How Many Runes in Riftbound?
Every Riftbound deck is accompanied by a separate deck consisting of 12 rune cards. Think of runes as the resources you need to power your other Riftbound cards.
How many runes in Riftbound you can have in your deck is super straightforward. Getting the composition right is a little trickier, though. Whether you’re just picking the game up or you’re trying to get a bit more competitive, we’ll cover everything you need to know about runes below.
Key TakeawaysÂ
- Runes are the resource system for powering the rest of your cards.
- You’ll have 12 rune cards in your rune deck, which is separate from your main deck.
- There are 6 different rune types, each of which is tied to one of the game’s domains.
- Your rune deck must match your Legend’s Domain Identity.
- You’ll channel two runes per turn and choose the color ratio yourself.Â
- Exhausting runes for energy or spending them for power comes with different trade-offs.
- Danireon is your one-stop shop for all things Riftbound. Shop the full collection today!Â
What Are Runes in Riftbound?Â
These resource cards fuel every move you make. Because every card in your main deck (which consists of 40 cards) has a cost. Runes are the toll.Â
It might help to think of runes like mana in Magic: The Gathering - or energy in Pokémon. It’s the same thing. But there’s one twist here: runes live in their own dedicated deck rather than being shuffled up with the rest of your cards in the main deck.
Your rune deck sits face down beside your main deck as each game begins. Then, you’ll channel runes from the top into your active zone each time it’s your turn. There, they can be used to fuel spells and units.Â
You never get resource-starved like you would in games where resources live in the same draw pile as everything else. You’ll have a pre-configured rune deck if you buy one of our Riftbound starter decks. Otherwise, you’re probably wondering how many runes in Riftbound there are.Â
The 6 Riftbound Rune Types
There are six domains under which all runes fall, and your Legend’s Domain Identity dictates which two types you can use alongside your deck:
- Fury (Red): These are your go-to when trying to close out games quickly. They’re high-strength cards with damage-based effects.Â
- Body (Orange): These speed up rune channeling and enable direct unit damage for ramp strategies.Â
- Order (Yellow): These summon tokens and manipulate units by either exhausting or repositioning them. Â
- Calm (Green): These allow you to counter spells and handle removal efficiently. They’re all about defense.Â
- Mind (Blue): These patient, value-oriented runes unlock card draw and strength adjustments mid-combat.
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- Chaos (Purple): These bounce units and send cards back to the hand. They may temporarily damage your own board, but it could be worth it for a bigger payoff later.
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How Many Runes in Riftbound?
You get exactly 12 rune cards - no more, no less. The real question is which specific types you use in your deck. That’ll come down to your Legend’s Domain Identity.Â
For example, a Legend running Fury/Mind needs Fury runes and Mind runes exclusively. You have wiggle room in terms of the split among those runes, though. You could go with an even 6/6 split, or you could bias towards one side or the other - say, 8/4 or 9/3.
Count up the Power costs (by color) across your 40 main deck cards and weight your runes to match. This can be the difference between your deck flowing well all through the game and stalling out too early.
More Riftbound Rune Deck Rules
One little nuance you should know about using runes in the context of 1v1 gameplay. The second player channels THREE runes on their first turn, rather than two, in order to offset the tempo advantage the first player gets by acting first.Â
Spent runes are sent to the bottom of your rune deck, so they come back up over time. You’ll see them again once you’ve channeled deep enough. The rune deck isn’t a one-time resource pool.Â
Making Runes Work For You in GameplayÂ
There are two ways you can utilize runes: either by exhausting them (turning them sideways) to generate energy for standard costs. OR, you can choose to spend them (return to the bottom of your deck) to pay a Power cost with a matching-color rune.
Knowing when to spend and exhaust runes is what separates new players from seasoned players. Spending too aggressively early on leaves you short on active runes, so you’re vulnerable when your opponent starts pushing back. But if you’re too conservative, you’ll miss the window of opportunity for your strongest cards. There’s a sweet spot that you have to find.
The more advanced technique you’ll want to start getting the hang of is floating. You can exhaust a rune for energy and then spend that same rune for power in the same turn. The energy first enters your pool, then, the rune gets recycled for its power cost. This helps you make the most of every rune card you carry in your deck. Otherwise, you’d have to play an extra rune to pull off the same sequence.Â
You can find more Riftbound deck building rules in our blog if you’re curious. Otherwise, it’s time to shop at Danireon to find all the different cards you need to start playing like the pros!Â
Frequently asked questions
How many runes do you get in Riftbound?
12 - that is, in your deck. We see confusion on how many runes in Riftbound you have in your deck and how many you can play per turn. You’re allowed to channel TWO runes per turn from the top of your deck (three if you’re the second player on your first turn).
Can I float runes in Riftbound?
Yes. This involves exhausting a rune for energy and then spending it for power in the same turn. It’s basically killing two birds with one stone.Â
What are Riftbound bulk runes?
It’s a pack of 324 rune cards (54 of each of the six types) to help you build a handful of decks at once. They’re the same runes you’d get from a Riftbound booster box. But it makes more sense to purchase Riftbound singles if you only need a handful of specific runes.
Related ResourcesÂ
How does equipment work in Riftbound? | Riftbound sideboard rules