In Legends of Runeterra, there are six regions: Demacia, Freljord, Ionia, Noxus, Piltover & Zaun, and Shadow Isles. Regions act as card factions from which you can build decks from. In the constructed format, you can have a max of two regions in your deck. The draft format currently does not have a limit.
Demacia- Demacia’s playstyle centers around building armies of resilient units that can buff each other and maintain a persistent board presence. The region allows you to influence the flow of battle by forcing combat.
Freljord- Freljord uses crowd control effects and mana ramp mechanics to finish the match off with powerful late game threats. It has the biggest units in the game.
Ionia- Ionia has tricky mechanics that allow you to outmaneuver your opponents with stealthy tactics and spells that bounce friendly and enemy units back to hand.
Shadow Isles- Shadow Isles’s mechanics revolve around sacrificing units that have benefits when they die and resurrecting units.
Piltover & Zaun- Piltover & Zaun is the premier spellslinging region with units that benefit from spell casts and spells that generate units.
Noxus- Noxus revolves around destroying opponents with relentless aggression, often sacrificing defense for more offensive power.
are powerful cards that can level up to become stronger by fulfilling certain conditions:
Every deck can have up to 6 total champions, only 3 of the same kind. Champions fulfill conditions to Level Up. When they level up, they become stronger and gain new abilities. Leveling up causes all copies to level up.
Only one copy of a specific champion can be on the board at once. If you draw other copies while a champion is on the board, they will transform into a spell form until that champion is removed. Playing the spell will shuffle the champion back into your deck instead of going to the graveyard.
Spells can be cast at three different speeds (described below). You can use spell mana to cast spells (you cannot do so for champions and followers).
Burst cards can be played before, during, or after combat. They can be used in response to other spells being cast. The difference between Burst and Fast is that Burst cards do not count as an action and will not end your turn like a Slow or Fast card. As long as you are casting Burst cards and have the mana for them, you can cast them until you play a non-Burst card or end your turn.
Fast cards can be played before, during, or after combat. You can queue multiple Fast spells at at the same time to be cast as one action. They can also be used in response to Slow and Fast spells being cast.
Slow cards can only be cast on your turn before or after combat. They cannot be used in response to other spells being cast.
Followers are units that are not Champions. Every follower has Power which represents how much damage they inflict and Health which represents how much damage they can take before dying.
Common- The lowest level of card rarity. Costs 100 shards to craft.
Rare- The second to lowest level of card rarity. Costs 300 shards to craft.
Epic- The second-highest level of card rarity. Costs 1200 shards to craft.
champion- The rarest card rarity. Costs 3000 shards to craft.
Allegiance- When you summon this, it gets its bonus if the top card of your deck matches its region.
Barrier- Negates the next damage the unit would take. Lasts one round.
Burst- Burst spells resolve instantly. The enemy can't act before it finishes.
Can't Block- An effect that prevents a unit from blocking.
Capture- A Captured card is removed from the game. It returns when the Capturing unit leaves play.
Challenger- Can choose which enemy unit blocks.
Double Attack- While attacking, it strikes both before AND at the same time as its blocker.
Drain- Heal our Nexus for the amount of damage dealt
Elusive- Can only be blocked by an Elusive unit.
Enlightened- You're Enlightened when you have 10 max mana.
Ephemeral- This unit dies when it strikes or when the round ends.
Fast- Fast spells can be played at any time, but allow the opponent to respond.
Fearsome- Can only be blocked by enemies with 3 or more Attack.
Fleeting- Fleeting cards discard from hand when the round ends.
Frostbite- Set a unit's Power to 0 this round (it can be changed after).
Last Breath- These abilities take effect when the unit dies.
Lifesteal- Damage this unit deals heals its Nexus that amount.
Nexus Strike- An effect occurs when a unit Strikes the enemy Nexus.
Obliterate- Completely removed from the game. Doesn't cause Last Breath and can't be revived.
Overwhelm- Excess damage I deal to my blocker is dealt to the enemy Nexus.
Quick Attack- While attacking, strikes before its blocker.
Recall- Return a unit to hand and remove all effects applied to it.
Regeneration- Heals fully at the start of each round.
Slow- Slow spells can be cast outside of combat and other casting. The enemy can respond.
Strike- An effect occurs when unit deals damage with their Power. It does not work for units with 0 Power.
Strongest- Highest Power, with ties broken by highest Health then highest Cost.
Stun- Remove a unit from combat. It can't attack or block for the rest of the round.
Support- Gives an effect to the unit positioned to the right of this unit if this unit is attacking.
Tough- Takes 1 less damage from all sources.
Trap- Attaches to another card, trapping it. When the trapped card is drawn, perform the effect.
Weakest- Lowest Power, with ties broken by lowest Health then lowest Cost
Buff- These are cards that give positive bonuses and effects to other cards.
Burn- Spells or skills that can do direct damage to the enemy Nexus.
Removal- A spell, skill, or ability that removes a unit from play through damage or other effects.
Card Draw- These are spells and abilities that allow you to draw extra cards directly from your deck.
Board Sweeper- Spells and abilities that are capable of killing many units at once
Deck limitsIn the constructed mode of Legends of Runeterra, you can build a deck of up to 40 cards. Each deck can use cards from a max of up to two regions and is limited to six champions per deck (3 max copies per champion).
Midrange- Midrange decks are built to be flexible and adapt to any situation. They sacrifice speed and stamina for the capability to be good at both.
Combo- Combo decks seek to find a specific combination of cards that will outright win the game once they're assembled.
Aggro- Aggro decks overwhelm opponents with many low-cost creatures and burn spells to end the game before they can respond.
Control- Control decks slow the game down to a war of attrition and outlast other decks with card advantage and more powerful options.
"Two players alternate starting a round, this is selected at random in Round 1. When a round begins, both players gain a mana gem and draw one card.
The player who goes first gets an Attack Token as indicated by the sword icon and they can declare attackers to initiate combat.
The player who goes 2nd has the shield icon to represent that they are on the defensive side of a round if the player with the Attack Token decides to initiate combat.
Within a round, players take turns taking actions. These include:
Once you take an action, your turn ends. After two players pass their turn without taking any actions, the round ends.
If you end the round without using your Attack Token then you lose it.
This continues until both players pass their turn, then the next round begins. The player who went second gets an Attack Token and starts the round."