We Talk With Riot Senior Designer Jon Moormann at PAX East

We Talk With Riot Senior Designer Jon Moormann at PAX East


Riftbound, Riot Games’ new trading card game centered around the world and characters of League of Legends, has taken the world by storm since it debuted on Halloween of last year. It quickly rose in popularity compared to other new TCGs on the market, with plenty of local events and large scale tournaments like Regional Qualifiers for Summoners to sling some cardboard at.

But with the meta rapidly evolving and Chaos (purple) decks occupying arguably unhealthy chunks of any given event’s metashare, fans have been curious about just what goes into designing a Riftbound set. IGN recently had the opportunity to sit down with Riftbound set design lead Jon Moormann during PAX East in Boston, and we got some great insight into where the team’s head is at when it comes to how they approach bans, its thoughts on the current competitive metagame, how they decide which Champions are filtered into which Domains, and so much more.

This interview was made possible as a joint effort between myself and some original reporting by IGN’s own Casey DeFreitas.

Since Riftbound’s second expansion Spiritforged released, the elephant in the room has been the dominance of Chaos strategies in the competitive metagame. Before we knew that the game’s first-ever banlist would be announced the very next day after speaking with Moormann, we did get a bit of insight into how the team approaches analyzing cards for a potential ban.

“We don’t necessarily want to ban things, it’s painful to players when we have to. But it’s also our only way of dealing with a metagame that doesn’t feel right in the moment.”

Moorman goes on to mention that the team is internally very aware of the ongoing metagame situation, and that they discuss tournament results and the online chatter. But their ban philosophy isn’t based solely on the chatter; they have internal metrics and analyze the overall play experience. Moorman continues, “a deck being overpowered isn’t the only problem either. Sometimes games just take too long with a particular strategy (referring to the oppressive Miracle package) or it’s not fun to play against a deck. Going forward, there are systems in place to help with this. With only two sets out right now, the card pool is very small [so there are limitations]”.

“We don’t necessarily want to ban things, it’s painful to players when we have to. But it’s also our only way of dealing with a metagame that doesn’t feel right in the moment”

With the abundance of the Chaos Domain and the prevalence of Miracle strategies, I was curious how player feedback has informed the team’s design strategy for expansions beyond 2026, and if Origins and Spiritforged cards are performing as intended. I also asked about the inverse of that, if the team found any cards or strategies internally they believed would be impactful that ended up not.



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