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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can I retreat units from a battlefield I conquered last round, move ready units from my base to it again, and gain another point?
Ruling: No, you cannot gain another point. You can only score 1 point per battlefield per turn, whether by conquering or holding. Nuances: - You only conquer battlefields you did not score this turn - Effects that trigger "when you conquer" cannot be triggered again on a battlefield you already scored this turn - The 1 point limit applies to either method of scoring (conquering or holding)
Can I return Super Mega Death Rocket from my trash when I conquer Zaun Warrens if I have 0 cards in hand, by discarding the card I draw from Zaun Warrens?
Ruling: No. Under the 2026-04-29 Rules FAQ Clarification, costs within "you may" triggered abilities must be paid during finalization when the ability is placed on the chain. Since you have 0 cards in hand when the conquer occurs, you cannot pay the discard cost to finalize Super Mega Death Rocket's triggered ability and place it on the chain. Zaun Warrens will resolve and you will draw a card, but the Rocket trigger will have already failed to be placed on the chain. Nuances: - The discard is treated as a base cost required to place the ability on the chain, not a cost paid at resolution. - Both triggers occur simultaneously at the conquer event, but you must be able to pay costs during finalization before either resolves. - This ruling supersedes older FAQ #6090, which has been deprecated.
Can I return to hand an equipped gear with Pack of Wonders?
Yes, you can use **Pack of Wonders** to return an equipped gear to your hand. According to the card text of **Pack of Wonders**, its ability allows you to "Return another friendly gear, unit, or facedown card to its owner's hand." Here is the breakdown of why this works: * **Targeting:** An equipped gear is still a gear currently in play on the board. Therefore, it is a valid target for the ability (as per **RiftJudge FAQ #5484**). * **"Another":** The "another" in the text simply means you cannot target the Pack of Wonders itself with its own ability. * **Attachment:** When you target an equipped gear, you are returning the gear card to its owner's hand. The unit that was equipped remains on the battlefield, and the equipment is detached as part of the process of it moving to the hand. **Important Note on Timing:** As established in **RiftJudge FAQ #9558**, you must activate this ability during your own **Main Phase** while the game is in an **Open State**. You cannot use it during a showdown or on your opponent's turn, as it does not have the **[Reaction]** keyword.
Can I reveal Zhonya on my turn to send it to my base without using it to react to anything?
Ruling: Yes, you can reveal Zhonya on your turn at any time you can play a reaction, even if not in response to anything, and it will go to your base. Nuances: - You cannot reveal Zhonya on the same turn you hid it (standard hidden rules apply) - Any reaction priority timing is valid for revealing it
Can I reveal a hidden Teemo Scout at BF1 when my opponent attacks, then reveal Tideturner at BF2 and use its ability to swap positions with Teemo to save it?
Ruling: Yes, when you receive focus, you can reveal Teemo first (triggering its "When you play me" effect), then while still having priority, reveal Tideturner and target Teemo with its swap ability. Both effects go on the chain and resolve in reverse order. Sequence: - Opponent attacks into BF1 and passes focus to you - You reveal Teemo, its "When you play me" trigger goes on the chain - You still have priority, so you reveal Tideturner and target Teemo, adding that to the chain - If no further responses, Tideturner resolves first and swaps positions with Teemo - Teemo's trigger resolves (gains might) - Chain empties and focus returns to opponent Nuances: - When an opponent asks "do you have a response?" during their focus window, they are shortcutting and effectively passing focus to you - Proper etiquette is to explicitly say "pass focus" rather than asking if opponent has a response, as the latter can create ambiguity or enable meta-gaming - The attacker should make their decisions on their own focus window without fishing for information
Can I reveal a hidden unit (like Teemo) during my turn and play it at a different battlefield than where it was hidden?
Ruling: Hidden cards can only be played at, or affect units at, the battlefield where they were hidden. You cannot reveal a hidden unit and play it at a different battlefield, even if you control that battlefield. Nuances: - This rule applies to all hidden cards, including cards that create spirits or other units - The FAQ on hidden clarifies this restriction
Can I reveal and play a Reaction card (like Consult the Past) during my opponent's turn if they just played a unit and passed without creating any closed states?
Ruling: No, you cannot play a Reaction during your opponent's turn unless you get priority. Priority is only given during triggered abilities, other abilities, showdowns, or end-of-turn effects (like those from Annie or Sona legends). Nuances: - Simply passing the turn after playing a unit does not create a closed state or give you priority - You can reveal the hidden card as soon as it becomes your turn
Can I score an extra conquer point by using Gust to return my unit from a battlefield during my opponent's turn (making it open), then using Ride the Wind to move another unit to that now-open battlefield?
Ruling: Yes, you can score a conquer point this way. Each battlefield can only be scored once per turn, but when a battlefield becomes uncontrolled and is then conquered again, it can be scored. However, you cannot use Gust "out of nowhere" - it must be played as a reaction to something (like a Ballista trigger or during a showdown). Sequence: - During your turn, you conquer battlefields and score points - During opponent's turn, you react to a trigger/event by playing Gust to return your unit from battlefield A - Battlefield A becomes open/uncontrolled - You play Ride the Wind to move a unit from battlefield B to battlefield A - You score a conquer point for battlefield A Nuances: - Gust must be played as a reaction to something; you cannot play it without a trigger - If you use Gust during a showdown where you are the defender, you never lost control of the battlefield, so this wouldn't work - A battlefield is either controlled, uncontrolled, or contested (temporarily) - This does not violate the "2 points per turn" concept because battlefields can be scored once per turn, and this occurs on a different turn (opponent's turn)
Can I score my last point by conquering 1 battleground with a unit that has both trinity force and skyfall of areion equipped?
Yes, you can win the game by conquering one battlefield with a unit equipped with both **Trinity Force** and **Skyfall of Areion** when you are at 7 points. According to the official ruling in the FAQ: * **Ruling:** A player can win the game using Trinity Force's triggered ability to gain the 8th point after conquering one battlefield. The requirement to score both battlefields in the same turn only applies to the point gained directly from conquering via game rules, not to points gained from triggered abilities. **How it works:** 1. You conquer a battlefield while at 7 points. 2. Because you are one point from winning, the standard conquer point is replaced by drawing 2 cards (Rule 448.1.b.2). 3. **Skyfall of Areion** makes Trinity Force's "hold" effect also count as a "conquer" effect. 4. **Trinity Force** triggers off the conquer, granting you the 8th point and winning the game. Because the point from Trinity Force is gained via a triggered ability rather than the standard "conquer" game action, it bypasses the restriction that requires you to have scored all battlefields in the same turn to reach the final point.
Can I show my cards to my teammate in 2v2? If not, can I say it out loud?
Ruling: You may show your cards to any player you want at any time. This will not trigger any effects that say "on reveal" since "Reveal" is a specific game mechanic. Nuances: - Showing cards voluntarily is different from the "Reveal" mechanic - The "Reveal" mechanic refers to card interactions that reveal to all players and trigger specific effects
Can I side board cards in on the first match in a best of 3?
No, you cannot sideboard cards in the first game of a match. According to **Rule 403.5** of the Tournament Rules: "Players may not use sideboard cards in the first game of a match." Sideboarding is only permitted between games of a match (Rule 403.4).
Can I sideboard in game 1 before the game starts?
No, you cannot sideboard in the first game of a match. According to **Rule 403.5** of the Tournament Rules: "Players may not use sideboard cards in the first game of a match." Additionally, per **Rule 406.1.e**, the start-of-game procedure—which includes placing your Legend and Chosen Champion—occurs as part of the initial setup, and you are not permitted to use sideboard cards at this stage. Sideboarding is only permitted between games of a match (Rule 403.4).
Can I spend Sett Brawler's Buff on my opponent's turn?
No, you cannot spend Sett, Brawler's buff on your opponent's turn. According to the FAQ for Sett: Brawler (#7445): "Ruling: The ability is standard speed, meaning it can only be used on your turn outside of chains or showdowns. All effects without ACTION or REACTION keywords are standard speed, and there are no effects that can be used 'whenever'." Because Sett, Brawler's ability ("Spend my buff: Give me +4 might this turn") does not have the **[ACTION]** or **[REACTION]** keyword, it is considered a standard-speed ability. Standard-speed abilities can only be activated during your own Action Phase when the state is open (i.e., when there is nothing on the chain).
Can I spend Udyr buff to stun a unit at another battlefield?
Yes, you can spend Udyr's buff to stun a unit at another battlefield. Udyr's ability reads: "Spend my buff: Choose one you've not chosen this turn — ... * Stun a unit at a battlefield." Because the ability specifies "a battlefield" rather than "this battlefield" or "the same battlefield," you are not restricted to targeting units at Udyr's current location. You may target any unit currently located at any battlefield, provided it is a valid target for a stun effect. **Important Reminders:** * **Base Speed:** As an activated ability without the "Action" or "Reaction" keyword, you must activate this during your turn while there is no chain or showdown (Rule 701/FAQ). * **Targeting:** You cannot target units in a base; the target must be at a battlefield. * **Already Stunned:** Per Rule 410.1.a.1, you cannot stun a unit that is already stunned. While you can target an already-stunned unit with the effect, the stun will not apply.
Can I stack Reaper's Row and Ezreal dashing triggers on defense to resolve Ezreal's first and then resolve Reaper's Row?
No, you cannot stack the triggers to resolve Ezreal's ability before Reaver's Row. In Riftbound, the order in which triggered abilities are placed on the chain is strictly defined by the game rules, and they resolve in Last-In, First-Out (LIFO) order. Because Reaver's Row is a "When you defend" trigger belonging to the defender, it is placed on the chain after the attacker's "When I attack" triggers. Consequently, Reaver's Row will always resolve before the attacker's abilities. Here is the correct sequence of events: 1. Combat begins: Ezreal, Dashing (as the attacker) and the defender's unit (at Reaver's Row) gain their combat designations. 2. Triggers are placed on the chain: - The Attacker's "When I attack" triggers are placed on the chain first. - The Defender's "When you defend" triggers (including Reaver's Row) are placed on the chain second, on top of the attacker's triggers. 3. Resolution (LIFO): - The chain resolves from the top down. Reaver's Row resolves first. - When Reaver's Row resolves, you make the choice of whether to move the unit to the base. If you choose to move it, the unit leaves the battlefield. - Ezreal's ability then attempts to resolve. Because Ezreal's ability requires the target to be at the battlefield ("here") to execute its effect, and the target is no longer present, the ability fails to resolve (it "whiffs"). Regarding your note on targeting: While it is true that targets are locked when an ability is placed on the chain, the ability must still be able to execute its instructions upon resolution. If an instruction specifies that an effect must occur "at a battlefield" or "here," and the target is no longer at that location, the instruction cannot be carried out. This is a standard interaction in Riftbound where moving a unit out of the combat zone effectively causes targeted combat abilities to fail.
Can I still conquer and hold battlefields while my opponent has Tianna? Do I get conquer and hold triggers? What about drawing a card instead of getting the 8th point from conquering?
Riftbound rules and card text use the word “score” in a couple different ways. You can score battlefields; you can also score points, as on cards like Tryndamere, Barbarian. The difference between these two is usually clear… but Tianna muddles them more than we anticipated. Tianna is solely concerned with points and doesn’t interfere with the process of conquering or holding battlefields. You can still conquer and hold battlefields and get your conquer and hold triggers. You can even draw a card if you conquer a battlefield and can’t score because it’s the final point and you haven’t scored every battlefield yet. It’s not until you reach for your scorepad, app, or tracking die that Tianna says “No.”
Can I still play my units on a battlefield I control if the enemy has Vex Apathetic on their controlled battlefield?
Yes, you can still play your units onto a battlefield you control even if your opponent has **Vex, Apathetic** on a battlefield they control. However, be aware of the following interaction: * **Vex's Trigger:** Because **Vex, Apathetic** has the ability, *"When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn,"* your unit will be [Stunned] as it enters play, and it will be restricted from moving for the remainder of the turn. * **No Targeting:** Per **RiftJudge FAQ #9312**, Vex, Apathetic does not target. It programmatically selects the unit you just played. This means that even if your unit has protection or abilities that prevent it from being targeted, it will still be affected by Vex's ability. * **Chain Timing:** When you play the unit, Vex’s ability triggers and is placed on the chain. Because the chain is active (Closed State), you cannot play [Action] spells to respond to this trigger (see **RiftJudge FAQ #9475**). In summary, your unit will successfully enter the battlefield you control, but it will immediately be [Stunned] and unable to move for the rest of the turn due to Vex's ability.
Can I still use an action if my only unit in a battlefield I'm attacking is pushed out by Overzealous Fan?
Yes, you can still use an action. According to **RiftJudge FAQ #8798**, the combat showdown does not end immediately when a unit is removed from the battlefield by **Overzealous Fan**. The showdown only concludes when both players pass with focus on an empty chain. If your unit is moved to your base by the Fan, you still have the opportunity to play an action (such as *Ride the Wind* to return the unit to the battlefield, or any other valid action) before the showdown concludes, provided you have the focus to do so.
Can I summon units from my hand to a battlefield I'm currently attacking?
Ruling: No, you cannot summon units to join an attack at a battlefield you don't control. Sequence: - Moving a unit to a battlefield creates a showdown - During a showdown, base speed cards (including most units) cannot be played - Reaction speed units exist but require you to control the location where you're playing them - As the attacker, you do not control the battlefield Nuances: - This restriction applies even to reaction speed units like Shen, because you must control the battlefield to play units there - If you control a battlefield and charm an enemy unit there to start a showdown, your opponent cannot play reaction units like Shen because they don't control that battlefield
Can I swap a Battlefield from Brush and then exhaust Green Father to make it a Brush again?
Yes, you can swap a battlefield back to its original state and subsequently place a Brush battlefield token on it using Green Father, provided the specific conditions for each ability are met. ### Explanation and Breakdown 1. **Swapping the Brush Back:** According to the text of the **Brush** battlefield token, when you score at that battlefield, you have the option to replace the Brush token with the original battlefield. This is a one-time choice triggered by the act of scoring. 2. **Using Green Father's Ability:** According to the card data for **Green Father**, its ability allows you to replace battlefields with the Brush token when you play the card. 3. **The Interaction:** Once the Brush token has been replaced by the original battlefield, the Brush token is removed. If you meet the requirements specified on Green Father's card, you may trigger its ability to replace the battlefield with a new Brush battlefield token. ### Important Timing and Rule Constraints * **Scoring Limits:** You can only score at a given battlefield once per turn. If you swap the Brush back by scoring, you have already used your scoring opportunity for that battlefield for the turn. * **Ability Trigger:** Green Father’s ability is tied to the specific event of playing the card; you must perform the action that satisfies the trigger condition as outlined in the card text. * **Chain Timing:** When the condition is met, the ability enters the chain as a pending item. You and your opponent have the opportunity to react to this ability before it resolves and replaces the battlefield. Note: I could not fully verify this ruling against the retrieved rules.
Can I swap hidden cards?
No, you cannot swap hidden cards. "Swap" is a limited action that can only be performed when explicitly directed by a game effect, and there is no game rule or mechanic that allows you to swap hidden cards between battlefields or with other cards.
Can I take any buffed unit to pay the additional cost for Call of Glory?
Yes, you can spend a buff from **any unit you control** to pay the additional cost for **Call to Glory**, regardless of where that unit is located (on a battlefield or in your base). According to Rule 702.2.b.2, you can only spend buffs on units you control. Additionally, as noted in RiftJudge FAQs (e.g., FAQ #2868 and FAQ #5922), the ability to spend a buff does not restrict the location of the unit, provided you control it. To summarize the requirements for paying this cost: 1. The unit must have a buff on it (Rule 702.2.b.1). 2. You must control the unit. 3. The unit can be at any location on your board (field or base).
Can I tap Baited Hook without friendly units on board to recycle 5 cards from my deck?
Ruling: No, you cannot activate Baited Hook without a friendly unit on board. To put an ability on the chain, you must have all valid targets available, and Baited Hook's activated ability requires targeting a friendly unit. Sequence: - When activating an ability, you must choose valid targets - Check that all targets chosen are legal - If targets are not legal, you revert the action and the ability does not enter the chain - DAMAYC (Do As Much As You Can) only applies during resolution, not when putting abilities on the chain Nuances: - This differs from Harnessed Dragon because playing Harnessed Dragon does not have an ability - you play it first, then its triggered ability triggers and needs a target to enter the chain - If you successfully target a unit with Baited Hook but the unit is removed (e.g., by Gust) before resolution, you still reveal and recycle the top 5 cards, but cannot play a unit since the might value is no longer available (mistarget/DAMAYC applies) - The card uses targeting templating (rather than "you must" templating) specifically to allow interaction by removing the targeted unit in response
Can I tap Kaisa for Thousand-Tailed Watcher power cost?
No, you cannot tap Kai'Sa, Daughter of the Void to pay for costs associated with Thousand-Tailed Watcher. According to her card text and the retrieved RiftJudge FAQs (specifically #5342, #2206, and #4346): 1. **Kai'Sa's ability restriction:** Kai'Sa's legend ability provides power that can **only** be used to pay for **spells**. 2. **Not a spell:** Thousand-Tailed Watcher is a unit card. Even its "When you play me" ability is a triggered ability of a unit, not a spell card. 3. **Deflect costs:** Additionally, per FAQ #8483 and #1048, Thousand-Tailed Watcher's "When you play me" ability does not target enemy units; it applies a blanket effect. Therefore, there is no "Deflect" cost to pay to begin with, and you do not need to use resources to satisfy any such cost. In summary, Kai'Sa's power generation cannot be applied to unit costs, and there is no cost for Thousand-Tailed Watcher's ability that you could apply it to anyway.
Can I tap a Seal for "Sigil of the Storm"?
No, you cannot use a Seal to pay for the recycle cost required by the *Sigil of the Storm* battlefield. According to **RiftJudge FAQ #6663** and **FAQ #8821**: * *Sigil of the Storm* specifically requires you to "recycle a rune." * This is a specific game action requirement, not a general "pay Power" cost. * Seals generate Power, but they do not perform the action of recycling a rune. Because the battlefield mandates the act of recycling, you cannot substitute this with a Seal or any other method of generating Power. In summary, you must actually recycle a rune card from your rune deck or board to satisfy the *Sigil of the Storm* requirement.
Can I tap a rune to float energy, play a seal to recycle that exhausted rune, and then use the floated energy to cast another card?
Ruling: Yes, you can tap a rune without spending the energy, let it float, play a seal to recycle the exhausted rune, and then use the floated energy to cast another card. Sequence: - Tap a rune to generate energy without spending it (energy floats) - Play a seal - Use the seal to recycle the exhausted rune - Use the floated energy to cast another card (e.g., Sabotage) Nuances: - Energy and power stay in your rune pool until the end of the draw phase or the end of turn - You can recycle an exhausted rune for power
Can I tap an energy to float 1, then recycle it with a seal to use the 1 floating energy to play a card?
Ruling: Yes, you can exhaust a rune for energy without spending it immediately, then recycle that rune to play a sigil using the floated energy. Sequence: - Step one: Exhaust your rune to generate 1 energy - Step two: Leave that energy in your pool (floating it) instead of spending it immediately - Step three: Recycle the rune to play a sigil - Step four: Use the floated energy from step one to pay for the card Nuances: - 'Floating' refers to leaving resources in your pool instead of spending them immediately
Can I target Baron Nashor with Iron Balista?
No, you cannot target Baron Nashor with the ability of **Iron Ballista**. According to the card text for **Baron Nashor**, it has the ability: *"I can't be chosen by enemy spells and abilities."* **Iron Ballista's** ability reads: *"exhaust : Deal 2 to a unit at a battlefield."* Because this ability requires you to select a specific unit to deal damage to, it constitutes "choosing" that unit. As established in RiftJudge FAQ #8771, when an ability requires selecting a specific game object, the word "choose" is implicit, and Baron Nashor's protection prevents it from being a legal target for such effects.
Can I target a Gold gear token with Legion Quartermaster to pay his cost?
Ruling: Yes, you can return a Gold gear token to your hand to pay the additional cost for Legion Quartermaster. The token successfully moves to your hand (satisfying the cost requirement), then immediately ceases to exist. Sequence: - Choose the Gold gear token as the target for the "return to hand" cost - The token moves to your hand, satisfying the cost requirement - The cost is successfully paid - The token then ceases to exist as a state-based action Nuances: - Tokens cease to exist "immediately after" moving to a non-board zone, not "instead of" moving there - The cost payment is complete before the token disappears - This does not violate the rule against paying costs that result in illegal actions later, because returning a token to hand is not itself an illegal action - The token ceasing to exist happens after the cost is paid, not during the cost payment process
Can I target another unit with Singularity if one of the 2 targets I chose gets Retreated in response?
Ruling: No, you cannot retarget. Targets must be locked in when you put the spell on the chain, and if someone responds with Retreat, you cannot change your targets. Sequence: - Declare targets when putting Singularity on the chain - Targets are locked at that point - If opponent responds with Retreat on one target, the original targets remain unchanged
Can I target only units in base with Piercing Light?
No, you cannot target only a unit in your base with *Piercing Light*. According to the card text and **RiftJudge FAQ #8905**, *Piercing Light* requires you to "Deal 2 to a unit at a battlefield" as the first part of its effect. Because this is a mandatory action required to initiate the spell's resolution, you must have a valid target at a battlefield to play the card. Additionally, as per **RiftJudge FAQ #8481**, *Piercing Light* must target two different units if you choose to use both parts of the effect. The first target must be a unit at a battlefield, and the second target must be a different unit (which can be at a battlefield or in a base). You cannot play the spell if there is no valid target at a battlefield.
Can I target the same unit with Singularity?
No, you cannot target the same unit twice with Singularity. According to the official rulings for Singularity: * **Singularity must target two different units** if you choose to target two units. You cannot target the same unit twice to deal 12 damage. * "Up to two units" means you can choose to target 0, 1, or 2 units. * If you target only one unit, it takes 6 damage. If you target two units, each takes 6 damage. This is a single trigger that requires choosing distinct units if you want to target two of them.
Can I thronk an attacking unit if it's going into an empty battlefield?
No, you cannot use **Thwonk!** on a unit moving into an empty battlefield. According to the rules and FAQs regarding combat: * **Rule 429.1:** A "Showdown" is opened when a move causes a battlefield to become contested while it has no units present from any player other than those that just moved. This is a non-combat showdown. * **FAQ:** "When units move to an empty battlefield, are they considered 'attacking' or an 'attacker'? Ruling: No, units moving to an empty battlefield are not considered attackers. Attacker and defender designations only exist in combat." * **FAQ:** "Moving to an unoccupied battlefield is not attacking and does not trigger attack-related effects." Since **Thwonk!** specifically requires you to target an "attacking unit," and a unit moving to an empty battlefield is not considered an "attacker," the spell cannot be played on that unit. Combat only occurs when moving to an occupied battlefield.
Can I track recycled runes by placing them face-down or at a 90-degree angle in my rune deck during a turn, then fixing them at end of turn?
Ruling: No, you cannot modify your rune deck orientation to track recycled runes. Cards in decks must have the same orientation at all times, and explicitly tracking how many runes you have recycled by modifying how you present your rune deck is not allowed. Sequence: - Pay power costs (including recycling runes) before the card hits the field - Recycled runes go to the bottom of your rune deck immediately in the order they were recycled - The order runes are recycled matters Nuances: - At low OPL/casual play this may be tolerated, but at high OPL events this would result in a judge call - You can use markers to track floating energy/power instead - The issue often stems from players not paying costs correctly before playing cards
Can I trigger "When I attack" effects any time in combat?
No, you cannot trigger "When I attack" effects at any time during combat. These abilities have specific timing requirements defined by the game rules. According to **Rule 376.4.d.2**, "When I attack" triggers are put on the chain as pending items **only after the unit gains the Attacker designation during combat.** Here is the breakdown of how these triggers function: 1. **Trigger Timing:** These abilities trigger specifically when a unit is designated as an attacker. This typically happens at the very beginning of a combat showdown (Rule 442.1.a.1). 2. **Frequency:** Per **Rule 376.4.d.2.a**, each unit can only fulfill its "When I attack" trigger **once per combat**, even if the unit gains and loses the Attacker designation multiple times during that same combat. 3. **Late Arrivals:** If a unit joins an ongoing combat late, it will gain the Attacker designation at that moment and its "When I attack" ability will trigger at that time (Rule 442.1.a.3.a). However, it still cannot trigger again if it has already triggered once during that specific combat. 4. **Chain Interaction:** Once triggered, these abilities are placed on the chain. Because they are on the chain, players can respond to them using **Reaction** speed spells or other triggered abilities, but you cannot manually activate or "force" these triggers to happen outside of the moment the unit gains the Attacker designation. **Summary of the Sequence:** * **Combat Begins:** Units are designated as Attacker/Defender. * **Triggering:** "When I attack" abilities trigger and are placed on the chain. * **Reaction Window:** Players may add reactions to the chain. * **Resolution:** The chain resolves in LIFO (Last-In, First-Out) order. If you have a specific card in mind, please provide the name, and I can confirm how its specific ability interacts with these rules.
Can I use Acceptable Losses even if I don't have a Gear?
Yes, you can use **Acceptable Losses** even if you do not control any gear, as long as your opponent does. According to **RiftJudge FAQ #4344** and **#9554**, *Acceptable Losses* does not target. Instead, at the time of resolution, each player who controls gear will choose one to kill. If you control no gear when the spell resolves, the instruction to kill a gear for your side simply cannot be performed and is ignored (see also **RiftJudge FAQ #10178**).
Can I use Arcane Shift on my unit that's being targeted by a unit to avoid being targeted?
No, you cannot use **Arcane Shift** to save your unit from being targeted by an opponent's spell or ability that is already on the chain. According to **RiftJudge FAQ #9372**, **Arcane Shift** is an **[Action]** speed spell. Action spells can only be played during an **OPEN** state (when no chain exists). Once your opponent plays a spell or ability targeting your unit, that item is placed on the chain, and the game state immediately becomes **CLOSED**. Because the state is now closed, you cannot play an Action speed spell like Arcane Shift in response. ### Why this interaction works this way: 1. **State Requirements:** Per Rule 309.1, if a chain exists, the turn is in a **CLOSED** state. Per Rule 309.1.a, only cards and abilities with the **[Reaction]** keyword can be played or activated in a closed state. 2. **Action vs. Reaction:** Arcane Shift has the **[Action]** keyword (as seen on the card and confirmed by Rule 158.2.a). It does not have the **[Reaction]** keyword. Therefore, it is restricted to being played only when the chain is empty (an open state). 3. **Targeting:** Even if you were in an open state, Arcane Shift requires you to target both a friendly unit and an enemy unit at a battlefield to be played (as confirmed by **RiftJudge FAQ #378**). You cannot play it solely to "blink" your unit if there is no valid enemy unit to target for the damage portion of the spell. In summary, because Arcane Shift is an Action speed spell, it cannot be used to respond to an opponent's action that has already created a closed state. You would need a card with the **[Reaction]** keyword to respond to an effect already on the chain.
Can I use Azir (green) ability when I'm on Vilesaw's Lair?
Yes, you can activate the ability of **Azir, Ascendant** while he is at **Vilemaw's Lair**, but the movement effect will not resolve as intended. According to **RiftJudge FAQ #8912** and **FAQ #8**, the interaction works as follows: * **Valid Activation:** You can legally activate Azir's ability targeting a unit at another location. * **Movement Failure:** Because **Vilemaw's Lair** has the restriction "Units can't move from here to base," any attempt to move a unit from the Lair to your base will fail. * **Result:** Azir will successfully move to the target unit's location, but the target unit will be unable to move to Azir's original location (your base). The target unit will remain at Vilemaw's Lair, and both units will end up at the Lair together. This is consistent with **Rule 356.3.e.11**, which states that instructions that can be partially followed are followed as much as possible and ignored otherwise. Since the movement of the unit is prevented by the Lair's restriction, that part of the effect does not occur.
Can I use Azir Descendant ability in Base to move a unit from Vilemaw Lair?
No, you cannot use Azir, Ascendant's ability to move a unit out of Vilemaw's Lair to your base. According to the official FAQ regarding Vilemaw's Lair: * **Vilemaw's Lair restriction:** "Units can't move from here to base." * **Interaction:** When Azir targets a unit at Vilemaw's Lair, Azir will successfully move to the Lair, but the unit's attempt to move to Azir's original location (your base) will fail because of the Lair's restriction. The unit will remain at Vilemaw's Lair, and Azir will end up at the Lair with that unit instead of swapping positions. This is consistent with Rule 356.3.e.11, which states that instructions that can be partially followed are followed as much as possible and ignored otherwise. In this case, the movement of the unit is prevented by the Lair's restriction, so that part of the effect does not occur.
Can I use Azir's legend ability during a showdown to play a Sand Soldier token after playing equipment with Jax, Unmatched on the battlefield?
Ruling: No, you cannot use Azir's legend ability during a showdown. While Jax, Unmatched grants Quick-Draw (which includes Reaction speed) to your equipment allowing you to play them during showdowns, Azir's legend ability lacks the Action or Reaction keyword and can only be activated during your turn when the game state is Open (chain is empty). Sequence: - During opponent's attack, a showdown begins - You can play equipment from hand as a Reaction (thanks to Jax, Unmatched granting Quick-Draw) - You cannot activate Azir's legend ability during the showdown - Azir's ability must be used during your Action Phase when the state is Open Nuances: - Jax, Unmatched grants Quick-Draw to equipment everywhere, which allows them to be played at Reaction speed - Activated abilities without speed keywords (like Azir's legend ability) can only be used during your turn in an Open state - Even though you meet Azir's condition (playing equipment this turn), the timing restriction prevents activation during showdowns
Can I use Call to Glory between Cithria of Cloudfield's trigger and Pit Rookie's trigger when both are on the chain, spending the buff from one trigger before the other resolves?
Ruling: Yes, you can use Call to Glory between the two triggers. When Pit Rookie is played, both Cithria and Pit Rookie trigger simultaneously. As the active player, you order these triggers on the chain, then must pass priority to allow the first trigger to resolve. After Pit Rookie's trigger resolves (buffing Cithria), you regain priority as controller of the next item (Cithria's trigger), allowing you to cast Call to Glory using that buff before Cithria's trigger resolves. Sequence: - Play Pit Rookie, triggering both Cithria and Pit Rookie - Order triggers on chain (e.g., Cithria trigger, then Pit Rookie trigger on top) - Pass priority to opponent - Opponent passes priority - Pit Rookie trigger resolves, buffing Cithria - You gain priority (as controller of next chain item) - Cast Call to Glory, spending the buff - Pass priority to opponent - Opponent can react or pass - Cithria trigger resolves Nuances: - You must pass priority and allow at least one trigger to resolve before casting Call to Glory; you cannot insert it between triggers without something resolving first - Your opponent has a window to respond with removal after the first trigger resolves and before Call to Glory is cast, which would prevent the free cast - Priority returns to the controller of the newest item on the chain after each resolution
Can I use Charm to move an enemy unit at a battlefield to a battlefield I control?
Yes, you can use **Charm** to move an enemy unit from one battlefield to a battlefield you control. According to RiftJudge FAQ #7385, you can use Charm to move an enemy unit from anywhere on the board (including from another battlefield) to a battlefield you occupy. This movement is not restricted by standard movement rules (like the Ganking keyword), as Charm is a card effect and not a Standard Move. Furthermore, if you move the enemy unit to a battlefield you occupy, this will force a showdown, and the opponent who controls the unit you moved will become the attacker in that showdown.
Can I use Chosed Champ Teemo and hide it when I play?
Yes, you can hide your Chosen Champion Teemo. According to the rules and FAQs, you can perform the **Hide** action directly from your **Champion Zone**. Here are the specific requirements to do so: 1. **Timing:** You must be in an **Open State** during your own turn. 2. **Cost:** You must pay the cost specified by the **Hidden** keyword, which is one rune of any domain (`[A]`). 3. **Action:** Hiding is a discretionary action (Rule 421.2). Since your chosen champion is in the Champion Zone, the game treats this as a valid source for the "Hide" action. **Important Considerations:** * **Not the same turn:** Per RiftJudge FAQ #6210, a card cannot be played on the same turn it was hidden; you must wait until a subsequent turn to play it from its facedown position. * **No "Move to Hand" required:** While some older rulings suggested you needed to move the champion to your hand first, the current rules and FAQ (#9031, #6430) explicitly allow you to hide the unit directly from the Champion Zone. * **Battlefield:** You hide the card facedown at a battlefield you control that does not already have a facedown card hidden there. *This is my interpretation based on the provided rules and FAQ #9031. No official rule chunk explicitly contradicts this now-standardized interaction.*
Can I use Cleave to boost my attacking unit after my opponent uses Smoke Screen in response to my battlefield move?
Ruling: You cannot use Cleave as a reaction to Smoke Screen because Cleave is an action, not a reaction. However, after Smoke Screen resolves, you regain focus and can then play Cleave to boost your unit. Sequence: - Attacker moves to battlefield and passes priority - Defender uses Smoke Screen (reaction) - Smoke Screen resolves and its effect snapshots in place - Attacker regains focus and can now play Cleave (action) - Whether Cleave is sufficient to overcome the Smoke Screen debuff depends on the specific units involved Nuances: - Cleave is an action and cannot be used to react to anything - Smoke Screen's effect snapshots when it resolves, so subsequent stat changes from Cleave are calculated separately
Can I use Cull of the Weak if I have no unit?
Yes, you can play **Cull the Weak** even if you have no units in play. According to the RiftJudge FAQs and the game's rules: * **No Units Required:** Cull the Weak does not target specific units when it is played. Because it does not require a target to be finalized on the chain, you can play it regardless of your board state. * **"Do As Much As You Can":** In Riftbound, if an instruction cannot be fully followed, you perform as much of the effect as possible (Rule 055). If you have no units, you simply do not kill one, but your opponent must still kill one of theirs if they have any. * **Not a Cost:** Killing a unit is part of the spell's effect, not an additional cost to play the card. If it were a cost, you would be required to have a unit to sacrifice in order to play it.
Can I use Deathgrip on a unit on the same battlefield as Soraka?
Yes, you can use **Deathgrip** on a unit at the same battlefield as **Soraka, Wanderer**. However, the interaction will likely result in the unit being saved by Soraka rather than being killed, which will prevent the rest of Deathgrip's effect from occurring. ### The Interaction: 1. **Playing Deathgrip:** You play Deathgrip and choose a friendly unit at the same battlefield as Soraka as the target to kill. 2. **Replacement Effect:** When the unit would die, Soraka's replacement effect triggers (provided the target has less Might than Soraka). 3. **Resolution:** Soraka's effect replaces the "die" event with "heal it, exhaust it, and recall it." 4. **Result:** Because the unit was saved and did not actually die, the "If you do" condition of Deathgrip is not met. Consequently, you will not receive the Might bonus for another unit, though you will still draw 1 card as part of the spell's resolution. ### Important Rules: * **Replacement Effects:** According to Rule 366, replacement effects like Soraka's intercede during the execution of a game effect (the kill instruction from Deathgrip) and alter its execution. * **"If you do":** Deathgrip requires the unit to actually be killed to trigger the subsequent effect of giving a Might bonus. Since Soraka replaces the death with a recall, the unit is not considered "killed" (Rule 734.1.d.1). * **Targeting:** Deathgrip targets a friendly unit to kill. Soraka's ability does not prevent you from targeting or attempting to kill the unit; it simply changes the outcome of that kill attempt.
Can I use Defiant Dance if my enemy only has Ruinrunner on the field?
Yes, you can play **Defiant Dance** if your opponent only has a **Ruin Runner** on the field, provided you have at least two of your own units to target. According to **RiftJudge FAQ #2002**: * **Defiant Dance** requires two distinct unit targets to be played. * **Ruin Runner** cannot be chosen as a target due to its ability ("I can't be chosen by enemy spells and abilities"). * If you cannot select an opposing unit due to **Ruin Runner**, you cannot target it. However, if you have two of your own units on the board, you can target both of them instead to satisfy the spell's requirements. If you do not have two other units of your own to target, you cannot play **Defiant Dance** because you would be unable to select the required two distinct targets.
Can I use Diana, Lunari's ability on an open battlefield?
Ruling: Yes, you can use Diana, Lunari's ability on an open battlefield. Moving a unit to an open (uncontrolled and unoccupied) battlefield creates a non-combat showdown, which triggers Diana's "When a showdown begins here" ability. Sequence: - A unit moves to an open battlefield - The battlefield becomes contested - A non-combat showdown begins during cleanup - Diana's ability triggers if she is present at that battlefield - You may pay [1] to Predict and potentially draw a spell Nuances: - Non-combat showdowns occur when an empty battlefield becomes contested - Moving to any battlefield you don't control starts a showdown, even if no enemy units are present
Can I use Dragons Rage in a showdown?
No, you cannot use **Dragon's Rage** during a showdown. According to the rules for showdowns and the card's text: 1. **Showdown Timing:** During a showdown, you are restricted to playing spells or activating abilities that are specifically labeled as **Action** or **Reaction** (Rule 347). 2. **Card Classification:** **Dragon's Rage** is a spell, but it lacks the **Action** or **Reaction** keyword. Therefore, it is not "legally timed" for use during a showdown. This is consistent with RiftJudge FAQ #7488, which explicitly states: *"Dragon's Rage cannot be played in combat because it does not say action or reaction on it."*
Can I use Edge of Night if it was hidden on my opponent's turn if they activated a spell card?
No, you cannot use *Edge of Night* in that situation. According to the rules regarding the **Hidden** keyword (Rule 737.1.b and the associated FAQs), you cannot play a card from the facedown zone on the same turn it was hidden. You must wait until the next turn to play it. Additionally, even if it were a later turn, *Edge of Night* is a **Gear** card. As noted in the FAQ regarding playing cards from hidden: * "If it's a spell or ability, it goes on the chain and opponents can react. If it's a permanent [such as a Unit or Gear], it resolves immediately with no reaction window." Because *Edge of Night* is a permanent, playing it does not open a reaction window for you to respond to your opponent's spell; it simply enters the board. Furthermore, you cannot "react" with a permanent to an opponent's spell in the way you would with a reaction spell.
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