What the rune deck actually is
Your rune deck is a stack of face-down cards separate from your 61-card main deck. You channel runes to draw from it. This is your consistency engine. Without a functioning rune deck, you rely entirely on your opening hand and natural draws, which means you are more likely to get stuck with a hand that does not match the game state. The rune deck does not play cards onto the board. It gives you more chances to draw the cards you need from your main deck.
When to channel versus playing units
This is the most important rune deck decision in Riftbound. Channeling a rune costs an energy and a card. Playing a unit applies pressure. In aggressive matchups, channeling on turns 1-2 delays your board and lets the opponent develop. In control matchups, channeling early sets up the midgame draw you need to close. Make this decision before the game starts by asking one question: does my deck win faster or slower than the opponent?
What belongs in the rune deck
Rune deck construction has its own rules. Cards in the rune deck are not your best cards — they are cards that improve your draw quality. High-variance effects that are powerful but situational belong in the rune deck because you only draw them when you need them. Units and expensive spells almost never belong in the rune deck because they do not affect the board when channeled. Most rune decks focus on a tight package of draw and selection effects.
Runes and combat timing
Rune channeling happens during the main phase, same as playing units. You cannot channel a rune and play a unit in the same main phase if you do not have enough energy. The timing of your last channel before combat affects your hand size going into the opponent is turn. Channel heavily and you may have fewer reaction cards for combat. Play units instead and you have a bigger hand but fewer future draws.