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  • #048
  • @kudos-productions
  • domain:mind
  • super:champion
  • type:spell
  • rarity:epic
  • energy:3
  • might:5
  • has:reaction
  • is:alt
  • (JDG)
  • power:2
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  • results 61 thru 120 / 348
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Riftbound Spell: Ride the Wind. [Action] (Play on your turn or in showdowns.)
Move a friendly unit and ready it.
Riftbound Spell: Rebuke. [Action] (Play on your turn or in showdowns.)
Return a unit at a battlefield to its owner's hand.
Riftbound Unit: Mystic Poro. [Vision] (When you play me, look at the top card of your Main Deck. You may recycle it.)
Riftbound Spell: Gust. [Reaction] (Play any time, even before spells and abilities resolve.)
Return a unit at a battlefield with 3 [S] or less to its owner's hand.
Riftbound Spell: Fight or Flight. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Move a unit from a battlefield to its base.
Riftbound Unit: Ember Monk. When you play a card from [Hidden], give me +2 [S] this turn.
Riftbound Unit: Sett, Brawler. When I'm played and when I conquer, buff me. (If I don't have a buff, I get a +1 [S] buff.)
Spend my buff: Give me +4 [S] this turn.
Riftbound Gear: Seal of Strength. [T]: [Reaction] — [Add] [C]. (Abilities that add resources can't be reacted to.)
Riftbound Spell: Sabotage. Choose an opponent. They reveal their hand. Choose a non-unit card from it, and recycle that card.
Riftbound Spell: Primal Strength. [Action] (Play on your turn or in showdowns.)
Give a unit +7 [S] this turn.
Riftbound Spell: Overt Operation. [Action] (Play on your turn or in showdowns.)
For each friendly unit, you may spend its buff to ready it. Then buff all friendly units. (Each one that doesn't have a buff gets a +1 [S] buff.)
Riftbound Unit: Wildclaw Shaman. When you play me, you may spend a buff to buff me and ready me. (If I don't have a buff, I get a +1 [S] buff.)
Riftbound Spell: Wallop. [Action] (Play on your turn or in showdowns.)
As you play this, you may spend a buff as an additional cost. If you do, ignore this spell's cost.
Ready a unit.
Riftbound Spell: Spoils of War. [Reaction] (Play any time, even before spells and abilities resolve.)
If an enemy unit has died this turn, this costs [2] less.
Draw 2.
Riftbound Unit: Mountain Drake.
Riftbound Unit: Kinkou Monk. When you play me, buff up to two other friendly units. (Each one that doesn't have a buff gets a +1 [M] buff.)
Riftbound Spell: Catalyst of Aeons. Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1.
Riftbound Unit: Stormclaw Ursine. [Tank] (I must be assigned combat damage first.)
When you play me, channel 1 rune exhausted.
Riftbound Unit: Pit Rookie. When you play me, buff another friendly unit. (If it doesn't have a buff, it gets a +1 [S] buff.)
Riftbound Spell: Mobilize. Channel 1 rune exhausted. If you can't, draw 1.
Riftbound Spell: Confront. [Action] (Play on your turn or in showdowns.)
Units you play this turn enter ready. Draw 1.
Riftbound Spell: Challenge. [Action] (Play on your turn or in showdowns.)
Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.
Riftbound Spell: Cannon Barrage. [Reaction] (Play any time, even before spells and abilities resolve.)
Deal 2 to all enemy units in combat.
Riftbound Gear: Arena Bar. [T]: Buff an exhausted friendly unit. (If it doesn't have a buff, it gets a +1 [S] buff.)
Riftbound Spell: Unchecked Power. Exhaust all friendly units, then deal 12 to ALL units at battlefields.
Riftbound Spell: Time Warp. Take a turn after this one. Banish this.
Riftbound Gear: Seal of Insight. [T]: [Reaction] — [Add] [C]. (Abilities that add resources can't be reacted to.)
Riftbound Unit: Ahri, Inquisitive. When I attack or defend, give an enemy unit here -2 [S] this turn, to a minimum of 1 [S].
Riftbound Spell: Promising Future. Each player looks at the top 5 cards of their Main Deck, chooses one, then recycles the rest. Starting with the next player, each player plays those cards, ignoring Energy costs. (They must still pay Power costs.)
Riftbound Spell: Progress Day. Draw 4.
Riftbound Unit: Kai'Sa, Evolutionary. [Ganking] (I can move from battlefield to battlefield.)
When I conquer, you may play a spell from your trash with Energy cost less than your points without paying its Energy cost. Then recycle it. (You must still pay its Power cost.)
Riftbound Unit: Ava Achiever. When I attack, you may pay [C] to play a card with [Hidden] from your hand here, ignoring its cost.
Riftbound Spell: Singularity. Deal 6 to each of up to two units.
Riftbound Spell: Retreat. [Reaction] (Play any time, even before spells and abilities resolve.)
Return a friendly unit to its owner's hand. Its owner channels 1 rune exhausted.
Riftbound Spell: Portal Rescue. [Action] (Play on your turn or in showdowns.)
Banish a friendly unit, then play it to base, ignoring its cost.
Riftbound Gear: Energy Conduit. [T]: [Reaction] — [Add] [1]. (Abilities that add resources can't be reacted to.)
Riftbound Spell: Stupefy. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit -1 [S] this turn, to a minimum of 1 [S]. Draw 1.
Riftbound Spell: Smoke Screen. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit -4 [S] this turn, to a minimum of 1 [S].
Riftbound Gear: Orb of Regret. [T]: Give a unit -1 [S] this turn, to a minimum of 1 [S].
Riftbound Unit: Lecturing Yordle. [Tank] (I must be assigned combat damage first.)
When you play me, draw 1.
Riftbound Unit: Jeweled Colossus. [Vision] (When you play me, look at the top card of your Main Deck. You may recycle it.)
[Shield] (+1 [S] while I'm a defender.)
Riftbound Spell: Falling Comet. [Action] (Play on your turn or in showdowns.)
Deal 6 to a unit at a battlefield.
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.
Riftbound Gear: Seal of Focus. [T]: [Reaction] — [Add] [C]. (Abilities that add resources can't be reacted to.)
Riftbound Gear: Zhonya's Hourglass. [Hidden] (Hide now for [A] to react with later for [0].)
The next time a friendly unit would die, kill this instead. Recall that unit exhausted. (Send it to base. This isn't a move.)
Riftbound Gear: Solari Shrine. When you kill a stunned enemy unit, you may exhaust this to draw 1.
Riftbound Spell: Party Favors. Each other player chooses Cards or Runes. For each player that chooses Cards, you and that player each draw 1. For each player that chooses Runes, you and that player each channel 1 rune exhausted.
Riftbound Spell: Last Stand. [Action] (Play on your turn or in showdowns.)
Double a friendly unit's Might this turn. Give it [Temporary]. (Kill it at the start of its controller's Beginning Phase, before scoring.)
Riftbound Gear: Spirit's Refuge. When you play this, buff a friendly unit. (If it doesn't have a buff, it gets a +1 [S] buff.)
Friendly buffed units have [Deflect] if they didn't already. (Opponents must pay [A] to choose those units with a spell or ability.)
Riftbound Spell: Reinforce. Look at the top 5 cards of your Main Deck. You may banish a unit from among them, then play it, reducing its cost by [5]. Recycle the remaining cards.
Riftbound Gear: Mask of Foresight. When a friendly unit attacks or defends alone, give it +1 [S] this turn.
Riftbound Unit: Eclipse Herald. When you stun an enemy unit, ready me and give me +1 [S] this turn.
Riftbound Spell: Discipline. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit +2 [S] this turn. Draw 1.
Riftbound Spell: Block. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Give a unit [Shield 3] and [Tank] this turn. (+3 [S] while it's a defender. It must be assigned combat damage first.)
Riftbound Unit: Adaptatron. When I conquer, you may kill a gear. If you do, buff me. (If I don't have a buff, I get a +1 [S] buff.)
Riftbound Unit: Sunlit Guardian. [Shield] (+1 [S] while I'm a defender.)
[Tank] (I must be assigned combat damage first.)
Riftbound Unit: Solari Shieldbearer. When you play me, stun a unit. (It doesn't deal combat damage this turn.)
Riftbound Spell: Rune Prison. [Action] (Play on your turn or in showdowns.)
Stun a unit. (It doesn't deal combat damage this turn.)
Riftbound Spell: Meditation. [Reaction] (Play any time, even before spells and abilities resolve.)
As an additional cost to play this, you may exhaust a friendly unit. If you do, draw 2. Otherwise, draw 1.
Riftbound Spell: Find Your Center. [Action] (Play on your turn or in showdowns.)
If an opponent's score is within 3 points of the Victory Score, this costs [2] less.
Draw 1 and channel 1 rune exhausted.
  • results 61 thru 120 / 348
    • page 2 / 6
    • ← previous
    • next →
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