1Pousse d'ambre
A small shoot, ideal for setting up growth combos.
The First Edition
Twelve per kingdom: six creatures, six spells, and three combos that belong to it alone. Every card is illustrated by hand for RIFT.
Common, uncommon, rare. And golden versions, rarer still: the same card, one notch above.
It can't be bought and isn't drawn at random: beat the sovereign, take it. No payment, ever, not for a card, not to go faster.
Sixty cards, twelve per kingdom, gathered in a grimoire you leaf through. The golden ones take their place there as you win them.
A glimpse
Three kingdoms, and one golden card. The rest is earned kingdom by kingdom, and that's the point.
Card and character names stay in French, that's how they read in the game.
1A small shoot, ideal for setting up growth combos.
5Guard, a living fortress.
5The same card, one notch above. Ten per kingdom, and far rarer.
5Last breath: summons an Étincelin.
2Deals 2 damage to a creature or to the enemy hero.
1Illusion, fragile, but useful in a great many tricks.
1Summons a Reflet fugace.
Two kingdoms aren't shown here. The last one isn't shown anywhere.
In the works
The second edition will carry a theme, not a catalogue: the Rift stops being scenery, and each kingdom gets its own way of feeding it, or of profiting from it.
Twenty cards. And above all combos of another kind: one that outlasts the turn, one that fires on your opponent's side, one that asks for three ingredients and pays out with something people still talk about after the game.
None of it is playable yet, and no date is announced for that edition. It comes after launch.
The waiting list
One address, and you're told at launch, with early access.