Riftbound set
Vendetta Cards
Browse the Vendetta Riftbound card list by collector number, rarity, type, domains, and text. Open any card for a dedicated page or use the Card DB for filters and pricing.
247 cards indexed

Baccai Sandspinner
001/166 - Common - Unit
Empower 5 Energy. This ability costs 3 Energy less if you control 4 or fewer runes. (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have Deflect and Assault 2. (Opponents must pay Power to choose me with a spell or ability. +2 Might while I'm an attacker.)

Blade Twirler
002/166 - Common - Unit
The first time I move each turn, choose a player. They Burn 1. (They put the top card of their Main Deck into their trash.)

Brittle Steel
003/166 - Common - Spell
Kill a gear. Flow 4 Energy Fury Power (You may play this from your trash for its Flow cost. Then banish it.)

Dune Surfer
004/166 - Common - Unit
You ignore Tank while assigning combat damage here.

Forsaken Baccai
005/166 - Common - Unit
If you control fewer runes than an opponent at the start of your Beginning Phase, give me +1 Might this turn.

Oasis Raider
006/166 - Common - Unit
If you control fewer runes than an opponent at the start of your Beginning Phase, give me +2 Might and Ganking this turn. (I can move from battlefield to battlefield.)

Punching Poro
007/166 - Common - Unit
Empower — Discard 1 (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have +1 Might.

Ruthless Strike
008/166 - Common - Spell
Action (Play on your turn or in showdowns.) As an additional cost to play this, you may discard 1. Deal 3 to a unit at a battlefield. If you paid the additional cost, deal 5 to it instead.

Baccai Reaper
009/166 - Uncommon - Unit
When I attack, you may pay Fury Power to give me Assault 2 this turn. (+2 Might while I'm an attacker.)

Consuming Curse
010/166 - Uncommon - Spell
Action (Play on your turn or in showdowns.) Deal 2 to a unit at a battlefield. This deals 1 Bonus Damage for each card with this name in your trash.

Pendulum Blade
011/166 - Uncommon - Gear
Equip Fury Power ( Fury Power: Attach this to a unit you control.)

Perfect Execution
012/166 - Uncommon - Spell
Ready a unit and give it Assault 3 this turn. (+3 Might while it's an attacker.) Flow 3 Energy Fury Power (You may play this from your trash for its Flow cost. Then banish it.)

Shadow Assassin
013/166 - Uncommon - Unit
I enter ready if you have a card with my name in your trash.

Shadow Fiend
014/166 - Uncommon - Unit
Empower 2 Energy Fury Power ( 2 Energy Fury Power: Empower me. Use only if not Empowered.) Empowered → I have Assault 3. (+3 Might while I'm an attacker.)

Decree of Rage
015/166 - Rare - Spell
Action (Play on your turn or in showdowns.) This can't be countered. Deal 4 to an enemy Calm ( Calm Power ) unit.

Eclipse Dragon
016/166 - Rare - Unit
Accelerate (You may pay 1 Energy Fury Power as an additional cost to have me enter ready.) When I move, if you control 4 or fewer runes, draw 1.

Morgana, Vindictive
017/166 - Rare - Unit
Ambush (You may play me as a Reaction to a battlefield where you have units.) When you play me, deal damage to a unit equal to the damage marked on it.

Rage Amplifier
018/166 - Rare - Gear
Empower 6 Energy Fury Power ( 6 Energy Fury Power: Empower this. Use only if not Empowered.) Your units have +1 Might. If I'm Empowered, they have +2 Might instead.

Renekton, Rage Fueled
019/166 - Rare - Unit
Accelerate (You may pay 1 Energy Fury Power as an additional cost to have me enter ready.) When I attack, if you control 4 or fewer runes, deal 2 to all enemy units here.

Renekton, Rage Fueled (Alternate Art)
019a/166 - Rare - Unit
Accelerate When I attack, if you control 4 or fewer runes, deal 2 to all enemy units here.

Twilight Reveler
020/166 - Rare - Unit
When I attack, ready another friendly unit.

Akali, Deadly Weapon
021/166 - Epic - Unit
Empower 2 Energy Fury Power ( 2 Energy Fury Power: Empower me. Use only if not Empowered.) When I move, you may deal 1 to a unit at a battlefield I moved to or from. If I'm Empowered, deal 2 instead. Empowered → I have +1 Might.

Akali, Deadly Weapon (Alternate Art)
021a/166 - Epic - Unit
Empower 2 Energy Fury Power When I move, you may deal 1 to a unit at a battlefield I moved to or from. If I'm Empowered, deal 2 instead. Empowered → I have +1 Might..

Endless Riches
022/166 - Epic - Gear
When you play this, banish your hand and trash, then Burn 7. Skip your Draw Phase. You may play cards from your trash. If a card would go to your trash from anywhere other than your Main Deck, banish it instead.

Zed, From the Shadows
023/166 - Epic - Unit
You may discard 1 as an additional cost to play me. When you play me, if you paid the additional cost, play a 0 Might Shadow Clone unit token. (It has "When I attack, you may banish a unit from your trash. If you do, give me Assault 4 this turn.")

Zed, From the Shadows (Alternate Art)
023a/166 - Epic - Unit
You may discard 1 as an additional cost to play me. When you play me, if you paid the additional cost, play a 0 Might Shadow Clone unit token.

Affectionate Poro
024/166 - Common - Unit
When a combat that I was in ends, if I haven't been dealt damage this turn, draw 1.

Esteemed Hierophant
025/166 - Common - Unit
While you control 7 or more runes, prevent all damage that enemy spells and abilities would deal to me.

Field Musicians
026/166 - Common - Unit
When you play me, give a unit +3 Might this turn.

Hand Hammer
027/166 - Common - Gear
Equip Calm Power ( Calm Power: Attach this to a unit you control.)

Mournful Witness
028/166 - Common - Unit
When a combat that I was in ends, empower me. (I become Empowered if I'm not already.) Empowered → I have +2 Might.

Ol' Poro
029/166 - Common - Unit
I can't be played on your first, second, or third turns.

Serene Ascetic
030/166 - Common - Unit
Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → I have Deflect and Shield 3. (Opponents must pay Power to choose me with a spell or ability.+3 Might while I'm a defender.)

Twilight Shroud
031/166 - Common - Spell
Give a friendly unit +1 Might this turn. It can't be chosen by enemy spells and abilities this turn. Flow 2 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Frostcoat Mother
032/166 - Uncommon - Unit
Empower 12 Energy. This ability costs 1 Energy less for each rune you control. (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have +3 Might.

Pakaa Protector
033/166 - Uncommon - Unit
When I move, reveal the top card of your Main Deck. If it's a unit, draw it. Otherwise, put it in your trash and give me +2 Might this turn.

Resonating Strike
034/166 - Uncommon - Spell
Hidden (Hide now for Power to react with later for 0 Energy.) Reaction (Play on your turn or in showdowns.) Choose a battlefield you control and a unit you control at a different location. Move that unit to that battlefield and give it +2 Might this turn.

Sanction
035/166 - Uncommon - Spell
Reaction (Play any time, even before spells and abilities resolve.) Choose one — • Empower a unit. Disempower it at end of turn. • Disempower a unit that's Empowered. Empower it at end of turn.

Sandstone Chimera
036/166 - Uncommon - Unit
While I'm at a battlefield, players only channel 1 rune at the start of their Channel Phase.

Tomb-Raider Barbara
037/166 - Uncommon - Unit
When you play me, if you control 7 or more runes, choose an enemy gear. If it's Empowered, disempower it. Otherwise, kill it.

Akali, Silent
038/166 - Rare - Unit
I can't be chosen by enemy spells and abilities unless I'm in combat. When I move to a battlefield, give me +2 Might this turn.

Akali, Silent (Alternate Art)
038a/166 - Rare - Unit
I can't be chosen by enemy spells and abilities unless I'm in combat. When I move to a battlefield, give me +2 Might this turn.

Crumbling Sands
039/166 - Rare - Spell
Reaction (Play any time, even before spells and abilities resolve.) Counter a spell if an opponent has played another spell this turn.

Decree of Focus
040/166 - Rare - Spell
Reaction (Play any time, even before spells and abilities resolve.) Choose a friendly unit that's in combat with an enemy Fury ( Fury Power ) unit or that's being chosen by an enemy Fury spell. Give it +4 Might this turn.

Riven, Shattered
041/166 - Rare - Unit
Weaponmaster (When you play me, you may Equip one of your Equipment to me for Power less, even if it's already attached.) When I attack, choose an enemy unit here. Deal 2 to it for each Equipment attached to me.

Shen, Scourge of Shadows
042/166 - Rare - Unit
When I hold, if there is exactly one other unit you control here, draw 1.

Shen, Scourge of Shadows (Alternate Art)
042a/166 - Rare - Unit
When I hold, if there is exactly one other unit you control here, draw 1.

Steel Paws
043/166 - Rare - Unit
Deflect (Opponents must pay Power to choose me with a spell or ability.) Empower 7 Energy ( 7 Energy: Empower me. Use only if not Empowered.) Empowered → I have +7 Might.

Astral Heron
044/166 - Epic - Unit
When you play your first card each turn, if I'm at a battlefield, your next card costs 2 Energy Power Power less.

Helm of Suppression
045/166 - Epic - Gear
Empower 4 Energy Calm Power ( 4 Energy Calm Power: Empower this. Use only if not Empowered.) Opponents' spells cost 1 Energy more. If this is Empowered, they cost 1 Energy Power more instead.

Nasus, Ascended
046/166 - Epic - Unit
Deflect 2 (Opponents must pay Power Power to choose me with a spell or ability.) Empower 8 Energy ( 8 Energy: Empower me. Use only if not Empowered.) Empowered → When I conquer, you score 1 point.

Nasus, Ascended (Alternate Art)
046a/166 - Epic - Unit
Deflect 2 Empower 8 Energy Empowered → When I conquer, you score 1 point.

Apprentice Mage
047/166 - Common - Unit
Empower 2 Energy ( 2 Energy: Empower me. Use only if not Empowered.) When I become Empowered, Predict 2. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Empowered → I have +1 Might.

Cloud Drake
048/166 - Common - Unit
When you play me, draw 1.

Dredge Up
049/166 - Common - Spell
Draw 1. Flow 2 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Grumpy Rockbear
050/166 - Common - Unit
Empower 12 Energy. This ability costs 1 Energy less for each rune you control. (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have Deflect and Shield 3. (Opponents must pay Power to choose me with a spell or ability.+3 Might while I'm a defender.)

Iterative Design
051/166 - Common - Spell
Play a 3 Might Mech unit token. Flow 2 Energy Mind Power (You may play this from your trash for its Flow cost. Then banish it.)

Mesmerize
052/166 - Common - Spell
Reaction (Play any time, even before spells and abilities resolve.) Choose one — • Return a friendly unit to its owner's hand. • Give an enemy unit -2 Might this turn.

Otterpus
053/166 - Uncommon - Unit
If a player would score 1 point from conquering or holding during their first or second turn, they draw 1 instead.

Questionable Tome
054/166 - Common - Gear
Empower — Exhaust (Pay the cost: Empower me. Use only if not Empowered.) Disempower this, 1 Energy, Exhaust: Draw 1.

Applied Researchers
055/166 - Uncommon - Unit
Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → Your spells cost 1 Energy Power less, to a minimum of 1 Energy.

Clairvoyance
056/166 - Uncommon - Spell
Reaction (Play any time, even before spells and abilities resolve.) Predict 5. (Look at the top 5 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Draw 2.

Covert Informant
057/166 - Uncommon - Unit
Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → When I move, draw 1.

Patched Porobot
058/166 - Common - Unit
(I enter exhausted.) When you play me, if you control 3 or more other gear, draw 1.

Shock Blast
059/166 - Uncommon - Spell
Action (Play on your turn or in showdowns.) This costs 2 Energy less if you control something that's Empowered. Deal 4 to a unit at a battlefield.

Sky Cruiser
060/166 - Uncommon - Unit
Discard a gear, 1 Energy, Exhaust: Deal 4 to a unit at a battlefield.

Decree of Insight
061/166 - Rare - Spell
Reaction (Play any time, even before spells and abilities resolve.) Ignore Deflect while paying this spell's cost. Give an enemy Body ( Body Power ) unit -5 Might this turn.

Hextech Formula
062/166 - Rare - Gear
This enters exhausted. Exhaust: Empower another gear. (It becomes Empowered if it's not already.)

Nasus, Guardian of Knowledge
063/166 - Rare - Unit
Once each turn, when an enemy unit here dies, channel 1 rune exhausted.

Nasus, Guardian of Knowledge (Alternate Art)
063a/166 - Rare - Unit
Once each turn, when an enemy unit here dies, channel 1 rune exhausted.

Plaza Guardian
064/166 - Rare - Unit
I cost 1 Energy less for each gear you control. Deflect (Opponents must pay Power to choose me with a spell or ability.)

Swain, Visionary
065/166 - Rare - Unit
Vision (When you play me, look at the top card of your Main Deck. You may recycle it.) When I conquer, if you've played a non-token unit, a non-token gear, and a spell this turn, you score 1 point.

Temporal Breach
066/166 - Rare - Spell
Hidden (Hide now for Power to react with later for 0 Energy.) Banish a unit, then its owner plays it to the same location, ignoring its cost.

Bottled Constellation
067/166 - Epic - Gear
At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.

Jayce, Brilliant Inventor
068/166 - Epic - Unit
When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.

Jayce, Brilliant Inventor (Alternate Art)
068a/166 - Epic - Unit
When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.

Mel, Newly Awakened
069/166 - Epic - Unit
When you play me, draw 1. Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → Your spells and abilities can't be countered. If a spell or ability you control would give - Might to a unit it chooses, it gives an additional -1 Might.

Mel, Newly Awakened (Alternate Art)
069a/166 - Epic - Unit
When you play me, draw 1. Empower 3 Energy Empowered → Your spells and abilities can't be countered. If a spell or ability you control would give - Might to a unit it chooses, it gives an additional -1 Might.

Brutal Hunter
070/166 - Common - Unit
Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → I have +2 Might and Ganking. (I can move from battlefield to battlefield.)

Fretful Feline
071/166 - Common - Unit
When I become ready, give me +2 Might this turn.

Guttural Roar
072/166 - Common - Spell
Action (Play on your turn or in showdowns.) Give a unit +2 Might this turn. If it's Empowered, give it +4 Might this turn instead.

Jagged Cutlass
073/166 - Common - Gear
Equip Body Power ( Body Power: Attach this to a unit you control.)

Legion Marauder
074/166 - Common - Unit
Empower — 1 Energy or Body Power (Pay either cost: Empower me. Use only if not Empowered.) Empowered → I have +1 Might.

Platewyrm Egg
075/166 - Common - Gear
This enters exhausted. Empower — 1 Energy, Exhaust (Pay the cost: Empower this. Use only if not Empowered.) Reaction → Exhaust: Add 1 Energy. If this is Empowered, Add 2 Energy instead.

Repair Specialist
076/166 - Common - Unit
I have Assault equal to the number of gear you control. (+1 Might while I'm an attacker for each instance of Assault.)

Tools of Empire
077/166 - Common - Gear
Empower 2 Energy ( 2 Energy: Empower this. Use only if not Empowered.) Exhaust: Give a unit +2 Might this turn. If this is Empowered, give that unit +4 Might this turn instead.

Baccai Witherclaw
078/166 - Uncommon - Unit
Empower 1 Energy Power Power ( 1 Energy Power Power: Empower me. Use only if not Empowered.) Empowered → I have +2 Might. Empowered → ⇒ Deathknell → Channel 2 runes exhausted. (When I die while Empowered, get the effect.)

Dame the Despoiler
079/166 - Uncommon - Unit
Empower 5 Energy Body Power ( 5 Energy Body Power: Empower me. Use only if not Empowered.) Empowered → When I attack or defend, choose a unit here. Increase my Might to its Might this turn, then give me +1 Might this turn.

Noxian Demolitionist
080/166 - Uncommon - Unit
When I conquer, you may kill a gear with Energy cost no more than my Might.

Onslaught
081/166 - Uncommon - Spell
Give a unit +6 Might this turn. Flow 4 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Profiteer
082/166 - Uncommon - Unit
When you play me, you may disempower something you control to empower a legend, unit, or gear.

Rampage
083/166 - Uncommon - Spell
As you play this, you may pay Body Power as an additional cost. Choose a friendly unit and an enemy unit. If you paid the additional cost, give the friendly unit +2 Might this turn. They deal damage equal to their Mights to each other.

Ambessa, The Wolf
084/166 - Rare - Unit
Empower 3 Energy Body Power ( 3 Energy Body Power: Empower me. Use only if not Empowered.) Empowered → I have +3 Might and can't be dealt damage unless I'm in combat.

Ambessa, The Wolf (Alternate Art)
084a/166 - Rare - Unit
Empower 3 Energy Body Power Empowered → I have +3 Might and can't be dealt damage unless I'm in combat.

Decree of Strength
085/166 - Rare - Spell
Choose an opponent. They reveal their hand and you choose a Mind ( Mind Power ) card from it. They recycle that card.

Gangplank, Naval
086/166 - Rare - Unit
Empower Body Power Body Power ( Body Power Body Power: Empower me. Use only if not Empowered.) Empowered → If a spell or ability that chooses me would stun me, give me - Might, or return me to hand, give me +3 Might instead.

Hextech Disc
087/166 - Rare - Gear
Empower — Exhaust (Pay the cost: Empower this. Use only if not Empowered.) Disempower this, 1 Energy, Exhaust: Play a 3 Might Mech unit token to your base.

Jayce, Hammer in Hand
088/166 - Rare - Unit
When I become ready, choose one to give me this turn — • Assault 2 (+2 Might while I'm an attacker.) • Deflect 2 (Opponents must pay Power Power to choose me with a spell or ability.) • Ganking (I can move from battlefield to battlefield.)

Jayce, Hammer in Hand (Alternate Art)
088a/166 - Rare - Unit
When I become ready, choose one to give me this turn — • Assault 2 • Deflect 2 • Ganking

Wild Claw
089/166 - Rare - Spell
Look at the top 5 cards of your Main Deck. You may banish a unit or gear from among them and play it, reducing its Energy cost by 5 Energy. Recycle the rest. Then you may do this: Empower it. (It becomes Empowered if it's not already.)

Cataclysmic Duel
090/166 - Epic - Spell
Each player chooses a unit they control. Kill the rest.

Corrupted Dragon
091/166 - Epic - Unit
If your score is not within 3 points of the Victory Score, I enter ready. When I attack, you may move any number of enemy units here each with 5 Might or less to their base.

Renekton, Brute
092/166 - Epic - Unit
1 Energy: Give me +1 Might this turn. When my Might becomes 10 or more, empower me. (I become Empowered if I'm not already.) Empowered → I have Deflect and Ganking. (Opponents must pay Power to choose me with a spell or ability. I can move from battlefield to battlefield.)

Renekton, Brute (Alternate Art)
092a/166 - Epic - Unit
1 Energy: Give me +1 Might this turn. When my Might becomes 10 or more, empower me. Empowered → I have Deflect and Ganking.

Kinkou Lifeblade
093/166 - Common - Unit
Empower 2 Energy ( 2 Energy: Empower me. Use only if not Empowered.) Empowered → I have +1 Might and Ganking. (I can move from battlefield to battlefield.)

Mask Mother
094/166 - Uncommon - Unit
When you discard me, you may pay 1 Energy to give a friendly unit +2 Might this turn.

Shadow Order Disciple
095/166 - Common - Unit
When I move, you may Burn 1 to give me +1 Might this turn. (To Burn 1, put the top card of your Main Deck into your trash.)

Shadowblade Lurker
096/166 - Common - Unit
I cost 2 Energy less for each card with my name in your trash.

Spiderling
097/166 - Common - Unit
Hidden (Hide now for Power to react with later for 0 Energy.) I have +1 Might for each other unit you control here with my name. Your deck can have any number of cards named Spiderling.

Stargazer
098/166 - Common - Unit
Spells with Flow you play from your trash cost 2 Energy less, to a minimum of 1 Energy.

Tornado Warrior
099/166 - Common - Unit
Hidden (Hide now for Power to react with later for 0 Energy.) When you play me from face down, you may empower something here. Disempower it at end of turn.

Up from the Deep
100/166 - Common - Spell
Play two 1 Might Tentacle unit tokens from Bilgewater. Flow 3 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Gust Monk
101/166 - Uncommon - Unit
You may pay 1 Energy as an additional cost to play me. When you play me, if you paid the additional cost, banish a card from any trash to give a unit Assault 2 this turn. (+2 Might while it's an attacker.)

Ravenbloom Prefect
102/166 - Common - Unit
When an opponent plays a gear, you may banish me to banish it.

Shadows of the Past
103/166 - Uncommon - Spell
Return up to 2 units from trashes to their owners' hands.

Tail-Cloaked Matriarch
104/166 - Uncommon - Unit
Empower 2 Energy Chaos Power ( 2 Energy Chaos Power: Empower me. Use only if not Empowered.) When I become Empowered, you may choose a unit in your trash with Energy cost no more than 3 Energy and Power cost no more than Power. Play it to your base, ignoring its cost.

Twilight Step
105/166 - Uncommon - Spell
Move a unit with 3 Might or less. Flow 4 Energy Chaos Power (You may play this from your trash for its Flow cost. Then banish it.)

Wind and Ghosts
106/166 - Uncommon - Spell
Action (Play on your turn or in showdowns.) Choose a unit at a battlefield. If it has 3 Might or less, banish it. Otherwise, return it to its owner's hand.

Decree of Discord
107/166 - Rare - Spell
Return any number of enemy Order ( Order Power ) units with total Might 5 or less to their owners' hands.

Forgotten Relic
108/166 - Rare - Gear
When you play this or at the start of your Beginning Phase, Burn 1. When you burn a unit this way, do this: Give a friendly unit + Might equal to the burned card's Might this turn. (To Burn 1, put the top card of your Main Deck into your trash.)

Illaoi, Prophet of the Great Kraken
109/166 - Rare - Unit
When you play me or when I score, play a 1 Energy Might Tentacle unit token from Bilgewater. I have +1 Might for each token unit you control.

Mel, Defiant Soul
110/166 - Rare - Unit
Empower — Discard a spell (Pay the cost: Empower me. Use only if not Empowered.) When I become Empowered, banish an enemy unit at a battlefield with 3 Might or less.

Mel, Defiant Soul (Alternate Art)
110a/166 - Rare - Unit
Empower — Discard a spell When I become Empowered, banish an enemy unit at a battlefield with 3 Might or less.

Minah Swiftfoot
111/166 - Rare - Unit
When I move to a battlefield, choose one — • Each player discards 1. • Each player draws 1.

Zed, Without a Sound
112/166 - Rare - Unit
When I conquer, play a 0 Might Shadow Clone unit token to your base. (It has "When I attack, you may banish a unit from your trash. If you do, give me Assault 4 this turn.") Action → 1 Energy Chaos Power: Move me and a Shadow Clone you control to each other's locations.

Zed, Without a Sound (Alternate Art)
112a/166 - Rare - Unit
When I conquer, play a 0 Might Shadow Clone unit token to your base. Action → 1 Energy Chaos Power: Move me and a Shadow Clone you control to each other's locations.

Kennen, Storm of Shuriken
113/166 - Epic - Unit
When you play me, Burn 2. (Put the top 2 cards of your Main Deck into your trash.) When I conquer, give a spell in your trash Flow equal to its cost this turn. (You may play it from your trash for its Flow cost. Then banish it.)

Kennen, Storm of Shuriken (Alternate Art)
113a/166 - Epic - Unit
When you play me, Burn 2. When I conquer, give a spell in your trash Flow equal to its cost this turn.

Kharox
114/166 - Epic - Unit
Empower 6 Energy Chaos Power Chaos Power ( 6 Energy Chaos Power Chaos Power: Empower me. Use only if not Empowered.) When I become Empowered, choose an opponent. They Burn 3. Then you may do this: Choose a unit in their trash and play it, ignoring its cost. (To Burn 3, they put the top 3 cards of their Main Deck into their trash.)

Ocean Drake
115/166 - Epic - Unit
You may play me to an open battlefield. When you play me, you may return a non-Dragon unit to its owner's hand.

Dragon Form
116/166 - Uncommon - Spell
Choose a unit. Its base Might becomes 5 this turn. Flow 3 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Disciple of Shen
117/166 - Common - Unit
Hidden (Hide now for Power to react with later for 0 Energy.) I have Shield 3 while I'm at a battlefield with exactly one other unit you control. (+3 Might while I'm a defender.)

Horns of the Dragon
118/166 - Common - Unit
Tank (I must be assigned combat damage first.)

Keeper of Law
119/166 - Common - Unit
I cost 2 Energy Order Power less if you control a battlefield with exactly two units there.

Masa, Crashing Thunder
120/166 - Common - Unit
You may pay Order Power as an additional cost to play me. When you play me, if you paid the additional cost, Stun an enemy unit at a battlefield. (It doesn't deal combat damage this turn.)

Reluctant Leader
121/166 - Common - Unit
When you play another unit, give me +2 Might this turn.

Solari Sunhawk
122/166 - Common - Unit
Empower 2 Energy ( 2 Energy: Empower me. Use only if not Empowered.) Empowered → I have +1 Might and Deflect 2. (Opponents must pay Power Power to choose me with a spell or ability.)

Soulspinner
123/166 - Common - Unit
Ambush (You may play me as a Reaction to a battlefield where you have units.)

Escaped Grayback
124/166 - Uncommon - Unit
Empower — Kill a friendly unit (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have +2 Might.

Hungry Wolf
125/166 - Uncommon - Unit
Order Power: Ready me and give me +1 Might this turn. Use only if you've chosen an enemy unit this turn and only once each turn.

Ki Barrier
126/166 - Uncommon - Spell
Reaction (Play any time, even before spells and abilities resolve.) Choose a unit. Prevent the next 7 damage that would be dealt to it this turn. (Opponents can assign it extra combat damage to kill it.)

Lacerate
127/166 - Common - Spell
Choose a unit. If it's Empowered, disempower it. Then kill it if it has 3 Might or less. Flow 4 Energy Order Power Order Power (You may play this from your trash for its Flow cost. Then banish it.)

Noxian Emissary
128/166 - Uncommon - Unit
Empower 1 Energy Order Power ( 1 Energy Order Power: Empower me. Use only if not Empowered.) Empowered → ⇒ Deathknell → Play two 1 Might Recruit unit tokens to your base. (When I die while Empowered, get the effect.)

Sacred Protector
129/166 - Uncommon - Unit
I don't deal combat damage unless I'm at a battlefield with exactly one other unit you control.

Aurok General
130/166 - Rare - Unit
Empower 3 Energy Order Power ( 3 Energy Order Power: Empower me. Use only if not Empowered.) Empowered → Your units that are Empowered have +2 Might (including me).

Decree of Unity
131/166 - Rare - Spell
Kill an enemy Chaos ( Chaos Power ) unit or gear.

Fallen Feline
132/166 - Rare - Unit
When you play me, name a spell. While I'm at a battlefield, opponents can't play spells with that name.

Glowstone
133/166 - Rare - Gear
Empower Power Power ( Power Power: Empower me. Use only if not Empowered.) Disempower this, Exhaust: Choose a player. They gain control of this and recall it. (Send it to their base.) At the end of your turn, kill this and deal 5 to all units you control.

Kayle, Justified
134/166 - Rare - Unit
Empower 3 Energy ( 3 Energy: Empower me.) I can be Empowered up to three times. I have +2 Might for each time I'm Empowered. While I'm Empowered three times, I have Deflect 3 and Ganking.

Kennen, Keeper of Balance
135/166 - Rare - Unit
Hidden (Hide now for Power to react with later for 0 Energy.) When you play me or I attack, you may pay 2 Energy to Stun a unit. (It doesn't deal combat damage this turn.) While there's a stunned enemy unit here, I have +2 Might.

Kennen, Keeper of Balance (Alternate Art)
135a/166 - Rare - Unit
Hidden When you play me or I attack, you may pay 2 Energy to Stun a unit. While there's a stunned enemy unit here, I have +2 Might.

Ambessa, Respected and Feared
136/166 - Epic - Unit
Empower 1 Energy Order Power Order Power ( 1 Energy Order Power Order Power: Empower me. Use only if not Empowered.) Empowered → I have Assault 2. (+2 Might while I'm an attacker.) Empowered → When I attack, kill an enemy unit here with less Might than me.

Ambessa, Respected and Feared (Alternate Art)
136a/166 - Epic - Unit
Empower 1 Energy Order Power Order Power Empowered → I have Assault 2. Empowered → When I attack, kill an enemy unit here with less Might than me.

Shady Spectacles
137/166 - Epic - Gear
Equip 1 Energy Order Power ( 1 Energy Order Power: Attach this to a unit you control.) As this is attached to a unit, choose another friendly unit. The equipped unit becomes a copy of that unit for as long as this is attached to it.

Shen, Leader of the Kinkou Order
138/166 - Epic - Unit
Shield (+1 Might while I'm a defender.) When I hold, if there is exactly one other unit you control here, you score 1 point.

Shen, Leader of the Kinkou Order (Alternate Art)
138a/166 - Epic - Unit
Shield When I hold, if there is exactly one other unit you control here, you score 1 point.

Akali, Rogue Assassin
139/166 - Rare - Legend
Empower 3 Energy Power ( 3 Energy Power: Empower this. Use only if not Empowered.) Action → Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm Empowered, ready it.

Shuriken Flip
140/166 - Epic - Spell
Deal 2 to up to one enemy unit at a battlefield, then move a friendly unit. Flow 3 Energy Power (You may play this from your trash for its Flow cost. Then banish it.)

Renekton, Butcher of the Sands
141/166 - Rare - Legend
Reaction → Power Power, Exhaust: Add 2 Energy. Spend this Energy only to play units or activated abilities of units.

Dominus
142/166 - Epic - Spell
Action (Play on your turn or in showdowns.) This turn, double a unit's Might and give it " Power Power: Ready me."

Zed, Master of Shadows
143/166 - Rare - Legend
When you banish a card you own, empower me. (I become Empowered if I'm not already.) Action → Disempower me, Exhaust: Discard 1, then draw 1.

Death Mark
144/166 - Epic - Spell
Burn 3. (Put the top 3 cards of your Main Deck into your trash.) Play a 0 Might Shadow Clone unit token. (It has "When I attack, you may banish a unit from your trash. If you do, give me Assault 4 this turn.") Flow 1 Energy Power Power (You may play this from your trash for its Flow cost. Then banish it.)

Nasus, Curator of the Sands
145/166 - Rare - Legend
When you play a unit, gear, or activated ability with Energy cost 7 Energy or more, you may exhaust me to ready up to 2 runes.

Siphoning Strike
146/166 - Epic - Spell
Deal 4 to a unit at a battlefield. If you control 7 or more runes, deal 7 to it instead. When it dies this turn, channel 1 rune exhausted.

Shen, Eye of Twilight
147/166 - Rare - Legend
Action → Exhaust: Give a friendly unit Tank this turn. (It must be assigned combat damage first.)

Shadow Dash
148/166 - Epic - Spell
Move an enemy unit to a battlefield where you have units. If you have exactly two units there, they each get +1 Might this turn. Flow 5 Energy Power Power (You may play this from your trash for its Flow cost. Then banish it.)

Jayce, Defender of Tomorrow
149/166 - Rare - Legend
Empower 2 Energy Power Power ( 2 Energy Power Power: Empower me. Use only if not Empowered.) 1 Energy, Exhaust: Ready a gear. Empowered → 1 Energy, Exhaust: Ready 2 gear.

Acceleration Gate
150/166 - Epic - Spell
Ready up to 4 units, gear, and/or runes.

Mel, Soul's Reflection
151/166 - Rare - Legend
When you empower something else, empower me. (I become Empowered if I'm not already.) Disempower me, Exhaust: Give a unit at a battlefield -2 Might this turn.

Rebuttal
152/166 - Epic - Spell
Reaction (Play any time, even before spells and abilities resolve.) Choose a spell with Energy cost no more than 4 Energy. You may pay Power. If you do, gain control of it and you may make new choices for it. Otherwise, counter it.

Ambessa, Matriarch of War
153/166 - Rare - Legend
When you empower something else, empower me. (I become Empowered if I'm not already.) Disempower me, Power, Exhaust: Ready a unit.

Public Execution
154/166 - Epic - Spell
Choose a friendly unit. Kill an enemy unit with less Might than it. Flow 5 Energy Power Power (You may play this from your trash for its Flow cost. Then banish it.)

Kennen, Heart of the Tempest
155/166 - Rare - Legend
When you play a card from anywhere other than your hand, empower me. Action → Disempower me, Exhaust: Give a unit Assault 2 this turn. (+2 Might while it's an attacker.)

Lightning Rush
156/166 - Epic - Spell
Look at the top 3 cards of your Main Deck. You may choose a card from among them and draw it. Put the rest into your trash. Flow 2 Energy Power (You may play this from your trash for its Flow cost. Then banish it.)

Dragon Roost
157/166 - Uncommon - Battlefield
Any player may pay Power Power as an additional cost to play a Dragon. If they do, they play it to this battlefield.

Heisho, Shell of the World
158/166 - Uncommon - Battlefield
Players ignore Deflect while paying for spells and abilities choosing something here.

Kinkou Temple
159/166 - Uncommon - Battlefield
Units here with Tank have +1 Might.

Mystic Vortex
160/166 - Uncommon - Battlefield
During showdowns here, cards with Reaction cost Power more to play. (Hidden cards have Reaction.)

Piltovan Forge
161/166 - Uncommon - Battlefield
While you control this battlefield, the first friendly gear activated ability played each turn costs 1 Energy less.

Protective Sands
162/166 - Uncommon - Battlefield
When you conquer here, if you control 4 or fewer runes, you may pay 1 Energy to draw 1.

Risen Altar
163/166 - Uncommon - Battlefield
Empower costs of your units here cost 1 Energy or Power less.

Sandswept Tomb
164/166 - Uncommon - Battlefield
Each spell that chooses one or more units here that are friendly to it costs Power less.

Shadow Temple
165/166 - Uncommon - Battlefield
When you hold here, Burn 3. (Put the top 3 cards of your Main Deck into your trash.)

Threshold of the Gray
166/166 - Uncommon - Battlefield
When combat starts here, the attacker and defender each Add 1 Energy.

Vi, Destructive (Overnumbered)
167/166 - Rare - Unit
Ganking Recycle 1 from your trash: Give me +1 Might this turn.

Jinx, Demolitionist (Overnumbered)
168/166 - Rare - Unit
Accelerate Assault 2 When you play me, discard 2.

Zed, From the Shadows (Overnumbered)
169/166 - Epic - Unit
You may discard 1 as an additional cost to play me. When you play me, if you paid the additional cost, play a 0 Might Shadow Clone unit token.

Shen, Scourge of Shadows (Overnumbered)
170/166 - Rare - Unit
When I hold, if there is exactly one other unit you control here, draw 1.

Riven, Shattered (Overnumbered)
171/166 - Rare - Unit
Weaponmaster When I attack, choose an enemy unit here. Deal 2 to it for each Equipment attached to me.

Draven, Showboat (Overnumbered)
172/166 - Rare - Unit
My Might is increased by your points.

Swain, Visionary (Overnumbered)
173/166 - Rare - Unit
Vision When I conquer, if you've played a non-token unit, a non-token gear, and a spell this turn, you score 1 point.

Irelia, Fervent (Overnumbered)
174/166 - Epic - Unit
Deflect When you choose or ready me, give me +1 Might this turn.

Jayce, Man of Progress (Overnumbered)
175/166 - Rare - Unit
When you play me, you may kill a friendly gear. If you do, you may play a gear with Energy cost no more than 7 Energy from hand this turn, ignoring its Energy cost.

Viktor, Innovator (Overnumbered)
176/166 - Rare - Unit
When you play a card on an opponent's turn, play a 1 Might Recruit unit token to your base.

Renekton, Brute (Overnumbered)
177/166 - Epic - Unit
1 Energy: Give me +1 Might this turn. When my Might becomes 10 or more, empower me. Empowered → I have Ganking and Deflect.

Nasus, Guardian of Knowledge (Overnumbered)
178/166 - Rare - Unit
Once each turn, when an enemy unit here dies, channel 1 rune exhausted.

Rengar, Trophy Hunter (Overnumbered)
179/166 - Epic - Unit
Ambush I can be played to a battlefield where there are enemy units.

Kha'Zix, Evolving Hunter (Overnumbered)
180/166 - Epic - Unit
Hunt When I attack, you may spend 3 XP to deal damage equal to my Might to an enemy unit here.

Gangplank, Naval (Overnumbered)
181/166 - Rare - Unit
Empower Body Power Body Power Empowered → If a spell or ability that chooses me would stun me, give me - Might, or return me to hand, give me +3 Might instead.

Illaoi, Prophet of the Great Kraken (Overnumbered)
182/166 - Rare - Unit
When you play me or when I score, play a 1 Energy Might Tentacle unit token from Bilgewater. I have +1 Might for each token unit you control.

Diana, No Longer Human (Overnumbered)
183/166 - Epic - Unit
Ambush When you play a spell, give me +2 Might this turn.

Leona, Determined (Overnumbered)
184/166 - Rare - Unit
Shield When I attack, stun an enemy unit here.

Kayle, Justified (Overnumbered)
185/166 - Rare - Unit
Empower 3 Energy ( 3 Energy: Empower me.) I can be Empowered up to three times. I have +2 Might for each time I’m Empowered. While I'm Empowered three times, I have Deflect 3 and Ganking.

Morgana, Vindictive (Overnumbered)
186/166 - Rare - Unit
Ambush When you play me, deal damage to a unit equal to the damage marked on it.

Ambessa, Respected and Feared (Overnumbered)
187/166 - Epic - Unit
Empower 1 Energy Order Power Order Power Empowered → I have Assault 2. Empowered → When I attack, kill an enemy unit here with less Might than me.

Mel, Defiant Soul (Overnumbered)
188/166 - Rare - Unit
Empower — Discard a spell When I become Empowered, banish an enemy unit at a battlefield with 3 Might or less.

Akali, Rogue Assassin (Overnumbered)
189/166 - Rare - Legend
Empower 3 Energy Power Action → Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm Empowered, ready it.

Akali, Rogue Assassin (Signature)
189*/166 - Rare - Legend
Empower 3 Energy Power Action → Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm Empowered, ready it.

Renekton, Butcher of the Sands (Overnumbered)
190/166 - Rare - Legend
Reaction → Power Power, Exhaust: Add 2 Energy. Spend this Energy only to play units or activated abilities of units.

Renekton, Butcher of the Sands (Signature)
190*/166 - Rare - Legend
Reaction → Power Power, Exhaust: Add 2 Energy. Spend this Energy only to play units or activated abilities of units.

Zed, Master of Shadows (Overnumbered)
191/166 - Rare - Legend
When you banish a card you own, empower me. Action → Disempower me, Exhaust: Discard 1, then draw 1.

Zed, Master of Shadows (Signature)
191*/166 - Rare - Legend
When you banish a card you own, empower me. Action → Disempower me, Exhaust: Discard 1, then draw 1.

Nasus, Curator of the Sands (Overnumbered)
192/166 - Rare - Legend
When you play a unit, gear, or activated ability with Energy cost 7 Energy or more, you may exhaust me to ready up to 2 runes.

Nasus, Curator of the Sands (Signature)
192*/166 - Rare - Legend
When you play a unit, gear, or activated ability with Energy cost 7 Energy or more, you may exhaust me to ready up to 2 runes.

Shen, Eye of Twilight (Overnumbered)
193/166 - Rare - Legend
Action → Exhaust: Give a friendly unit Tank this turn.

Shen, Eye of Twilight (Signature)
193*/166 - Rare - Legend
Action → Exhaust: Give a friendly unit Tank this turn.

Jayce, Defender of Tomorrow (Overnumbered)
194/166 - Rare - Legend
Empower 2 Energy Power Power 1 Energy, Exhaust: Ready a gear. Empowered → 1 Energy, Exhaust: Ready 2 gear.

Jayce, Defender of Tomorrow (Signature)
194*/166 - Rare - Legend
Empower 2 Energy Power Power 1 Energy, Exhaust: Ready a gear. Empowered → 1 Energy, Exhaust: Ready 2 gear.

Mel, Soul's Reflection (Overnumbered)
195/166 - Rare - Legend
When you empower something else, empower me. Disempower me, Exhaust: Give a unit at a battlefield -2 Might this turn.

Mel, Soul's Reflection (Signature)
195*/166 - Rare - Legend
When you empower something else, empower me. Disempower me, Exhaust: Give a unit at a battlefield -2 Might this turn.

Ambessa, Matriarch of War (Overnumbered)
196/166 - Rare - Legend
When you empower something else, empower me. Disempower me, Power, Exhaust: Ready a unit.

Ambessa, Matriarch of War (Signature)
196*/166 - Rare - Legend
When you empower something else, empower me. Disempower me, Power, Exhaust: Ready a unit.

Kennen, Heart of the Tempest (Overnumbered)
197/166 - Rare - Legend
When you play a card from anywhere other than your hand, empower me. Action → Disempower me, Exhaust: Give a unit Assault 2 this turn.

Kennen, Heart of the Tempest (Signature)
197*/166 - Rare - Legend
When you play a card from anywhere other than your hand, empower me. Action → Disempower me, Exhaust: Give a unit Assault 2 this turn.

Ahri, Inquisitive
SP3/006 - Epic - Unit
When I attack or defend, give an enemy unit here -2 Might this turn, to a minimum of 1 Might.

Body Rune
R04 - Common - Rune
Riftbound card details and database link.

Body Rune (R04a)
R04a - Common - Rune
Riftbound card details and database link.

Calm Rune
R02 - Common - Rune
Riftbound card details and database link.

Calm Rune (R02a)
R02a - Common - Rune
Riftbound card details and database link.

Chaos Rune
R05 - Common - Rune
Riftbound card details and database link.

Chaos Rune (R05a)
R05a - Common - Rune
Riftbound card details and database link.

Empowered // Gold
T01 // T02 - Common - Card
Riftbound card details and database link.

Ezreal, Prodigy
SP5/006 - Epic - Unit
When you play me, discard 1, then draw 2. Optional additional costs you pay cost 1 Energy or Power less.

Fury Rune
R01 - Common - Rune
Riftbound card details and database link.

Fury Rune (R01a)
R01a - Common - Rune
Riftbound card details and database link.

Kai'Sa, Survivor
SP1/006 - Epic - Unit
Accelerate When I conquer, draw 1.

Lux, Crownguard
SP6/006 - Epic - Unit
Exhaust: Reaction — Add 2 Energy. Spend this Energy only to play spells.

Mech // Recruit
T03 // T04 - Common - Card
Riftbound card details and database link.

Mind Rune
R03 - Common - Rune
Riftbound card details and database link.

Mind Rune (R03a)
R03a - Common - Rune
Riftbound card details and database link.

Order Rune
R06 - Common - Rune
Riftbound card details and database link.

Order Rune (R06a)
R06a - Common - Rune
Riftbound card details and database link.

Recruit (NX)
T04 - Common - Unit
Riftbound card details and database link.

Sett, Brawler
SP4/006 - Epic - Unit
When you play me or when I conquer, buff me. Spend my buff: Give me +4 Might this turn.

Shadow Clone // Tentacle
T05 // T06 - Common - Card
Riftbound card details and database link.

Shadow Clone // Tentacle (Full Art)
T05 // T06 - Common - Card
Riftbound card details and database link.

Sona, Harmonious
SP2/006 - Epic - Unit
At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.