LoR:Iceborn Legacy
Iceborn Legacy is a spell in Legends of Runeterra. LoR
Contents
Trivia[edit | edit source]
- Internally, this card is called Bloodsworn Pledge, the current name of
4 Bloodsworn Pledge.
Change Log[edit | edit source]
Iceborn Legacy | |
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V4.5 |
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V3.2 | |
V3.0 | |
V0.9.3 |
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V0.9.2 | |
Announce Preview Patch |
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Every card in Legends of Runeterra is sorted into a region based off a canon region of Runeterra. Cards within a region tend to share mechanics such as certain keywords and tend to synergise well with each other, and combining cards from different regions can lead to unique synergies and playstyles, with their own strengths and weaknesses. Game Modes and deckbuilding rules have specific restrictions on the number of regions that can be in a deck.


Mana is the primary resource used to play cards in Legends of Runeterra.


Focus spells resolve instantaneously after being committed.
They can be committed so long as combat isn't happening and there is no spells on the Stack. They are added to the stack, but resolve instantaneously during the turn they are committed, so functionally aren't. They commit as soon as any required targets/choices are declared.

A copy of a card is an instance of a card (same card code), with no consideration of any effects applied to it. Different from exact copy.

Something that applies everywhere applies to all instances of the specified card that exist or could ever exist that game, living, dead, in hand, in deck, in play, not yet created, in discard. No matter what, this effect applies to them. Although, the effect will only apply once to every card, and can be removed through normal effects that remove other card effects, like
Capturing units,
Silencing units or units
Dying.

Collectible cards always have a Rarity gem at the bottom. Most effects which activate Random can only create Collectible cards.


They can be committed at any time during the user's turn. They are added to the stack, but resolve instantaneously during the turn they are committed, so functionally aren't. They commit as soon as any required targets/choices are declared.


Slow spells can only be played outside of combat and when there's nothing on the Spell Stack. Only one Slow spell can be played in a turn, but any number of
Fast spells can be declared during the same turn. Slow spells can only be on the first place on the Stack. The opponent can respond with their own spells following the rules of the Spell Stack.






- New mechanics:
Equipment, Flow, Forge, Improvise, New, Empowered, Assimilate
- New subtypes: Darkin, Cultist, Weaponmaster, World Rune


- New region:
Bandle City
- New mechanics:
Impact,
1 Prank, Manifest, Multi-region,
Fated,
Attach,
Formidable




New region: Bilgewater
New mechanics: Attune, Deep, Plunder, Scout, Vulnerable, Nab, Toss and Stack


New regions:
Demacia,
Freljord,
Ionia,
Noxus,
Piltover & Zaun and
Shadow Isles.


Runeterra region:
Bandle City


Runeterra region:
Bilgewater,
Serpent Isles



Runeterra region:
Freljord, likely
The Arctic





Runeterra regions:
Shadow Isles,
Blessed Isles






Runeterra region:
Targon,
Celestial Realm


Unlike other regions, Runeterra cards have unique deckbuilding rules, dictated by the origins of the cards in it, with only one card from Runeterra able to be put into the deck.



A champion is able to Level Up to transform it and every other allied copy of it in the game that could ever exist into a new card instantly, keeping all effects applied to it and damage taken, which has its own interactions as well. While there is an allied champion alive, any copies of it in hand are instead a Champion Spell.


Followers are a type of unit card in
Legends of Runeterra, with numerous cards that only interact with them.









Text that can affect Landmarks will explicitly refer to them.




The Spell Stack: Once one or more Fast or Slow spells have been played, it can be responded / reacted to by the opponent with one or more Fast or
Burst spells.
Fast spells played are added to the stack, where the most recent one placed is the first to resolve. Once the response is confirmed by pressing the Button, the opponent has a chance to react, and this continues until both players pass. Only 10 spells can be on the stack at once, and the 10th spell may only be
Burst.





Skills are committed to enact a unit's card text in a way that can be reacted to. If card text creates a Skill, there will usually be an
icon before the text to indicate this.
The text of skills is usually written as if it's on the unit itself, but they count as their own card. In particular, damage dealt by a skill is not dealt by the generating unit.



Equipment can be played by Spell Mana.

Collectable cards from Runeterra have a specified unique Origin card (or 'Origin') associated with them. Each distinct card in the deck with an Origin counts as one of the deck's
regions. The Origin of these cards allows specific cards to be added to the deck regardless of their region.
Origins can also have an effect that is active from the start of the game and throughout, if there is a card with them in the deck at the start of the game




The Nexus represents the player's health. Apart from mode-specific exceptions, it has a maximum of 20 Health points, which it starts the game at. It cannot go above its maximum health. But maximum health can be increased, by cards like 9 Gorlith the Unscalable, capped at 99.
It is destroyed when its health is depleted or the player otherwise loses the game (eg. 4Fiora or decking out)—at which point the game ends and its player suffers a loss.





Unlike regular Mana, Spell Mana doesn't completely refresh each round, instead up to 3 remaining Mana from the end of the previous round is converted into Spell Mana. Spell Mana is conserved between rounds, and a player can have a maximum of 3.