Prism Wings
Guide

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

SUPPORT
ATK
SUPPORT
SUPPORT
ATK
SUPPORT

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
Ability
Switch
Swap

Order matters: buff before you attack, switch before you strike.

3 · First to 5 knockouts

the rival's life crystals, 3 down

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.

Lumi promo, special attack charged✦
SPECIAL ATTACK必殺技
Tap again to replay

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.

TAP TO PARRY

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 seated as leader Leader

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.

★1 pt ★★2 pts ★★★4 pts ★★★★6 pts ★★★★★10 pts

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