Add — Riftbound Rules
Section 429 — 9 rules
- 429.1.
- Adding is the action of putting resources into a player's Rune Pool.
- 429.2.
- Triggered and activated abilities that Add resources resolve as soon as they are finalized.
- 429.2.a.
- Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized.
- 429.2.b.
- Spells that Add resources will linger on the chain as normal when they are finalized.
- 429.3.
- 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.
- 429.3.a.
- When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilities.
- 429.4.
- Adding is a Limited Action.
- 429.4.a.
- Players may only Add resources when Game Effects direct them to do so.
- 429.5.
- 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 (1)
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.