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Wind and Ghosts

Wind and Ghosts

Spell · Uncommon · Vendetta #106

Chaos Energy3 Power1

Kaarttekst

[Action] (Play on your turn or in showdowns.)Choose a unit at a battlefield. If it has 3 or less, banish it. Otherwise, return it to its owner's hand.

Regels en errata voor deze kaart

§ 710

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 …

Lees hele sectie → · Core Rules PDF (officieel)

§ 143.2.b

143.2.b. If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step. See rule 460. The Combat Damage Step for more information.…

Lees hele sectie → · Core Rules PDF (officieel)

§ 460.2.c

460.2.c.3. Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage t…

Lees hele sectie → · Core Rules PDF (officieel)

Regelsecties zijn semantisch gematcht op de kaarttekst — de meest relevante paragrafen uit de officiële rules.

Vergelijkbare kaarten Bekijk in graph →

Possession Possession 82% Chaos zelfde type
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Ride The Wind Ride The Wind 79% Chaos zelfde type
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Challenge Challenge 77% zelfde type
Conscription Conscription 77% Chaos zelfde type
Windsinger Windsinger 77% Chaos
Cleave Cleave 77% zelfde type

Het percentage is tekst-gelijkenis (embedding); de chips tonen wat de kaarten concreet delen.