Creature-card dueling reimagined
Riftbound
Choose your opening Active creature, build a two-card Bench, and battle across a living professional card table.
What’s in the beta
82-card vault · Three rebalanced 24-card starter decks · Basic-only opening lineups · Signature energy costs · Speed-based retreats · Nine element-powered attack styles · In-battle card inspection · Readable Active + Bench rows · Animated deployment and combat · 20 Very Rare cards · 20 Legendary cards · Nine balanced elements · Visible health, Burn and Ward states · Card Codex · Live damage forecasts with knockout warnings · Persistent Riftkeeper mastery and ranks · Achievement badges · Recent graded match history · Deck composition analysis · Rotating mastery trials · Post-match tactical coaching · Three-step Momentum combos · Full-screen responsive card table · Keyboard and controller navigation · First-to-two online rivalry series · Deck doctrines · Duel objectives · Rival battle plans
Step 1
Choose your starter deck
Step 2
Set AI challenge
Deck lab
Deck analysis
Tempo Spark: Sequence a low-cost card before attacking to accelerate Rift Rush's pressure.
Opening pool: 9 Basic creatures
Element focus: Fire 6 · Wind 6 · Light 5
Balanced creature and support curve. Your opening lineup has reliable options.
New · Solo draft adventure
Rift Expedition
Five battles. Four draft choices. One final boss. Start with the selected starter deck, then replace cards after victories to build your own strategy.
Carry your remaining Core between battles and choose recovery, forge, event, standard, or elite routes. A loss or draw ends the run. Every confirmed move is saved on the server. Sign in before starting for account-linked saves and verified victory rewards. Guests resume in this browser. Drafted cards are temporary, not collection rewards.
Beta rules and controls
Each duel offers up to three Basic creatures costing 3 or less. Choose the creature you want in the Active position; other eligible opening choices begin on your Bench. After both lineups lock, draw one card at the start of your turn. During Main, play cards, strengthen your Bench, and attach one energy. From round three onward, each duelist may trigger Rift Overdrive once per battle for +2 energy, +25 Rift charge, and 1 Ward on the Active creature. Your Active creature can use Rift Strike or meet one additional attached energy requirement to unlock its signature move. Elemental signatures can Burn, Chill, Poison, Stun, regenerate, heal, charge the Bench, gain Ward, forge fragments, cleanse harmful states, pierce Ward, or adapt between healing and drawing. A matching-element Bench ally activates Resonance; three different allied elements activate Spectrum formation for +1 damage. Normal attacks keep attached energy. A signature spends 1 attached energy after meeting its requirement. Speed 5 or higher retreats free; other creatures pay 1 attached energy. You may retreat only once each turn. The first player cannot attack on their opening turn.
The Element Wheel is Water over Fire, Fire over Ice, Ice over Wind, Wind over Earth, Earth over Prism, Prism over Light, Light over Dark, Dark over Rainbow, and Rainbow over Water. Strength gives +2 damage and +6 Rift; attacking into Weakness loses 1 damage and gives the defender +4 Rift. Match the Active creature to a same-element Bench ally to trigger Resonance for +1 damage.
Dealing damage builds Rift charge, while surviving damage grants a smaller comeback charge. Defeating a creature pixel-shatters its card, claims a Rift Seal, and creates a larger surge for both duelists. Select any creature in play and spend a full Rift bar to grant +2 Power, +2 maximum Health, +1 Speed, and one Evolution level. Each creature can reach Evolution 3. Win by claiming three Rift Seals or destroying the rival Core. After 12 rounds, Seals decide the result, then remaining Core.