menu
MobalyticsUse your favourite features in-game with our Desktop App
Riftbound Guide

Riftbound Guide: Keywords and Terms Explained

Beginner
Mechanics
Updated on Nov 20, 2025
Nov 20, 2025

Overview

Riftbound, like most TCGs, has a number of keywords and terms that are important to learn. Some of these define the basic rules and flow of the game, while others are meant to simplify more complex interactions.

While it may seem like there’s a lot to learn, don’t worry. After a few times with each mechanic, it’ll start to feel like second nature. And if not, we’ve got you covered!

If you're looking for a deeper dive into the fundamentals of Riftbound, check out this guide!

All Keywords & Terms

Accelerate

  • An additional cost that may be played to have the unit enter Ready.

Action

  • Can be played during your turn, or in Showdowns.

Add (Energy/Power)

  • References the Energy or Power produced by an ability, which can then be used towards paying costs.

Assault

  • Grants the unit additional Might while attacking in combat. Separate instances of Assault stack together.

Banish / Banishment

  • Banished cards exist in a separate zone and are generally considered removed from play. Some effects Banish a card temporarily, while others may be permanent.

Buff

  • Units that are “buffed” have +1 Might. Each unit can only have one Buff.

Card

  • When the term “card” is used, it’s referencing anything that exists in your Main Deck. Legends, Runes, Battlefields, and Tokens are excluded.

Channel

  • An effect which places the top card of your Rune Deck onto the board.

Conquer

  • The act of taking control of a battlefield, either when it was open or previously held. Certain effects may be triggered upon Conquering a battlefield.

Counter

  • Negates the targeted card’s effect entirely and places it into the Trash.

Deathknell

  • The written effect triggers when the unit dies.

Deflect

  • Targeting a card with Deflect costs that player Power (in addition to its costs).

Discard

  • Put the card into the Trash.

Energy / Energy Cost

  • The standard resource used to pay for costs, generally gained by Exhausting runes (there are other abilities that also produce Energy).

Exhaust

  • The act of turning a card sideways, often to pay a cost. Generally speaking, Exhausted cards can’t be used until they are Readied the following turn (or by other effects).

Ganking

  • Allows a unit to move directly between battlefields.

Hidden

  • Cards with “Hidden” may be placed face down at a battlefield you control, paying Power instead of its regular cost. It remains in play for as long as you control the battlefield, and may be activated as a Reaction for 0 cost.

Holding

  • The act of maintaining control of a battlefield until your next turn. Certain effects may be triggered when Holding a battlefield.

Kill

  • Put the designated card from play into the trash.

Legion

  • If you’ve already played another card this turn, trigger the written effect.

Might

  • Represents a unit’s combat strength. The total Might is what determines who wins during a Showdown, and is also referenced throughout various spells and effects.

Mighty

  • A unit is considered “Mighty” as long as they have 5+ Might (this includes temporary increases).

Move

  • Players may Exhaust a unit to Move it to and from battlefields. Other effects may also Move a unit, even while they’re already Exhausted.

Power / Power Cost

  • A separate cost represented by one (or more) of the colored Domains, either below the Energy Cost, or noted by an ability. You must Recycle the appropriate Rune(s) in order to pay the cost (Exhausted Runes may be used, including the ones you just spent).

Reaction

  • Can be played during your turn, in Showdowns, or as a response to other cards and abilities.

Ready

  • The act of turning a card upright from its Exhausted position, allowing it to reliably act.

Recall

  • An effect which sends a card back to base, but is not considered a Move.

Recycle

  • Place a card from its current location onto the bottom of the appropriate deck. Recycled Runes go to the “Rune Deck”, while the rest go to the Main Deck.

Shield

  • Grants the unit additional Might while defending in combat. Separate instances of Shield stack together.

Showdown

  • A state that begins when a unit (or units) moves to a battlefield, regardless of whether it’s open or controlled. Actions and Reactions may be played before combat occurs. 

Stun

  • Stunned units don’t deal damage during combat that turn.

Tank

  • Combat damage must first be assigned to units with the Tank ability.

Temporary

  • Kill the card at the start of its controller’s turn.

Tokens

  • Units that get created by other card effects, and aren’t included within your starting deck. Tokens that would be sent to another zone are instead removed from the game entirely.

Trash

  • The term for Riftbound’s “discard pile”. Once a card is used or killed, it goes here. Certain effects may reference and utilize the Trash.

Vision

  • Look at the top card of your Main Deck. You may Recycle it.

Table of Contents

See More Guides

Riftbound: Intro to Playing Red (Fury)
By Mobalytics Updated on Dec 16, 2025
Beginner
Mechanics
Beginner
Mechanics
Riftbound: Intro to Playing Green (Calm)
By Mobalytics Updated on Dec 16, 2025
Beginner
Mechanics
Beginner
Mechanics
Riftbound: Intro to Playing Blue (Mind)
By Mobalytics Updated on Dec 16, 2025
Beginner
Mechanics
Beginner
Mechanics
Riftbound: Intro to Playing Orange (Body)
By Mobalytics Updated on Dec 16, 2025
Beginner
Mechanics
Beginner
Mechanics