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Legends of Runeterra

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Legends of Runeterra Keywords

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Keyword
Cost}
This is how much Mana you need to spend to play this card.
Countdown}
Round Start: I count down 1. At 0, activate the Countdown effect, then destroy me.
Critical Strike}
This has a chance to deal double damage.
Curse}
Applies a negative effect as long as it's in hand. Multiples of the same curse on a unit combine, increasing their cost and effect. Cannot be targeted in hand.
Daybreak}
Bonus if this is the first card you play in a round.
Deathless}
The next time this unit dies, remove Deathless and revive it Stunned with 1 Health.
Deep}
I have +3|+3 once your deck has had 15 or fewer cards left.
Disguise}
Secretly transforms into another unit before entering play. They won't reveal their true identity to your opponent until they leave play or level up.
Double Attack}
While attacking, it strikes both before AND at the same time as its blocker.
Drain}
Heal our Nexus for the amount of damage dealt
Elemental Skill}
A unit's spell-like effect that allows enemy reactions. It's elemental!
Elusive}
Can only be blocked by an Elusive unit.
Empowered}
A unit has its Empowered bonus while its Power is at least the listed number.
Enlightened}
You're Enlightened when you have 10 max mana.
Ephemeral}
This unit dies when it strikes or when the round ends.
Equip}
Equipping an Item to a unit grants it the listed bonuses. If the unit leaves play, the Item will return to your hand. You may play each item at most once per round.
Equipment}
Equip to a unit to grant the listed bonuses. If the unit leaves play, the equipment will return to your hand. You may play each equipment at most once per round.
Everywhere}
In play, in hand, in deck, in discard, and even if created/summoned later.
Evolve}
I have +2|+2 once you've had Units with 6+ other unique positive keywords in play this game.
Fast}
Fast spells can be played at any time, but allow the opponent to respond.
Fated}
Each round, the first time an allied card targets me, grant me +1|+1.
Fearsome}
Can only be blocked by enemies with 3 or more Attack.
Fleeting}
Fleeting cards discard from hand when the round ends.
Flow}
A card activates its Flow on Round Start if you played 2+ spells or skills last round.
Focus}
Can be played outside combat or when no other spells or skills are pending. Happens instantly and allows you to continue to play other cards.