Glossary

Riftbound Keywords Glossary: Every Keyword Explained in Plain English

Ultima Cards Riftbound guide cover: Keywords glossary

Riftbound uses keywords to fit long rules into a few words on a card. This glossary explains the Riftbound keywords you'll see most often, in plain English, along with how each one plays and the mistakes new players make with it. The definitions follow Riot's official reminder text. New sets add new keywords, so we'll add each one as it appears.

If you're still learning the turn structure, read how to play Riftbound first. Several of these keywords only make sense once you know how showdowns and combat work.

Riftbound keywords for combat

Assault X

Official: "While I am an attacker, I have +X Might." An Assault unit hits harder when it's attacking but gets no bonus on defence. Watch out: if the opponent attacks you, Assault does nothing.

Shield X

Official: "While I am a defender, I have +X Might." It's the mirror of Assault, and it's why Shield units are good at holding battlefields.

Tank

Official: "I must be assigned lethal damage before any other unit with the same controller as me that does not have Tank." The opponent has to kill your Tank before damaging your other units in the same combat. Use it to protect a key unit.

Disarm

When this unit attacks, an enemy unit gets −1 Might for the turn. It's a small edge that often swings close combats.

Movement keywords

Ganking

Official: "I may move to a Battlefield from another battlefield with a standard move." Normally units move from your base to a battlefield. A Ganking unit can jump straight from one battlefield to another, which lets you threaten both battlefields with the same unit.

Deploy

Play this only to a battlefield. If an opponent holds that battlefield, it's killed. Deploy cards are powerful where they land, but they depend on you keeping control.

Speed and tempo keywords

Accelerate

Official: "As you play me, you may pay 1 Energy 1 Power [of my domain(s)] as an additional cost. If you do, I enter ready." Units normally enter exhausted. Accelerate lets one act the turn it arrives. Watch out: it costs both energy and domain power, so budget your runes.

Reaction and Action

These are timing labels. Most cards can only be played on your own turn when nothing else is going on. Reaction cards can be played in response, including on the opponent's turn and during showdowns and combat. Holding a Reaction for the right moment is one of the biggest skill gaps in the game.

Hidden

Official (summarized): during your turn, you may pay 1 power of any domain to hide this card face down at a battlefield you control, then play it later from there. Hidden cards create uncertainty: your opponent knows something is there but not what. Watch out: the face-down card is tied to that battlefield. Check the core rules for what happens to it if you lose control there.

Value keywords

Legion

Official: "If you have played another card this turn, this card gains [Text]." Legion rewards playing several cards in one turn, so sequence your cheap cards first.

Deathknell

Official: "When I die, [Effect]." Deathknell units give value even when they lose a fight, which makes them good at holding a battlefield.

Vision

Official: "When this is played, Predict." Predict lets you look at the top of your deck and decide whether to keep the card there. It's quiet card selection that adds up.

Flow

You may play this from your trash for its flow cost, then banish it. It's a second use from a card you've already played.

Repeat

You may pay an extra cost as you play this. If you do, its effect happens one more time. Repeat cards scale with your resources, so they're good late in the game.

Empower

Pay a cost to Empower this card, once. Empowered cards gain extra effects as described on the card.

Defence keywords

Deflect X

Official: "Spells and abilities an opponent controls that target [me] cost an amount of Power equal to [Deflect Value] more." Deflect doesn't stop removal, but it taxes it, often enough to protect a key unit for a turn.

Temporary

Official: "At the start of this permanent's controller's Beginning Phase, before scoring, kill this." Temporary units are gone before you'd score with them on your next turn. Use them to conquer this turn, not to hold.

Gear keywords

Equip

Official: "[Cost]: Attach this Gear to a Unit you control." Gear enters ready, so you can equip it the turn you play it if you have the resources.

Quick-Draw

Official: "When you play this, attach it to a Unit you control." It saves you the Equip cost on the first attachment.

Weaponmaster

When you play this unit, you may attach an Equipment you control to it. It lets you move gear onto a new threat for free.

Experience keywords

Hunt X

Official: "When I Conquer or Hold, my controller gains [Hunt Value] XP." Hunt turns battlefield control into experience points.

Level X

Official: "While you have [Level Value] or more XP, this card gains [Text]." Level cards get stronger once you've built up enough XP. Hunt and Level are designed to work together.

Other keywords

Buff

Grants a buff to the chosen unit or units, which increases their Might. Check the card and rules for how buffs stack.

Show Off

As you play this, you may reveal a qualifying card from your hand or choose a friendly one to enable a bonus.

Frequently asked questions

What does Accelerate do in Riftbound?

If you pay an extra 1 energy and 1 power of the card's domain as you play it, the unit enters ready instead of exhausted, so it can act right away.

What's the difference between Assault and Shield?

Assault adds Might only while the unit is attacking. Shield adds Might only while it's defending.

How does Tank work in Riftbound?

Your opponent must assign lethal damage to your Tank unit before damaging any of your units without Tank in the same combat.

What is Ganking in Riftbound?

A Ganking unit can move directly from one battlefield to another, instead of only moving from your base.

What does Temporary mean?

The card is killed at the start of your next Beginning Phase, before scoring, so it can't help you hold a battlefield.

Put it into practice

The best way to learn keywords is to play with them. Pick a Legend, read our Riftbound deck building guide, and fill out your list with Riftbound singles. Then avoid the classic errors in our Riftbound beginner mistakes post.

Reading next

Ultima Cards Riftbound guide cover: The six domains
Ultima Cards Riftbound guide cover: Rarities & pull rates

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