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Riftbound Spell: Acceleration Gate. Ready up to 4 units, gear, and/or runes.
Acceleration Gate

Spell · Mind/Body · E3

Ready up to 4 units, gear, and/or runes.

Riftbound Legend: Nine-Tailed Fox. When an enemy unit attacks a battlefield you control, give it -1 [S] this turn, to a minimum of 1 [S].
Ahri - Nine-Tailed Fox (Metal)

Champion Legend · Calm/Mind

When an enemy unit attacks a battlefield you control, give it -1 might this turn, to a minimum of 1 might.

Riftbound Unit: Applied Researchers. [Empower] [3] ([3]: Empower me. Use only if not Empowered.)
[Empowered][>] Your spells cost [1][A] less, to a minimum of [1].
Applied Researchers

Unit · Mind · E4 · M4

Empower 3 (3: Empower me. Use only if not Empowered.) Empowered[>] Your spells cost 1willekeurige rune less, to a minimum of 1.

Riftbound Unit: Apprentice Mage. [Empower] [2] ([2]: Empower me. Use only if not Empowered.)
When I become [Empowered], [Predict 2]. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.)
[Empowered][>] I have +1 [S].
Apprentice Mage

Unit · Mind · E3 · M3

Empower 2 (2: Empower me. Use only if not Empowered.) When I become Empowered, Predict 2. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Empowered[>] I have +1 might.

Riftbound Spell: Arcane Shift. [Action] (Play on your turn or in showdowns.)
Banish a friendly unit, then its owner plays it, ignoring its cost. Deal 3 to an enemy unit at a battlefield. Banish this.
Arcane Shift

Spell · Mind/Chaos · E3

Action (Play on your turn or in showdowns.) Banish a friendly unit, then its owner plays it, ignoring its cost. Deal 3 to an enemy unit at a battlefield. Banish this.

Riftbound Unit: Aspiring Engineer. When you play me, return a gear from your trash to your hand.
Aspiring Engineer

Unit · Mind · E3 · M3

When you play me, return a gear from your trash to your hand.

Riftbound Unit: Ava Achiever. When I attack, you may pay [C] to play a card with [Hidden] from your hand here, ignoring its cost.
Ava Achiever

Unit · Mind · E5 · M4

When I attack, you may pay mind rune to play a card with Hidden from your hand here, ignoring its cost.

Riftbound Unit: Bard, Mercurial. You may exhaust your legend as an additional cost to play me.
When you play me, if you paid the additional cost, move any number of your units to an open battlefield.
Bard +2 versies

Unit · Mind · E4 · M4

You may exhaust your legend as an additional cost to play me. When you play me, if you paid the additional cost, move any number of your units to an open battlefield.

Riftbound Legend: Bashful Bloom. [4], [T]: Play a ready 3 [S] Sprite unit token with [Temporary]. This ability costs [1] less for each friendly unit with [Temporary].
Bashful Bloom +2 versies

Legend · Calm/Mind

4, exhaust: Play a ready 3 might Sprite unit token with Temporary. This ability costs 1 less for each friendly unit with Temporary.

Riftbound Spell: Bellows Breath. [Action] (Play on your turn or in showdowns.)
[Repeat] [1][C] (You may pay the additional cost to repeat this spell's effect.)
Deal 1 to up to three units at the same location.
Bellows Breath

Spell · Mind · E1

Action (Play on your turn or in showdowns.) Repeat 1mind rune (You may pay the additional cost to repeat this spell's effect.) Deal 1 to up to three units at the same location.

Riftbound Unit: Blastcone Fae. [Hidden] (Hide now for [A] to react with later for [0].)
When you play me, give a unit -2 [S] this turn, to a minimum of 1 [S].
Blastcone Fae

Unit · Mind · E2 · M2

Hidden (Hide now for willekeurige rune to react with later for 0.) When you play me, give a unit -2 might this turn, to a minimum of 1 might.

Riftbound Unit: Blue Sentinel. [Shield 2] (+2 [S] while I'm a defender.)
Your hold effects for holding here trigger an additional time.
When I hold, [Add] [A] at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)
Blue Sentinel +2 versies

Unit · Mind · E4 · M4

Shield 2 (+2 might while I'm a defender.)Your hold effects for holding here trigger an additional time.When I hold, Add willekeurige rune at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)

Riftbound Gear: Bottled Constellation. At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.
Bottled Constellation

Gear · Mind · E10

At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.

Riftbound Legend: Boy Who Shattered Time. [Empower] —  [1], [T] (Use only if not Empowered.)
Disempower me, [T]: Reduce the cost of the next unit you play this turn by [2][A] and give it "Kill me at end of turn."
Boy Who Shattered Time +1 versies

Legend · Fury/Mind

Empower — 1, exhaust (Use only if not Empowered.) Disempower me, exhaust: Reduce the cost of the next unit you play this turn by 2willekeurige rune and give it "Kill me at end of turn."

Riftbound Unit: Breakneck Mech. Your Mechs have [Deflect] and [Ganking]. (Opponents must pay [A] to choose us with a spell or ability. We can move from battlefield to battlefield.)
I enter ready if you control another Mech.
Breakneck Mech

Unit · Mind · E8 · M7

Your Mechs have Deflect and Ganking. (Opponents must pay willekeurige rune to choose us with a spell or ability. We can move from battlefield to battlefield.) I enter ready if you control another Mech.

Riftbound Unit: Bubble Bot. When you play me, ready another friendly Mech.
Bubble Bot

Unit · Mind · E3 · M3

When you play me, ready another friendly Mech.

Riftbound Unit: Card Sharp. When you play me, you and each opponent may play a Gold gear token exhausted. For each opponent who did, you play a Gold gear token exhausted.
Card Sharp

Unit · Mind · E3 · M3

When you play me, you and each opponent may play a Gold gear token exhausted. For each opponent who did, you play a Gold gear token exhausted.

Riftbound Unit: Chakram Dancer. [Ambush] (You may play me as a [Reaction] to a battlefield where you have units.)
When you play me, give your other units here [Shield] this turn. (+1 [S] while they're defenders.)
Chakram Dancer

Unit · Mind · E3 · M3

Ambush (You may play me as a Reaction to a battlefield where you have units.) When you play me, give your other units here Shield this turn. (+1 might while they're defenders.)

Riftbound Legend: Chem-Baroness. When you or an ally hold, you may exhaust me to play a Gold gear token exhausted.
While your score is within 3 points of the Victory Score, your Gold [Add] an additional [1].
Chem-Baroness +1 versies

Legend · Mind/Order

When you or an ally hold, you may exhaust me to play a Gold gear token exhausted. While your score is within 3 points of the Victory Score, your Gold Add an additional 1.

Riftbound Gear: Chemtech Cask. When you play a spell on an opponent's turn, you may exhaust me to play a Gold gear token exhausted.
Chemtech Cask

Gear · Mind · E1

When you play a spell on an opponent's turn, you may exhaust me to play a Gold gear token exhausted.

Riftbound Spell: Chronobreak. As an additional cost to play this, pay any amount of Power.
Banish that many units you control, then for each, its owner plays that unit back to the same location or to their base, ignoring its cost. (You choose the order.)
Chronobreak

Spell · Fury/Mind · E2

As an additional cost to play this, pay any amount of Power. Banish that many units you control, then for each, its owner plays that unit back to the same location or to their base, ignoring its cost. (You choose the order.)

Riftbound Spell: Clairvoyance. [Reaction] (Play any time, even before spells and abilities resolve.)
[Predict 5]. (Look at the top 5 cards of your Main Deck. Recycle any of them and put the rest back in any order.)
Draw 2.
Clairvoyance

Spell · Mind · E7

Reaction (Play any time, even before spells and abilities resolve.) Predict 5. (Look at the top 5 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Draw 2.

Riftbound Unit: Clanging Sentry. Your Mechs have [Disarm]. (When each of us attacks, give an enemy unit there -1 [S] this turn.)
Clanging Sentry

Unit · Mind · E3 · M2

Your Mechs have Disarm. (When each of us attacks, give an enemy unit there -1 might this turn.)

Riftbound Gear: Cloth Armor. [Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.)
[Equip] [C] ([C]: Attach this to a unit you control.)
Cloth Armor +1 versies

Gear · Mind · E1

Quick-Draw (This has Reaction. When you play it, attach it to a unit you control.)Equip mind rune (mind rune: Attach this to a unit you control.)

Riftbound Unit: Cloud Drake. When you play me, draw 1.
Cloud Drake

Unit · Mind · E6 · M5

When you play me, draw 1.

Riftbound Unit: Coalesced Energy. At the end of your turn, recycle all your runes, then channel 4 runes exhausted.
Coalesced Energy

Spell · Mind · E4 · M4

At the end of your turn, recycle all your runes, then channel 4 runes exhausted.

Riftbound Spell: Consult the Past. [Hidden] (Hide now for [A] to react with later for [0].)
[Reaction] (Play any time, even before spells and abilities resolve.)
Draw 2.
Consult the Past +1 versies

Spell · Mind · E4

Hidden (Hide now for willekeurige rune to react with later for 0.) Reaction (Play any time, even before spells and abilities resolve.) Draw 2.

Riftbound Spell: Convergent Mutation. [Reaction] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit. This turn, increase its Might to the Might of another friendly unit.
Convergent Mutation

Spell · Mind · E2

Reaction (Play any time, even before spells and abilities resolve.) Choose a friendly unit. This turn, increase its Might to the Might of another friendly unit.

Riftbound Unit: Covert Informant. [Empower] [3] ([3]: Empower me. Use only if not Empowered.)
[Empowered][>] When I move, draw 1.
Covert Informant

Unit · Mind · E3 · M4

Empower 3 (3: Empower me. Use only if not Empowered.) Empowered[>] When I move, draw 1.

Riftbound Spell: Crescent Strike. [Action] (Play on your turn or in showdowns.)
Choose a battlefield and an enemy unit there. Deal 4 to that unit and 1 to each other enemy unit there.
Crescent Strike

Spell · Mind · E3

Action (Play on your turn or in showdowns.) Choose a battlefield and an enemy unit there. Deal 4 to that unit and 1 to each other enemy unit there.

Riftbound Legend: Curator of the Sands. When you play a unit, gear, or activated ability with Energy cost [7] or more, you may exhaust me to ready up to 2 runes.
Curator of the Sands +2 versies

Legend · Calm/Mind

When you play a unit, gear, or activated ability with Energy cost 7 or more, you may exhaust me to ready up to 2 runes.

Riftbound Spell: Curtain Call. [Repeat] — [1] / [A] / [1][A] (You may pay each additional cost to repeat this spell's effect.)
Choose one you haven't already chosen —
- Draw 1.
- Deal 2 to a unit at a battlefield.
- Deal 3 to a unit at a base.
- Give a unit at a battlefield -4 [S] this turn.
Curtain Call

Spell · Fury/Mind · E4

Repeat — 1 / willekeurige rune / 1willekeurige rune (You may pay each additional cost to repeat this spell's effect.) Choose one you haven't already chosen — Draw 1. Deal 2 to a unit at a battlefield. Deal 3 to a unit at a base. Give a unit at a battlefield -4 might this turn.

Riftbound Spell: Danger Zone. [Reaction] (Play any time, even before spells and abilities resolve.)
[Repeat] [1][C] (You may pay the additional cost to repeat this spell's effect.)
Give your Mechs +1 [S] this turn.
Danger Zone

Spell · Fury/Mind · E1

Reaction (Play any time, even before spells and abilities resolve.) Repeat 1willekeurige rune (You may pay the additional cost to repeat this spell's effect.) Give your Mechs +1 might this turn.

Riftbound Legend: Daughter of the Void. [T]: [Reaction] — [Add] [C]. Use only to play spells. (Abilities that add resources can't be reacted to.)
Daughter of the Void +2 versies

Legend · Fury/Mind

exhaust: Reaction — Add willekeurige rune. Use only to play spells. (Abilities that add resources can't be reacted to.)

Riftbound Spell: Deadly Flourish. Deal 3 to an enemy unit. When it dies this turn, play a Gold gear token exhausted. (It has "[Reaction][>] Kill this, [T]: [Add] [A].")
Deadly Flourish

Spell · Mind · E4

Deal 3 to an enemy unit. When it dies this turn, play a Gold gear token exhausted. (It has "Reaction[>] Kill this, exhaust: Add willekeurige rune.")

Riftbound Legend: Deceiver. When you conquer or hold, you may discard 1 and exhaust me to play a ready Reflection unit token there. It becomes a copy of another unit there. Give it [Temporary].
Deceiver +2 versies

Legend · Mind/Order

When you conquer or hold, you may discard 1 and exhaust me to play a ready Reflection unit token there. It becomes a copy of another unit there. Give it Temporary.

Riftbound Spell: Decree of Insight. [Reaction] (Play any time, even before spells and abilities resolve.)
Ignore [Deflect] while paying this spell's cost.
Give an enemy Body ([O]) unit -5 [S] this turn.
Decree of Insight

Spell · Mind · E1

Reaction (Play any time, even before spells and abilities resolve.) Ignore Deflect while paying this spell's cost. Give an enemy Body (body rune) unit -5 might this turn.

Riftbound Legend: Defender of Tomorrow. [Empower] [2][A][A] ([2][A][A]: Empower me. Use only if not Empowered.)
[1], [T]: Ready a gear. 
[Empowered][>] [1], [T]: Ready 2 gear.
Defender of Tomorrow +2 versies

Legend · Mind/Body

Empower 2willekeurige runewillekeurige rune (2willekeurige runewillekeurige rune: Empower me. Use only if not Empowered.) 1, exhaust: Ready a gear. Empowered[>] 1, exhaust: Ready 2 gear.

Riftbound Unit: Diana, Lunari. When a showdown begins here, you may pay [1]. If you do, [Predict], then reveal the top card of your Main Deck. If it's a spell, draw it. (To Predict, look at the top card of your Main Deck. You may recycle it.)
Diana +4 versies

Unit · Mind · E3 · M3

When a showdown begins here, you may pay 1. If you do, Predict, then reveal the top card of your Main Deck. If it's a spell, draw it. (To Predict, look at the top card of your Main Deck. You may recycle it.)

Riftbound Spell: Downstage Dramatics. [Reaction] (Play any time, even before spells and abilities resolve.)
[Repeat] [2] (You may pay the additional cost to repeat this spell's effect.)
Draw 1.
Downstage Dramatics +1 versies

Spell · Mind · E2

Reaction (Play any time, even before spells and abilities resolve.)Repeat 2 (You may pay the additional cost to repeat this spell's effect.)Draw 1.

Riftbound Unit: Dramatic Visionary. [Deathknell][>] [Predict 2]. (When I die, look at the top two cards of your Main Deck. Recycle any of them and put the rest back in any order.)
Dramatic Visionary

Unit · Mind · E4 · M4

Deathknell[>] Predict 2. (When I die, look at the top two cards of your Main Deck. Recycle any of them and put the rest back in any order.)

Riftbound Spell: Dredge Up. Draw 1.
[Flow] [2] (You may play this from your trash for its Flow cost. Then banish it.)
Dredge Up

Spell · Mind · E2

Draw 1. Flow 2 (You may play this from your trash for its Flow cost. Then banish it.)

Riftbound Unit: Dr. Mundo, Expert. My Might is increased by the number of cards in your trash.
At the start of your Beginning Phase, recycle 3 from your trash.
Dr. Mundo

Unit · Mind · E8 · M6

My Might is increased by the number of cards in your trash. At the start of your Beginning Phase, recycle 3 from your trash.

Riftbound Unit: Dropboarder. When you play me, if you control two or more gear, ready me.
Dropboarder

Unit · Mind · E4 · M4

When you play me, if you control two or more gear, ready me.

Riftbound Unit: Eager Apprentice. While I'm at a battlefield, the Energy costs for spells you play is reduced by [1], to a minimum of [1].
Eager Apprentice

Unit · Mind · E3 · M3

While I'm at a battlefield, the Energy costs for spells you play is reduced by 1, to a minimum of 1.

Riftbound Spell: Eclipse. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit -4 [S] this turn.
[Predict]. (Look at the top card of your Main Deck. You may recycle it.)
Eclipse

Spell · Mind · E3

Reaction (Play any time, even before spells and abilities resolve.) Give a unit -4 might this turn. Predict. (Look at the top card of your Main Deck. You may recycle it.)

Riftbound Unit: Ekko, Recurrent. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)
[Deathknell] — Recycle me to ready your runes. (When I die, get the effect.)
Ekko +4 versies

Unit · Mind · E5 · M5

Accelerate (You may pay 1mind rune as an additional cost to have me enter ready.) Deathknell — Recycle me to ready your runes. (When I die, get the effect.)

Riftbound Spell: Encore. Choose two —
- Deal 2 to a unit.
- Play two 1 [S] Recruit unit tokens.
- Give up to two units each +1 [S] this turn.
- Look at the top 2 cards of your Main Deck, draw 1 and recycle the other.
Encore

Spell · Mind/Order · E3

Choose two — Deal 2 to a unit. Play two 1 might Recruit unit tokens. Give up to two units each +1 might this turn. Look at the top 2 cards of your Main Deck, draw 1 and recycle the other.

Riftbound Gear: Energy Conduit. [T]: [Reaction] — [Add] [1]. (Abilities that add resources can't be reacted to.)
Energy Conduit

Gear · Mind · E3

exhaust: Reaction — Add 1. (Abilities that add resources can't be reacted to.)

Riftbound Gear: Experimental Hexplate. [Equip] [C] ([C]: Attach this to a unit you control.)
Experimental Hexplate

Gear · Mind · E1 · M1

Equip mind rune (mind rune: Attach this to a unit you control.)

Riftbound Unit: Ezreal, Dashing. When I attack or defend, deal damage equal to my Might to an enemy unit here.
I don't deal combat damage.
[C]: [Action] — Move me to your base.
Ezreal +5 versies

Unit · Mind · E4 · M3

When I attack or defend, deal damage equal to my Might to an enemy unit here. I don't deal combat damage. mind rune: Action — Move me to your base.

Riftbound Legend: Prodigal Explorer. [T]: [Reaction] — Draw 1. Use only if you've chosen enemy units and/or gear twice this turn with spells or unit abilities.
Ezreal - Prodigal Explorer (Metal)

Legend · Mind/Chaos

exhaust: Reaction — Draw 1. Use only if you've chosen enemy units and/or gear twice this turn with spells or unit abilities.

Riftbound Spell: Falling Comet. [Action] (Play on your turn or in showdowns.)
Deal 6 to a unit at a battlefield.
Falling Comet

Spell · Mind · E5

Action (Play on your turn or in showdowns.) Deal 6 to a unit at a battlefield.

Riftbound Unit: Fate Weaver. When you play me, look at the top 4 cards of your Main Deck. You may reveal a spell with Energy cost [4] or more from among them and draw it. Recycle the rest.
Fate Weaver

Unit · Mind · E5 · M4

When you play me, look at the top 4 cards of your Main Deck. You may reveal a spell with Energy cost 4 or more from among them and draw it. Recycle the rest.

Riftbound Spell: Final Spark. [Action] (Play on your turn or in showdowns.)
Deal 8 to a unit.
Final Spark +1 versies

Spell · Mind/Order · E8

Action (Play on your turn or in showdowns.) Deal 8 to a unit.

Riftbound Legend: Fire Below the Mountain. [T]: [Reaction] — [Add] [A]. Use only to play gear or use gear abilities. (Abilities that add resources can't be reacted to.)
Fire Below the Mountain +1 versies

Legend · Calm/Mind

exhaust: Reaction — Add willekeurige rune. Use only to play gear or use gear abilities. (Abilities that add resources can't be reacted to.)

Riftbound Unit: Forecaster. Your Mechs have [Vision]. (When you play us, look at the top card of your Main Deck. You may recycle it.)
Forecaster

Unit · Mind · E2 · M2

Your Mechs have Vision. (When you play us, look at the top card of your Main Deck. You may recycle it.)

Riftbound Gear: Forgefire Cape. [Unique] (Your deck can have only 1 card with this name.)
[Equip] [C] ([C]: Attach this to a unit you control.)
Forgefire Cape

Gear · Calm/Mind · E4 · M3

Unique (Your deck can have only 1 card with this name.) Equip willekeurige rune (willekeurige rune: Attach this to a unit you control.)

Riftbound Spell: Fox-Fire. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Kill any number of units at a battlefield with total Might 4 or less.
Fox-Fire

Spell · Calm/Mind · E3

Hidden (Hide now for willekeurige rune to react with later for 0.) Action (Play on your turn or in showdowns.) Kill any number of units at a battlefield with total Might 4 or less.

Riftbound Gear: Frigid Jewel. When you draw your second card each turn, give a friendly unit +2 [S] this turn.
Frigid Jewel

Gear · Mind · E2

When you draw your second card each turn, give a friendly unit +2 might this turn.