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There are many cards in Legends of Runeterra, and they can be split into types of cards. There are many ways to split the cards: by regions, by their effects, rarities and so on. This page provides an overview of card types, and list of the different types of cards in the game Legends of Runeterra.
By region[]
Each card may belong to one or two regions. A player can have at most 2 regions in their normal game, limiting the cards they can add to their deck to ones whose regions contain at least one of their deck's regions. Choosing what regions to have will define the playstyle of the deck.
A card belonging to several regions is considered a multi-region card and can be added to a deck containing any of its regions. However, in order for the deck to be valid for play, a card that isn't multi-region belonging to one of the other card's regions must be added to the deck as well.
Beside deck building limitations, region card type is important for some mechanics, like Allegiance and card creations base on deck regions, like 2 Coral Creatures.
Currently, there are 11 regions.
- Bandle City
- Bilgewater
- Demacia
- Freljord
- Ionia
- Noxus
- Piltover & Zaun
- Shadow Isles
- Shurima
- Targon
- Runeterra
By collectibility[]
A card that is considered collectible when the card can be put directly into your decks before the game start, and for basic modes like Normal mode. All collectible cards have a rarity gem. Uncollectible cards, therefore, are cards that cannot be put directly into your decks.
They can be split into smaller groups:
- Cards that are limited to certain game modes. See also: Challenge cards, Expedition cards, Lab cards.
- Cards that are generated directly from other cards.
- Some cards generated in hand. For example: 4Viktor and Hexcore Upgrade.
- Some cards generated in deck. For example: 1 Fallen Feline and Hextile Crystal. This is where Trap (Legends of Runeterra) belong.
- Some generated cards put in play immidiately. For example: 2 Eye of the Dragon and Dragonling, or 3 Arachnoid Sentry and Paralyzing Bite. This is where Skill cards belong.
- Cards that are randomly generated from other cards. These cards are not guaranteed to appear, even when their related collectible cards are put in the deck. They tend to be drawn randomly from a pool, and the pool is usually a card subtype.
- Examples of these are the Celestial or the Mecha-Yordle cards.
Knowing which cards are collectible, and which are not, are important to predict and expect opponent actions. It also important for card generating effects. When a card can create a card randomly, unless explicitly said through mention specific card name or uncollectible-only subtype, created cards can only be collectible cards. For example, 1 Scrapheap will only generate uncollectible Mecha-Yordles, while 3 Yordle Portal will only generate collectible Yordles.
By in game effects[]
Cards can be split into 5 main groups:
Unit cards[]
- Main article: Unit (Legends of Runeterra)Unit cards can be played to be summoned to the bench. These units will then directly join the battlefield, attacking and defending the nexuses.
Unit cards are split into Followers and Champions.
- Groups
Some Unit cards may belong to a Group, which can be identified by a word on the top of the card. Several cards interact specifically with groups. Currently, there are the following groups for units:
- Ascended
- Bird
- Cat
- Celestial
- Cultist
- Darkin
- Dog
- Dragon
- Elite
- Elnuk
- Fae
- Lurker
- Mecha-Yordle
- Poro
- Reptile
- Sea Monster
- Spider
- Tech
- Weaponmaster
- Yeti
- Yordle
Although not a Group, Crimson, Husk, and Turret also have cards that interact with cards of their series.
Additionally, 1Lucian's Level 1 card interacts with an unofficial group of cards appropriately named "Senna". This refers to 5Senna and 3 Senna, Sentinel of Light.
Mecha-Yordle is the only card group that enables units to belong to yet another group without it being mentioned in the text, that being Yordle.
Spell cards[]
- Main article: Spell (Legends of Runeterra)
Spells are non-unit cards that can be played to trigger an effect. The speed of a spell dictates when it can be played, and whether the opponent can respond.
The Spell Stack: Once one or more Fast or Slow spells have been played, it can be responded / reacted to by the opponent with one or more Fast or Burst spells. Fast spells played are added to the stack, where the most recent one placed is the first to resolve. Once the response is confirmed by pressing the Button, the opponent has a chance to react, and this continues until both players pass. Only 10 spells can be on the stack at once, and the 10th spell may only be Burst.
Curses are spell cards that have a negative effect as long as they remain in hand, They are universally Focus speed and identical copies stack, increasing their cost. If the hand is full a Curse card will have no effect, instead Obliterate-ing itself.
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Some Spell cards may belong to a Group, which can be identified by a word on the bottom of the card. Several cards interact specifically with groups. Currently, spells can belong to the following groups:
Although not a Group, Blade Fragment, Explorer Spell, and Stance includes cards which interact with other cards of its series.
Landmark cards[]
- Main article: Landmark (Legends of Runeterra)
Landmarks are a type of card in Legends of Runeterra that take up a space on the board, like units, but can't interact with the same mechanics as units - for example they can't Attack or Block (See also: Immobile), don't have Health or Power, and can't strike.
Text that can affect Landmarks will explicitly refer to them.
n|Equip Currently, Landmarks can belong to one group:
Equipment cards
- Main article: Equipment (Legends of Runeterra)
Equipment are a type of card in Legends of Runeterra that equip to a unit (called Bearer) as a separate entity. While equipped, it shares the stats buffs also its positive keywords to its Bearer. (This sharing cannot be interacted with).
Each unit can only bear one attachment at a time. If there is a change to Equipment/Attach, or Bearer leaves play (excluding by Obliterate), that Equipment/Attach will return to the hand. If that happens, Equipment cannot be equipped in the same Round.
Equipment can be played by Spell Mana. Effects that can affect Equipments will explicitly refer to them.
Groups
Currently, Equipments can belong to one group:
Although not a Group, Improvised Weaponry is a group of cards generated by the vocab Improvise.
Skill cards[]
- Main article: Skill (Legends of Runeterra)
A spell-like card that can be committed by a unit. Goes on the Spell Stack like a Fast or Slow spell.
Skills are committed to enact a unit's card text in a way that can be reacted to. If card text creates a Skill, there will usually be an icon before the text to indicate this.
The text of skills is usually written as if it's on the unit itself, but they count as their own card. In particular, damage dealt by a skill is not dealt by the generating unit.
Origin cards[]
- Main article: Origin (Legends of Runeterra)
Collectable cards from Runeterra have a specified unique Origin card (or 'Origin') associated with them. Each distinct card in the deck with an Origin counts as one of the deck's regions. The Origin of these cards allows specific cards to be added to the deck regardless of their region.
Origins can also have an effect that is active from the start of the game and throughout, if there is a card with them in the deck at the start of the game
Boon cards[]
- Main article: Boon (Legends of Runeterra)
Boons can be planted on a card in a deck, blessing it. When a player draws a booned card, the boon's effect triggers for that player. A card can have multiple boons on it.
Boons cannot be played directly, only planted by other cards.
Trap cards[]
- Main article: Trap (Legends of Runeterra)
Traps can be planted on a card in a deck, trapping it. When a player draws a trapped card, the trap's effect triggers for that player. A card can have multiple traps on it.
Traps cannot be played directly, only planted by other cards.
By rarity[]
The rarity of the card denotes how difficult they are to obtain and how much they cost. Only Collectable cards have a rarity. The rarity of a card is denoted by a coloured gem at the bottom of the card. Currently, there are 5 rarities:
Wildcards, although by themselves are not playable cards, can be traded into cards. Each rarity has their own version of wildcard. Only cards of the Champion type that aren't Levelled Up have the Champion rarity.
By set[]
Cards are each part of a large release called sets, each split into three expansions. The only exception is the Foundations set, all of whose cards were released on the first beta patch. Currently, there are 5 sets.
- Foundations
- Rising Tides
- Call of the Mountain
- Empires of the Ascended
- Beyond the Bandlewood
- Worldwalker
Trivia[]
- These subtypes were in a prototype set for Set 1: Ascendant, Celestial, Day, Dragon, Landmark, Lurker and Night. Most of these have since been turned into their own subtype, the exceptions being Day and Night, which were introduced in Call of the Mountain as keywords; and Landmark, which was introduced in the expansion Monuments of Power as a separate card type.
- The Rarity gems are loosely based off those used for Skins in League of Legends, and Champions in Teamfight Tactics.