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.