Search

Risk Factor
Instant
rare
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Semantic Tags
Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
Benefits all players or gives opponents choices/resources. Political strategy.
Format Legality
Price history
Loading price history…
Printings (3)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Guilds of Ravnica Promos#113s | rare | · | · | · |
| Guilds of Ravnica#113 | rare | · | · | · |
| Guilds of Ravnica Promos#113p | rare | · | · | · |
Rulings
If an effect allows you to pay an alternative cost rather than a spell's mana cost, you may pay that alternative cost when you jump-start a spell. You'll still discard a card as an additional cost to cast it.
You must still follow any timing restrictions and permissions when casting a spell with jump-start, including those based on the card's type. For instance, you can cast a sorcery using jump-start only when you could normally cast a sorcery.
A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
If the target player is an illegal target by the time Risk Factor tries to resolve, the spell doesn't resolve. You don't draw three cards.
If a card with jump-start is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.