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Guide · Beginner · 7 min

Riftbound Glossary: Every Game Term Explained, From Keywords to Slang

by Riftbound Zone23 June 20266 views

This glossary collects the Riftbound terms you will run into most often while playing, reading cards or following the community. Each entry shows the official English name (exactly as it appears on cards and at tournaments) along with a clear explanation, written for anyone who wants to truly understand how the game works.

It is a reference page: keep it open while you learn the rules or whenever you stumble on a word you don't recognise. If you are just starting out, begin with our how to play Riftbound guide and then come back here to dig into the individual concepts.

A

AccelerateKeyworda keyword ability: while you play this card you may pay an additional cost of 1 energy and 1 power; if you do, the card enters play already ready instead of having to wait.
ActionKeywordgrants permission to play or activate the card during showdowns, even when it isn't your turn. Learn more in the Riftbound chain guide and on how spell speed works.
AggroGenerala strategy that floods the board with units and aims to close out the game quickly, applying constant pressure from the very first turns. See the archetypes and deck identity.
AssaultKeywordan attacker keyword: while this unit is attacking it gains +X Might. Read more in the guide to combat and showdowns.

B

Bad BeatGenerala particularly unlucky run, usually a string of unplayable draws at the exact moment you needed something else.
BodyGeneralan informal term for a unit on the board; a "big body" is a unit with high Might.
BombGenerala card so powerful that it can decide the outcome of a game all by itself.
BounceGeneralreturning a permanent from the board to its owner's hand: a way to remove a threat without destroying it.

C

CantripGenerala low-cost card that produces an effect and then "replaces itself" by letting you draw a card, so it doesn't reduce your hand size.
Card AdvantageGeneralthe state of having more cards or more value than your opponent, achieved by drawing, trading favourably or using two-for-one removal. See the guide on tempo versus value.
ConstructedGenerala format in which you build your deck in advance, choosing cards from your own collection.
ControlGeneralan archetype that dismantles the opponent's plan and aims to win in the later stages of the game. See the deck archetypes.
CurveGeneralthe distribution of costs across the cards in your deck; a good curve ensures you always have something sensible to play at every stage.

D

DeathknellKeyworda triggered ability: when this unit dies, an effect activates.
DeflectKeyworda keyword that hampers targeting: opposing spells and abilities that target this card cost extra power, equal to the Deflect value.
DraftGenerala Limited format in which you open packs, pick one card and pass the rest to the other players, building your deck pick after pick.

E

EquipKeywordan activated ability with a cost: it lets you attach the card with Equip to a unit of your choice.
ExhaustGeneralturning a card sideways to show it has been used this turn and is no longer ready. Dig deeper in the guide to runes, energy and power.

G

GankingKeyworda keyword that lets this unit move to a battlefield starting from another battlefield.

H

HiddenKeyworda keyword that lets you pay 1 power to place this card face-down at a battlefield you control, keeping it concealed.

L

LegionKeyworda conditional keyword: if you have already played another Main Deck card before this one this turn, you apply the listed effect.
LimitedGenerala format in which you build your deck on the spot, using only the cards you open from the event's packs.

M

Meta GameGeneralthe landscape of the strongest and most popular decks at a given time; knowing it lets you anticipate your opponents' moves.
Mid-RangeGeneralan archetype that blends aggression and disruption, fielding efficient threats while keeping the ability to respond. See the deck archetypes.
MightyCore Mechanica unit is Mighty when it has Might of 5 or more; it becomes Mighty the moment it goes from below 5 to 5 or higher.
MillGeneralremoving cards from the top of a player's deck without them being drawn.
MulliganGeneralbefore the game begins you may recycle up to 2 cards from your opening hand and draw the same number of replacements. See the mulligan guide.

P

PlaysetGeneralthe maximum number of copies of a single card allowed in a deck; in Riftbound a playset is 3 copies.

Q

Quick-DrawKeyworda keyword with intrinsic Reaction, which lets it attach to a unit with Reaction timing: when you play it, attach it to a unit you control. See the guide on spell speed.

R

RampingGeneralexpanding your rune pool or gaining extra resources ahead of schedule, so you can play costly cards earlier than usual. See the guide on runes, energy and power.
ReactionKeywordgrants all the capabilities of Action and, on top of that, lets you play or activate the card during closed states, on anyone's turn. See the Riftbound chain.
RepeatKeywordan optional additional cost you can pay to carry out the spell's effect a second time.
Rogue DeckGeneralan unconventional deck built to exploit a specific meta: its strength lies precisely in being unfamiliar to opponents.

S

ScoopGeneralconceding the game, usually when the outcome is no longer in doubt.
SealedGenerala Limited format in which you receive sealed packs and build your deck using only the cards they contain.
ShieldKeyworda defender keyword: "Shield X" means that, while this unit is defending, it gains +X Might. See the guide to combat and showdowns.
Slow PlayGeneraltaking an unreasonably long time over your turn: in competitive play this is considered unsporting behaviour.
StaplesGeneralcards so strong that they find a place in many different decks; many players are expected to run a full playset of them. See the guide to the side deck.
SwingGeneralattacking with your units; "swinging for X" means your attackers deal X Might in total.

T

TankKeyworda priority-defence keyword: this unit must take lethal damage before any other unit under the same controller that lacks Tank. See the guide to combat and showdowns.
TemporaryKeyworda triggered ability: at the start of the Beginning Phase of this permanent's controller, before scoring, this card is killed.
TempoGeneralcontrol over the pace of the game: whoever dictates the action has tempo on their side, while whoever is forced to react loses it. See the guide on tempo versus value.
TechGeneralcards included specifically to counter a particular deck or strategy that is widespread in the meta. See the guide to the side deck.
Tier 1Generalthe strongest Constructed archetypes at a given moment, capable of performing well across many different matchups.
Top DeckGeneraldrawing the right card that immediately resolves the situation or turns the game around.
TradeGeneralwhen units belonging to both players are destroyed in the same combat; knowing how to judge whether a trade is favourable is a fundamental skill.

U

UtilityGeneralcards that stay useful across many different situations; high utility means you rarely draw them "dead", that is, useless.

V

VisionKeyworda triggered ability: when this card is played, look at the top card of your Main Deck and, if you wish, recycle it.

W

WeaponmasterKeyworda triggered ability: when you play this unit, you may equip one of your Equipment to it for 1 power less.
WipeGeneralan effect that destroys all units simultaneously; it is the primary tool of control decks when they fall behind.

Test yourself

Question 1What does the keyword Accelerate do?

Explanation: Accelerate lets you pay an additional 1 energy and 1 power to have the card enter play already ready instead of waiting.

Question 2What does the keyword Assault indicate?

Explanation: Assault is an attacker keyword: while the unit is attacking it gains +X Might.

Question 3What does the term Bounce mean?

Explanation: Bounce means returning a permanent from the board to its owner's hand, removing a threat without destroying it.

Question 4What does the keyword Deflect do?

Explanation: Deflect hampers targeting: opposing spells and abilities that target the card cost extra power equal to the Deflect value.

Question 5When does a unit become Mighty?

Explanation: A unit is Mighty when it has Might of 5 or more, becoming Mighty the moment it goes from below 5 to 5 or higher.

Question 6What does the Mulligan let you do in Riftbound?

Explanation: The Mulligan lets you, before the game begins, recycle up to 2 cards from your opening hand and draw the same number of replacements.

Question 7How many copies make up a Playset in Riftbound?

Explanation: In Riftbound a playset, the maximum number of copies of a single card allowed in a deck, is 3 copies.

Question 8What does the keyword Reaction grant compared to Action?

Explanation: Reaction grants all the capabilities of Action and, on top, lets you play or activate the card during closed states, on anyone's turn.

Question 9What does the keyword Tank describe?

Explanation: Tank is a priority-defence keyword: the unit must take lethal damage before any other unit under the same controller that lacks Tank.

Question 10What does the keyword Vision do?

Explanation: Vision is a triggered ability: when the card is played, you look at the top card of your Main Deck and, if you wish, recycle it.

Next stepRiftbound Errata and Rulings: Every Official Card Correction

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