
Seraphine in Riftbound: Cards, Deck Role and What She Does
Seraphine has three printings in Radiance and they do completely different jobs. She's also the only champion in the set with fully revealed rules text.
That makes her the best entry point into understanding how Radiance works. If you learn one card from this set before release, make it this one.
Radiance launches 23 October 2026. Card details come from RiftCompare's Seraphine spoiler and the reveal tracker at riftbound.zone, with set structure confirmed on riftbound.gg.
The three Seraphine cards
| Card | Type | Number | Artist |
|---|---|---|---|
| Seraphine, Starry-Eyed Songstress | Legend | RAD 151/167 | Naifan Zhang |
| Seraphine, Starry-Eyed Songstress | Legend, Signature chase | RAD 174*/167 | Anna Nikonova |
| Seraphine, Not Alone | Epic Champion Unit | RAD 138/167 | — |
The first two are the same card at different treatments. The third is a genuinely separate card.
Seraphine, Starry-Eyed Songstress: the Legend
A Legend card sits in your Legend Zone rather than on the board. It has no energy cost and no Might stat, and it defines what your deck is built to do.
Seraphine's Legend ability reads: as an additional cost to play a spell, you may exhaust her and three friendly units to reduce that spell's cost by 2.
Three things make that interesting.
The cost is optional. You choose whether to pay it, so she never becomes a liability when you'd rather keep your units upright.
The cost comes from your board, not your hand. Most discount effects ask you to discard cards. This one asks you to tap units, which is a resource most decks have spare in the mid-game.
It demands a wide board. Exhausting three friendly units plus Seraphine means you need at least three units out before the discount is available at all.
That combination points at one deck shape: play lots of cheap units early, then cast something expensive a turn sooner than you should be able to.
Seraphine, Not Alone: the Champion Unit
This is the separate card, and it's built to feed the Legend.
She's an Order domain Epic Champion Unit costing 5 energy with 1 Might. Her ability triggers both when you play her and whenever she becomes exhausted.
On each trigger she plays a 1 Might Recruit unit token to your base, and she gains +1 Might for each other exhausted unit you control.
One Might on a five-cost card looks terrible in isolation. It isn't, because the +1 per exhausted unit is doing the real work. In a board state where four other units are tapped, she's a 5 Might unit that also left a token behind.
Notice how neatly that pairs with the Legend. The Legend wants exhausted units and gives you a reason to tap them. The Champion Unit rewards you for having tapped them and replaces what you spent.
Worth knowing: this card already existed in the T1 Worlds Champion Collection, so Radiance is not its first appearance.
How the Recruit keyword works
Recruit is new to Radiance, and Seraphine, Not Alone is the card that introduces it.
It creates 1 Might Recruit unit tokens placed into your base rather than directly onto a battlefield. Tokens like these sit outside the numbered card set, so you won't find them on a checklist.
The strategic point is that Recruit converts a trigger into board width. For a deck that needs three friendly units available to exhaust, a repeatable source of bodies is exactly the missing piece.
Radiance's other new keywords, Deploy, Disarm, and Reveal and Show Off, are separate mechanics that don't interact with Recruit directly.
The deck Seraphine wants
Putting the two cards together gives a clear shape:
- Cheap units early to build width
- Recruit tokens to replace what you exhaust
- At least one expensive spell worth discounting by 2
- Ways to exhaust units profitably, since tapping is a cost you're paying repeatedly
The weakness is just as clear. Against a deck that removes your units efficiently, the Legend's ability becomes uncastable, because you simply won't have three friendly units to exhaust.
That's a reasonable design trade. A persistent, no-cost discount engine needs a real condition attached.
Where to get her
Seraphine headlines one of the two confirmed Showdown Decks at $34.99 MSRP, paired against Evelynn.
For most people that's the sensible route. A ready-to-play deck at $34.99 is cheaper and far more certain than opening boosters hoping for a specific Epic.
The Signature version at RAD 174*/167 is the collector target rather than the player one. Signature treatments have historically been among Riftbound's scarcest pulls, with Origins Signature Overnumber running at roughly one per 720 packs.
Our where to buy Riftbound guide covers reliable retailers, and the rarities and pull rates guide explains how Signature cards have been distributed before.
How JK Index helps
We index the full Riftbound catalog with sold history for every printing, and we keep each of Seraphine's three cards separate.
That's not a technicality. A Legend at RAD 151/167, its Signature at 174*/167 and an Epic Champion Unit at 138/167 are three distinct markets with different buyers, and any site that lists them together as "Seraphine" will mislead you on all three.
You can browse earlier sets including Origins, Spiritforged, Unleashed and Vendetta, track what you own in your portfolio, or check the marketplace.
The takeaway
Seraphine's Legend discounts an expensive spell by 2 if you exhaust her and three friendly units. Her Champion Unit creates Recruit tokens and grows stronger the more units you've exhausted.
They're built as a pair: one spends board width, the other replaces it. That's the clearest piece of Radiance design revealed so far, and it's the reason she's the card to learn first.
FAQ
How many Seraphine cards are in Radiance?
Three printings: the Legend at RAD 151/167, a Signature chase version of that Legend at RAD 174*/167, and a separate Epic Champion Unit called Seraphine, Not Alone at RAD 138/167.
What does Seraphine's Legend card do?
As an additional cost to play a spell, you may exhaust her and three friendly units to reduce that spell's cost by 2. The cost is optional and paid from your board rather than your hand.
What does Seraphine, Not Alone do?
She's a 5 energy, 1 Might Order Champion Unit. When played or exhausted she puts a 1 Might Recruit token into your base and gains +1 Might for each other exhausted unit you control.
What is the Recruit keyword?
A new Radiance mechanic that creates 1 Might Recruit unit tokens placed into your base. Seraphine, Not Alone is the card that introduces it.
Is Seraphine's Legend good?
It's a build-around rather than a generically strong card. It needs at least three friendly units on board before the discount is available, so it rewards wide decks and struggles against efficient removal.
How do I get the Seraphine cards?
Her Showdown Deck costs $34.99 MSRP and comes ready to play, which is the cheapest certain route. The Signature version at RAD 174*/167 is a booster chase rather than something you can buy in a product.
Why is a 5 energy card only 1 Might?
Because the +1 Might for each other exhausted unit does the work. With four other units tapped she's effectively a 5 Might unit that also generated a token when she arrived.
Had Seraphine, Not Alone been printed before?
Yes. The card already existed in the T1 Worlds Champion Collection, so its Radiance printing is a reappearance rather than a debut.


