
08.05.2026, 19:58
League of Legends’ Riftbound TCG: Exploring the Unleashed Expansion
An early preview of the new Unleashed expansion for the League of Legends trading card game, Riftbound.
The trading card game Riftbound, based on League of Legends, is set to release its latest expansion, Unleashed. While this new set is already available in China, it is expected to launch globally on May 8th. Unleashed introduces several new game mechanics, including Ambush, XP, and Stun, among others. Additionally, a new rarity has been added, along with a fresh focus on champions such as Vex and Vi, who are featured in the newly created pre-constructed decks. This marks the third set for the TCG and brings it closer to a simultaneous global release, which fans are looking forward to following recent bans. My initial experiences with this set indicate a noticeable power creep compared to the previous one. For newcomers, the champion decks provide the ideal entry point into the game. The decks led by Vex and Vi, debuting alongside the booster set, effectively highlight the fresh mechanics. In particular, the Vex deck makes extensive use of both XP and Stun. Although pre-constructed decks can sometimes feel forced with new cards, I found that I could leverage both mechanics effectively, provided my draws favored me. To track XP, a card allows players to place tokens or dice as they gain and use XP throughout the game. The introduction of related keywords, such as Hunt and Level, enhances the XP concept. For example, the Mosstomper unit has Hunt 2, meaning players gain 2 XP when it secures or maintains control of a battlefield. Furthermore, it boasts Level 3, which grants an additional +1 Might and a protective Deflect status. To achieve Level 3, players must have 3 XP or more on their tracker, ensuring that as long as the requirement is met, Mosstomper retains its buff on the battlefield. This mechanic also applies to spells and other cards with the Level keyword, such as Combat Experience, which typically offers +1 Might but increases to +3 if Level 6 is reached at the time of casting. This adds an intriguing layer of resource management, though it may not be the best choice for beginners. Stun is another integral mechanic featured in the Vex deck. When a unit is stunned, it cannot deal combat damage for that turn, meaning that during a showdown, stunned units do not contribute to the total Might in defense or attack. This mechanic effectively removes a unit from combat without resorting to more expensive removal spells. Stun also presents a strategic advantage against aggressive decks. For instance, if a unit with 1 Might is defending and a 3 Might unit with Accelerate attacks, stunning the attacker during the showdown allows the defender to survive while forcing the attacker to retreat, preserving battlefield control in ties. A standout Stun card in the Vex deck is the champion unit, Vex Apathetic, who not only possesses Deflect but also stuns any opposing units that enter the battlefield while she is present. This ability is particularly effective against aggressive strategies, enabling players to dictate the movement and damage output of their opponents. Additionally, the Vex Legend card provides a passive ability to draw an extra card whenever a battlefield is held, which adds significant value when controlling the game with stuns and XP mechanics. The deck also introduces rarer keywords like Backline, which allows a unit to take damage last, and Predict, which lets players choose where to place cards in their deck. Overall, the Vex deck is enjoyable to play and offers a rewarding experience for those who can navigate its complexities. In contrast, the Vi deck adopts a more straightforward playstyle, emphasizing the Ambush mechanic. This mechanic allows units to be played at Reaction speed, similar to Quick Draw, enhancing both offensive and defensive strategies by providing additional units on the field. The Vi deck aligns with an aggressive approach, featuring units that utilize the Assault keyword, which boosts their Might when attacking. Unlike the strategic advantages of the Vex Legend, Vi's focus is on maximizing damage output with Assault units. The Vi Legend ability enables a unit to be readied if a battlefield is conquered while dealing 3 or more excess damage to opposing units. For instance, Vi Hotheaded has a base Might of 3 but can double her Might for a single turn. If she attacks alongside another unit with 3 Might, she can deal 6 total Might, which triggers her Legend ability to ready any chosen unit for another attack. Rengar Unseen can also maneuver between battlefields, allowing for aggressive plays by returning to attack another battlefield after dealing excess damage. While the Vi deck is less complex than Vex's, it can still be formidable, especially if the right cards are drawn. There are moments when a player can conquer a battlefield, ready an Assault unit, and prepare to strike back on the following turn. The sheer aggression of this deck can be overwhelming, potentially outpacing the Stun mechanics of the Vex deck. For example, Vi Hotheaded could be attacking with a total Might of 6, while a Loyal Poro could gain Assault 4 twice, resulting in an additional 11 Might through spells like Square Up. Stuns may not always be sufficient to counter the relentless onslaught. Among the two decks, I found the Vi deck to be more enjoyable due to its aggressive nature and consistent performance, even though both decks include powerful cards that have made a lasting impression on me. Additionally, this expansion introduces the Vault, akin to Disney Lorcana’s Trove boxes, providing players a place to store their decks while offering packs and exclusive items, including three full-art tokens. The set also features the first-ever Ultimate rarity tier, highlighted by the Baron Nashor card. This card is exceptionally rare, with a mere 0.1% chance of being pulled from a pack. Beyond its rarity, Baron Nashor is also a potent card that creates its own battlefield and cannot be targeted by spells.