How the Rift is played
5 basics first, then the plays that win matches.
The Rift is the battle mode of Prism Wings, where your cards fight. Each side fields 3 cards across a glowing seam, and the first to knock out 5 of the other side's cards wins.
1 · 3 cards: 1 attacker, 2 supports
Their side
Your side
The middle card is your attacker. It's the only card that attacks, and it can hit any of their 3. The 2 cards beside it are supports: they can't attack, but their abilities help.
Both players place their first 3 in secret, then lock in. The board flips over at once.
2 · 2 moves a turn
Tap your deck to draw at the start of your turn, then spend 2 moves. You get 1 attack and 1 ability at most:
- Attack: your middle card hits one of theirs.
- Ability: use one of your cards' abilities.
- Switch: pull your attacker back and move a support into the middle.
- Swap: drag a card from your hand onto one of yours. The card it replaces goes back to your hand.
Order matters: buff before you attack, switch before you strike.
3 · First to 5 knockouts
A card at 0 HP is destroyed. Destroy 5 of theirs to win.
4 · 12 elements, 1 chart
Every card has an element. A strong matchup deals double damage, a poor one deals half. Find the attacking element's row, then the defender's column.
×2 weakness hit ×½ resisted blank: normal damage
5 · Abilities and special attacks
Every card has an ability you fire for a move: heal an ally, shield one, stun a rival, set a burn. The card face says what yours does.
Legendary and promo cards also carry a special attack. Keep one in the attacker slot for a full turn cycle to charge it. Firing costs 1 move and plays its own cinematic.
Advanced plays
Once the basics click, these are the plays that win matches.
6 · Link 2 cards
Drag your attacker onto a support, then attack, and both hit together. A link uses both moves. The hit carries both cards' elements, and the support adds a third of its attack. Link 2 cards of the same element for +35% on top.
26 from Greer, 9 from Moss. Moss is nature, which hits shadow for ×2.
7 · Parry
When the rival attacks, tap the card about to be hit just before the blow lands. A parry blocks the hit and strikes back. Tap at the exact moment of contact for a perfect parry: it counters at full power and banks a gold move.
Watch a parry, then a perfect parry. Tap Try it to time one yourself.
8 · Gold moves
Each perfect parry banks a gold move. Gold moves are spent after your 2 blue ones, ignore the 1 attack, 1 ability limit, and keep until you use them. Bank 3 for a 5-move turn.
9 · Follow-ups and the Full Attack Burst
Leave a card low with a move to spare and a support can finish it for 1 move: tap STRIKE when the prompt appears. If both supports could finish it and you still hold 2 moves (that takes a gold move), the prompt offers the Full Attack Burst: all 3 strike, and the splash hits their supports.
10 · Prism Blast
Against rivals, every attack, ability and switch charges your Prism meter, and losing a card charges it most. When it's full, spend 2 moves on the Prism Blast: it destroys all 3 of the rival's cards on the board and counts as 1 knockout.
Building your deck
First, choose your leader
Every card has a leader skill. The leader you pick boosts matching cards for the whole match. The rarer the leader, the bigger the boost.
Infera leads, and her fire cards take the boost.
Then fill the 20
A Rift deck is 20 cards, with up to 3 copies of any card and a 50-point budget. Rarer cards cost more, so you trade power for depth.
Ready to see the cards themselves? See the cards →