Mighty — Riftbound Rules
Section 706 — 5 rules
- 707.
- Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.
- 708.
- A Unit "is Mighty" as long as its Might is 5 or greater.
- 709.
- A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that gets +1 [M] becomes Mighty. Example: A Unit with Might 5 that gets +1 [M] does not become Mighty, because it was already Mighty.
- 710.
- Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty.
- 711.
- Units in Non-Board Zones are evaluated according to their inherent Might. Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.
Related FAQ (1)
What does Mighty mean?
A unit is Mighty if it has 5 or more Might. Units don't have the keyword “Mighty"—as long as a unit has 5 or more Might, the unit is Mighty. When you play a unit with 5 or more Might, you can exhaust your Relentless Storm Legend to channel a rune exhausted.