Resources
Accelerate and Deflect Costs
Choose optional Accelerate payments, use the correct Power Domain, and count Deflect per original target choice.
Guide overview
What you’ll learn
- Choose Accelerate while playing the unit; its entry is directly ready.
- Use matching Power for a single-domain unit and any-domain Power for a domainless unit.
- Optional additional costs remain choices even when reductions make them zero.
Guide content
Understand the concept
AccelerateAn optional additional cost paid while playing a unit: pay 1 Energy and 1 Power to have it enter ready. Single-domain units use matching Power; domainless units use any-domain Power.View in Glossary is your optional Additional CostA payment added to a card or ability's base cost. Mandatory additional costs must be paid; optional ones become part of the payment when you choose them. A chosen optional additional cost reduced to 0 still counts as paid.View in Glossary while playing a unit. DeflectA keyword that adds X Power of any Domain to an opponent's spell or ability cost each time it targets this permanent. No number means 1; multiple Deflect values add together.View in Glossary is a mandatory additional cost when your spell or ability TargetA specific object, player or zone chosen by a spell or ability under the targeting rules. Check legality when choosing and when resolving. Costs, automatic groups and explicit "pick" choices do not target; pending Chain items cannot be targeted.View in Glossary an opponent’s PermanentA Main Deck game object that remains on the board after being played. Unit and Gear are permanent types. Runes, battlefields and legends are not permanents simply because they stay on the board.View in Glossary with Deflect. Here, permanent means a unit or gear, the Main Deck card types that stay on the board after being played. Keep those choices separate when building the total: optional does not mean free, and repeating a target choice is different from changing choices after the item was alReadyReady means a card or rune is available to be used for something that requires it to Exhaust. Ready objects are kept upright.View in Glossary played.
Choose Accelerate during play
Accelerate normally offers an extra 1 Energy and 1 PowerA resource used to pay Power costs. Power normally has a domain that must suit the requirement; Universal Power can pay for any domain.View in Glossary to make the unit enter ready. Decide while playing it, then include that cost in the total. Once the unit is on the board, you cannot go back and buy Accelerate. Multiple instances do not add another benefit.
Legion Rearguard normally costs 2 Energy. Choose Accelerate and, before other cost changes, its total becomes 3 Energy plus 1 Fury Power. Decline and it normally enters ExhaustTo Exhaust something, turn it sideways to show that it has been used for an action or cost that requires it to Exhaust.View in Glossary . Paying Accelerate means it enters ready directly; it does not first enter exhausted and then become ready, so an ability watching for the unit to become ready does not trigger from this replacement.
Card example
Legion Rearguard
For this single-Fury unit, Accelerate adds 1 Energy and 1 Fury Power to its normal 2 Energy cost.
Unit
Legion Rearguard
[Accelerate] (You may pay [Energy 1] [Fury] as an additional cost to have me enter ready.)
Accelerate Power for single-domain and domainless units
For a single-domain unit, Accelerate’s Power must match that DomainA Domain is one of Riftbound's colors, used to identify different cards and resources.View in Glossary . For a domainless unit, any-domain Power works. A single-Fury unit therefore needs Fury Power for its optional Accelerate cost.
Optional payments still matter with reduced or ignored costs
Ignoring a card’s ordinary cost normally ignores its base Energy and Power, not the optional additional costs you elect to pay. If an effect lets you ignore Legion Rearguard’s base cost and you choose Accelerate, the Accelerate cost still joins the total. Do not infer that free base cost means free optional extras.
A suitable reduction can reduce an optional additional cost to zero. You still have to choose to pay that optional cost; it counts as paid when that decision is made, even if the actual amount after reductions is zero. A new-choice effect later cannot reopen that optional-payment decision. Choices come first, then the normal total-cost calculation and payment.
Deflect counts each original choice
Deflect X adds X Power of any Domain for each time an opposing spell or ability chooses that permanent. No printed number means 1. Multiple Deflect values on the permanent add together. The extra cost is mandatory and does not need to match the spell’s or target’s Domain.
Example - An opposing spell chooses a unit with Deflect 2 twice, using two permitted target choices. It owes 2 + 2 = 4 extra Power. If the unit also gained Deflect 1, the combined value would be 3, so two choices would add 6 Power. Repeat can create multiple choices, but only when the underlying instructions legally permit them.
Remaking a choice is not playing the item again
If an effect later allows new choices for a finalized spell or ability, whose choices, costs and legality checks are complete, any extra cost to play caused by those new choices is ignored. Changing a target to a unit with Deflect does not charge a new Deflect payment. This is different from choosing that unit twice during the original play.
Worked comparison - Original play chooses Deflect 2 once: pay 2 extra Power. Original play chooses it twice: pay 4. After finalization, a permitted new-choice effect changes a target to that permanent: no new Deflect charge. The new target must still be legal, and becoming newly targeted can trigger an ability; ignoring the extra cost does not ignore the targeting event.
Keep in mind
Key points
- Choose Accelerate while playing the unit; its entry is directly ready.
- Use matching Power for a single-domain unit and any-domain Power for a domainless unit.
- Optional additional costs remain choices even when reductions make them zero.
- Deflect charges each original target choice, but not a permitted remade choice after play.
