Last modified November 13, 2025 by Jarjar
And yes, another TCG (collectible card game) has just been released! I really thought this world was saturated with Magic: The Gathering, Star Wars Unlimited, Disney Lorcana, One Piece (and many more…), but it seems not, since the shelves have emptied once again at lightning speed with this new release, and prices are already almost astronomical on the secondary market. The Proving Ground starter pack, which should retail for around $40 CAD, is exceeding $200 CAD in several places! I managed to snag the three decks of the first characters for a reasonable price of $24 CAD each.
So with this new TCG, Riftbound, we find ourselves in the vibrant world of the League of Legends video game and the excellent Netflix series Arcane. And visually, we're really well served!
But before I talk about the game, let me tell you about this unique and truly excellent series, Arcane. It's available on Netflix.

NETFLIX SERIES ARCANE
Arcane is simply a visual and narrative masterpiece that has redefined what an animated series can achieve. This Netflix series is inspired by the game League of Legends, but goes far beyond it to create something breathtaking. Every frame is a meticulously painted work of art, with a blend of 2D and 3D animation that gives it a unique style. The universe depicts two completely different cities, Piltover and Zaun, which are at odds, reflecting, in some ways, the political tensions of today.

But beyond its stunning visuals, it's the human story that truly captivated me: the complicated relationship between sisters Vi and Jinx (beware of episode 3 of season 1, it'll knock your socks off!), the tragic story of Silco, and Jayce's difficult choices create powerful emotions that linger long after the credits roll. The soundtrack, featuring memorable tracks from Imagine Dragons, Twenty One Pilots, Stromae, and other artists, makes every important moment even more intense. Arcane brilliantly demonstrates that you can create series as rich and profound from video games as any other major television series. It's a new benchmark for video game adaptations in my opinion! There are only two seasons, so it's a quick binge. There won't be any more seasons, but there are future projects in the works: the League of Legends universe is vast, and its creators are working on new series that will expand upon it. I'm really looking forward to seeing them!

RIFTBOUND TCG
To get back to the origin of this article: it was Arcane that inspired me to buy my first Riftbound decks. Players take on the roles of legendary champions of Runeterra who clash on various battlegrounds. Each deck is built around a legend, which determines the strategy and the types of cards available: spells, units, and equipment. The game focuses on conquering and controlling battlegrounds (two location cards in the center), requiring careful consideration of unit placement, attack timing, and tactical movement.
You play with a legendary character who possesses a unique, permanent power, accompanied by a champion that can be brought into play once you have the required number of resources. These resources are in a separate deck. There are two types of resources, and you draw two each turn. For some cards, you simply spend the resources, while for others, you must discard them. The game boasts fantastic visuals, clever little twists, and is a lot of fun to play. Timing is crucial for moving to the battlefields, and there's a small element of bluffing with cards that can be played face down.
As for booster packs, I've opened my first three. Among other things, they include a reference card for keywords and explanations of certain actions. I found this very helpful instead of including cards that serve no purpose.

The burning question now: do I take out another mortgage to fully commit to this??… Hmm, I don't think so! I was burned by Lorcana, and that deck rotation that completely ruins cards that, at one point, sold for a fortune. But hey, putting that bad experience aside, Lorcana's mechanics are still fun… like Riftbound's, I'll happily play it again from time to time! I'll probably buy a few more cards to add some variety to my next games, but no collection in sight… at least, I hope not 😉 The cards are truly magnificent!



COMPARATIVES
Having played a lot of Lorcana and a little Star Wars Unlimited, we find ourselves in the same category: a unique and clean visual style, in a very immersive universe, a game that's quick to learn and quick to play. Here are two small tables to compare them. I know, a comparison with Magic is missing, but that will come soon; I have a few detractors on my tail 😉

| Element | Riftbound | Star Wars: Unlimited |
|---|---|---|
| Victory condition / game objective | Winning by controlling "battlefields" (zones): points are scored when a zone is conquered or held. The first player to reach 8 points wins. | Reduce the opponent's base to zero health points. |
| Resource / mana / cost | Using a second deck: you draw Runes, you tap them (exhaust) to pay for cards, and some cards require you to "recycle" Runes (put them back at the bottom of the deck) as a cost. | Using a system where you can play one card face down per turn to transform it into a resource. |
| Location/position/playing area | Emphasis is placed on positioning (zones, battlefields), unit movement, and terrain control. | There are two distinct arenas (space/ground) but the focus is less on "taking and holding zones" than on attacking the base or enemy units. |
| Statistics / Combat | The units have a single statistic, "Might" (which serves as both attack and resistance), in most cases. | The units typically have power (Attack) and health (HP) values. |
| Target audience | It targets an audience that enjoys strategy and the competitive world of League of Legends. The playing field is more tactical. | More accessible than a highly complex TCG: simple structure, easy for newcomers to pick up, with tactical mechanics but less focused on positioning. The main appeal is the Star Wars license and the opportunity to replay iconic battles. |
| Format / number of players | Supports 1v1, but also 2v2 and free-for-all (multiplayer). | The classic model is 1 against 1, and the Twin Suns mode is for 3-4 players. |
| Vibe / gaming feel | A tendency towards more tactical play, more movement, more zone control, more positional awareness. A little more difficult. | More of a "classic TCG" style (attacking opponent, resources, units), but very fluid, fast, suitable for beginners. |

| Element | Riftbound | Disney Lorcana |
|---|---|---|
| Victory condition / game objective | Winning by controlling "battlefields" (zones): points are scored when a zone is conquered or held. The first player to reach 8 points wins. | The goal is to win by accumulating lore (victory points) by sending our characters on quests. The first to reach 20 lore wins. |
| Resource / cost | Using a second deck: you draw Runes, you tap them (exhaust) to pay for cards, and some cards require you to "recycle" Runes (put them back at the bottom of the deck) as a cost. | There is the ink system: each turn you can ink (put a card face down as a resource), then you play cards by paying costs with ink. |
| Location/position/playing area | Emphasis is placed on positioning (zones, battlefields), unit movement, and terrain control. | More classic in structure: less emphasis on geography or movement between zones, more on playing characters, challenging, quests, and gaining lore. |
| Statistics / Combat | The units have a single statistic, "Might" (which serves as both attack and resistance), in most cases. | The characters have strengths, and you can challenge them and undertake quests. The system is more oriented towards the concept of quests to gain lore or challenge your opponent, rather than holding a zone. |
| Target audience | It targets an audience that enjoys strategy and the competitive world of League of Legends. The playing field is more tactical. | It has a strong family dimension, appeals to a wide audience, is licensed by Disney, and is often described as very accessible to newcomers. |
| Formats / number of players | Supports 1v1, but also 2v2 and free-for-all (multiplayer). | Typically 1v1 in its basic structure, but it can be played with up to 6 players and there are sets that allow us to play in collaborative mode. |
| Vibe / gaming feel | A tendency towards more tactical field tactics, more movement, more zone control, more positional dimension. A little more difficult. | Aim for a bit more simplicity in the basic rules, more family-friendly, so that the game can be quickly learned. |
IN CONCLUSION
Now, with only two games, I think there's still a lot to discover, so I'm not giving it a rating yet, but I can tell you that the feel is very similar to Lorcana and Star Wars Unlimited, the cards are beautiful, and it's very fun to discover the mechanics and features of the different decks and combinations of legends and champions.
If you're new to the world of TCGs, go with the one whose theme appeals to you the most; you won't be disappointed! All three are good games!

Personally, I enjoyed my experience. It's a game with a lot of potential, unfortunately it will always face competition from its predecessors, which are very well established and have a large card pool and a very strong fan base: Magic and Pokemon.
Basic decks are often a good way to discover the game, but they're far from showcasing its full potential. You'll have to wait for a new card set to truly unlock the potential of Magic in Commander format. The sheer number of cards available in Commander is so vast that deckbuilding is a real pleasure.
All in all, give Riftbound a try, it's cool!