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Risk Factor

~$0.46 low · ~$1.33 high

Red. Instant

two generic manaone red mana

113 · GRN · R · ENWhat the codes mean

Risk Factor

Guilds of Ravnica #113 · Illustrated by Chris Seaman

What is Risk Factor worth?

Cheapest copy

~$0.46

Non-foil · Guilds of Ravnica #113

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Highest TCGplayer price

~$1.33

Promo foil · Guilds of Ravnica Promos #113p

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5 prices from $0.46 to $1.33. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

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.)

All 3 printings of Risk Factor

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Guilds of Ravnica Promos #113p
Guilds of Ravnica Promos
pgrn #113p· 2018Promorare· Cardmarket €0.55 · €0.93 foil
rare$1.04$1.33€0.55€0.93 foil
Guilds of Ravnica Promos #113s
Guilds of Ravnica Promos
pgrn #113s· 2018Promorare· Cardmarket €1.30 foil
rareNo non-foil printing$1.33€1.30 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Risk Factor

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Card details

First printed
2018
Printings
3
Mana value
3
EDHREC rank
#8,552 on EDHREC (Commander popularity)
Keywords
Jump, Jump-start
Artist
Chris Seaman

What the codes mean

The small print at the bottom of the Guilds of Ravnica card (#113).

113 · GRN · R · EN

  • 113Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • GRNSet code for Guilds of Ravnica
  • RRare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Card breakdown

The parts of Risk Factor, read from the Guilds of Ravnica printing. Tap a label to highlight its line. How to read any Magic card.

Risk Factor from Guilds of Ravnica, with each part labelled

The info line, magnified

Swipe to see the whole line.

Keywords

Jump-startCR 702.133
Defined in the Comprehensive Rules at the rule above.

Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.

Rulings (5)

  1. 2018-10-05

    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.

  2. 2018-10-05

    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.

  3. 2018-10-05

    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.

  4. 2018-10-05

    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.

  5. 2018-10-05

    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.

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