenNothing to ready yet — skip.
    B · BeginNo triggers, no battlefields held, so no points. Move on.
    C · ChannelChannel 2 Runes into your Base, Ready. (If you were on the draw, you'd channel 3 here.)
    D · DrawDraw 1 card. Your Rune Pool empties at the end of this step.
    ✦ ActionExhaust your 2 Runes for 2 Energy and play a 2-cost unit (Chemtech Enforcer) to your Base. It enters exhausted, so it can't move or attack this turn.
    ⊠ EndPass. Your Runes were exhausted (not recycled), so they'll ready again next turn.
    Turn 2 — building tempo
    A · AwakenReady your unit and both Runes from turn 1. You now have a Ready unit and 2 Ready Runes.
    B · BeginStill nothing to score — no held battlefields.
    C · ChannelChannel 2 more Runes. You now have 4 Runes in play.
    D · DrawDraw 1.
    ✦ ActionPlay a second unit, then move your turn-1 unit: exhaust it and send it to an empty battlefield. No opposing units there, so you conquer it automatically.
    ▸ ScoreConquering the battlefield scores +1 point right now. Keep a unit there and you'll score the Hold point at the start of turn 3.
    ⊠ EndPass. Score 1–0. Next turn, your held battlefield prints another point for free in the Beginning Phase.
    That's the whole rhythm: ready up, score what you held, gain 2 Runes, draw, then spend your Action Phase developing and taking ground. Everything else — combat, spells, the chain — slots into that Action Phase. From here, the opponent has to come dislodge your held battlefield, which is exactly the fight you want.
    102   Scoring   /   The race to eight, and the rule that ends games / interactive

    You'd think reaching 8 points is just arithmetic. It mostly is — except for the Final Point rule, which has decided more games than any card. Drive the simulator: move units onto battlefields, end turns, and watch how points actually accrue.

    Interactive / Scoring boardTry it
    Your score
    0
    Turn
    1
    Holding
    none
    This turn's conquers
    0
    Take a battlefield to conquer it (+1). Hold it into next turn for another point. Get to 8.
    The Final Point ruleIf your 8th point would come from Conquering, you must have conquered both battlefields that same turn — otherwise you just draw a card instead of winning.
    Holding closes it outIf your 8th point comes from a Hold, you win even from a single battlefield. Patient decks love this.
    Cards can overrideAn ability that directly grants a point (e.g. "when you hold, score 1") can be your Final Point regardless of the above.
    Why the rule exists: without it, every game would end on a single lucky conquer at 7 points, and defense would be pointless. Forcing the final conquer to be a double-take, or a hold you sustained through the opponent's whole turn, means the last point has to be earned against a defending opponent.
    103   Combat   /   Showdowns, Might math, and who walks away / the showpiece

    Moving a unit into a contested battlefield opens a Showdown — Riftbound's combat window. The attacker gets first say, both players trade Action/Reaction spells, and when everyone passes, Combat resolves. The math is blunt: each side deals damage equal to the total Might of its units, simultaneously. A unit dies if it's assigned damage equal to or above its Might.

    First, movement

    You take ground by moving units. A Standard Move costs nothing but exhausting the unit — turn it sideways and send it. By default units move only between your Base and a battlefield (the keyword Ganking lets a unit slip battlefield-to-battlefield instead). You can move several units at once by exhausting each, and you can move a unit back to Base too. Units enter play exhausted, so they usually can't move the turn you play them — unless they have Accelerate, or they're Gear (which enters Ready).

    Then, the fight resolves like this

    1Move in. You move a unit onto a contested battlefield — a Showdown opens. You're the Attacker; the holder is the Defender. (Move onto an empty battlefield and it's a non-combat showdown — you simply conquer it.)
    2Trade spells. Both players may play Action/Reaction cards, the Attacker acting first via Focus. Pass back and forth until both pass in a row.
    3Combat. If units remain on both sides, each side deals damage equal to its total Might, simultaneously. Stunned units deal nothing.
    4Assign & kill. Damage is assigned to the other side's units (Tank forces lethal onto Tanks first). Any unit with damage ≥ its Might is killed and goes to the Trash.
    5Resolve. If only your units remain, you Conquer (+1 point, take control). If both sides survive, your attackers Recall to Base. Then a Cleanup checks the board.

    But three keywords bend the Might math, and they're where combat skill lives. Build a fight below — set Might on each side, toggle keywords, and read the outcome.

    ◢ Attackers (you, moving in)

    ◣ Defenders (holding)

    ASSAULT +Might while attacking SHIELD +Might while defending TANK must eat lethal first STUN deals no damage (still dies)

    What the outcome means

    Only attackers surviveConquer. You take the battlefield and score a point. Your champion-style "on conquer" triggers fire.
    Only defenders surviveAttack repelled. The defender keeps control and scores nothing this exchange.
    Both sides surviveNo conquer. Your surviving attackers are Recalled to your Base for free (not a "move," can't be stopped), and the defender keeps the battlefield.
    Nobody survivesBattlefield empties out, uncontrolled. No one scores. Common when raw Might trades evenly.
    For the summoner Assault is your dive damage — a Camille or Jarvan who hits like a truck on the engage. Shield is a Braum or Leona who's tankier on the defensive. Tank is a frontline forcing the enemy to chew through it before they touch your carry — exactly a peel comp. Stun is a hard CC like Ashe arrow: the unit is present and dies on schedule but contributes nothing this fight.

    One layer for later: as of Spiritforged, combats formally have a winner and a loser, decided after a Combat Cleanup heals survivors and recalls attackers. Most cards only care whether you Conquered — but some (like Draven, who lives to come out on top) trigger specifically on winning a combat, even if no damage was dealt. You don't need this on day one; you'll meet it the first time a card says "when I win a combat."
    103   Timing   /   Chains, states, and who's allowed to act / read

    Whenever a spell or activated ability is played, it goes on the Chain and the game enters a Closed state — only Reaction cards may respond. The Chain resolves last-in, first-out, like a stack of plates: the most recent play resolves first. This is how a counterspell beats the spell it answers.

    Interactive / The Chain (LIFO)Try it
    State: Open
    Play a spell to open a chain. Then watch a Reaction land on top and resolve first.
    Open vs ClosedNo chain = Open, you can do anything. Chain exists = Closed, only Reactions. Resolving the chain reopens the state.
    Priority vs FocusOutside combat, the right to act is Priority. Inside a showdown it's Focus — same idea, but it starts with the attacker and restricts you to Action/Reaction plays.
    Action vs ReactionAction widens when you can play (also during showdowns). Reaction goes further — it interrupts an open chain on anyone's turn. Reaction includes everything Action does.

    A worked example of why order matters: you attack with a 3-Might unit and play a spell to give it +3, aiming for a 6-Might swing. Your opponent responds with Gust as a Reaction — a spell that can only hit units with 3 or less Might. Because the Reaction resolves first, it checks your unit while it's still 3 Might, bounces it back to your hand, and your buff spell fizzles with no target. Same two cards, opposite outcome, decided entirely by the LIFO order.

    Practical read: if your opponent ends their turn sitting on untapped Runes, they're holding up a Reaction. Bait it out with a cheap play before committing your real one — the same instinct as baiting Flash before you go all-in.
    EXPERT   Keywords   /   The vocabulary of the card pool / glossary

    Riftbound's cards are written in plain English, but a set of keywords does the heavy lifting. These are the ones you'll meet constantly. Tap any to read the rule, plus a worked example.

    EXPERT   Edge Mechanics   /   The rules that win close games / read

    Once the basics are automatic, matches are decided in the corners of the rulebook. A few that pay rent:

    Burn Out — your deck is a clock

    There's no separate "deck-out loss." If you try to draw, reveal, or trash from an empty Main Deck, you Burn Out: shuffle your Trash back into your deck, give an opponent a point, then complete the draw. Decks that churn cards hard (hello, Jinx) are quietly racing their own library — every "draw 2" is a future point you might be handing over.

    Cleanup — the silent heartbeat

    After every chain, move, showdown, and combat, the game runs a Cleanup: units with lethal damage die, attacker/defender labels clear, orphaned Hidden cards are removed, "while/as long as" effects re-check, and pending combats get staged. Smart players time a spell or move specifically to trigger a Cleanup that kills a wounded enemy or flips control of a battlefield.

    Hidden — the facedown threat

    Rather than play a Hidden card, recycle a Rune to tuck it facedown at a battlefield you control. Next turn it gains Reaction and you can flip it for free. It's a loaded trap: your opponent has to play around a card they can't see, exactly like respecting an un-warded bush. But Hiding isn't "playing," so it won't turn on Legion or on-play triggers — and if you lose the battlefield first, the hidden card is trashed.

    Deflect, Tank, and damage assignment

    Deflect [X] taxes opposing targeted removal by X extra Power — protect your engine and their cheap kill spell suddenly can't be afforded. Tank reorders how lethal must be assigned: the attacker has to fully kill your Tank before touching anything behind it, which is how a 2-Might throwaway can soak a 6-Might swing and save your carry. Stack Tank with Shield and a trade becomes a brick wall.

    "Beginners count Might. Intermediates count Runes. Experts count Cleanups — they know the exact instant a battlefield will change hands, and they make the last legal move before it does."
    EXPERT   Building & Competing   /   Legal decks and how events run / read

    Deckbuilding rules

    Main DeckExactly 40 cards, including your Chosen Champion. Max 3 copies of any single card. Every card must match your Legend's domains.
    Rune DeckExactly 12 Runes, in your Legend's domains. Your color balance here decides whether you can pay your Power costs on time.
    BattlefieldsYou bring 3, and they're colorless so any are legal. They're a real deckbuilding lever — each has a passive that should reward your gameplan.
    The "56-card" boxA retail Champion Deck advertises 56 cards: that's 40 main + 12 Runes + 3 battlefields + 1 Legend. The math reconciles.

    Formats & events

    Duel (Bo1)Each player randomly reveals one of their three battlefields, and you play. The standard quick game.
    Match (Bo3)You choose which battlefield to bring each game, but can't reuse one across the match — so your three battlefields are a small sideboard of their own.
    Teams (2v2)Race to 11. Partners can't bring the same battlefield, keeping the map varied.
    Organized playRiot runs City Challenges → Regional Qualifiers → Regional Championships. A live ban list keeps the format honest (cards like Dazzling Aurora have drawn community ban-watch).

    The card pool, so far

    Origins OGNThe launch set (Oct 2025, ~298 cards). Home of the Jinx, Lee Sin, and Viktor Champion Decks. A Proving Grounds starter (OGS) accompanied it.
    Spiritforged SFDSecond set (Feb 2026, ~221 cards). Introduced the "winning a combat" rules and new keywords.
    Unleashed UNLThird set (May 2026, ~219 cards). Home of the Vi and Vex Champion Decks, and the Predict action.
    VendettaNext on the roadmap (mid-2026, 160+ cards).

    Two card classes worth knowing for deckbuilding: Signature cards (spells or units tied to a specific champion, like Annie's Tibbers) are capped at 3 per champion tag and — importantly — a Signature unit can't be your Chosen Champion even if it shares the name. And tokens (Sprites, Gold, Mech, double-faced Buff/XP tokens) are created by cards during play; they behave like units or resources but live outside your 40.

    The two decks studied in the next tabs come from Origins (Jinx) and Unleashed (Vex) — a near-perfect pair of opposites to learn the game on.

    Why study these two specifically: both are sold as ready-to-play Champion Decks (the only kind you can buy and play out of the box), they share the Chaos domain so you can see how one color flexes between archetypes, and they sit at opposite ends of the strategy spectrum — Jinx wants the game over by turn six, Vex wants it to go forever.
    EXAM   Quiz   /   14 questions, immediate feedback / unanswered

    One correct answer each. Click an option to reveal the explanation. Your score updates live at the bottom.

    Quiz score
    0/14
    Status
    awaiting answers...
    02   The Layers   /   Sets, Core Rules, and Tournament Rules / tap a layer

    "Origins," "Spiritforged," and "Unleashed" are card sets. "Core Rules" and "Tournament Rules" are rules documents. People lump them together, but they answer different questions: a set tells you what cards exist; the Core Rules tell you how the game works; the Tournament Rules tell you how sanctioned events run. Tap each layer to see what it actually governs.

    3Tournament Rulesevent layer — formats, registration, ban list
    2Core Rulesthe master rulebook — how every game works
    1Card Setsthe cards themselves — Origins, Spiritforged, Unleashed…
    The mental model: Sets are the pieces in the box, Core Rules are the instruction booklet, and Tournament Rules are the league bylaws you only open if you enter a sanctioned event. For two people playing at home, layers 1 and 2 are the whole game.
    02   The Sets   /   What each release added / timeline

    Sets are cumulative and mix freely — owning cards from three sets just means a bigger pool to build from. Each set ships new cards and a Core Rules update that refines how things work. Here's what each one brought.

    Origins  OGN  ·  Oct 2025  ·  the foundation
    CardsThe launch set (~298 cards) plus the Proving Grounds beginner box (Annie, Master Yi, Garen, Lux). Home of the Jinx Champion Deck you'll study next.
    RulesEstablished the whole engine: domains, runes, the A·B·C·D turn, showdowns, the chain, scoring to 8.
    Spiritforged  SFD  ·  Feb 2026  ·  combat depth
    Cards~221 new cards and Equipment-heavy archetypes. (Vex's Cheerless champion is an SFD card that slots into her UNL deck.)
    RulesFormalized winning vs losing a combat (matters for cards like Draven), let Might drop to 0 or below, and clarified Deflect to charge per choice. Mostly invisible unless a card references these.
    Unleashed  UNL  ·  May 2026  ·  the current set
    Cards~219 new cards. Home of the Vex and Vi Champion Decks. Added the Predict action (look at the top of your deck, recycle if you don't want it).
    RulesA big technical rewrite of how triggered abilities resolve (the "HOT FEPR" system) and tighter battlefield-control wording. Judges felt it; home players mostly won't.
    Vendetta  ·  mid-2026  ·  on the roadmap
    Cards160+ cards announced. Nothing you need today — listed so the timeline is complete.
    02   The Living Rulebook   /   Core Rules, FAQs, and errata / read

    The Core Rules get a patch with each set, and between patches Riot publishes FAQ and errata documents. Two things worth understanding:

    FAQ & clarificationsExplain how a confusing card or interaction is meant to work. They take effect immediately and get folded into the next Core Rules update.
    ErrataActual changes to a card's printed text, to make it work as intended. The card in your hand may read slightly differently from how it's now played. Riot says errata are issued to fix function, not to nerf for power level.
    Card shorthandNewer cards and docs use symbols: [E] exhaust, [M] Might, [A] one power of any domain, [C] one power of this card's domain.

    Practical version: if a specific card you own ever seems to behave strangely, the latest FAQ for its set almost certainly has the answer — and that answer wins over the older printed wording.

    02   Tournament Rules   /   The event layer (skippable at home) / read

    The Tournament Rules are a separate document covering sanctioned play. They define the formats and add procedures that simply don't exist at a kitchen table:

    Duel1v1, best-of-one, two random battlefields. The default casual game.
    Match1v1, best-of-three; each game you each choose a battlefield, no repeats across the set.
    MultiplayerSkirmish (3-player free-for-all), War (4-player free-for-all), and 2v2 (first to 11). Built-in, but not your focus.
    Event proceduresDeck registration, time limits, a banned-card list, and judge rulings. All of this is TR-only.
    The ban list is the big one people worry about: it exists to keep competitive play healthy. It has no force in a living-room game — if you both own a banned card and want to play it, you can.
    02   So What Matters for You Two   /   The home-game version / the takeaway

    Cutting through all of it, here's the entire surface area that affects two people playing 1v1 at home:

    1Use the latest Core Rules. One rulebook, newest version. It already incorporates every prior set's changes — you never juggle "Origins rules vs Unleashed rules."
    2Sets are just your card pool. Mix Origins, Spiritforged, and Unleashed freely. More sets = more options, nothing more. Your Jinx (OGN) and Vex (UNL) decks play together fine.
    3Ignore the Tournament Rules. No registration, no clock, no ban list at home. Play Duel (Bo1) or Match (Bo3) — those are just "one game" or "best of three."
    4Glance at a set's FAQ only on demand. If one card ever feels ambiguous, check that set's FAQ; the clarification overrides the printed text. Otherwise you'll never need them.
    For the summoner Think of it like patches and champions in League: the Core Rules are the current patch (you always play the live one), sets are champion releases (more picks in the pool), and Tournament Rules are competitive ruleset + bans you only care about if you queue ranked or a tourney. Normals with your wife? Just hop in.

    03   Vex, Gloomist   /   Calm   Chaos / control · attrition

    "I'll show them the meaning of apathy. Or not." Vex is the Shadow Isles' resident teen nihilist, and her deck plays exactly how she'd want it to: it refuses to be excited, refuses to be rushed, and slowly makes the game miserable for everyone else. This is Riftbound's control deck — you don't race, you outlast. Hold ground, draw ahead, answer every threat, and let the opponent run out of cards and patience before you run out of either.

    Vex, Gloomist — UNL-193

    The engine — Vex, Gloomist

    Calm Chaos

    "When you or an ally Hold, you may exhaust me to draw 1." Every battlefield you sit on, uncontested, turns into a card. The more ground you hold, the fatter your hand — so being patient isn't passive, it's your draw engine. This is why Vex wants stalemates that other decks fear.

    Play profile vs the field

    Relative tendencies, not card stats. Vex trades raw power for card advantage and disruption.

    The Chosen Champion — Vex, Apathetic

    The deck ships several Vex champion units; the signature pick is Vex, Apathetic: "When your opponent plays a unit while Vex, Apathetic is on the battlefield, that unit enters Stunned." Read what that does to a turn — your opponent spends Runes to deploy a fighter, and it arrives unable to deal damage. Do they commit it anyway and eat the tempo loss, or hold it back and cede the battlefield? Every deployment becomes a bad choice. That's the whole Vex thesis in one card: make the opponent's good plays feel awful.

    Vex, ApatheticThe control centerpiece — stuns enemy units that enter her battlefield. Park her on a contested point and the opponent can't profitably attack into it.
    Vex, CheerlessAlternative Chosen Champion for a grindier, more value-leaning build.
    Vex, Mocking ×2Cheaper, more disposable Vex bodies — flexible early picks depending on the matchup you expect.
    For the summoner Vex's kit in the MOBA is all about punishing mobility — her passive Doom/Gloom interrupts dashes and her ult Shadow Surge hunts fleeing targets. Vex, Apathetic translates that perfectly into cardboard: where MOBA-Vex shuts down dashes, TCG-Vex shuts down deployments. You're the champion nobody wants to engage onto.

    03   The 56   /   Full decklist / tap a card

    The complete out-of-the-box list. Tap any card to read its role in the gameplan. The deck leans on cheap, sticky Calm units to plant a flag, and Chaos disruption to keep the opponent off-balance while Vex draws you toward your answers.

    03   How to pilot it   /   Lines, combos, and the win plan / read

    The gameplan in one breath

    Land an early Calm unit that's hard to shift, hold a battlefield, and exhaust Vex to draw. Use bounce (Back Off), stun, and removal (Existential Dread) to deny the opponent a profitable attack into you. Every turn you stall, your hand grows and theirs shrinks. Eventually you're holding twice their cards, and you close the game on a Hold — which, by the Final Point rule, can win you the game from a single battlefield.

    Why Vex closes games on Holds, not Conquers

    Re-read the Final Point rule from the Riftbound tab: a Conquer for your 8th point requires taking both battlefields that turn, but a Hold wins from one. Vex is built to grind to 7 and then simply refuse to be moved off one battlefield through the opponent's entire turn. You don't need a big swing — you need a wall and one more upkeep. Vex, Apathetic plus a Tank/Shield body is exactly that wall.

    Core hold lineDeploy a 4-Might Calm unit at a battlefield → it survives the turn → at your Beginning Phase you Hold (score +1) and may exhaust Vex to draw. Repeat. The opponent must over-commit to break it, walking into your removal.
    Apathetic lockWith Vex, Apathetic holding a point, any unit the opponent plays there enters Stunned — so their reinforcement deals no damage the turn it arrives, and your defenders win the exchange.
    Bounce tempoBack Off sends an attacker back to hand/base, erasing the Runes they spent and resetting the showdown math in your favor. Cheap, repeatable, infuriating.
    Draw-to-answersVex's draw engine isn't card advantage for its own sake — it's how a toolbox deck finds the specific answer (stun, removal, bounce) for whatever the opponent is doing.

    What you're weak to

    Both Calm and Chaos have superb support and disruption but lack raw Might to muscle through a board. Against a faster, wider deck (Jinx, for instance) the danger is being tempo'd out before your card advantage matters — you take early points and never stabilize. The skill ceiling is real: knowing when to hold and when to push only comes with reps, which is why Vex is a great second deck rather than a first.

    Matchup note vs Jinx (next tab): this is the rush-vs-grind axis in its purest form. If Vex survives to the mid-game with her hand intact, she wins going long. Jinx's entire job is to make sure the game never gets there — to convert early discards into points before Vex's engine compounds. Watch how the same Chaos domain serves opposite masters.

    03   The Game, Phase by Phase   /   Openings, midgame, endgame / the plan
    Opening  turns 1–3  ·  plant flags, don't swing
    GoalBe on the board and start the draw engine. This is about getting units onto battlefields and keeping them there, not attacking.
    PlaysDrop cheap sticky Calm bodies — Wuju Apprentice, Mutated Mouser, Mister Root — and take an uncontested battlefield to begin Holding. Mosstomper is great here; its Hunt levels it up as the game goes long.
    HoldDon't over-extend. Keep Back Off and Existential Dread in hand for their first real threat, not their first chump.
    Midgame  turns 4–6  ·  the lock comes online
    GoalPull ahead on cards and make attacking you a bad deal. By now Vex's draws should give you more options than your opponent has.
    PlaysEstablish Vex, Apathetic on a contested point — every unit they send arrives Stunned. Equip Soul Sword on a sticky body to turn a wall into a threat. Megatusk / Herald of Spring add real Might.
    DenyBack Off (×3) and Existential Dread erase their tempo and their best attacker. Trade efficiently; draw off every Hold. Every stalled turn compounds your lead.
    Endgame  turns 7+  ·  close on a Hold
    GoalConvert a decisive card lead into the 8th point. Grind to 7, then refuse to be moved off one battlefield through their whole turn.
    PlaysLate bodies Iascylla, Monch, and Megatusk provide the Might to finally hold uncontested. Spend your stockpiled answers to neutralize their last desperate push.
    WinBy the Final Point rule, a Hold wins from a single battlefield — so you never need a big swing, just a wall and one more Beginning Phase.

    Win conditions

    Primary — Hold to 8Grind incremental Hold points and close from one fortress battlefield. This is the deck's bread and butter.
    AttritionOut-resource the opponent until they have no threats left, then take uncontested points at will. Vex's draw makes you the last deck standing.
    The Apathetic fortressA point the opponent literally cannot profitably attack into (stun + bounce + removal) becomes a permanent point engine.

    What beats you · what you beat

    Weak intoFast, wide aggro (Jinx) that banks early points before your engine compounds — you get tempo'd out. Also reach/burn that kills your holders from afar without entering the stun zone, and single giant threats you can't repeatedly bounce.
    Strong intoGrindy midrange that wants to trade evenly — you out-value them. And anything that relies on profitable one-unit attacks, which the stun-and-bounce package simply switches off.
    04   Jinx, Loose Cannon   /   Fury   Chaos / aggro · tempo · burn

    "Blow it all up!" Jinx is the opposite philosophy in every dimension. Where Vex hoards, Jinx spends — cards, Runes, board presence, all thrown at the opponent as fast as possible. This is Riftbound's premier aggro deck: a low curve of explosive units and damage spells that converts discarding your own hand into a tempo advantage, races onto battlefields, and tries to close the game before a control deck can set up. If you've ever wanted to play a champion whose downside is also her engine, this is it.

    Jinx, Loose Cannon — OGN-251

    The engine — Jinx, Loose Cannon

    Fury Chaos

    "At the start of your Beginning Phase, if you have 1 or fewer cards in hand, draw a card." The whole deck is built to dump its hand fast — and Loose Cannon rewards an empty hand with refills. You're meant to be running on fumes; that's when she's strongest. Discard is fuel, not a cost.

    Play profile vs the field

    Relative tendencies. Jinx maxes aggression and tempo; her card advantage is "refill from empty," not "go wide on cards."

    The Chosen Champion — Jinx, Demolitionist

    A 3-cost, 4-Might champion with Assault 2 — but you pay to play her by discarding 2 cards. In this deck, that's barely a cost: half your discards want to be in the trash. The kicker is her Accelerate: pay one extra Energy and recycle a Fury Rune, and she enters ready, swinging immediately for 6 (4 + Assault 2) to conquer a battlefield the turn she lands. Hold her until there's a unit worth killing or a point worth taking, then drop the hammer.

    Interactive / "Get Excited!" — discard as removalTry it

    Get Excited! discards a card to deal that card's Energy cost in damage to a unit. So your expensive, clunky cards become precision removal. Pick what to pitch and a target's Might — see if it dies.

    5
    Damage dealt
    0
    Target Might
    5
    Result
    Net cards
    For the summoner The card names are her kit. Get Excited! is her passive (resets/rockets on a takedown — here, a takedown spell). The Flame Chompers upgrade is her W snare; the Super Mega Death Rocket! upgrade is literally her R. Demolitionist's Accelerate is Jinx flipping to Fishbones and going manic. And Vi, Destructive in the 1-of slot? That's the sister rivalry sneaking into your 40.

    04   The 56   /   Full decklist & mana curve / tap a card

    A deliberately low curve — the deck wants to be doing something every turn from turn one and to have dumped its hand by the mid-game. Tap any card for its role. The curve chart shows just how front-loaded it is.

    Mana curve / Main deck by Energy costData
    04   How to pilot it   /   Lines, combos, and the win plan / read

    The gameplan in one breath

    Curve out cheap aggressive units, push onto battlefields early, and use discard as both fuel and removal. Assault units (Chemtech Enforcer, Raging Soul) hit harder on the attack, so you're always the one initiating. Get Excited! and Void Seeker clear blockers so your swings connect. Take points fast, keep the pressure relentless, and refill an empty hand with Loose Cannon. You're trying to be at 6–7 points before the opponent has stabilized.

    Discard, profitablyPitch Scrapheap (draw a card when discarded) and Flame Chompers (can be cheated into play from the discard) — you lose nothing and develop a threat. Discard is a resource, not a tax.
    Discard as a kill spellGet Excited! + a fat card (Magma Wurm at 8, Undercover Agent at 5) = a big, cheap removal blast. The clunkiest card in your hand becomes a guided missile.
    Accelerate to steal pointsBoth Jinx, Demolitionist and Blazing Scorcher can enter ready via Accelerate and attack the turn they land — surprise conquers the opponent can't have blocked.
    Rhasa as a free finisherRhasa the Sunderer costs 1 less for each card in your Trash. By the mid-game your aggressive discarding has made a 10-cost, 6-Might body cost almost nothing — a second win condition control can't easily answer.
    Battlefields that enableZaun Warrens (discard → draw) filters toward gas; Targon's Peak readies 2 Runes at end of turn so you can hold up Action spells; Reaver's Row recalls a unit to base to save an Assault threat for another swing.

    What you're weak to

    Two clocks tick against you. First, your own deck: all this churn means you can Burn Out (reshuffle Trash and hand the opponent a point) if the game goes long — so closing fast isn't a preference, it's a requirement. Second, a control deck that stabilizes: if Vex sets up her wall and starts drawing two cards to your refilled one, your gas runs out and her engine buries you. Jinx must win the early game or she loses the late one.

    "Jinx and Vex are the same coin. One spends everything to end it now; the other saves everything to win it later. Learn both and you've learned the tempo axis the whole game spins on."
    Matchup note vs Vex: respect the stun. Vex, Apathetic means a unit you deploy into her battlefield arrives unable to fight — so don't feed her one body at a time. Build a turn where you commit enough at once (or use bounce/removal first) that even a stunned arrival still wins the showdown, and take your points before her draw engine snowballs out of reach.

    04   The Game, Phase by Phase   /   Openings, midgame, endgame / the plan
    Opening  turns 1–3  ·  curve out, empty your hand
    GoalApply pressure immediately and start the engine. Mulligan hard for 1–2 cost plays — a hand with no early play is a mulligan.
    PlaysCurve Chemtech Enforcer and Vi, Destructive into the board and start contesting battlefields with Assault bodies. Pitch fuel freely — Scrapheap replaces itself, Flame Chompers cheats in when discarded.
    EngineSpend down to an empty hand. Loose Cannon refills you at the start of your turn when you're at one or fewer cards — so an empty hand is a feature, not a problem.
    Midgame  turns 4–6  ·  your peak — push points
    GoalThis is where Jinx wins. Convert tempo into points fast and try to reach 6–7 before the opponent stabilizes.
    PlaysRaging Soul and Brazen Buccaneer beat down. Blazing Scorcher and Jinx, Demolitionist use Accelerate to enter Ready and steal a conquer the turn they land.
    ReachGet Excited! (pitch a fat card for its cost in damage) and Void Seeker clear blockers so your attackers keep connecting. Targon's Peak readies Runes so you can hold up Gust on their turn.
    Endgame  turns 7+  ·  close before you run out
    GoalYou're racing your own deck now — all that draw and discard risks a Burn Out. If the game is still going, you're the underdog, so end it.
    PlaysRhasa the Sunderer becomes nearly free off a stacked Trash — a 6-Might second win condition. Use Get Excited! / Void Seeker as finishing reach to clear the last wall.
    WinTake the 8th point by holding a battlefield to your next Beginning, or by double-conquering both in one explosive turn (the Final Point rule).

    Win conditions

    Primary — tempo raceBank early and mid points faster than the opponent can answer, and close by roughly turn 6–8 before slower decks come online.
    The final pointHold a battlefield to 8, or commit a huge turn to conquer both battlefields at once for the winning point.
    Reach + RhasaGet Excited! and Void Seeker double as direct removal to clear a final blocker; Rhasa is a cheap late finisher when your Trash is full.

    What beats you · what you beat

    Weak intoControl/defense that survives the rush and stabilizes (Vex) — if you don't close by mid-game, their card advantage takes over. Efficient blockers, bounce, and stun (Back Off, Apathetic) reset your tempo and waste your committed Runes. And your own Burn Out: every greedy draw is a future point you may gift away if you deck out.
    Strong intoSlow, setup-reliant decks that need time to come online — you punish them before they're ready. And single-blocker defenses, which Get Excited! / Void Seeker simply remove before you swing through.
    battlytics.gg end of file
    Built from Riftbound Core Rules, the official Champion Deck lists, and the Origins / Unleashed sets. Riftbound is © Riot Games / UVS Games; battlytics.gg is an unofficial, fan-made guide for personal use.
    Move → Hold → Conquer. See you on the Rift.
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