Activated Abilities — Riftbound Rules
Section 376 — 16 rules
- 377.
- Activated Abilities are repeatable effects with a cost. They follow a process of going onto the chain and resolving, similar to Playing a Card. See rule 349. Playing Cards for more information.
- 377.1.
- Activated Abilities are recognized by the presence of a ":" in the text of the card, preceded by a cost and succeeded by an effect. Example: "[2]: Draw 1" is an activated ability. The cost is 2 energy. The effect is to draw 1 card.
- 377.2.
- Card text will refer to activating Activated Abilities with the word “use.”
- 377.2.a.
- If “using” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves.
- 377.2.b.
- If an Activated Ability has a condition on “using” it, that condition must be true in order to activate the ability in question. Example: Ultrasoft Poro reads “[E]: Play two 1 [M] Bird unit tokens with [Deflect]. Use this ability only while I'm at a battlefield.” In order to activate the ability, Ultrasoft Poro must be located at a battlefield.
- 377.3.
- Activated Abilities use the chain.
- 377.3.a.
- Declare activation of the Ability.
- 377.3.a.1.
- The ability goes on the chain but has no card to represent it, so players need to take note that it is now a Closed State.
- 377.3.b.
- Proceed with executing the Chain.
- 377.3.b.1.
- Follow the steps of “Playing or Activating Abilities” in rule 398. This ability will become a Pending Chain Item.
- 377.3.b.2.
- Opponents have an opportunity to respond, as appropriate, as if a card was played onto the chain.
- 377.3.b.3.
- If no further action is taken, execute the Activated Ability.
- 378.
- The controlling player chooses when and whether to activate an Activated Ability.
- 379.
- Activated abilities are present on Game Objects and some Spells.
- 380.
- Can primarily be activated while on the Board.
- 381.
- All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.