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Riftbound Guide

Riftbound: Intro to Playing Green (Calm)

Beginner
Mechanics
Updated on Dec 16, 2025
Dec 16, 2025

Overview

The Calm Domain aims to control the battlefield with a defensive approach. It excels at protecting its units, allowing them to maintain position and hold their ground. With efficient combat tricks and counter magic, it has many ways to stop enemies in their tracks.

When playing this Domain, patience is key. It’s important to preserve your resources so that you can respond to your opponent(s) accordingly. Timing is your advantage, so try to force others to play by your terms.

In this beginner guide, we’ll cover a handful of the themes and synergies that define the Domain, along with some examples. Of course, keep in mind that this is only one half of the equation, as you’ll always have two Domains at your disposal when you start building decks!

Calm Legends

riftbound ahri nine-tailed foxriftbound lee sin blind monkriftbound leona radiant dawn

riftbound master yi wuju bladesman starterriftbound yasuo unforgiven

Themes & Synergies

Alone

While combat exchanges generally involve a handful of units (or more), there are certain cards that benefit from being alone. For example, Wielder of Water is a 3-cost unit with 2-Might that gains an additional +2 when attacking or defending alone.

This translates to a respectable 4-Might for only 3-Energy, and while it must remain alone, fits well with Calm’s defensive nature. After all, not developing more units means you can hold back runes to respond with spells.

riftbound wielder of waterriftbound mask of foresight

Mask of Foresight also provides the same type of effect and has the benefit of applying to multiple units. As a 2-cost gear, it’s a pretty low investment to get a persistent Might increasing effect.

Of course, this strategy does have its limitations. Working together is inevitably stronger than working alone, so it’s generally best used early on when fewer units are on board.

Counter

Negation effects are always powerful in the realm of gaming. Being able to stop the opponent’s plan by shutting down their action can greatly swing the tempo in your favor. These “permission spells” often define interactive moments, or at the very least, keep the enemy guessing whether or not it’s safe to play spells.

It’s no surprise that they’re extremely limited in availability. As of Set 1, they are currently exclusive to Calm, and only two of them exist. Let’s take a look.

Wind Wall is the standard hard counter spell in Riftbound. For 3-Energy and 2-Power, it’s able to target and negate any spell without restrictions. This can help prevent any big impactful spells from going off, and sometimes deter players from even attempting the cast.

riftbound wind wallriftbound defy

Defy works a little differently. It can only counter a spell that costs no more than 4E/1P, meaning certain cards are out of its reach. However, its cost is significantly cheaper than Wind Wall, making it a much more efficient choice in most cases.

While it’s true that only two counterspells exist, there is an exciting third option that fulfills a similar role. Instead of negating the opposing spell, Mystic Reversal takes control of it. Being able to deny the enemy is one thing, but turning their spell against them can create some wild outcomes. It’s expensive and a bit niche, but an A+ in terms of fun!

riftbound mystic reversal

At the end of the day, whether you love or hate counterspells, they’re definitely an important piece of interaction. If you’re playing Calm, they’ll always be worth considering.

Hold

Holding is equally as important as conquering, but in Calm’s case, maintaining control over a battlefield can pay off even more. Beyond its natural aptitude for defense exists specific cards that reward you for standing firm.

Let’s look at Ahri, Alluring. She’s a 4-Might unit that costs 5E/1P, which is definitely below the curve. However, she has an incredibly valuable ability which scores an additional point for Holding! If you’re able to keep her in play, it won’t be long until you inevitably win the game.

riftbound ahri alluringriftbound blitzcrank impassive

Another more unconventional example is Blitzcrank, Impassive. He has a powerful on-play effect, allowing him to pull units onto the same battlefield. This effectively acts as a form of removal, making it easy to take out smaller foes.

If Blitzcrank, Impassive sticks around post-combat and ends up Holding the battlefield, he’ll be forced back to the owner’s hand. While this is at times a drawback, it can also be beneficial, as Blitzcrank, Impassive becomes a reusable threat to disrupt your opponent(s).

One final champion that also cares about Holding is Caitlyn, Patrolling. While she doesn’t actually have any inherent Hold synergies, her Exhaust ability can only be used while on the battlefield. Given the fact that units enter Exhausted and Exhaust to move, barring any Ready effects, Caitlyn, Patrolling must wait until the following turn (therefore Holding).

riftbound caitlyn patrolling

All of this fits well within the Domain’s defensive game plan, putting an emphasis on patiently setting up versus storming forward recklessly. It’s a rewarding playstyle which proves that slow and steady can win the race.

Key Interaction

Here we’ll briefly highlight a few key cards you can expect to see in your games. Keeping these in mind is important for recognizing what your opponent may have, giving you the opportunity to prepare and play around it!

riftbound charm

Charm: Being able to move an enemy unit for just 1E/1P is very useful. You can pull a weaker unit into an unfavorable showdown, reduce the total Might of a battlefield, or even prevent the opponent from Holding/scoring.

riftbound defy

Defy: As mentioned earlier, Defy is an extremely efficient counterspell due to its low cost. The most played spells all fall under its threshold, meaning it’ll be playable 90% of the time.

riftbound en garde

En Garde: This is a cheap combat trick that benefits targeting lone units. 1-Energy for 2-Might at Reaction speed is very good, and will surely decide the outcome of many showdowns.

riftbound discipline

Discipline: 2-Might for 2-Energy makes this a decent Reaction, but the added card draw is what truly defines it. Cards that replace themselves are almost always good, especially when the upfront cost comes cheap.

riftbound zhonya's hourglass

Zhonya's Hourglass: This is a great insurance policy that allows you to prevent a unit from dying. It’ll mostly be played Hidden in order to conceal information, but also to minimize its cost.

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