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.