This is no longer the old all-in Sprite list. Defy protects the scoring turn, Charm removes the relevant defender, Heart and Mask win solo lanes, and Riptide Rex or Unchecked Power recover a losing board.
Official Vancouver: overall #77, 1,800+ Day 1 players
Collection validation: 0 missing
01
Replace up to two cards
Mulligan for a real board
Body first, then one efficient answer
Ravenbloom StudentYour best early threat when the hand already contains a spell.
Plundering Poro or Stalwart PoroReliable two-Energy battlefield presence; Plundering rewards an open conquer.
Sprite FountainA ready Sprite now, another after Deathknell, and a discount for Bashful Bloom.
One of Defy, Stupefy, En Garde, or CharmKeep one cheap answer after you have a body.
Keep only when the rest of the hand functions
Mask of ForesightGood with a two-drop that can fight alone; weak without a unit.
Heart of Dark IceKeep with an early body and enough tempo to spend three Energy on Gear.
Disarming RakeKeep only when the opposing deck depends on a Gear worth killing.
Smoke and MirrorsKeep with Fountain or another reliable Temporary unit.
Sprite BurstKeep one only when the rest of the curve already contests early.
Do not open with the recovery package
Riptide RexA six-Energy stabilizer and finisher, not an opening play.
Unchecked PowerYour emergency reset belongs later in the game.
Duplicate MeditationCards do not matter if the first battlefield is uncontested.
Second Lillia, Fae FawnYour Chosen copy is guaranteed, so the deck-drawn copy is rarely a priority.
Gear without a bodyReplace a lonely Mask or Heart when the hand cannot establish a unit.
02
Three resource bands
The game plan
2–3 Energy
Establish
Play Ravenbloom, a Poro, Fountain, or normal Fae Fawn. Contest one battlefield with a real unit. Spend Charm only when moving a defender creates an immediate conquer.
Reserve: one efficient Reaction when the opponent can challenge your holder.
4–6 Energy
Dominate one lane
Install Mask or pre-activate Heart, then attack or defend alone. Use Defy to protect the important exchange. At six Energy, Riptide Rex removes a damaged or medium defender and leaves a 6-Might body.
Sequence: activate Heart before moving or starting a showdown.
7+ Energy
Reset and close
If behind, Unchecked Power clears units at battlefields. If ahead, spread real holders and use Sprites, Charm, or Rex to force the final conquer. At seven points, plan the eighth point before committing your Temporary bodies.
Final point: durable Hold, Hidden Sprite Call timing, or a two-field conquer.
03
Choose the terrain
Battlefield priorities
Blind choice
Dusk Rose Lab
Before scoring, turn one expiring Sprite into a card. Never sacrifice the only holder if that loses the Hold point.
Going first
Seat of Power
Usually conquer it after controlling the other battlefield so the conquest replaces itself with a draw.
Defending pressure
Black Flame Altar
Temporary defenders gain Shield, making a 3-Might Sprite defend as 4. The effect also helps opposing Temporary defenders.
04
Sequencing that changes games
Seven practical lines
01Mask + Heart + solo unitLane control
Need: a real unit, Mask of Foresight, and Heart of Dark Ice.
During your own open Main Phase, exhaust Heart to give the intended unit +3 Might.
Move that unit to fight alone.
Mask supplies another +1 when it attacks or defends alone; En Garde can add up to +2 more.
Watch out: Heart has no Action or Reaction keyword. It cannot be activated during the showdown; use it before starting the fight.
02Ravenbloom spell chainCombat scaling
Need: Ravenbloom Student and cheap spells.
Establish Raven before the showdown.
Every spell you play gives Raven +1 Might that turn.
Stupefy draws, En Garde adds its own buff, and Defy can both protect the exchange and grow Raven.
Payoff: En Garde on an alone Raven can represent +3 total: +1 from Raven’s trigger and up to +2 from En Garde.
03Fae Fawn + Smoke and MirrorsReposition
Need: Fae Fawn at one location and a Temporary unit at another.
Play Smoke and Mirrors, or reveal it from Hidden on a later turn.
Swap Fae and the Temporary unit, then draw 1.
Fae’s move trigger creates an exhausted Sprite where she left.
Payoff: Fae relocates while the old Temporary unit and the new Sprite occupy her former location.
04Fountain or Burst → Bashful BloomSprite economy
Need: your ready Legend.
Sprite Fountain makes one ready Temporary unit; Sprite Burst makes two.
Each Temporary unit reduces Bashful Bloom’s four-Energy activation by one.
Activate the Legend after creating the discount.
Payoff: Burst plus the discounted Legend costs seven Energy total and produces three ready 3-Might Sprites.
05Hidden Sprite Call at seven pointsFinal Hold
Need: Sprite Call hidden at the battlefield on a previous turn.
At the start of your Beginning Phase, place existing Temporary triggers on the chain.
Reveal Sprite Call for zero and make a ready Sprite at that battlefield.
The new Sprite did not exist when start-of-phase triggers were collected, so it survives to scoring this phase.
Watch out: a card cannot be played from Hidden on the same turn it was hidden.
06Meditation converts an expiring bodyCard flow
Need: Meditation and a ready friendly unit you no longer need to move.
Play Meditation as a Reaction.
Exhaust the expendable unit as the additional cost.
Draw two instead of one.
Watch out: an already exhausted unit cannot pay the cost, and it stays exhausted if Meditation is countered.
07Unchecked Power → rebuildComeback
Need: a board where the opponent has more battlefield value than you.
Use Unchecked Power during your own open Main Phase; it exhausts all friendly units and deals 12 to every unit at battlefields.
Accept that your battlefield units are also hit.
Rebuild with Riptide Rex, Sprite Burst, Fountain, or a discounted Legend activation.
Watch out: this is normal-speed, symmetrical battlefield damage—not a Reaction or a one-sided wipe.
05
Know when the card is live
Interaction desk
CardTimingJob
DefyReactionCounter a qualifying low-cost spell and protect the scoring turn.
Stupefy / Smoke ScreenReactionChange showdown math after the opponent commits.
En GardeReactionSave or push a friendly unit; strongest when it is your only unit there.
CharmOwn open Main PhaseMove the relevant enemy defender before initiating the conquer.
Heart of Dark IceOwn open Main PhasePre-load +3 Might before you move or start a showdown.
Disarming RakeOn playKill an important Gear while adding a unit to the board.
Unchecked PowerOwn open Main PhaseReset battlefield units when you are materially behind.
06
Change the job, not the identity
Matchup plans
Fast units
Bring in Stalwart Poros. Contest early, use Black Flame Altar defensively, and do not spend a full turn installing Gear while losing both battlefields.
Tall units
Charm the expensive holder away or shrink it after commitment. Heart and Mask let one real unit challenge above its printed Might.
Spell control
Bring in Lilting Lullaby and Sprite Queen. Stagger permanent units, keep Defy for the spell that changes scoring, and force removal onto disposable Sprites first.
Gear engines
Keep Disarming Rake and bring in Turn to Dust. Remember Turn to Dust is delayed removal; the Gear dies at the start of its controller’s next Beginning Phase.
Wide boards
Bring the second Unchecked Power. Trade real units carefully so the reset is asymmetrical in value even though the damage is symmetrical.
Slow mirrors
Fight over Seat of Power, protect Rex, and avoid committing both Heart and every holder into one answer. The extra Sprite Queen supplies long-game bodies.
07
Avoid the self-inflicted losses
Common mistakes
01
Activating Heart too late. Its ability is not a showdown Reaction; use it before you move or fight.
02
Expecting Temporary Sprites to Hold. Normal Sprites die before scoring on your next Beginning Phase.
03
Crowding the Mask lane. Mask and the second half of En Garde reward a unit fighting alone.
04
Using Charm reactively. Charm is normal-speed; move the defender during your own open Main Phase.
05
Calling Unchecked Power one-sided. It deals 12 to your own battlefield units too.
06
Hiding Sprite Call too late. It cannot be revealed from Hidden on the turn it was set.
07
Sacrificing the sole holder at Dusk Rose Lab. A card is not worth losing the Hold point.
08
Keeping Rex in the opener. Mulligan for the board that lets the six-Energy finisher matter.
08
Official card art · locally hosted
The complete deck gallery
Every unique card in the Main Deck, Legend, runes, battlefields, and optional sideboard. Select a card to enlarge it.
LegendLillia, Bashful BloomUNL-1895×Calm RuneOGN-0427×Mind RuneOGN-0891×Black Flame AltarUNL-2081×Dusk Rose LabUNL-2091×Seat of PowerSFD-2172× · 1 ChosenLillia, Fae FawnUNL-0823×Ravenbloom StudentOGN-1032×Plundering PoroUNL-2221× main · 2× SBStalwart PoroOGN-0522×Riptide RexOGN-0921×Disarming RakeSFD-0322× main · 1× SBCharmOGN-0433×DefyOGN-0453×MeditationOGN-0483×En GardeOGN-0462×StupefyOGN-0951×Smoke and MirrorsUNL-0831×Sprite CallOGN-0942×Smoke ScreenOGN-0933×Sprite BurstUNL-0691× main · 1× SBUnchecked PowerOGN-1232×Heart of Dark IceSFD-0523×Mask of ForesightOGN-0603×Sprite FountainUNL-0781× SBLilting LullabyUNL-1901× SBSprite QueenUNL-0842× SBTurn to DustUNL-070
Card images are locally optimized copies of assets from the official Riftbound card gallery. Select any image for its official card page.
09
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Exact deck list
Legend / Chosen
1 Lillia, Bashful Bloom
1 Lillia, Fae Fawn — Chosen
Units · 11
1 Lillia, Fae Fawn
3 Ravenbloom Student
2 Plundering Poro
1 Stalwart Poro
2 Riptide Rex
1 Disarming Rake
Spells · 21
2 Charm
3 Defy
3 Meditation
3 En Garde
2 Stupefy
1 Smoke and Mirrors
1 Sprite Call
2 Smoke Screen
3 Sprite Burst
1 Unchecked Power
Gear · 8
2 Heart of Dark Ice
3 Mask of Foresight
3 Sprite Fountain
Runes · 12
5 Calm Rune
7 Mind Rune
Battlefields · 3
1 Black Flame Altar
1 Dusk Rose Lab
1 Seat of Power
Sideboard · 8
1 Charm
2 Stalwart Poro
1 Lilting Lullaby
1 Unchecked Power
1 Sprite Queen
2 Turn to Dust
Legend
1 Lillia, Bashful Bloom
Runes
5 Calm Rune
7 Mind Rune
Battlefields
1 Black Flame Altar
1 Dusk Rose Lab
1 Seat of Power
Chosen Champion
1 Lillia, Fae Fawn
Main Deck
1 Lillia, Fae Fawn
3 Ravenbloom Student
2 Plundering Poro
1 Stalwart Poro
2 Riptide Rex
2 Charm
3 Defy
1 Disarming Rake
3 Meditation
3 En Garde
2 Stupefy
1 Smoke and Mirrors
1 Sprite Call
2 Smoke Screen
3 Sprite Burst
1 Unchecked Power
2 Heart of Dark Ice
3 Mask of Foresight
3 Sprite Fountain
Sideboard
1 Charm
2 Stalwart Poro
1 Lilting Lullaby
1 Unchecked Power
1 Sprite Queen
2 Turn to Dust
10
Optional purchases
Closest route to the exact Utrecht core
3 DisciplineReplace 3 Meditation.
1 Smoke and MirrorsReplace Sprite Call.
1 StupefyReplace the second Charm.
1 Plundering PoroReplace the Main Deck Stalwart Poro.
1 Thousand-Tailed WatcherReplace the second Fae Fawn.
1 The Arena’s GreatestReplace Black Flame Altar when following that exact battlefield package.