CardsDomains

What are the six domains?

Riftbound sorts its cards into six domains: Fury, Calm, Mind, Body, Chaos and Order. Each has its own color, symbol and style of play, and a deck may only use the domains of its Legend, plus cards that have no domain.

  • 7 min read
  • Updated Oct 13, 2026

Most cards in Riftbound: the League of Legends trading card game belong to one or two of its six domains: Fury, Calm, Mind, Body, Chaos and Order. A domain does the job of a color in many other card games. It tells you what kind of play a card stands for, which decks it may go in and which kind of Power it asks for.

A typical card has one domain. So far, Legends and signature cards are the only cards with two, and battlefields and tokens have none.

How do you recognize each domain?

Each domain has a color and a symbol of its own, which the Core Rules describe in rule 134.

  • Fury is red, and its symbol is a circle with three points.
  • Calm is green, and its symbol looks like a leaf.
  • Mind is blue, and its symbol looks like a sun and a moon.
  • Body is orange, and its symbol is a blocky diamond.
  • Chaos is purple, and its symbol is a hexagon with swirls coming out of its center.
  • Order is yellow, and its symbol is an angular shape with wings.

A card shows its domain symbols in its lower right corner, and a Legend shows its two domains in its upper left corner. In costs and rules text the same symbols stand for Power, so a Fury symbol under a card's Energy cost asks for one Fury Power.

How does each domain play?

Each domain stands for a style of play, with strengths and weak spots that Riot sums up in its deckbuilding primer. Each domain below comes with one typical card, and the row of pictures under the list shows all six, from Fury to Order.

  • Fury is about aggression and conquering. Its cards deal damage to remove enemy units, let units enter play ready and reward you for conquering battlefields. Fury has a harder time drawing many cards or killing a unit outright. Hextech Ray deals 3 to a unit at a battlefield.
  • Calm is about balance and holding what you have. Its cards protect your units, move enemy units and stop the opponent with counterspells and stuns. Calm struggles to attack fast or to answer threats without its units. Back Off stuns a unit, so it deals no combat damage this turn.
  • Mind is about planning ahead and outsmarting the opponent. Its cards draw more cards, shrink enemy units by lowering their Might and work well with Hidden cards and gear. Mind struggles to move units, and few of its units are strong for their cost. Premonition draws three cards and can be played at any time.
  • Body is about physical strength and the wilds. Its cards give you extra runes, put units on the board that are large for their cost and win combats. Body has a harder time drawing cards and has few spells that work outside combat. Gentle Gemdragon has 8 Might and readies up to two of your runes when you play it.
  • Chaos is about tricks and surprises. Its cards move units around, play cards from the trash, hide tricks with Hidden and dig through the deck for the right card. Chaos struggles to remove a threat for good. Twilight Step moves a unit with 3 Might or less, and it can be played again from the trash with Flow.
  • Order is about unity and sacrifice for the greater good. Its cards fill the board with small units, gain something when units die and kill units outright. Order has a harder time dealing with small enemy units and moving its own. Machine Evangel leaves three small Recruit tokens behind when it dies.

How do domains decide what goes in a deck?

A deck may hold only cards that fit the domains of its Legend, which the Core Rules call the Domain Identity of the deck (rule 103.2.b). A card with one domain fits when the Legend has that domain, a card with two domains fits only when the Legend has both, and a card with no domain fits every deck. The 12 runes of the rune deck follow the same rule.

Take Nine-Tailed Fox, the Legend of Ahri, which is Calm and Mind. An Ahri deck can play Back Off and Premonition, but not Hextech Ray, because Ahri has no Fury. Every signature card printed so far carries the same two domains as the Legend of its champion. Battlefields fit any deck, and so does Neeko, Blending In, a unit with no domain in Radiance, the set with its release on 23 October 2026, as the article on colorless cards explains.

In Sealed and Draft, where decks are built from packs opened at the event, a deck may use any three domains, or its Legend's two domains and one more (Tournament Rules 602.4.a.3 and 602.4.b.4).

How are domains tied to runes and Power?

Every domain has a basic rune of its own, from the Fury Rune to the Order Rune. Exhausting a rune adds 1 Energy, which belongs to no domain, so any rune helps pay any Energy cost. Recycling a rune adds one Power of the rune's domain, and that pays the domain symbols in a card's cost (rules 163 and 164).

So the domains of your main deck decide the runes of your rune deck. Riot suggests six runes of each domain as a start, with more of the domain whose cards ask for more Power. The six Seals of Origins, one gear for each domain, from Seal of Rage to Seal of Unity, add one Power of their domain each time you exhaust them.

Which domains can a Legend combine?

Every Legend printed so far has exactly two domains, and since Vendetta each of the fifteen possible pairs has at least one Legend.

Counting Radiance, with its release on 23 October 2026, Fury and Chaos has six Legends, among them Jinx, Draven and Zed, and Body and Order has six as well, among them Garen, Sett and Jarvan IV. Three pairs had to wait for Vendetta, the fourth set, which released on 31 July 2026. Rogue Assassin is Akali in Fury and Calm, Defender of Tomorrow is Jayce in Mind and Body, and Heart of the Tempest is Kennen in Chaos and Order. The Legends page lists every Legend, with a filter for each domain.

Do the domains have rivals?

The cards of Vendetta suggest they do. The set brought six Decrees, one Rare spell for each domain, and each one punishes the cards of one other domain.

  • Decree of Rage, a Fury spell, deals 4 to an enemy Calm unit. Decree of Focus, a Calm spell, gives +4 Might to a friendly unit in combat with an enemy Fury unit or chosen by an enemy Fury spell.
  • Decree of Insight, a Mind spell, lowers the Might of an enemy Body unit by 5 for the turn. Decree of Strength, a Body spell, makes an opponent recycle a Mind card you pick from their hand.
  • Decree of Discord, a Chaos spell, returns enemy Order units with up to 5 Might in total to their owners' hands. Decree of Unity, an Order spell, kills an enemy Chaos unit or gear.

The Decrees set the domains against each other in three pairs: Fury and Calm, Mind and Body, Chaos and Order. These are the same three pairs that had no Legend before Vendetta. The Decrees also share their names with the Seals of Origins, from Seal of Rage to Seal of Unity.

Which domains suit a first deck?

Start with a champion you like, since its Legend decides the domains anyway. Domains with a direct plan are the easiest to learn: Fury and Body attack and win fights, and Order fills the board. Mind and Chaos reward planning ahead and saving tricks for the right moment, so they suit a second deck better. Calm sits in between, since its counterspells and stuns ask you to watch your opponent closely.

The card list has a filter for each domain, and the deck builder checks the domains for you while you build. To see what a direct plan looks like in cards, start with how the Fury domain plays.

See the full lists

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