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  • #084
  • @six-more-vodka
  • domain:mind
  • tag:piltover
  • super:champion
  • type:spell
  • rarity:epic
  • energy:3
  • might:5
  • is:alt
  • (OGN)
  • power:2
  • 🗣 “Hey! Learn our syntax here.”
  • results 1 thru 60 / 249
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Riftbound Spell: Decisive Strike. [Action] (Play on your turn or in showdowns.)
Give friendly units +2 [S] this turn.
Riftbound Spell: Final Spark. [Action] (Play on your turn or in showdowns.)
Deal 8 to a unit.
Riftbound Spell: Highlander. [Reaction] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit. The next time it dies this turn, recall it exhausted instead. (Send it to base. This isn't a move.)
Riftbound Spell: Recruit the Vanguard. [Action] (Play on your turn or in showdowns.)
Play four 1 [S] Recruit unit tokens. (They can be played to your base or to battlefields you control.)
Riftbound Spell: Blast of Power. [Action] (Play on your turn or in showdowns.)
Kill a unit at a battlefield.
Riftbound Spell: Flash. [Reaction] (Play any time, even before spells and abilities resolve.)
Move up to 2 friendly units to base.
Riftbound Spell: Gentlemen's Duel. [Action] (Play on your turn or in showdowns.)
Give a friendly unit +3 [S] this turn. Then choose an enemy unit. They deal damage equal to their Mights to each other.
Riftbound Spell: Incinerate. [Action] (Play on your turn or in showdowns.)
Deal 2 to a unit at a battlefield.
Riftbound Spell: Firestorm. Deal 3 to all enemy units at a battlefield.
Riftbound Spell: Showstopper. Buff a friendly unit in your base, then move it to a battlefield. (If it doesn't have a buff, it gets a +1 [S] buff.)
Riftbound Spell: Bullet Time. [Action] (Play on your turn or in showdowns.)
Pay any amount of [C] to deal that much damage to all enemy units at a battlefield.
Riftbound Spell: Siphon Power. [Reaction] (Play any time, even before spells and abilities resolve.)
Choose a battlefield. Give friendly units there +1 [S] this turn and enemy units there -1 [S] this turn, to a minimum of 1 [S].
Riftbound Spell: Guerilla Warfare. Return up to two cards with [Hidden] from your trash to your hand. You can hide cards ignoring costs this turn.
Riftbound Spell: Zenith Blade. [Action] (Play on your turn or in showdowns.)
Stun an enemy unit at a battlefield. You may move a friendly unit to that enemy unit's battlefield. (A stunned unit doesn't deal combat damage this turn.)
Riftbound Spell: Last Breath. [Action] (Play on your turn or in showdowns.)
Ready a friendly unit. It deals damage equal to its Might to an enemy unit at a battlefield.
Riftbound Spell: Dragon's Rage. Move an enemy unit. Then choose another enemy unit at its destination. They deal damage equal to their Mights to each other.
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.
Riftbound Spell: Noxian Guillotine. [Action] (Play on your turn or in showdowns.)
Choose a unit. Kill it the next time it takes damage this turn.
[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)
Riftbound Spell: Super Mega Death Rocket!. Deal 5 to a unit.
When you conquer, you may discard 1 to return this from your trash to your hand.
Riftbound Spell: Stormbringer. Choose a friendly unit in your base. Deal damage equal to its Might to all enemy units at a battlefield, then move your unit there.
Riftbound Spell: Icathian Rain. Deal 2 to a unit.
Deal 2 to a unit.
Deal 2 to a unit.
Deal 2 to a unit.
Deal 2 to a unit.
Deal 2 to a unit.
Riftbound Spell: Divine Judgment. Each player chooses 2 units, 2 gear, 2 runes, and 2 cards in their hands. Recycle the rest.
Riftbound Spell: King's Edict. Starting with the next player, each other player chooses a unit you don't control that hasn't been chosen for this spell. Kill those units.
Riftbound Spell: Grand Strategem. [Action] (Play on your turn or in showdowns.)
Give friendly units +5 [S] this turn.
Riftbound Spell: Vengeance. Kill a unit.
Riftbound Spell: Salvage. [Action] (Play on your turn or in showdowns.)
You may kill a gear. Draw 1.
Riftbound Spell: Imperial Decree. [Action] (Play on your turn or in showdowns.)
When any unit takes damage this turn, kill it.
Riftbound Spell: Facebreaker. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)
Riftbound Spell: Hidden Blade. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Kill a unit at a battlefield. Its controller draws 2.
Riftbound Spell: Cull the Weak. Each player kills one of their units.
Riftbound Spell: Call to Glory. [Reaction] (Play any time, even before spells and abilities resolve.)
As you play this, you may spend a buff as an additional cost. If you do, ignore this spell's cost.
Give a unit +3 [S] this turn.
Riftbound Spell: Back to Back. [Reaction] (Play any time, even before spells and abilities resolve.)
Give two friendly units each +2 [S] this turn.
Riftbound Spell: Possession. [Action] (Play on your turn or in showdowns.)
Choose an enemy unit at a battlefield. Take control of it and recall it. (Send it to your base. This isn't a move.)
Riftbound Spell: Invert Timelines. Each player discards their hand, then draws 4.
Riftbound Spell: The Harrowing. Play a unit from your trash, ignoring its Energy cost. (You must still pay its Power cost.)
Riftbound Spell: Whirlwind. Starting with the next player, each player may return a unit to its owner's hand.
Riftbound Spell: Stacked Deck. [Action] (Play on your turn or in showdowns.)
Look at the top 3 cards of your Main Deck. Put 1 into your hand and recycle the rest.
Riftbound Spell: Fading Memories. Give a unit at a battlefield or a gear [Temporary]. (Kill it at the start of its controller's Beginning Phase, before scoring.)
Riftbound Spell: Acceptable Losses. [Action] (Play on your turn or in showdowns.)
Each player kills one of their gear.
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 Spell: Morbid Return. [Action] (Play on your turn or in showdowns.)
Return a unit from your trash to your hand.
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 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 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: Unyielding Spirit. [Reaction] (Play any time, even before spells and abilities resolve.)
Prevent all spell and ability damage this turn.
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 Spell: Catalyst of Aeons. Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1.
Riftbound Spell: Mobilize. Channel 1 rune exhausted. If you can't, draw 1.
Riftbound Spell: Flurry of Blades. [Reaction] (Play any time, even before spells and abilities resolve.)
Deal 1 to all units at battlefields.
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 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 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.
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    • page 1 / 5
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