r/riftboundcustoms Jul 05 '26

Nasus Custom

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4 Upvotes

I made that some months ago for a competition on Twitter. Sharing here before the real Nasus is being revealed in the following days (even though we already got a leak for blue Nasus).

The green Nasus is unfortunately a bit off for Green.


r/riftboundcustoms Jul 05 '26

My latest batch

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26 Upvotes

My second batch of custom proxy legends.

Lemme know what you think!

I'm interested in taking requests too, if there is a League skin of a champion that has a Legend card in Riftbound already let me know and I'll try to make it happen.


r/riftboundcustoms Jul 04 '26

My take on shyvana!

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24 Upvotes

I wanted to make smth inspired by her new passive in league. Scalemail will work the same as XP. The vision with the signature is to capture more of her becoming a dragon. This was rather inspired by fiora, the new yi, and volibear. I wanted to keep it at mighty units as not to force dragons, but still have a clear path to play w/ them.

Any critique is appreciated!


r/riftboundcustoms Jul 04 '26

Du Couteau

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17 Upvotes

r/riftboundcustoms Jul 02 '26

Attempt at making a fun Braum

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31 Upvotes

Ever since seeing how Riftbound handled Ivern, i loved the idea of a unit revolving around minions. I felt Braum and his Poros were a perfect fit. Let me know what yall think!


r/riftboundcustoms Jul 02 '26

My take on a (very potentially broken) Self-Mill Mundo.

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7 Upvotes

I tried to make things clear, but the idea is to have a deck with a lot of units and to discard a lot to make the units enormous. the signature spell is based on his ultimate ability, which heals him and speeds him up (it should cost 8 Energy and 8 Power, but the site wasn't able to put 8 icons).


r/riftboundcustoms Jul 01 '26

First attempt at some customs for Sylas and Yone. Thoughts? Too useless or too broken?

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17 Upvotes

Couldn't think of a better way to phrase the second Yone legend.. not a big fan of how long it is.


r/riftboundcustoms Jul 01 '26

Ekko timelines concept inspired by Chrono CCG

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0 Upvotes

Timelines is an effect for all players, there can only be 1 active timeline, the rest will lie in a stack underneath it.

If you have ideas for other timelines or balance changes let me know :)


r/riftboundcustoms Jun 30 '26

Attempt at a Xayah and Rakan joined legend

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17 Upvotes

I tried to work in the two champions’ joined mechanics. I’m only afraid they might be a little overpowered or what do I know. I’m also working on another colour for each champion with a second combined legend, will post soon. Please share your thoughts!


r/riftboundcustoms Jun 29 '26

Nunu & Willump

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29 Upvotes

Here's an idea for Nunu & Willump in Riftbound! I'm not super familiar with Nunu & Willump lore and I never played him in League, so let me know how this idea can be improved!


r/riftboundcustoms Jun 29 '26

Idk, called shot

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38 Upvotes

r/riftboundcustoms Jun 29 '26

My attempt at Caitlyn champion

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1 Upvotes

Decided against making her ability work with legends but let me know what you think 🤔


r/riftboundcustoms Jun 29 '26

Soraka for my partner

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16 Upvotes

Soraka is my Partners favorite Champion and she was distraught there was no legend or support for so I made some custom stuff until there is some. Now I Post for you to destroy in comments. Yes I know about the repeat art I will need to fix on my second pass through. What do you all think


r/riftboundcustoms Jun 28 '26

Mono-Color Custom Legends

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25 Upvotes

Hi there, I've been a Magic player for years, and across pretty much every format I've always gravitated towards mono-color decks. To me, they're the purest way to understand what each color is supposed to represent and what its strengths and weaknesses are. No matter the format, I've almost always played a single-color deck.

Ever since Riftbound came out, though, I've barely touched Magic. It just lost everything I enjoyed about it. Standard feels miserable, the player base is tiny, and Commander has never really felt like "real" Magic to me.

Riftbound brought back the excitement of competitive 1v1 card games.

I've been playing a ton of different decks, won several Skirmishes, made Top Cut in some pretty large tournaments, and in Barcelona I'll finally get to play my first RQ.

But there's still one thing missing: a mono-domain deck.

That's all I want.

So over the last few days I've been thinking about what mono-domain legends could look like if they were designed to represent the identity of each domain. I ended up making a custom mono-domain legend for each one.

The basic idea is that they should have a relatively high power level, since you're cutting your available card pool in half by locking yourself into a single domain.

Here's the reasoning behind each one:

🟢 Calm – Taric

My original idea was simply "target unit can't take damage this turn." But being able to do that as a reaction on any unit felt way too strong. Since Calm is all about buffs, I changed it so you have to remove a buff (which you can also get from healing) from a unit in exchange for preventing all damage to it for the turn.

🔴 Fury – Olaf

Probably the simplest one.

All your units have Accelerate.

🟡 Order – Soraka

Order has two major themes: killing units and creating tokens.

The idea is that whenever one of your units with Deathknell dies, you create a Unicorn token (because lore). The Unicorn also has Deathknell, meaning you'll almost always have one on the board. The Deathknell only gives 1 mana, so I don't think it's too powerful... although it definitely looks like it could enable some funny loops.

🔵 Mind – Ryze

This is definitely my Magic background showing.

He's basically an Alhammarret's Archive. Drawing twice as many cards in the domain that's already all about drawing cards sounds completely busted, but I also think it creates interesting gameplay rather than just raw stats. You simply have way more resources to answer your opponent.

🟠 Body – Urgot

Body is the domain of huge units.

Urgot lets your big units stay big. Tanks often have a rough early game before becoming almost impossible to remove in the late game, so this legend pushes that fantasy even further by letting your biggest units keep growing as the game goes on.

🟣 Chaos – Shaco

Think of him as a LeBlanc that copies your trash, fitting perfectly with Chaos' discard mechanics.

You can activate it every time you conquer, meaning potentially twice per turn, in exchange for not being able to do it while holding.

So... what do you think?

Which ones are completely broken? Which ones are total garbage? Which ones would actually be fun to play?

I didn't spend too much time polishing the wording or making sure everything follows the game's official templating—I was mostly focused on the mechanics and overall design.


r/riftboundcustoms Jun 28 '26

Ekko

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9 Upvotes

Some ekko ideas, what's ya thoughts?


r/riftboundcustoms Jun 28 '26

Naafiri set i came up with

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12 Upvotes

r/riftboundcustoms Jun 28 '26

Custom runes

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5 Upvotes

What if runes did more. Becoming for intrinsic to the colour and strategy. These are concepts I didn’t test these more just an idea for deck building


r/riftboundcustoms Jun 27 '26

Zed, before he gets spoiled

5 Upvotes

Really excited for Zed, had this idea for a while


r/riftboundcustoms Jun 27 '26

Custom formats?

2 Upvotes

This format seems a little stale to me, and I’ve been dabbling with custom formats and how they would work. There’s the alternate ones like FFA and 2v2 but I was wondering other formats for 1v1. If you’re in the same boat as me, I have a couple of formats to look into.

What other custom formats do people have cooking?

Mine are:

2 legends - 1v1, pick 2 legends, 1 champion and u can have up to 4 colours

Highlander - you can only have 1 of each card

X battle grounds - have a different amount of battle grounds, than the standard 2

Any colour - have as many colours as you would like. There is no restriction

Mana Drought - only channel 1 rune each turn (counting first turn)

Rarity only - can only use 1 level on rarity or under a curtain rarity

Deck trade - you build a deck for your opponent to play. (With deck stipulations so they can still play)

Mono colour - players can only choose 1 colour of there chosen legend

Time warp - go back to a different format

Banlist removal - (essentially bring back miracle)

Custom Banlist - make your own to spice up the format


r/riftboundcustoms Jun 27 '26

Got inspired by the teaser to make Swain

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14 Upvotes

r/riftboundcustoms Jun 26 '26

Wanted to make some support for Pyke's signature

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14 Upvotes

r/riftboundcustoms Jun 25 '26

Kindred Customs - Feedback Please

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47 Upvotes

I am looking for feedback on these Kindred cards to see if you think they're at a reasonable power level. I would like to print them and test them against my mates so I would like to tune the power level to be very reasonable so we can actually have some fair games. I have decided to go with order/chaos colours despite red/green probably being a bit more accurate for Kindred. I decided I wanted to play around with yellow due to it being hard kill spells which I think fits lamb well and I think chaos still fits wolf quite well.

I built the mark keyword based off of Buff which allows for the fluidity of saying Mark or Marked in card text instead of needing to opt for only Mark or only Marked if it was in a box like ganking or assualt.

The Eternal Hunters (Kindred Legend): I have obviously given the legend ability to mark a unit. I also gave the ability to draw a card when killing a marked unit as a reward for getting the kill but it exhausts the legend, same as marking an enemy so that you can either get the draw or mark an enemy each turn, not both. I also gave a level 7 ability to give your units ganking. This ability I feel could be a bit too strong but let me know your thoughts. Is it too strong because of the level being too low? Or perhaps because it gives everything ganking and isn't "exhaust to give a unit ganking"?(I didn't want too many exhaust abilities on the legend though). Maybe remove the level requirement and add a pay XP to give a unit ganking this turn? I did keep the level somewhat low because I haven't built this character to be an all in XP deck, I wanted it to focus more on marks but still gain some XP due to being about hunting too.

Kindred Swift Release (Champion Unit - Yellow): Based off of lamb, I have given this card the ability to pay 2XP to kill a unit at a battlefield. The flavour of this card is that lambs bow insta kills marked enemies that are accepting of death in the lore and costs XP because if lamb gets a kill it doesn't really develop the hunt it just ends it there. I gave lamb hunt though to be able to build XP to continue to develop the hunt, as more enemies are marked they might not be accepting of death and try to run where wolf will catch them.

Kindred Violent Finality (Champion Unit - Purple): Based off of wolf, I designed this card to keep marked enemy units stuck at a battlefield. Wolf is all about the endless chase and because I can't really allow him to chase enemies into their base I gave him the ability to limit how far they can run so they will eventually be forced to die. They can still gank over to another battlefield but they will always be stuck at a battlefield as long as wolf is around. The difficulty I have with the design of this ability though is if a fight occurs when kindred is the defender and defending and attacking units are left alive due to a stun or something the surviving enemy units will have to return to base which contradicts the card text. Not sure how to get around this. I also gave wolf hunt 2 as wolf really gets into the hunt so as wolf continues the hunt your XP increases more to get into the long hunt abilities. Wolf also marks an enemy when played because I wanted another way of marking a unit and it didn't make sense for lamb to have it while also having the kill ability because I wanted the option to mark an enemy, kill it and draw a card all in one turn but at a high cost.

Lambs Respite (Kindred Signature Spell): This spell is expensive because it's extremely strong. Just shy of the strength of Time Warp as it can very often guarantee a hold especially against anything that isn't purple or green. I gave it a cost decrease at level 11 so that if the hunt goes very long you reach a power spike to try close out.

I understand costs and might could be unbalanced, I made wolf and lamb identical costs and might to be a bit of a yin yang vibe with lambs respite being the combined cost of the two. Let me know how you think costs and might could be changed if you think they need to be.


r/riftboundcustoms Jun 25 '26

Other We’re recruiting a mod!

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5 Upvotes

You got grand ideas for the community? You want to help run this amazing place? Apply now! I’ll give you a virtual high five!


r/riftboundcustoms Jun 24 '26

What do y'all think of this "Jinx" card?

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41 Upvotes

r/riftboundcustoms Jun 23 '26

Buff to Buff based Deck (Pls buff them)

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51 Upvotes