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.

All Riftbound rules FAQ

Tournament Decks