Riftbound

Riftbound Colors and Domains Explained

Domains are Riftbound's colors. There are six: Fury (red), Calm (green), Mind (blue), Body (orange), Chaos (purple) and Order (yellow). Your Champion Legend has two of them, and your deck can only play cards from those two. This guide covers what each domain does well, what it struggles with, and how to pick a pair.

Chart of Riftbound's six domains, its colors: Fury (red) good at damage removal and units that enter ready, Calm (green) at defensive tricks and counters, Mind (blue) at card draw and shrinking units, Body (orange) at extra runes and big units, Chaos (purple) at movement, the trash and Hidden tricks, and Order (yellow) at many small units and kill spells, each with what it struggles with and the keywords it uses most.
All six domains with Riot's stated strengths and weaknesses and the keywords each uses most. View full size (SVG) → View full size (SVG) →

The six domains at a glance

Riot's rules give each domain a color, a symbol and a one-letter shorthand. The strengths and weaknesses below come from Riot's Deckbuilding Primer, written by the game's director, and the keyword column is what the released cards bear out.

DomainGood atStruggles withLeans on
Fury (red)Damage removal, units that enter ready, rewards for conqueringDrawing cards, killing units directly, reaching units in baseAssault, Accelerate, Legion
Calm (green)Defensive tricks, moving enemy units, stopping the opponent's interactionBeing aggressive, interacting without its unitsShield, Tank, Deflect
Mind (blue)Card draw, shrinking enemy units, Hidden and gear synergiesMoving units, efficient unitsTemporary, Hidden, Reaction
Body (orange)Extra runes, efficient high-impact units, winning combatsCard draw, spells that aren't about combatHunt, Weaponmaster
Chaos (purple)Moving units around, using the trash, Hidden tricks, finding key cardsRemoving threats for good, lasting bonuses on unitsHidden, Flow
Order (yellow)Many small units, value when units die, kill spellsHandling small units, moving unitsDeathknell

How domains work in a deck

Your Champion Legend shows two domain symbols, and those two are your deck's domain identity. Every card in your deck has to fit it:

CardFits your deck when
One domainYour Legend has that domain.
Two domainsYour Legend has both of them.
No domainAlways. Battlefields and some units have no domain.
RunesAll 12 must be in your Legend's domains.
The Riftbound Deck Lab's Not legal badge for a Standard deck, listing a 9-card main deck, one battlefield of three, four copies of Jinx, Demolitionist, and Trinity Force and a Body Rune outside the Legend's domains, with Copy tournament list disabled
Domain identity in practice: TurnZero HQ's Deck Lab flags Trinity Force and a Body Rune as outside this Legend's domains. View full size

Domains also show up in costs. The domain symbols under a card's Energy cost are its Power cost, and Power comes from recycling runes of that domain. A Fury and Chaos deck with 6 Fury and 6 Chaos runes can pay either kind of symbol, and how you split those 12 runes is one of the first decisions in building a deck. How to read a Riftbound card shows where the symbols are printed.

Fury (red)

Riot's line for Fury is "aggression, passion, and the thrill of conquering." Fury wants to attack. Its removal deals damage, its units come with ways to enter play ready, and its cards reward you for taking battlefields. Most of the cards that print or grant Assault are Fury, and Fury has more of the Accelerate cards than any other domain.

The tradeoff is staying power. Fury has little card draw, few ways to kill a unit outright, and a hard time reaching units that stay home in their base, so a Fury deck that doesn't win early can run out of cards.

Calm (green)

Calm is "balance, meditation, and the peace of holding." It protects battlefields: defensive combat tricks, spells that move enemy units away, and counters that stop the opponent's spells. Calm has more Shield, Tank and Deflect cards than any other domain.

Calm has trouble going on the offensive, and most of its interaction runs through its own units, so it struggles when it has none on the board.

Mind (blue)

Mind is "innovation, outsmarting opponents, and the benefits of intelligence and curiosity." It plays a longer game: it draws cards, shrinks enemy units with -Might effects, and gets the most out of Hidden cards and gear. Mind has most of the cards with Temporary, and it splits most of the Hidden cards with Chaos, close to a third each.

Its units are less efficient than other domains', and it has few ways to move them, so Mind usually needs its spells to carry the board.

Body (orange)

Body is "physical superiority, agility, and connection to the wilds." It grows its resources faster than other domains, with cards that channel extra runes, and spends them on big, efficient units that win combats. Body has the most Hunt cards and the most Weaponmaster cards, both about units doing the work.

Body has little efficient card draw and few spells that do anything outside combat, so it depends on its units surviving.

Chaos (purple)

Chaos is "unpredictability, rebellion, and trickiness." It moves units around the board, uses its trash as a resource, hides tricks facedown, and digs through its deck for the card it needs. Chaos has close to a third of the Hidden cards and the most Flow spells, which are played a second time from the trash.

What Chaos lacks is permanence. It has trouble removing threats for good, and its bonuses on units rarely last past the turn.

Order (yellow)

Order is "unity, community, and sacrifice for the greater good." It makes lots of small units, gets value when units die, and its removal kills units outright. Order has about half of the cards with Deathknell, the keyword that pays off when a unit dies.

Order has trouble dealing with an opponent's many small units, and like Mind, it has few ways to move its own.

Domain pairs and Legends

Six domains make 15 possible pairs, and since Vendetta every pair has at least one Legend. Through Vendetta there are 49 Legends, and each domain appears on 16 or 17 of them, so no domain is short of options. The pair matters more than either half: Fury with Chaos plays very differently from Fury with Order.

Cards with two domains are where a pair's identity shows most. They can only go in a deck whose Legend has both, and Riot designs them for that combination. Every Riftbound Legend lists the Legends by domain pair.

Riftbound domains compared to Magic's colors

If you play Magic: The Gathering, a comparison helps at first, but only Fury lines up closely with a single color. Treat the rest as a rough starting point:

DomainClosest Magic colorWhere it differs
Fury (red)RedClose match: aggression, damage, haste-like Accelerate.
CalmGreen and whiteDefensive like white, but it also has counterspells, which Magic gives to blue.
Mind (blue)BlueCard draw and tricks, plus -Might effects that play like Magic's black.
BodyGreenBig units and extra resources, the way green ramps lands.
ChaosBlue and blackGraveyard play and trickery, with a lot of movement Magic has no direct version of.
OrderWhite and blackWhite's wide boards and black's kill spells and death triggers.

Choosing your first domains

Pick by how you want to win, then find a Legend in that pair. Starting with what you like to do is more useful than starting with what is strongest, because the strongest pairs change with each set and ban list.

If you likeLook at
Attacking early and oftenFury, with Body or Order
Big units that win fightsBody
Taking a battlefield and keeping itCalm
Spells, card draw and long gamesMind
Surprises and second chancesChaos
A wide board and removalOrder

Proving Grounds, Riot's starter box, covers all six: Annie is Fury and Chaos, Master Yi is Calm and Body, Lux is Mind and Order, and Garen is Body and Order. Playing all four is a quick way to find the domains you like before you buy singles. When you are ready, the guide to building a Riftbound deck covers the rest.

Frequently Asked Questions

What are the six domains in Riftbound?

Fury (red), Calm (green), Mind (blue), Body (orange), Chaos (purple) and Order (yellow). A domain is Riftbound's version of a color: almost every card belongs to one or two, and your Legend decides which two your deck can play.

How many domains can a Riftbound deck use?

Two, the two on your Champion Legend. A card with one domain fits if your Legend has it, a card with two domains needs both, and a card with no domain fits any deck. Your 12 runes must also come from your Legend's domains.

What is the best domain in Riftbound?

None of them is best on its own, because every deck plays two and the pair and the Legend matter more than either half. Riot designed each domain with clear weaknesses, so the right one depends on how you like to play: Fury and Body for attacking with units, Calm for defending battlefields, Mind and Chaos for spells and tricks, Order for wide boards and removal.

Which Riftbound domain is like red in Magic?

Fury is the closest: aggressive units, damage-based removal and ways to attack the turn a unit is played. The other comparisons are looser. Body has green's big units and resource growth, Mind has blue's card draw, and Order mixes white's wide boards with black's kill spells.

Do domains matter for runes in Riftbound?

Yes. Each basic rune has a domain. Recycling it adds 1 Power of that domain, which pays the domain symbols on your cards, so the split of runes in your 12-card rune deck decides which costs you can pay.

Build in your domains

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TurnZero was created under Riot Games' "Legal Jibber Jabber" policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project. Card data comes from Riot Games' official Riftbound card gallery, and prices from TCGplayer via TCGCSV.