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  • domain:mind
  • tag:master-yi
  • super:champion
  • type:spell
  • rarity:epic
  • energy:3
  • might:5
  • has:ganking
  • is:alt
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  • power:2
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  • results 1 thru 60 / 241
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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 Rune: Mind Rune. [NO TEXT]
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].
Riftbound Unit: Cloud Drake. When you play me, draw 1.
Riftbound Spell: Dredge Up. Draw 1.
[Flow] [2] (You may play this from your trash for its Flow cost. Then banish it.)
Riftbound Unit: Grumpy Rockbear. [Empower] [12]. This ability costs [1] less for each rune you control. (Pay the cost: Empower me. Use only if not Empowered.)
[Empowered][>] I have [Deflect] and [Shield 3]. (Opponents must pay [A] to choose me with a spell or ability.+3 [S] while I'm a defender.)
Riftbound Spell: Iterative Design. Play a 3 [S] Mech unit token.
[Flow] [2][C] (You may play this from your trash for its Flow cost. Then banish it.)
Riftbound Spell: Mesmerize. [Reaction] (Play any time, even before spells and abilities resolve.)
Choose one —
- Return a friendly unit to its owner's hand.
- Give an enemy unit -2 [S] this turn.
Riftbound Unit: Otterpus. If a player would score 1 point from conquering or holding during their first or second turn, they draw 1 instead.
Riftbound Gear: Questionable Tome. [Empower] —  [T] (Pay the cost: Empower me. Use only if not Empowered.)
Disempower this, [1], [T]: Draw 1.
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].
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.
Riftbound Unit: Covert Informant. [Empower] [3] ([3]: Empower me. Use only if not Empowered.)
[Empowered][>] When I move, draw 1.
Riftbound Unit, Gear: Patched Porobot. (I enter exhausted.)
When you play me, if you control 3 or more other gear, draw 1.
Riftbound Spell: Shock Blast. [Action] (Play on your turn or in showdowns.)
This costs [2] less if you control something that's [Empowered].
Deal 4 to a unit at a battlefield.
Riftbound Unit: Sky Cruiser. Discard a gear, [1], [T]: Deal 4 to a unit at a battlefield.
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.
Riftbound Gear: Hextech Formula. This enters exhausted.
[T]: Empower another gear. (It becomes Empowered if it's not already.)
Riftbound Unit: Nasus, Guardian of Knowledge. Once each turn, when an enemy unit here dies, channel 1 rune exhausted.
Riftbound Unit: Nasus, Guardian of Knowledge. Once each turn, when an enemy unit here dies, channel 1 rune exhausted.
Riftbound Unit: Plaza Guardian. I cost [1] less for each gear you control.
[Deflect] (Opponents must pay [A] to choose me with a spell or ability.)
Riftbound Unit: Swain, Visionary. [Vision] (When you play me, look at the top card of your Main Deck. You may recycle it.)
When I conquer, if you've played a non-token unit, a non-token gear, and a spell this turn, you score 1 point.
Riftbound Spell: Temporal Breach. [Hidden] (Hide now for [A] to react with later for [0].)
Banish a unit, then its owner plays it to the same location, ignoring its cost.
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.
Riftbound Unit: Jayce, Brilliant Inventor. When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.
Riftbound Unit: Jayce, Brilliant Inventor. When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.
Riftbound Unit: Mel, Newly Awakened. When you play me, draw 1.
[Empower] [3]
[Empowered][>] Your spells and abilities can't be countered. If a spell or ability you control would give -[S] to a unit it chooses, it gives an additional -1 [S].
Riftbound Unit: Mel, Newly Awakened. When you play me, draw 1.
[Empower] [3] ([3]: Empower me. Use only if not Empowered.)
[Empowered][>] Your spells and abilities can't be countered. If a spell or ability you control would give -[S] to a unit it chooses, it gives an additional -1 [S].
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.
Riftbound Spell: Siphoning Strike. Deal 4 to a unit at a battlefield. If you control 7 or more runes, deal 7 to it instead. When it dies this turn, channel 1 rune exhausted.
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.
Riftbound Spell: Acceleration Gate. Ready up to 4 units, gear, and/or runes.
Riftbound Legend: Soul's Reflection. When you empower something else, empower me. (I become Empowered if I'm not already.)
Disempower me, [T]: Give a unit at a battlefield -2 [S] this turn.
Riftbound Spell: Rebuttal. [Reaction] (Play any time, even before spells and abilities resolve.)
Choose a spell with Energy cost no more than [4].  You may pay [A]. If you do, gain control of it and you may make new choices for it. Otherwise, counter it.
Riftbound Unit: Swain, Visionary. [Vision]
When I conquer, if you've played a non-token unit, a non-token gear, and a spell this turn, you score 1 point.
Riftbound Unit: Jayce, Man of Progress. When you play me, you may kill a friendly gear. If you do, you may play a gear with Energy cost no more than [7] from hand this turn, ignoring its Energy cost.
Riftbound Unit: Viktor, Innovator. When you play a card on an opponent's turn, play a 1 [S] Recruit unit token to your base.
Riftbound Unit: Nasus, Guardian of Knowledge. Once each turn, when an enemy unit here dies, channel 1 rune exhausted.
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.
Riftbound Legend: Defender of Tomorrow. [Empower] [2][A][A]
[1], [T]: Ready a gear. 
[Empowered][>] [1], [T]: Ready 2 gear.
Riftbound Legend: Soul's Reflection. When you empower something else, empower me.
Disempower me, [T]: Give a unit at a battlefield -2 [S] this turn.
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.
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.)
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.)
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.
Riftbound Unit: Icevale Archer. When I attack, you may pay [1] to give a unit here -1 [S] this turn.
Riftbound Spell: Moonlight Affliction. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit -10 [S] this turn.
Riftbound Unit: Ruined Rex. [Deathknell][>] Deal 4 to an enemy unit. (When I die, get the effect.)
Riftbound Unit: Spectral Centaur. When another friendly unit dies, give me +2 [S] this turn.
Riftbound Spell: Sprite Burst. Play two ready 3 [S] Sprite unit tokens with [Temporary]. (Kill each at the start of its controller's Beginning Phase, before scoring.)
Riftbound Spell: Turn to Dust. Give a gear [Temporary]. (Kill it at the start of its controller's Beginning Phase, before scoring.)
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.)
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.
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].")
Riftbound Gear: Frigid Jewel. When you draw your second card each turn, give a friendly unit +2 [S] this turn.
Riftbound Unit: Gustwalker. [Hunt 2] (When I conquer or hold, gain 2 XP.)
[Level 3][>] I have +1 [S] and [Ganking]. (While you have 3+ XP, get the effect. A [Ganking] unit can move from battlefield to battlefield.)
Riftbound Unit: Petal Pixie. I have +1 [S] for each of your units with [Temporary] at my battlefield.
Riftbound Unit: Soul Shepherd. Your token units have +1 [S].
Riftbound Gear: Sprite Fountain. [Temporary] (Kill this at the start of its controller's Beginning Phase, before scoring.)
When you play this, play a ready 3 [S] Sprite unit token with [Temporary] to your base.
[Deathknell][>] Repeat this gear's play effect. (When this dies, get the effect.)
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.
  • results 1 thru 60 / 241
    • page 1 / 5
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