
[Reaction][>] 
,
: [Add] 2. Spend this Energy only to play units or activated abilities of units.
Legend · Rare
is a Legend with a Reaction activated ability: pay the two rainbow-rune cost and exhaust to Add 2 Energy to your Rune Pool, with the added Energy restricted to being spent only to play units or to pay activated abilities of units. The most common misplay is assuming the Energy it adds is unrestricted (or that it can be spent on non-unit spells/abilities) — the card text limits how that Energy may be spent and that limitation matters even though the Core Rules do not fully specify how to track such a restriction.
You begin to play a unit that costs 2 Energy and you don't have enough Energy in your Rune Pool; during the Pay Costs step you activate 's Reaction to Add 2 Energy.
This is allowed. During the Pay Costs step a controller may activate activated abilities with the Reaction tag that Add Energy to pay costs . Activating the ability will immediately finalize and Add the 2 Energy to your Rune Pool so they can be spent to pay the unit's cost .
You activate to Add 2 Energy, then try to spend that Energy to play a non-unit spell (e.g., a spell that is not a unit).
The card's text restricts that Energy to be spent only to play units or activated abilities of units. That restriction is part of the game text and therefore prevents spending that particular Energy on a non-unit spell. However, the provided Core Rules explain how Energy is added to the Rune Pool but do not specify a method to tag or segregate Energy with source-specific spend restrictions, so there is no procedural rule here in the provided context for exactly how to track the restriction practically — this lack of specification means a judge or tournament organizer should follow an official tracking convention or ruling for enforcing such restrictions in play .
An opponent plays a spell that creates an opportunity to pay costs during resolution (for instance, a triggered or activated effect). Can you activate to Add Energy while that other spell is resolving in order to pay that other spell's costs?
Yes, insofar as the ability is an Add Reaction. Activated Add abilities with Reaction can be activated during the playing or resolution of other spells and abilities any time those spells or abilities require resources be paid; when activated this way the Add immediately finalizes and resolves . Keep in mind the Energy added still carries the printed spending restriction on 's ability.
You attempt to activate but it is already exhausted. Can you pay the two rainbow-rune cost and Add the Energy anyway?
No. Exhausting is part of the ability's cost; you cannot pay costs during the Pay Costs step that will deterministically result in illegal choices or actions later unless you have no choice. If cannot be exhausted as part of the cost (for example because it is already exhausted and the ability requires exhausting it), then you cannot legally pay that cost to put the ability on the chain .
Can I activate during my opponent's turn to pay for a unit I want to play on my own turn later?
You can activate the ability during Closed States on any player's turn because it has Reaction and is an activated ability , but Add is a Limited Action and you may only Add when Game Effects direct you to do so. The primary, explicitly allowed timing for this ability to be used outside of Closed States is to add resources during the Pay Costs step or during resolution of other spells/abilities when resources are required . Using it purely "in advance" outside of a required payment window is not clearly allowed by the provided context.
If I activate to Add Energy while paying costs, does that Add finalize immediately or is it part of the same chain item?
Add abilities finalize immediately when they resolve, and Add Reactions activated during cost payment immediately finalize and resolve even during the resolution of other spells/abilities .
Can I spend the Energy added by to pay for activated abilities of a unit (for example, "Exhaust: deal 1 damage")?
Yes. The printed restriction on the ability explicitly allows spending that Energy to play units or to pay activated abilities of units; that is a legal use of the Energy under the card text. The Core Rules confirm that Add places Energy in the controller's Rune Pool but do not provide a mechanism for tracking the restriction beyond the card text itself .
If I Add the Energy from to pay a cost, and the spell I played is later countered, was that Energy still spent?
The provided Core Rules context does not directly address post-resolution queries about whether Energy spent remains spent if the thing played was countered. There is a relevant clarifying FAQ that confirms energy spent to play a spell is considered spent even if that spell is later countered in some cases , but the Core Rules excerpt here does not include a comprehensive rule on that interaction; consult tournament policy or an official ruling for definitive handling.
Do I have to mark the Energy from differently because it is restricted?