Ride the Wind
Ride the Wind is a common-rarity spell card from Riftbound's Origins expansion. It costs 2 Energy to cast as a one-shot effect. Aligned with the Chaos domain. The card uses the Action keyword. It sees significant competitive play, appearing in roughly 67% of tracked tournament decks.
2 Energy | Spell | Chaos | common | Origins
Rules Text
[Action] (Play on your turn or in showdowns.) Move a friendly unit and ready it.
Keywords
Domain: Chaos
Meta Statistics
Inclusion Rate: 66.5% | Win Rate: 52.0%
Related FAQ (1)
If I play Ride the Wind targeting my unit at Vilemaw's Lair and attempt to move it to base, what happens?
The unit is readied. An instruction is only "ignored" (taking linked instructions with it) when it mistargeted — the targeted object wasn't legal on resolution. An instruction blocked by an ability, replacement effect, or game state (like Vilemaw's Lair's "units can't move from here to base," or readying an already-ready unit) is instead negated: its own effect is skipped, but linked instructions still execute unless they refer specifically to the blocked action.
Tournament Decks
- Miss Fortune — Ali Aintrazi (11W-1L), Saturday $10,000 Riftbound: Leage of Legends TCG Tournament
- Irelia — Jordan Schutte (10W-2L), Pittsburgh 2026 - Riftbound Showdown $10k-$25,000
- Draven — Daryl Ayers (10W-0L), Riftbound Coastal Series 10k
- Kennen — Subops Peninha (9W-0L), Convergence #2
- Annie — Diego rodriguez del valle (9W-1L), CCS $25,000 Riftbound Invitational Qualifier #1