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Riftbound Gear: Invigorating Bloom. When you play this, give a friendly unit +3 [S] this turn.
Exhaust a friendly [Mighty] unit, [T]: Draw 1. (A unit is Mighty while it has 5+ [S].)
Illustratie: Kudos Productions

Invigorating Bloom Releasedatum onbekend

Unit · Uncommon · Radiance #35 · RAD-035/167

Calm Energy3

Kaarttekst

When you play this, give a friendly unit +3 might this turn. Exhaust a friendly Mighty unit, exhaust: Draw 1. (A unit is Mighty while it has 5+ might.)

Mechanieken

Mighty

Triggers en effecten

Triggers: when played · activated: exhaust this and a friendly Mighty unit
Effecten: give a friendly unit +3 might this turn · draw 1

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1.6% van recente decks speelt deze kaart

8 van 500 recente decks (Piltover Archive)

Gemiddeld 1.9 exemplaren wanneer gespeeld.

Vaak samen gespeeld met:

Calm RuneDefyDisciplineCommand: AttackThe Ball

Regels en errata voor deze kaart

§ 710

Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that …

Lees hele sectie → · Core Rules PDF (officieel)

§ 708

A Unit "is Mighty" as long as its Might is 5 or greater.…

Lees hele sectie → · Core Rules PDF (officieel)

§ 12

Action Phase Exhaust units to move to or from battlefields. You can do any of the following, in any order, as many (Moving to a battlefield with enemies there starts times as you’re able: a combat!) Play cards. Normally these will be your Chosen When you’re do…

Lees hele sectie → · How to Play – Proving Grounds PDF (UVS Games, partner)

Regelsecties zijn semantisch gematcht op de kaarttekst — de meest relevante paragrafen uit de officiële rules.

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