| Bloodlust | Impact | Partly Both add 1 extra nexus or leader pressure on aggressive units, but Impact pings the Nexus even when striking a blocker while Bloodlust raises the unit’s attack stat only when it targets a leader directly. |
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| Effects disabled | Silence | No Riot’s Silence removes every stat buff, debuff and status on a unit alongside its abilities, whereas Killing Mist keeps stat changes and negative statuses while stripping printed and already-granted abilities. |
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| Frozen | Frostbite | No Frostbite sets a unit’s power to 0 for the round; the unit can still attack and block, takes damage and keeps its keywords. Azuki Frozen stops attacks, stops damage and switches the entity’s abilities off. |
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| Frozen | Stun | Partly Stun removes a unit from combat and stops it attacking or blocking this round. Frozen also stops attacks and switches off abilities like Defender, and it makes the entity immune to damage, which Stun never does. |
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| Rooted | Stun | Partly Stun stops a unit attacking and blocking this round and pulls it out of combat. Rooted only stops attacking, and a Rooted entity can still use Defender. |
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| Carapace | Tough | Mostly Tough means a unit takes 1 less damage from all sources, the same as Carapace 1. Carapace carries a number and stacks; Tough is a single keyword. |
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| Cooldown | No summoning sickness | No Legends of Runeterra has no summoning sickness: a unit played on your attack turn can attack right away. In the Azuki TCG every entity waits a turn unless it has Charge. |
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| Defender | Blocking | Partly Any Runeterra unit can block an attacker in front of it. Only Azuki entities with Defender can take an attack, and doing so taps them. |
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| Infiltrate | Elusive | Partly An Elusive unit can still be blocked by other Elusive units. Nothing can redirect an Infiltrate attack with Defender. |
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| Response | Fast and Burst spells | Partly Fast and Burst spells can be cast by either player, on many timings. Azuki Responses are only for the defending player, after an attack is declared. |
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| On Play | Play | Yes Runeterra’s Play keyword and Azuki’s [On Play] both trigger when you play the card, and not when it’s summoned another way. |
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| When Destroyed | Last Breath | Mostly Last Breath triggers when the unit dies, and Obliterate gets around it. [When Destroyed] triggers when the entity is destroyed, and removal that isn’t destroying, like bottom-decking, gets around it. |
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| IKZ | Mana and spell mana | Mostly Runeterra mana grows by one a round up to 10, like IKZ. Runeterra also saves up to 3 unspent mana as spell mana; unspent IKZ doesn’t carry over, but it does pay for Responses on your opponent’s turn. |
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| The Alley | The bench | Partly Runeterra units sit on the bench between fights and step onto the battlefield to attack or block. Spells hit benched units freely. The Azuki Alley is a separate row that attacks and most effects can’t reach. |
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| Attacking tapped entities | Blocking and Challenger | No Runeterra attackers line up and the defender assigns blockers; only Challenger lets an attacker pick who blocks. An Azuki attacker picks its target, as long as it’s tapped or the leader. |
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| Damage resets each turn | Damage stays on units | No Damage on Runeterra units stays between rounds; that’s why Regeneration exists. Azuki entity damage is gone at the end of every turn. |
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| Decking out | Drawing from an empty deck | Yes In both games, having to draw from an empty deck loses the game. |
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| Mulligan | Mulligan | No Runeterra lets you pick which of your four starting cards to replace. The Azuki mulligan replaces all seven or none. |
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| Can’t take damage from card effects | Spellshield | No Spellshield negates the next enemy spell or skill that affects the unit, then breaks. Azuki effect-damage immunity never breaks, but only stops damage. |
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