Sabotage is one of the cheapest disruption spells revealed so far in Riftbound, and it hits exactly where control players want it to—in the hand.
For just 1 mana, this spell lets you reach across the table and trash your opponent’s key non-unit play before it even sees daylight.
No coin flips, no guessing—just clean, surgical sabotage.
Gameplay / Cool Mechanics
Sabotage forces your opponent to reveal their hand, then lets you choose a non-unit card and “recycle” it—Riftbound’s term for banishing a card back into its deck, typically at the bottom.
That means no graveyard synergy, no getting it back easily, and no bluffing behind a hidden hand. It’s strong not just for the discard, but for the full hand knowledge.
You get immediate insight into their future turns and remove their best tool at the same time. Absolute menace in slower metas, combo disruption, or even mirror control.
Visuals
The art goes hard in a clever way. It’s a classic hand cannon mid-explosion—wood shards, molten metal, and bits of brass flying in all directions.
The gun isn’t just broken, it’s violently undone. It perfectly mirrors the feeling this card gives when you strip a key spell from your opponent’s hand.
The lighting is fiery, chaotic, and controlled all at once.
Pull Rate & Value Speculation
Sabotage is card #156/298. No rarity stamp shown, but early speculation suggests this is a common or uncommon due to its low cost and simple effect.
That said, it’s one of those cards that ends up in a lot of sideboards—and sometimes maindecks—purely for how flexible and cheap it is.
If Riftbound gets any competitive scene, Sabotage’s value could rise over time as a staple disruptor.
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