Riftbound Frequently Asked Questions

Search verified questions and answers.

Can Viktor's signature spell be activated to buff units when an opponent plays Volibear's signature spell targeting units at a battlefield?
Ruling: Action cards can only be played on an opponent's turn during a showdown when no chain exists. Since the opponent has played a spell, a chain exists and only reaction spells can be played at that moment. Nuances: - The card being referred to (Grand Strategem) is not Viktor's signature spell, it's an action card - Viktor's actual signature spell (Siphon Power) is a reaction and could be played in this situation, but only gives +1 might, not +5
Can Volibear's 'split 5 damage' when attacking ability target a unit that Tideturner swaps in when revealed from hidden, before showdown?
Ruling: No, you cannot target the new unit that Tideturner swaps in. Targets for Volibear's attacking ability are chosen when the ability is finalized to the chain, and targets cannot be changed once finalized in Riftbound. Sequence: - Volibear's attacking ability goes on the chain - Targets are chosen when the ability is finalized to the chain - Tideturner reveals and swaps units - The original targets are now invalid and the ability resolves to nothing Nuances: - When splitting damage, you choose the targets when finalizing to the chain, but you assign how much damage each target receives later when the ability resolves (minimum 1 damage per target) - You must choose valid targets up to the amount of damage available (up to 5 units for 5 damage)
Can Volibear's legend ability trigger multiple times per turn to generate multiple runes when playing multiple Mighty units?
Ruling: Volibear's legend ability triggers and creates a chain each time you play a Mighty unit, but you can only generate one rune per turn because the ability requires you to exhaust Volibear to channel and get the rune. Once exhausted, you cannot use the ability again that turn unless you untap Volibear through another method. Sequence: - Play a Mighty unit - Volibear's legend ability triggers and creates a chain - You may exhaust Volibear to channel and gain a rune - If you play another Mighty unit that turn, the ability triggers again and creates another chain, but you cannot exhaust Volibear again to gain another rune (he's already exhausted) Nuances: - The ability still creates multiple chains when multiple Mighty units are played, even though you can only get one rune - Even effects that play multiple units do so sequentially, not simultaneously - You could potentially get multiple runes in one turn if you have a way to untap Volibear between playing Mighty units
Can Warwick split his combat damage to deal 1 damage to 5 different enemy units, or must he assign lethal damage to one unit before moving to the next?
Ruling: Combat damage must be assigned to one unit until it would receive lethal damage before you can assign damage to another unit. You cannot split 1 damage across multiple units. Sequence: - Choose the order in which defending units will take damage - Assign enough damage to the first unit to be lethal (equal to its health) - Only after assigning lethal damage to one unit can you assign damage to the next unit - Continue until all combat damage is assigned Nuances: - To maximize Warwick's multi-target damage ability, you need to pre-damage enemy units before his attack ability resolves - Pre-damage can be done by casting spells like Flurry of Blades either before moving Warwick to the battlefield, or after moving him but before his "when I attack" ability resolves - Warwick's ability triggers during the showdown chain ("when I attack"), not during the combat step, so damage must be dealt before his ability resolves
Can Warwick with Flurry of Blades attack one battlefield, use his trigger to kill everything, then use Ride the Wind to move to the opponent's other battlefield and trigger again to clear that battlefield too?
Ruling: No, this combo will not work to clear both battlefields. When the first combat ends, damage is cleared at all locations, so the second battlefield's units will heal before Warwick can trigger there. Sequence: - Warwick attacks the first battlefield with Flurry of Blades - Warwick's attack trigger resolves during showdown, killing units at that battlefield - The first combat must fully resolve and end - When combat ends, all units at all locations heal - Only after the first combat is complete can a second combat begin - By the time Warwick moves to the second battlefield, those units have already healed Nuances: - If the opponent has units on only one battlefield and the other is empty, Warwick could conquer the empty battlefield without triggering combat (and thus no damage clearing), then move to attack the occupied battlefield - There can only be one combat at a time, so the second combat must wait until the first is completely finished
Can Weaponmaster equip an equipment that is already equipped to another unit, and is the effect voluntary?
Ruling: Yes to both. Weaponmaster may equip an equipment even if it's already attached to another unit, and the effect is voluntary. Nuances: - The ability uses "may equip" indicating it is optional - The ability explicitly allows equipping equipment "even if it's already attached"
Can Whirlwind bounce an opponent's Ruin Runner despite Ruin Runner's ability 'I can't be chosen by enemy spells and abilities'?
{"ruling": "YES, Whirlwind can bounce Ruin Runner. Whirlwind does not choose units—it targets players, who then choose units during resolution.", "sequence": ["You play Whirlwind (no units are chosen at this time)", "Whirlwind resolves", "Starting with the next player, each player in turn order makes a choice during resolution", "When it's your opponent's turn to choose, they select which unit to return to hand", "The opponent (Ruin Runner's controller) is making the choice during resolution, not the spell choosing during casting", "Ruin Runner can be returned to hand because the player is choosing their own unit, not an enemy spell choosing it"], "nuances": ["Whirlwind targets players, not units—the players make choices during resolution", "Ruin Runner's protection ('I can't be chosen by enemy spells and abilities') does not apply because the spell itself is not choosing the unit", "The choice is made by the player during resolution, not by the spell during casting", "This follows the principle that effects where 'each player chooses' do not target or choose the objects themselves", "The 'player chooses, not the spell' argument is correct in this specific context—it's about who is making the selection during resolution", "This is consistent with recall effects not targeting"]}
Can Wielder of Water (a 2 Might unit with 'While this is alone and attacking or defending, it gets +2 Might') be affected by Gust when it moves to attack?
Ruling: No, Wielder of Water cannot be bounced by Gust when moving to attack an enemy-occupied battlefield. Wielder's passive 'while' ability grants +2 Might immediately when designated as an attacker, making it 4 Might before the first reaction window occurs. Sequence: - Wielder moves to enemy battlefield - Combat showdown begins and Wielder is designated as attacker - Wielder passively gains +2 Might (now 4 Might) - Initial chain is populated with 'when attack' triggers (like Mask of Deceit) - Any 'when defend' triggers are added - First priority/reaction window occurs (Wielder is already 4 Might, too large for Gust) Nuances: - If Wielder had a 'when I attack' trigger instead of a 'while' passive, Gust could bounce it before the buff resolves - If Wielder moves to an empty battlefield (no combat showdown), it never becomes an attacker/defender and doesn't gain the buff, so Gust would work - You can react to 'when I attack/defend' triggers with Gust before they resolve
Can Wind Wall and Defy target any spell on the chain, or only the spell they are reacting to?
Ruling: Wind Wall and Defy can target any spell on the chain, not just the most recent one they are reacting to. Nuances: - Even if counter spells could only target the most recent spell, an opponent could wait until each spell resolves one by one and react when the desired spell becomes the topmost item on the chain - There is a window to react after each resolution (except after the last non-showdown item)
Can Wind Wall counter unit and champion abilities like Harnessed Dragon's ability to kill a unit?
Ruling: Wind Wall can only counter spells. It cannot counter unit or champion abilities. Nuances: - No current cards can counter unit abilities
Can Yasu move in, deal 6 damage with his ability, use Ride the Wind to move back before combat damage, then use his Legend ability to ready him and move in again for another 6 damage?
Ruling: Yes, this sequence works, but the initial combat must fully resolve first (including healing) before you can use Yasu's Legend ability to move him in again. The 6 damage from the first ability will be healed when the showdown ends if the unit survived. Sequence: - Move Yasuo in - Attack/defense triggers happen, dealing 6 damage - During showdown, use Ride the Wind to move Yasuo back - Showdown closes and units are healed (if the unit wasn't killed) - Return to neutral state - Use Yasuo's Legend ability (base speed) to ready and move him in again - Repeat the process Nuances: - Yasuo's Legend ability is base speed, so it cannot be used during a showdown - Units heal after combat ends, so the 6 damage from the first ability is healed unless it killed the unit
Can Yasuo - Remorseful trigger his 6 damage ability twice in the same combat by using two Ride The Wind cards to leave and re-enter the battlefield?
Ruling: No, Yasuo's attacker trigger can only activate once per combat, even if he leaves and re-enters the battlefield multiple times during that same combat. Sequence: - Yasuo enters battlefield and deals 6 damage with his attacker trigger - First Ride The Wind can move him back to base - Second Ride The Wind can move him back to the battlefield - However, his attacker trigger will not activate again during this same combat - After combat ends, the enemy unit will heal Nuances: - There is no heal/cleanup between the two Ride The Wind resolutions during combat - The showdown doesn't end until both players pass with focus on an empty chain - Units only heal after the entire combat ends, not between actions during combat
Can Yasuo - Unforgiven move a teammate's unit in 2v2, including from their base to the battlefield?
Ruling: Yes, Yasuo - Unforgiven can move a teammate's unit because "friendly" includes your teammate. The card has errata that specifies when moving a teammate's unit to a base, it goes to the owner's base, and the errata also covers moving units from a teammate's base to the battlefield. Nuances: - When moving a teammate's unit to a base, it must go to that unit's owner's base (not Yasuo's owner's base) - The errata specifically addresses both directions of movement involving teammate units
Can Yasuo Legend be used during the opponent's turn, and if so, in which cases?
Ruling: No, Yasuo Legend cannot be used during the opponent's turn. Everything in the game operates at "base" speed (meaning on your turn, with no chain and no showdown) unless it specifically states Action or Reaction speed. Nuances: - Only cards that explicitly specify Action or Reaction speed can be played outside of your normal turn timing
Can Yasuo Unforgiven's ability be used in showdowns or only on your turn?
Ruling: Yasuo Unforgiven's ability can only be used on your turn, not in showdowns, because it lacks the action or reaction tag. Nuances: - All abilities are base speed unless tagged as action or reaction
Can Yasuo legend or Viktor legend abilities be used on an opponent's turn?
Ruling: No, these abilities cannot be used on an opponent's turn. Abilities without Action or Reaction tags can only be used on your turn (or your teammate's turn in 2v2) during your action phase when there's no showdown and no chain. Sequence: - Must be your turn (or teammate's turn in 2v2) - Must be during action phase - Must be no showdown occurring - Must be no chain active Nuances: - Abilities that CAN be used on opponent's turns are specifically tagged (example: Kai'Sa's legend ability)
Can Yasuo move a just-played (exhausted) unit to a battlefield and have it initiate a showdown the same turn?
Ruling: Yes, Yasuo can move an exhausted unit to the battlefield, and that unit can initiate a showdown the same turn. Exhausting is only the cost for a unit to move itself; other sources of movement (like Yasuo's ability) do not require the unit to be ready. Nuances: - Being exhausted doesn't change how a unit functions; it only prevents the unit from being exhausted again as part of a cost for something else - This effectively allows Yasuo to give any unit a form of acceleration by moving it to the battlefield immediately
Can Yasuo's leader skill move a unit from base to battlefield, from battlefield to base, or both?
Ruling: Yasuo's leader skill allows you to move a unit either from base to battlefield OR from battlefield to base. You choose one of these two options. Nuances: - This ability is activated during your turn and cannot be used as a reaction to spells or abilities - If a unit is moved to base or hand by some other effect, targeted spells like Rebuke that affect units on the battlefield would resolve to no effect (though they don't "fizzle" - they still resolve for purposes of abilities that care about resolution)
Can Yasuo's legend ability or spells like Ride the Wind move a unit with Ganking from battlefield to battlefield?
Ruling: Yasuo's legend ability and spells like Ride the Wind can move a unit with Ganking from battlefield to battlefield. Ganking only restricts Stand Move actions, not legend abilities or spells. Nuances: - Ganking only applies to Stand Move actions - Spells that say "Move" can move a unit to anywhere other than an enemy base - Yasuo's ability has built-in restrictions, but Ganking does not override his text - Units without Ganking can also be moved from battlefield to battlefield with cards like Ride the Wind or Charm
Can Zaun Warrens trigger if you have no cards in hand?
Ruling: Yes, Zaun Warrens can trigger even if you have no cards in hand. You do as much as you can, following the instructions in order. Sequence: - Attempt to discard a card (if you have no cards, you can't discard) - Draw a card Nuances: - This principle applies to similar effects: if an effect instructs you to discard then draw, you'll discard as many cards as you can and then draw the specified number of cards
Can Zenith Blade move an exhausted unit, does this trigger combat, and would Symbol of the Solari trigger if the exhausted unit defeats some but not all defenders?
Ruling: Spells or abilities can move exhausted units. A combat starts whenever a unit is moved into a battlefield with an opponent's unit present, even if the moved unit is exhausted. Symbol of the Solari only triggers if a combat took place. Sequence: - Exhausted Fiora (5 might) is moved to battlefield with three enemy units (3 power, 2 power, 2 power) - Combat occurs despite Fiora being exhausted - Fiora defeats the 3 power unit and one 2 power unit - Since defenders remain, Fiora is recalled - Symbol of the Solari triggers because combat took place, affecting the remaining defender Nuances: - Units do not need to be ready to be moved by spells or abilities - Exhausted units can still participate in combat when moved - Symbol of the Solari triggers based on whether combat occurred, not on whether all units were defeated
Can Zhongya's Hourglass (when set face-down as a Hidden card) be countered by Defy?
Ruling: Zhongya's Hourglass cannot be countered by Defy when set face-down on the battlefield because it is not a spell. Nuances: - Just because something is a reaction does not make it a spell - Defy only counters spells
Can Zhonya be played in base to save a unit on a battlefield?
Ruling: Yes, Zhonya can be played in base to save a unit on a battlefield, but not as a hidden spell. Nuances: - Playing it hidden in base allows you to use it as a reaction for 1 Power instead of 2 energy - Playing it hidden denies information and allows bluffing other hidden spells - Playing it hidden lets you choose when to use it (so it doesn't trigger early for units you don't want to save) - If Zhonya is reacted with at a battlefield but not consumed (e.g., unit removed with Gust), it goes to base and becomes useable for any units (though designer intent was for it to remain locked to the original battlefield)
Can Zhonya's Hourglass be played from hidden when Tasty Faefolk dies during a showdown to save itself from the deathknell trigger?
Ruling: Yes, during a showdown you can play Zhonya's Hourglass from hidden in response to the deathknell trigger because you retain control of the battlefield until the end of the showdown. However, if Tasty Faefolk dies outside of a showdown (such as from a spell), you lose control of the battlefield instantly and cannot play the hidden card. Sequence: - Opponent's unit wins showdown against Tasty Faefolk - Deathknell trigger goes on the chain - You still control the battlefield (control doesn't change until end of showdown) - You can play Zhonya's from hidden in response to save your unit Nuances: - This only works during showdowns due to contested status delaying control change until the showdown ends - Outside of showdowns, you lose battlefield control immediately when your unit dies, preventing you from playing hidden cards - You cannot both save the unit with Zhonya's and get the deathknell effect - for a deathknell ability to finalize, its source must be in the trash, meaning it has already died and cannot be replaced by Zhonya's
Can Zhonya's Hourglass be played hidden at base to recall a battlefield minion when a champion dies, or does it need to be on the same battlefield?
Ruling: You cannot hide cards at base. Zhonya's Hourglass must be played face up to your base, where it can save your next unit to die anywhere on the board. Nuances: - Gear cannot be at battlefields, which makes Hourglass unique as a Hidden card - If you hide Hourglass at a battlefield and then play it from hidden, it gets played to base rather than the battlefield it was hidden at - Once at base, it can save your next unit to die anywhere on the board
Can Zhonya's Hourglass be reacted at any moment to choose which unit to save, including letting one unit die first or choosing between multiple units dying simultaneously?
No, you cannot react with Zhonya's Hourglass at "any moment" to choose which unit to save. Its timing depends on whether the deaths are simultaneous or sequential. Simultaneous Deaths (Combat Damage) If multiple units would die at the same time (such as during the Combat Damage Step), you must have Zhonya's Hourglass face-up before damage is assigned. The Choice: When multiple units die simultaneously, the controller of Zhonya's Hourglass chooses which one to save. The Timing: You cannot react during damage assignment or when damage is dealt. According to the rules, you must flip Zhonya's during the showdown while you still have priority. If it is hidden, you cannot wait to see the damage results before deciding to activate it. Sequential Deaths (Spells/Abilities) If units die at different times (for example, one unit dies to a spell on the chain, and another would die later to combat damage), Zhonya's Hourglass is mandatory. It will automatically apply to the first unit that would die.
Can Zhonya's Hourglass played hidden on battlefield 1 be activated to save a unit that is dying at battlefield 2?
Ruling: Yes, Zhonya's can save a unit at a different battlefield. You flip Zhonya's from hidden as a reaction (which plays the gear immediately as a permanent), then its replacement effect automatically saves the next unit that would die without targeting. Sequence: - Flip Zhonya's from hidden as a reaction (this plays the gear immediately) - When the next unit dies, Zhonya's automatically saves it - If multiple units die simultaneously, the controller of Zhonya's chooses which one to save - If a unit dies first while Zhonya's is already flipped, it is forced to save that unit Nuances: - Zhonya's effect is a replacement effect, not an activated or triggered ability, so it creates no chain and doesn't target - The saved unit never left the board, so effects like -1 Might or stun remain on it - You cannot play cards "hidden" - you hide a card or play from hidden. Facedown cards have no text that applies - If all your units die in combat and there are no deathknell or other triggers, you lose the opportunity to play Zhonya's from hidden and it is lost when you lose control of the battlefield - If a deathknell or other ability triggers after combat, you can respond by playing Zhonya's from hidden to save it to your base
Can Zhonya's Hourglass save a unit on a different battlefield than the one it's hidden at?
Ruling: Yes, Zhonya's Hourglass can save a unit on any battlefield regardless of where it is played from, because it is played to base (not to a battlefield) and does not target, so there are no battlefield restrictions on its effect. Sequence: - Zhonya's Hourglass is played to base, even when played from hidden - Since it doesn't target, there are no battlefield restrictions on its effect - It can affect units on any battlefield Nuances: - Gear cards cannot be played to any location except base - they do not have location choices when played - The hidden rules only limit where units can be played to (must be to that battlefield), but do not create restrictions for gear cards - When playing a card, units choose a valid location but gear do not make such choices
Can Zhonya's be activated/used when an opponent targets a unit that is at base (e.g., with Singularity)?
Ruling: Zhonya's is not an activated ability—it's a mandatory replacement effect that triggers whenever one of your units would die, regardless of where that unit is located (including at base). You can also play Zhonya's from hidden as a reaction to any action, and it will wait at base to replace the next death. Sequence: - When a unit would die (anywhere, including at base), Zhonya's replacement effect automatically occurs - The unit is recalled to base instead of dying - If the unit is already at base, the "recall" part does nothing, but the replacement effect still prevents the death Nuances: - Gear played from hidden (like Zhonya's) are only restricted to specific battlefields when choosing targets for "when you play this" abilities - Zhonya's played from hidden simply goes to base and waits for the next death to occur anywhere
Can Zhonya's be used to react at any time during damage assignment and control which unit survives?
Ruling: No, you cannot use Zhonya's to react during damage assignment or when damage is dealt. You must flip Zhonya's before combat damage (during the showdown while you still have priority). If multiple units die simultaneously to combat damage, the controller chooses which one to save. Sequence: - Flip Zhonya's during the showdown before combat damage is assigned (while you have priority) - Combat damage is assigned in entirety - Combat damage is dealt simultaneously to all units - If multiple units die at once, the controller of those units chooses which one to save with Zhonya's Nuances: - You cannot react to damage being assigned or dealt because those processes do not pass priority - The showdown must have ended before damage assignment, so there is nothing to react to at that point - To play a reaction outside of your turn, you need priority, which requires a chain - Priority is passed when you explicitly pass it or when a chain item resolves
Can a Champion Unit be targeted by Possession (i.e., is a Champion Unit considered a Unit)?
Ruling: Yes, Champion Units are units in every sense of the word and can be targeted by Possession. Nuances: - Champion Units can only be targeted by effects like Possession once they have been played onto the battlefield - You cannot use Possession to target a Champion Unit while it is still in the Champion Zone - The only difference for Champion Units is that they are the only kind that can start the game as your Chosen Champion and must match the name of your Legend
Can a Champion Unit move from the Champion Zone to a battlefield, and how does it work?
Ruling: Champion Units start in the Champion Zone, which functions like an extension of your hand - they cannot use abilities from there and must be played first. When you play a Champion Unit (like Ahri), you pay its summoning cost and it enters exhausted in either your base or a battlefield you already control, exactly as if playing from hand. Sequence: - Pay the Champion Unit's summoning cost (including any rune recycling requirements) - Place the Champion Unit exhausted in your base OR a battlefield you control - The Champion Unit follows all normal unit rules once in play Nuances: - The Champion Zone is like having the card revealed in your hand - units there can only be played, not used for abilities - If your Champion dies, it goes to trash like any other card and can be recycled - If you draw additional copies of your Champion from your deck, they stay hidden in your hand - Any unit (not just Champions) can be played directly to a battlefield you control, not just to your base - Exhausted units can still defend when a battlefield is attacked
Can a Defender play Defy on Ride the Wind after drawing it from a Stupefy that resolved during the showdown chain?
Ruling: No, you cannot Defy Ride the Wind after the showdown has begun because Ride the Wind has already resolved. You cannot start a showdown while a chain is present (in a closed state). Sequence: - Ride the Wind resolves first, moving and readying the unit - Showdown begins after Ride the Wind fully resolves - Any Stupefies played during the showdown are on a new chain - Cards drawn from those Stupefies cannot target the already-resolved Ride the Wind Nuances: - You CAN Stupefy in reaction to Ride the Wind being played (before showdown begins), then if you draw Defy from that Stupefy, you can play Defy targeting Ride the Wind on the same chain - Players pass priority between each card resolving on a chain, allowing responses at any point
Can a Gear like Seal of Rage be used to pay the power cost for playing another card, and if so, does the Gear get recycled?
Ruling: Yes, you can use a Gear like Seal of Rage to pay the power cost for playing another card. No, the Gear will not be recycled when used this way. Sequence: - Exhaust runes equal to the energy cost of the card you're playing - Exhaust the Seal (or other power-generating Gear) to pay the power cost - No rune needs to be recycled Nuances: - Seals generate power, not energy (mana) - The purpose of Seals is to pay power costs without having to recycle runes - "Seals" is a generic term for a cycle of 6 Gear cards (one for each domain) named "Seal of [Domain]"
Can a Hidden Blade hidden at Battlefield A be used as a reaction to kill an attacker at Battlefield B?
Ruling: No. When you play a hidden card, if it targets, those targets must be chosen from among options at the battlefield where the card is hidden, unless the ability explicitly restricts targeting in a way that makes this impossible. Nuances: - This targeting restriction applies to all hidden cards, not just Hidden Blade - Even though Hidden Blade's text says "target a unit at a battlefield" (not "THIS battlefield"), the Hidden mechanic adds the extra targeting restriction - Some cards like Tideturner have errata that explicitly override this restriction
Can a Hidden Fight or Flight at a Battlefield be played at Action speed to target a unit on another Battlefield?
Ruling: No, a Hidden Fight or Flight at a Battlefield cannot target units on another Battlefield, regardless of the speed at which it is played. The "here" restriction applies whenever the card is played from the Hidden zone. Nuances: - When Fight or Flight is played from hand, it can target either battlefield without restriction - The speed at which a Hidden card is played does not affect the battlefield targeting restriction
Can a Hidden Tideturner swap locations with a unit from another battlefield, given that hidden units must normally choose targets at their location?
Ruling: Yes, Tideturner works as intended despite the general hidden targeting restriction. Because Tideturner's ability explicitly requires targeting "a unit you control at another location," which makes the normal hidden targeting restriction impossible to fulfill, it is allowed to choose targets freely from among available options. Nuances: - This requires errata on Tideturner to function correctly - The general rule is that hidden cards must choose targets from the battlefield associated with their facedown zone - An exception exists when an ability has a targeting restriction that can never be fulfilled by units at its battlefield
Can a Hidden Zhonya's at one battlefield be flipped to save a unit during a showdown at a different battlefield?
Ruling: Yes, a Hidden Zhonya's can be flipped from one battlefield to save a unit at a different battlefield. When flipped, it immediately recalls to base, and since it doesn't target, it isn't restricted to the current battlefield. Sequence: - Zhonya's is flipped from its hidden battlefield - It immediately recalls to base - From base, it can save any unit at any battlefield Nuances: - This applies to Hidden cards generally, but with restrictions: Hidden cards can be flipped at any time you can play a reaction, but if the card has to target or is a unit, it must be played to/affect the battlefield it was hidden at - Zhonya's works across battlefields because it both recalls to base when flipped AND doesn't target a specific unit
Can a Hidden Zhonya's be used as a reaction when an opponent Charms your unit to their battlefield?
Ruling: Yes, you can react with Hidden Zhonya's to the Charm effect. Hidden cards gain the 'reaction' tag, and since Zhonya's doesn't target, its effect isn't restricted to the battlefield where it was hidden. Sequence: - React to the Charm before your unit moves - Use the Hidden Zhonya's during this reaction window Nuances: - Zhonya's doesn't target, so it can affect units on any battlefield - You must react to the Charm trigger before the unit actually moves to the other battlefield
Can a Hidden unit in a battlefield be used in response to a Temporary token dying during the Beginning Step to maintain control of the battlefield?
Ruling: Yes, you can respond to the Temporary trigger by flipping your Hidden unit (such as Teemo) to keep control of the battlefield and score it. Sequence: - During Beginning Step, Temporary trigger activates - In response to the trigger, flip the Hidden unit - The Hidden unit enters play and maintains battlefield control Nuances: - Hidden units enter play exhausted when flipped
Can a Tideturner flipped from hidden change positions with a unit at the other battlefield, even if the unit does not have ganking?
Ruling: Yes, a Tideturner flipped from hidden can change positions with a unit at the other battlefield, even if that unit does not have ganking. Nuances: - Ganking only modifies standard moves - All other moves (like Tideturner's ability) are unrestrained by ganking restrictions and do whatever they say they do - Tideturner recently had an errata to explicitly choose a unit at another location, so that the restrictions of playing a card from hidden wouldn't apply to it
Can a Yasuo player unhide Zhonya's Hourglass from a battlefield to return it to their base, or is it stuck at the battlefield once hidden there?
Ruling: Gear cannot exist at battlefields, so when Zhonya's Hourglass is played/unhidden from a battlefield, it immediately gets recalled to base. You can play a card from hidden any time you can use a reaction, so you don't need a friendly unit to die to unhide Zhonya's. Sequence: - Unhide/play Zhonya's Hourglass from the battlefield (can be done any time you can use a reaction) - Zhonya's immediately returns to base (since gear cannot exist at battlefields) Nuances: - A friendly unit does not need to die for you to unhide and play Zhonya's Hourglass - The card can be unhidden whenever you can use a reaction, not just when its effect would trigger
Can a card like Wind Rider Yasuo score the 8th point and win by moving 3 times to reach 8+ points?
Ruling: Yes, Wind Rider Yasuo can score the 8th point and win by moving 3 times. Only conquering is restricted from scoring bonus points beyond 7. Nuances: - Ahri's effect triggers on holding (which happens when you gain the point), so her effect would give the second point after scoring from the battlefield first.
Can a card played from hidden at one battlefield target units or place tokens at a different battlefield?
Ruling: No. A card played from hidden at one battlefield must target units and place tokens only at that same battlefield, regardless of where the showdown occurs. Sequence: - If a card is hidden at battlefield A, it must be played at battlefield A - Any targets, token placements, or units played must be at battlefield A - This restriction applies even if the showdown is happening at battlefield B Nuances: - If you play a card from hand (not from hidden), it can target units at any battlefield - A card cannot be played from hidden if it has no valid targets at that battlefield under these restrictions
Can a card played from hidden using Fight or Flight target units at a different battlefield?
Ruling: A card played from hidden can only target units at the battlefield it was played from. Fight or Flight doesn't explicitly restrict targeting in a way that makes this impossible, so the normal hidden targeting restriction applies. Nuances: - Fight or Flight's lack of explicit targeting restriction means the default hidden play rules apply
Can a card with 'Spend my buff:' ability spend its own buff without other cards, and can it be used multiple times per turn?
Ruling: The card's ability itself spends the buff. The 'Spend my buff: effect' pattern is an activatable ability that can be activated as many times per turn as you can pay the cost. Sequence: - The ability follows the pattern 'cost: effect' where the cost is 'spend my buff' - It can be activated multiple times as long as you can pay the cost each time Nuances: - Can only be activated during your turn outside of a showdown and chain - Exception: If the effect has the 'action' or 'reaction' keyword, different timing rules apply
Can a card with Hidden be played for its normal cost from the facedown zone in the same turn it was hidden?
Ruling: No, a card with Hidden cannot be played from the facedown zone in the same turn it was hidden. Cards can only be played from your hand by default, and the Hidden ability only grants permission to play the facedown card beginning on the next turn. Sequence: - When you hide a card, it moves from your hand to the facedown zone at a battlefield - The card gains the ability to be played as a Reaction beginning on the next turn - Until then, you have no rule allowing you to play cards from the facedown zone Nuances: - You can still play the card from your hand for its normal cost before hiding it (instead of hiding it) - Once hidden, the card is no longer in your hand, so the default permission to play cards from hand no longer applies - The Hidden mechanic itself is the only thing granting permission to play facedown cards, and that permission only begins next turn
Can a card with Repeat (like Bellows Breath) be countered by Defy when the owner intends to repeat it, and does Defy stop the repeat effect?
Ruling: Yes, a card with Repeat can be countered by Defy even when being repeated, because Defy only cares about the base cost of the card. When Defy counters the spell, it stops the entire spell including the repeat effect. Nuances: - Repeat does not create a separate copy of the spell; it makes the single spell more impactful - Repeat functions similarly to kicker in this regard
Can a champion card in the champion unit slot be hidden directly to a controlled battleground during your turn, or does it need to return to hand first?
Ruling: A champion card in the champion unit slot can be hidden directly to a battleground you control during your turn without needing to return to hand first. Nuances: - This applies specifically to hiding during your own turn - You must control the battleground you are hiding the champion to
Can a defender assign all combat damage to a single attacking unit to avoid killing other attackers with death triggers, or must damage be distributed to kill all units once lethal is reached?
Ruling: Combat damage must be assigned to reach lethal on each unit before moving to the next unit. If the defender has enough power to kill multiple attackers, they must kill all of them and cannot concentrate all damage on one unit to avoid death triggers. Sequence: - Assign damage to the first attacking unit until it reaches lethal - Once lethal is reached on that unit, damage must be assigned to the next unit - Continue until all damage is assigned - The last unit can take excess damage beyond lethal Nuances: - Any unit before the last can only be dealt exactly lethal damage - The final unit in the damage assignment order can receive excess damage beyond what's needed to kill it
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