Add — Riftbound Rules

Adding is the action of putting resources into a player's Rune Pool. Triggered and activated abilities that Add resources finalize immediately when they are played, even when handling tasks or during the resolution...

Section 430 — 8 rules

430.1.
Adding is the action of putting resources into a player's Rune Pool.
430.2.
Triggered and activated abilities that Add resources finalize immediately when they are played, even when handling tasks or during the resolution of spells and abilities, and resolve as soon as they are finalized.
430.2.a.
Priority and Focus will not pass from Add abilities being finalized or resolving. Any ongoing Task or step in the FEPR process is paused while they are being finalized and while they are resolving.
430.2.b.
Spells that Add resources will be finalized and will resolve at the normal timing for spells.
430.3.
Activated abilities that Add resources and have the Reaction tag can be activated at any time that spells or abilities require resources be paid. Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs. Example: A player moves two units to a battlefield where their opponent controls a Mageseeker Investigator. Although they have no window of priority, they may activate Add Reactions to pay for the applied cost from Mageseeker Investigator, and those abilities finalize and resolve immediately.
430.4.
Adding is a Limited Action.
430.4.a.
Players may only Add resources when Game Effects direct them to do so.
430.5.
This action is formatted as "Add [one or more resources]." e.g., "Add [2]." means "Add 2 Energy." e.g., "[E]: Add [Y]." means "Add 1 Power of the Order domain." e.g., "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain."

Related FAQ (2)

Do Seals add energy? Do Seals enter exhausted like units do?

No, Seals can't generate energy. They can be exhausted to produce 1 power of Seal's domain/color. Since you don't recycle them to make the power resource, you will be able to ready them and use them again on future turns.

So how does Neeko, Blending In actually work? When do I choose the legends, do I get three legends per Neeko in my deck, can I add multiple of the same legend to the Legend Zone, do the legends enter ready, and do I need to reveal them to my opponent?

You choose the legends while building your deck. At competitive Organized Play levels you register them as part of your decklist, and you can store them with your sideboard. If your Main Deck or sideboard has one or more copies of Neeko, Blending In, you choose the legends once, all different from each other and from your Champion Legend, and every Neeko in the deck shares them. When Neeko's play effect resolves, its controller adds one of them to their Legend Zone, alongside their Champion Legend, for as long as Neeko is on the board; if Neeko leaves the board, that legend stops existing. Until then the chosen legends aren't in any zone of the game. You can't add a legend that's already on the board, so you have at most one copy of each chosen legend, and a fourth Neeko would add nothing. The legends enter ready, and you don't reveal them until they're added. They aren't tokens: they're legend cards and work like any other legend, so "ready a friendly legend" can target them, and an effect that readies "your legend" can pick any legend you control as it resolves, without targeting (rules 103.1, 440.2.a, 440.3.b, 440.3.c, and 355.10.g).