Skip to content
RiftPal
Menu

Cards And Zones

Quick-Draw Step by Step

Walk through Reaction gear entry, its separate attachment trigger and the response window before the unit gains its bonus.

What you’ll learn

  • Separate immediate gear entry from its play trigger.
  • Identify where players can respond.
  • Distinguish Quick-Draw from activating Equip.

Understand the concept

combines permission to play gear with timing and an attachment . is a type of card that stays on the board after being played. Reaction lets you play it when you have , including while another spell or ability waits on the . The chain is the ordered list of spells and abilities waiting to : resolving means carrying out their instructions. The trigger is a separate ability created when its stated event happens. Follow the sequence: play the gear, place that ability on the chain, resolve it, then apply the attachment bonus.

Play the gear while another item waits

Suppose an opponent’s spell is on the chain and you have Priority. You may play Long Sword because Quick-Draw gives it Reaction. Make the usual choices, calculate its play cost, pay and check legality. The Quick-Draw attachment is a choice for the resulting triggered ability, not a target you must select as part of playing the gear itself.

Quick-Draw changes timing, not the ordinary entry rules for gear. Without a separate permission, Long Sword enters your Base, .

Long Sword

Quick-Draw supplies Reaction and a play trigger; the separate Equip line is not paid for this attachment.

Energy2
Power1
Fury

Gear

Long Sword

[Quick-Draw] (This has [Reaction]. When you play it, attach it to a unit you control.) [Equip] [Fury] ([Fury]: Attach this to a unit you control.)

Might bonus+2
SFD-022/221
Related RuleHow Does Quick-Draw Equipment Work?

The gear enters before the trigger resolves

After choices, costs and the legality check are complete, the gear card is finalized: its play is confirmed. A finalized gear card resolves immediately. The opponent’s spell is still waiting on the chain. Long Sword is now a gear card on the board; it is not yet attached simply because it entered.

Its play trigger is processed and placed above the waiting spell. Choose a unit you control for that attachment trigger. Long Sword’s +2 Might bonus does not apply to that unit yet: the trigger must attach it first.

Respond to the attachment trigger

Players receive their ordinary opportunities to respond to that chain item. Imagine the chosen unit has 3 Might. The opponent responds by killing it with a legal Reaction. That response resolves before the attachment trigger. When the trigger later resolves, it cannot attach to the departed unit, so Long Sword remains unattached.

Players can also affect the gear or the target in other legal ways. Check whether attachment is still possible when the trigger resolves. The opportunity to respond is to the trigger on the chain; the Attach action during its resolution is not another response window.

Related RuleHow Do Reactions and the Chain Resolve?

Resolve a successful attachment, then continue

If both cards and the choice of target remain valid, the trigger attaches Long Sword. The 3 Might unit now gains its +2 bonus and has 5 Might. If it is at a battlefield, the sword changes location to be with it without a Move or a Ready action. The chain then continues to the older spell after the usual passes.

You paid Long Sword’s play cost. You did not activate or pay its separate Fury cost. Having no suitable unit does not create an automatic attachment, and having Quick-Draw more than once does not create extra attachment triggers. For later attachment changes, follow the separate Equip, -text and attachment rules.

Related RuleHow Does Equipment Attach and Detach?

Key points

  • Gear entry is immediate; the attachment trigger uses the chain.
  • The bonus begins when attachment happens.
  • Quick-Draw does not activate Equip or pay its cost.
Next guideRadiance Keywords at the Table