When playing Blitzcrank to an open battlefield and hooking an enemy unit, who is the attacker and who is the defender in the resulting showdown?
Ruling: When you play Blitzcrank to an open battlefield (using an ability like purple Miss Fortune) and hook an enemy unit, you are the attacker because your unit applied the Contested status to the battlefield first.
Sequence:
- You play Blitzcrank to the open battlefield
- The showdown is marked as pending
- Blitzcrank's hook ability resolves, pulling an enemy unit to the battlefield
- When the chain resolves, the showdown starts
- You are the attacker because Blitzcrank applied the Contested status first
Nuances:
- You need an ability like purple Miss Fortune to play a unit to an open battlefield in the first place
- If you play Blitzcrank to a battlefield you already control, the enemy unit causes the Contested status, making you the defender instead
When playing Bullet Time, does the player have to declare how much power they're paying and which units are being damaged before passing priority, or is that determined during resolution?
Ruling: Paying power for Bullet Time happens during resolution, not when the card is played. The player does not declare damage amounts or targets when passing priority after playing Bullet Time.
Sequence:
- Player plays Bullet Time
- Priority passes to opponent for reactions
- Priority passes back
- During resolution, the player pays X power and assigns damage
- No priority window exists between damage assignment and resolution
Nuances:
- This works the same way as Get Excited, where discarding a card happens during resolution, not when the card is played
- Cards that say "as an additional cost" would require declaring/paying before passing priority, but Bullet Time does not have this wording
When playing Called Shot with Vex, do you pay 1 mana with no recycle, or 0 mana with no recycle?
Ruling: You pay 0 mana for the spell when playing Called Shot with Vex. If you repeat the spell, you will pay chaos mana.
Sequence:
- First cast: Pay 0 mana (no recycle)
- If repeated: Pay chaos mana
When playing Cannon Barrage during Combat Showdown against multiple enemy units, how is damage assigned and resolved?
Ruling: Cannon Barrage resolves during Combat Showdown, dealing 2 damage to everything in combat. After the Showdown ends, units assign their might as damage in the Combat Damage step, and all damage is dealt simultaneously.
Sequence:
- Cannon Barrage resolves during Combat Showdown, dealing 2 damage to all units in combat
- Combat Showdown ends
- Move to Combat Damage step where units assign their might as damage
- All damage is dealt simultaneously
Nuances:
- You cannot React to units moving into a battlefield; Cannon Barrage must be played during Combat Showdown
- Damage from Cannon Barrage is marked on units before they assign combat damage
- When assigning combat damage, you only need to assign enough to destroy remaining enemy units
When playing Challenge and choosing a unit on a Dreaming Tree battlefield, do you draw a card and when does the draw happen?
Ruling: Yes, you draw a card. The Dreaming Tree trigger goes onto the chain immediately after the spell that targets finalizes, and you draw when that trigger resolves (before the spell itself resolves).
Sequence:
- Play Challenge (a spell that targets)
- Dreaming Tree triggers and goes onto the chain
- Chain state: Challenge > Dreaming Tree trigger
- Dreaming Tree trigger resolves (you draw a card)
- Challenge resolves
Nuances:
- Either player can react to the draw trigger before it resolves
- The draw trigger will always resolve before the spell that caused it resolves (it's higher on the chain)
When playing Challenge during a showdown, can you target units at any location or only at the current battlefield?
Ruling: You can target units at any location when playing Challenge. The only targeting limitations are those written on the card itself and the rule that cards played from hidden can only target cards at the same battlefield.
Nuances:
- Challenge can be played as an action during your enemy's turn and target any units, including units at bases
- The restriction to the current battlefield only applies when playing cards from hidden
When playing Charm in 4 player format, can you move one opponent's unit into another battlefield where another opponent's unit is occupying, causing a showdown? Also, what happens to hidden cards on a battlefield when a unit is moved away?
Ruling: Yes, you can use Charm to move one opponent's unit into another battlefield where another opponent's unit is occupying, causing a showdown. If a player no longer has a unit on a battlefield, any hidden card they have on that battlefield is discarded.
Sequence:
- Charm moves the opponent's unit to the new battlefield
- If another opponent has a unit there, a showdown is triggered
- If the moved unit was the player's only unit on the original battlefield, their hidden card on that battlefield is discarded
Nuances:
- Hidden cards are tied to having a unit presence on the battlefield - losing all units means losing the hidden card
When playing Charm, must you declare both the target unit and its destination when the card is played, or is the destination chosen upon resolution?
Ruling: All targets, including both the target unit and the destination, must be declared when Charm is first added to the chain.
Sequence:
- When playing Charm, declare the target enemy unit and the destination
- Opponents may respond with reactions
- Upon resolution, the unit moves to the declared destination
Nuances:
- If you use Fight or Flight as a reaction after Charm's destination is declared as base, and it moves the unit to base before Charm resolves, Charm will resolve but do nothing since the unit is already at the target destination
- You cannot use Fight or Flight to change where the Charmed unit ends up, since the destination was already declared when Charm was played
When playing Cruel Patron and paying its cost by killing a Recruit token, does this create a chain that can be reacted to? Can you kill the Recruit with a facedown Hidden Blade, draw 2 cards, and still play Cruel Patron? If the death triggers abilities like Deathknell, when do those resolve and can they target Cruel Patron?
Ruling: Killing the Recruit token is a cost, not an ability, so it doesn't use the chain and opponents cannot react to it. You cannot use Hidden Blade to kill the Recruit instead because costs are paid as part of playing the card. When a unit dies as a cost and triggers abilities like Deathknell, those triggers are added to the chain as pending, Cruel Patron resolves immediately (since permanents resolve immediately upon being added to the chain), and then the pending triggers are fully added to the chain afterward.
Sequence:
- Start playing Cruel Patron
- Pay the cost, which includes killing a unit
- Cruel Patron is added to the chain AND the death trigger condition is met
- The trigger is added to the chain as pending (since it occurs during playing another card)
- Cruel Patron resolves immediately
- The pending trigger is now fully added to the chain
Nuances:
- A hypothetical targeting Deathknell ability could target Cruel Patron because it resolves before the trigger is fully added to the chain
- You can only kill a unit at the battlefield as a cost if there's at least one more unit there keeping control of it
- The goal is for finalized items to never be on the chain above a permanent
When playing Deadbloom Predator to an occupied battlefield, can other units from your base enter the same combat?
Ruling: No, Deadbloom Predator goes into combat alone when played to an occupied battlefield. Other units cannot accompany it.
Nuances:
- Deadbloom Predator is being played, not moved, so the normal rules for moving units into combat don't apply
- It's similar to playing a unit to your base or controlled battlefield, but with the ability to be played into an enemy-controlled location
When playing Deadbloom Predator to trigger a combat showdown, can you wait to play Cleave after your opponent passes, or must you play it at a specific time?
Ruling: You must play Cleave when you have Focus during the combat showdown, or before moving Deadbloom in. If you play Deadbloom and don't play Cleave right away, then your opponent passes, you miss your window.
Sequence:
- Play Deadbloom Predator to an enemy battlefield (starts combat showdown)
- Initial Chain occurs (when I attack/when I defend triggers)
- You get Focus first and can play Cleave (an Action) to start a chain
- If you pass Focus without playing Cleave and opponent passes, you've missed the window
Nuances:
- You can also play Cleave before moving Deadbloom in as an alternative timing
When playing Discipline in response to an opponent's attack, do you draw the card immediately or only after it resolves?
Ruling: Discipline must resolve before you draw the card. The opponent has a chance to react and counter Discipline before it resolves.
Sequence:
- Play Discipline in response to the attack
- Opponent has a chance to respond (e.g., with a counter)
- If no response, Discipline resolves: the unit gains 2 might and you draw a card
- You can then use the drawn card if it's a Reaction or Action (in combat) on the same chain/combat
Nuances:
- You cannot draw and use the card before Discipline resolves
- After Discipline resolves, even though the chain/combat is still ongoing, you can use the newly drawn card if it's a valid card type (Reaction, or Action in combat)
When playing Get Excited, when do you choose and reveal what to discard, and what happens if it gets defied?
Ruling: You choose what to discard on resolution of Get Excited, not when you cast it. Your opponent will not know how much damage Get Excited will do before it resolves. If Get Excited gets defied, you do not have to discard.
Sequence:
- Cast Get Excited and select target
- If it resolves, choose what to discard at resolution
- If it gets defied, no discard occurs
Nuances:
- You must select the target when you cast the spell, but the discard choice happens later at resolution
When playing Guards!, do you have to decide whether to pay the recycle cost immediately when playing the card, or can you decide when it resolves (e.g., after the opponent has a chance to respond with Defy)?
Ruling: You decide whether to pay the "may" cost on resolution, not when playing the card. The opponent has a chance to respond before you make this decision.
Sequence:
- Place Guards! on the chain as pending
- Finalize the card (pay energy cost)
- Priority window opens (opponent can respond with cards like Defy)
- Guards! resolves
- You decide whether to pay the order cost to ready the soldier
Nuances:
- This differs from "may as an additional cost" effects (like Repeat), which are decided on finalization before opponents can respond
- If the opponent plays Defy in response, you don't get to choose whether to pay the order cost since the card doesn't resolve
When playing Gust in response to a chain of spells, can it target Ravenbloom Student before her ability triggers resolve to give her bonus might, and are spell targets locked when added to the chain?
Ruling: Targets are determined before putting a spell on the chain and cannot be changed. If you play Gust without letting any Ravenbloom Student triggers resolve, she will be at 2 might and can be targeted.
Sequence:
- When spells are played in response to each other, Ravenbloom Student's triggers go on the chain
- If Gust is played before any triggers resolve, Ravenbloom is still at base 2 might
- Targets for all spells are locked when they are added to the chain
Nuances:
- You can let individual triggers resolve strategically - if one spell resolves and triggers Ravenbloom (going to 3 might), then when the next spell resolves and triggers again, you can still respond with Gust while she's at 3 might before that second trigger resolves
- Ravenbloom triggers can be responded to since they go on the chain
When playing Hard Bargain with Repeat, when must you decide to pay the Repeat cost, and can you counter the same spell twice to make the opponent pay 4 energy?
Ruling: You must declare whether you intend to Repeat when you play Hard Bargain, as Repeat is an additional cost that must be paid when playing from hand. If you Repeat, the opponent must pay 4 energy total or have their spell countered.
Sequence:
- Declare if you are using Repeat when playing Hard Bargain from hand
- Pay the Repeat cost at that time (it is an additional cost)
- The spell goes on the chain once, even if Repeated
- Opponent must pay the total energy cost or have their spell(s) countered
Nuances:
- You cannot wait until later in the chain to decide whether to pay Repeat
- When Repeated, you can choose two separate spells to target if there are two different valid targets available
When playing Hidden Blade and targeting your own unit, if the opponent responds with Flurry of Blades to kill that unit before Hidden Blade resolves, how many cards do you draw (considering both Dreaming Tree's trigger and Hidden Blade's draw effect)?
Ruling: You draw 1 card from Dreaming Tree only. You do not draw the 2 cards from Hidden Blade because the targeted unit is no longer a valid target when Hidden Blade resolves.
Sequence:
- You play Hidden Blade and declare targets when finalizing the spell
- Dreaming Tree triggers and goes on the chain (Chain: Hidden Blade -> Tree Draw)
- Opponent can respond with Flurry of Blades (Chain: Hidden Blade -> Tree Draw -> Flurry of Blades)
- Chain resolves last-in-first-out: Flurry resolves first, killing the targeted unit
- Tree Draw resolves next, you draw 1 card and can see it
- Hidden Blade resolves last, but the target is no longer valid, so you don't draw 2 cards
Nuances:
- Targets are declared when you finalize the spell, not on resolution
- The Dreaming Tree trigger must resolve before you see the drawn card - opponent has priority to respond before you draw
- If the target becomes invalid on resolution, that's fine for the Tree trigger (you still drew), but Hidden Blade's draw effect doesn't happen
When playing Hidden Blade on a unit while controlling Wraith of Echoes and Viktor Innovator, do the triggered abilities enter the chain simultaneously (allowing you to choose their order), or do they trigger at different times (fixing their order)?
Ruling: Wraith of Echoes triggers first when the unit dies, then Viktor Innovator triggers after the spell is played. They do not trigger simultaneously, so you cannot choose their order - they are finalized onto the chain in the order they became pending.
Sequence:
- Hidden Blade resolves and kills the unit
- Wraith of Echoes ability triggers and is added as a pending chain item
- Hidden Blade is sent to trash and is now considered "played"
- Viktor Innovator ability triggers and is added as a pending chain item
- Hidden Blade finishes resolving
- Both abilities are finalized onto the chain in the order they became pending (Wraith first, then Viktor)
- Viktor resolves, then Wraith resolves
Nuances:
- If the spell killing the unit is damage-based (rather than a direct kill instruction), Viktor would trigger first because the unit doesn't die until cleanup step 2, but the damage-dealing spell would already be played and Viktor would have triggered before the death occurs
- The pending chain system means triggers that might have appeared simultaneous under old rules now have a defined order based on when they become pending
When playing Icathian Rain, when are targets selected - at activation or at resolution? Can the opponent react before targets are chosen?
Ruling: Targets are selected at activation when you play Icathian Rain, not at resolution. The opponent reacts after targets have already been chosen.
Sequence:
- Step 1: Play Icathian Rain and pay its cost
- Step 2: Select all 6 targets at activation
- Step 3: Opponent has opportunity to react
- Step 4: Card resolves with the previously selected targets
Nuances:
- If you target a unit with Deflect 1 six times, you must pay 6 additional Power at activation
- If a hidden unit is revealed in response after targets are selected, that unit cannot be affected because targets cannot be changed after selection
- The "Do this 6 times" wording is a shortcut for selecting 6 instances of damage allocation, all chosen at activation
When playing Imperial Decree with a 3 might unit attacking 3 units with 10 might each at a battlefield, can you choose to deal 1 damage to each unit to kill them all?
Ruling: No, you cannot deal 1 damage to each unit. Imperial Decree does not modify the concept of Lethal Damage, so you must still assign enough damage to kill a unit via normal means before assigning damage to another unit.
Sequence:
- Assign lethal damage (enough to kill) to the first defending unit
- Only after assigning lethal damage to the first unit can you assign damage to the next unit
- Continue until all damage is assigned
Nuances:
- Imperial Decree works best when attacking with low Might units, as only 1 damage is enough to kill even a 10 Might unit
- The effect works both ways (affects both players)
- Sending in units one at a time could be a good strategy when using Imperial Decree
When playing Jinx deck with 1 card in hand at Grove of the God-Willow, in what order do you draw cards from Jinx's Legend ability, Grove, and the regular turn draw?
Ruling: You draw cards in a specific sequence: first from Jinx's Legend ability, then from Grove of the God-Willow, and finally the regular draw for the turn. You cannot choose the order of these triggers.
Sequence:
- Jinx Legend ability draw (happens at the start of the Beginning Step)
- Grove of the God-Willow draw (happens during scoring)
- Regular turn draw
Nuances:
- Jinx's ability triggers at the start of the Beginning Step, which occurs before scoring, so it cannot be reordered with Grove's trigger
When playing Jinx, Demolitionist (which requires discarding 2 cards), if you discard Scrapheap as one of the cards, can you draw from Scrapheap's ability and then discard that drawn card as your second discard?
Ruling: The two discards from Jinx, Demolitionist happen simultaneously, not one after the other. You cannot use Scrapheap's triggered ability between the discards because triggered abilities resolve after the discards are complete.
Sequence:
- Both cards are discarded at the same time
- After discards complete, any triggered abilities (like Scrapheap's draw) resolve
Nuances:
- If you only have Scrapheap in hand when playing Jinx, you discard only the Scrapheap and still get the card draw from its ability afterward
When playing Monastery of Hirana after conquering with Sett Brawler, can you use the buff that Sett gains from his triggered ability to pay for Monastery's triggered ability, or do you need to have the buff before putting Monastery's ability on the chain?
Ruling: You can order the triggered abilities so that Sett's ability resolves first, gaining the buff, which you can then use to pay for Monastery's ability. The "spend a buff" requirement in Monastery is a cost within an instruction that is paid during resolution, not when the ability is placed on the chain.
Sequence:
- Both triggered abilities go on the chain as pending items when you conquer
- You order them so Sett's ability finalizes first
- Sett's ability resolves, granting the buff
- Monastery's ability then finalizes and resolves
- During Monastery's resolution, you pay the cost (spending the buff) and draw a card
Nuances:
- Costs within instructions use templating like "[do X] to [do Y]" where [do X] is the cost
- These costs are paid during resolution, unlike additional costs (which say "as an additional cost") or activation costs (formatted as "X: Y")
- For triggered abilities with costs within instructions, you can decline to pay the cost at resolution per rule 392.2, and the ability will be removed from the chain
- The buff is considered a cost but is not a target
When playing Mystic Reversal in reaction to a spell, do you take control of only the spell you're reacting to, or can you choose any spell currently on the chain?
Ruling: You can choose to take control of any spell currently on the chain, not just the spell you're reacting to.
Nuances:
- You can optionally let spells resolve first before playing Mystic Reversal in reaction to an earlier spell on the chain
When playing Mystic Reversal in response to an opponent's damage spell, can you choose to have it fizzle or choose no target?
Ruling: No, you cannot choose to have the spell fizzle or choose no target. You must choose legal targets if legal targets exist.
Nuances:
- If the spell says "up to" (like Singularity), then you can choose zero targets.
When playing Nocturne using his ability to play him for any power when looked at from deck, do you still have to pay the 1 Chaos Power cost?
Ruling: No, when you play Nocturne from your deck using his ability when looked at, you pay only one power of any color. If you play him from hand normally, you pay 1 Chaos Power and 4 Energy.
Nuances:
- The "any power" ability only applies when playing him from deck after looking at him
- Playing from hand uses his normal cost (1 Chaos Power and 4 Energy)
When playing Piercing Light with Repeat, if one target is removed via Flash, does the other target still die?
Ruling: When you play Piercing Light with Repeat, it is all one spell (not reflexive triggers like Flame Strike or Ignite Rage). You perform the spell's actions twice during resolution, choosing targets when you finalize the spell after paying the repeat cost. If one target is removed (e.g., via Flash), the other target still takes damage and dies.
Sequence:
- Pay the repeat cost and finalize the spell, choosing all targets for both executions
- Resolve the spell, performing its text twice
- Each execution deals damage to its chosen targets
- Targets that are still valid when their damage resolves will take that damage
Nuances:
- This does NOT work like Flame Strike or Ignite Rage (no reflexive triggers)
- Treat it as if the spell appended its text to itself
- If the repeated spell is countered by Defy, both executions are countered because it's one spell
When playing Portal Rescue targeting your own Vanguard Captain while Blue Viktor is in the opponent's base, do you get the Legion effect and how many recruits do you get?
Ruling: You do get the Legion effect because Vanguard Captain is pending during Portal Rescue's execution and only gets added to the chain during cleanup after Portal Rescue resolves, making it the second card played in the turn. You will end up with 4 recruits total: two from Viktor triggers and two from the Vanguard Captain trigger.
Sequence:
- Portal Rescue is played and begins resolving
- Vanguard Captain becomes pending during Portal Rescue's execution
- Portal Rescue finishes resolving
- During cleanup, Vanguard Captain is added to the chain as the second card played
- Viktor triggers twice (once for Portal Rescue, once for Vanguard Captain) creating 2 recruits
- Vanguard Captain's Legion effect triggers, creating 2 more recruits
Nuances:
- If Portal Rescue is countered, none of its instructions execute, so Vanguard Captain never leaves the board and you get no Viktor triggers
- Once Vanguard Captain enters the banish zone during Portal Rescue's resolution, it will be played without an additional window for interaction
- Only replacement effects or passive abilities can intercede instructions in a spell, not triggered abilities
When playing Promising Future while Brynhir's effect prevents the opponent from playing cards, what happens to the card chosen by Promising Future?
Ruling: This follows the "Do As Much As You Can" principle. The opponent chooses a card from Promising Future and it remains banished, since they cannot play it due to Brynhir's effect.
Sequence:
- Resolve Promising Future normally
- Opponent chooses a card to banish
- The card remains banished (the step where opponent would play the card is skipped)
- The card does not go to trash
Nuances:
- Brynhir does not override Promising Future; both effects apply
- All steps of Promising Future resolve except the opponent playing the banished card
When playing Promising Future with Lux as your Legend and revealing Final Spark while opponent reveals Mindsplitter, what is the correct order of resolution?
Ruling: When Promising Future resolves with Lux, both revealed cards are placed on the chain as pending during resolution, then Lux's legend trigger is added as pending. During cleanup, all pending items finalize in order (Mindsplitter, Final Spark with target declared, Lux trigger), then Mindsplitter skips reactions and instantly resolves adding its trigger to the chain.
Sequence:
- Play Promising Future (costs 5+ energy)
- Reactions can be made
- Promising Future begins resolving, each player looks at their cards
- Opponent places Mindsplitter on chain as pending, then you place Final Spark as pending
- Promising Future finishes resolving, Lux legend trigger added to chain as pending
- Cleanup happens: chain items finalize in order (Mindsplitter, Final Spark, Lux trigger). Final Spark target must be declared here
- Mindsplitter skips reaction stage and instantly resolves, adding its trigger to the chain
- Chain is now: Final Spark (already targeted), Lux trigger, Mindsplitter trigger
- Reactions may happen
- Mindsplitter trigger resolves
- Lux trigger resolves (draw from Promising Future)
- Final Spark resolves
- Lux trigger from Final Spark resolves (draw from Final Spark costing 5+)
Nuances:
- Final Spark also costs 5 or more, so it triggers an additional Lux draw when it resolves
- You do not draw from Promising Future before Mindsplitter resolves
When playing Rebuke, can the caster wait to see what hidden cards the opponent plays in response before choosing which card to target?
Ruling: No. The caster must declare the target when finalizing Rebuke to the chain, before the opponent can react. Once a target is chosen, it cannot be changed.
Sequence:
- The caster puts Rebuke on the chain and declares the target before paying costs
- After the entire finalization process is complete, the opponent can react with hidden cards or effects
- The caster cannot change the target based on what the opponent plays in response
Nuances:
- In Riftbound, cards don't need to explicitly say "target" or "choose" to be targeting effects - anything that chooses a game object fitting certain criteria counts as targeting
- Targets must be declared during the finalization process, before opponents have the opportunity to react
When playing Recruit the Vanguard with Lux as leader and Gemcraft Seer on board, do the 4 Vision triggers resolve before or after Lux's draw trigger?
Ruling: The 4 Vision triggers from the units will always resolve before Lux's draw trigger.
Sequence:
- Recruit the Vanguard spell puts unit tokens on the chain as pending
- Spell resolves, triggering Lux (now pending)
- Unit tokens finalize first (they were put on chain first) and immediately resolve
- Units trigger Vision 4 times (now pending)
- Lux's draw trigger finalizes
- After cleanup, the 4 Vision triggers finalize
- Chain resolves top to bottom: Vision, Vision, Vision, Vision, then Draw
- Priority passes occur between each resolution
Nuances:
- You cannot draw first - Vision triggers always happen before the draw in this scenario
- This is considered a very tricky scenario due to the timing of when triggers are put on the chain versus when they finalize
When playing Red Darius and then using Challenge or Sky Splitter, does Darius have 7 or 5 might for the spell effect, and does Sky Splitter cost 1 or 3 energy?
Ruling: The spell must resolve first, then Darius will trigger. In both cases, Darius will be 5 might when his ability triggers.
Sequence:
- Play Darius
- Cast Challenge or Sky Splitter
- The spell resolves completely
- Darius's ability triggers after spell resolution
- Darius has 5 might at the time his ability triggers
Nuances:
- For Sky Splitter, the energy cost is determined before Darius's ability triggers, so it would cost based on Darius being 5 might
When playing Reinforce and finding both Blitzcrank and Nocturne, does Nocturne get played before Blitzcrank pulls an enemy, resulting in Nocturne participating in the combat triggered by Blitzcrank's pull?
Ruling: Yes, Nocturne is played and resolves to the battlefield before Blitzcrank's pull ability triggers, so Nocturne participates in the combat initiated by Blitzcrank's pull.
Sequence:
- Reinforce reveals cards and sees Nocturne, who is banished and played to the chain as a pending item
- Choose Blitzcrank from the remaining cards and play him to the chain as a pending item
- Recycle remaining cards and Reinforce resolves
- Finalize Nocturne first (oldest item on chain) - he resolves to the chosen battlefield
- Finalize Blitzcrank next - he resolves to the battlefield, triggering his When You Play Me ability
- Blitzcrank's WYPM goes on the chain and resolves, pulling the enemy unit to the battlefield
- Combat occurs with Nocturne, Blitzcrank, and any other units already there versus the pulled enemy
Nuances:
- The chain is a public zone, so cards added to it are face up and visible to all players
- Nocturne uses cost replacement (Universal Power instead of base cost) while Blitzcrank uses cost reduction
- Players have a chance to play reactions after Blitzcrank's WYPM is finalized but before it resolves
When playing Reinforce and revealing three Nocturnes and a Tasty Faefolk among the five cards, what is the correct order of resolution?
Ruling: The Nocturnes are banished and placed on the chain as pending first (before choosing which other card to play), then you choose to banish and play the Faefolk pending, recycle the last card, and finally finalize them in the order they were added to the chain (Nocturnes first, then Faefolk). Units resolve immediately after finalizing.
Sequence:
- Nocturnes are revealed/looked at and automatically banished, placed on the chain as pending
- Choose among remaining cards to banish and play pending (Tasty Faefolk)
- Recycle the last card
- Finalize pending items in the order they were added to the chain (Nocturnes first, then Faefolk)
- Each unit resolves immediately after it finalizes
Nuances:
- You pay the chaos cost for Nocturnes when finalizing them, not when initially placing them on the chain during Reinforce's resolution
- The phrase "play me for [cost]" means the cost is paid during finalization, not when putting the card on the chain
When playing Ride the Wind during an opponent's attack to move a unit to another occupied battlefield, what happens with combat timing and attacker designation?
Ruling: The new showdown is put in pending status, and the original combat resolves first. Since you are contesting the new battlefield, you are designated as the attacker in that showdown.
Sequence:
- Original combat (where opponent attacked you) resolves completely first
- New showdown (at the battlefield your unit moved to) is placed in pending
- In the new showdown, you become the attacker because you are the one contesting
When playing Ride the Wind, do you have to announce which unit and which battlefield location you intend to move it to when adding the card to the chain?
Ruling: Yes, you must announce both the unit and the battlefield location when finalizing Ride the Wind, and these choices are locked in once made.
Sequence:
- Declare the unit to be moved
- Declare the battlefield location destination
- These choices are finalized and locked when Ride the Wind is added to the chain
When playing Ride the Wind, do you have to declare the destination where the unit will move when playing the card, or only on resolution?
Ruling: You must declare the destination for the move when playing the card (when choosing targets), not on resolution.
Sequence:
- When playing Ride the Wind, select the unit to target
- At the same time, declare the destination where that unit will move
- On resolution, the move happens to the declared destination
Nuances:
- This rule changed in version 1.1, so older information may be incorrect
- The destination declaration happens during the target selection step when playing the card, before passing priority
When playing Sabotage, do you reveal the opponent's hand and choose a card before or after reactions can be played?
Ruling: When you play Sabotage, you choose the opponent when playing it, then reactions can be played. Once Sabotage begins to resolve, you reveal their hand, choose a card, and recycle it all as one action. Countering the spell prevents the reveal from ever occurring.
Sequence:
- Play Sabotage and choose opponent
- Reactions can be played
- Once Sabotage resolves: reveal hand, choose card, and recycle (all in one action)
Nuances:
- You cannot react in the middle of resolution of a card
- Cards in hand are never targets as they are not public information
When playing Sett Brawler with Volibear's Legend ability, does Sett get his buff and become Mighty before triggering Volibear's ability?
Ruling: Sett does not become Mighty in time to trigger Volibear's Legend ability. Volibear triggers when you play a unit that is already Mighty at the moment of play, not after the unit resolves its own "When Played" effect.
Nuances:
- Playing Sett next to Yellow Darius would work because Darius makes Sett Mighty as soon as he is played
- Playing Sett directly to Trifarian War Camp would also work for the same reason
When playing Showstopper on Sett, can you immediately spend the buff given before Sett moves to the battleground?
Ruling: No, you cannot immediately spend the buff from Showstopper before Sett moves to the battleground. Sett's ability is base speed, and once Sett moves to the battlefield the game is in showdown state.
Sequence:
- Showstopper gives the buff
- Sett moves to the battlefield
- Game enters showdown state
- Sett's base speed ability cannot be used during showdown
Nuances:
- Everything in the game is base speed unless it specifically says Action or Reaction
When playing Snapvine and recycling a rune with Sivir's Legends ability, in what order do Snapvine's play trigger and Sivir's recycling trigger go on the chain?
Ruling: Sivir's trigger goes on the chain first, then Snapvine's when-you-play-me trigger. They finalize in that order (Sivir first, then Snapvine), but resolve in reverse order (Snapvine resolves first, then Sivir).
Sequence:
- You finalize Snapvine, paying costs including recycling the rune
- Sivir's trigger becomes pending during Snapvine's finalization
- Snapvine resolves and enters play
- Snapvine's when-you-play-me trigger becomes pending
- Chain order is: Sivir trigger > Snapvine WYPM
- Finalize in order, resolve in reverse
Nuances:
- If you want Sivir's trigger to resolve first (to ready her before Snapvine's effect), you can pre-float the power by recycling the rune and tapping Sivir before playing Snapvine, letting Sivir's trigger fully resolve first
When playing Sprite Mother, can the opponent react to the sprite token it creates, and when can you react to cards being played?
Ruling: Playing Sprite Mother cannot be reacted to, but her "When you play me" triggered ability goes on the chain and can be responded to with reactions. This applies to all "When you play me" effects.
Sequence:
- Sprite Mother is played (cannot be reacted to)
- The "When you play me" trigger enters the chain
- Opponents can now respond to the triggered ability
Nuances:
- All triggered abilities (including "When you play me" effects) enter the chain and can be responded to
When playing Stack the Deck (1 cost purple spell), do you reveal the card you add to your hand to your opponent?
Ruling: You do not reveal the card you add to your hand unless the card text specifically states you must reveal it.
Nuances:
- In TCGs generally, you reveal cards moved from hidden zones only when your choice is restricted (to prove you're following restrictions)
- When you can choose any card, there's no need to reveal unless the card explicitly says to
When playing Stacked Deck in response to a chain, do you get to draw and use the drawn card in the same chain?
Ruling: Stacked Deck is an Action, so it cannot be played during a chain resolution. However, if you use a Reaction speed draw spell (like Consult the Past), you can draw and play the drawn card in the same chain if it's Reaction speed.
Sequence:
- After you put a spell or ability on the chain, you get priority and can play another Reaction or pass
- If you pass, your opponent gets priority and can play something or pass
- When both players pass in sequence without doing anything, the top item on the chain resolves (not the whole chain)
- Then the controller of the next top item gets priority and the process repeats
- Things can be added to the chain at any point during this process
Nuances:
- Chains in Riftbound work like the Magic stack, not like Yu-Gi-Oh! chains
- The chain resolves one item at a time from top to bottom, with priority passing after each resolution
- Effects don't resolve immediately when played; they wait until priority is passed twice and everything above them has resolved
When playing Stormbringer after Darius, does Stormbringer use Darius's base Might of 5 or his resolved Might of 7?
Ruling: Stormbringer uses Darius's base Might of 5. A card is not considered resolved/played until its text is fully performed and it is in the trash.
Sequence:
- Darius is played (Might 5, with text that would make him Might 7 when resolved)
- Stormbringer is played while Darius is still resolving
- Stormbringer checks Darius's current Might, which is still 5
- Stormbringer resolves using Might 5
When playing Sun Disc (exhausting it for Legion effect) then playing Noxus Saboteur ready and moving it to a Battle Field, what is the last opportunity for the opponent to react with a Hidden?
Ruling: The last opportunity to react before a showdown is when Sun Disc's ability is activated. Playing a permanent with no trigger on play and moving a unit do not create reactable chains, so the opponent never gets priority to react after Sun Disc is exhausted.
Sequence:
- Sun Disc is played and exhausted (activating its Legion ability)
- Opponent can react to Sun Disc's ability trigger
- Noxus Saboteur is played ready (no trigger, no reaction window)
- Noxus Saboteur moves to Battle Field (no reaction window)
- Showdown occurs
Nuances:
- You cannot react to an enemy unit being played unless it has an ability trigger
- Triggers that occur as a result of cards being played or moved (like "when you move here" battlefield effects) could give the opponent an opportunity to react, but these would trigger after the move and be too late to play a Hidden before the showdown
- Only triggers that occur when the unit is played would create a reaction window before movement
When playing Switcheroo while Darius is in combat at a battlefield, does Darius get +2 might before or after switching sides?
Ruling: Switcheroo resolves before Darius triggers. Your opponent gets Darius at his original 7 might, then Darius gets +2 might and readies under your opponent's control.
Sequence:
- Switcheroo is played and resolves, switching Darius to your opponent's side
- After Switcheroo resolves, Darius's ability triggers, giving him +2 might and readying him
- Your opponent ends up with a readied Darius at 9 might
When playing Teemo (Scout) from Hidden with Ember Monk on the battlefield, can you order the triggers so that Convergent Mutation copies Ember Monk's +2 Might before Teemo gets his own +3 Might, resulting in a 9 Might Teemo?
Ruling: Yes, you can achieve a 9 Might Teemo by choosing the order of simultaneous triggers and using Convergent Mutation between their resolutions.
Sequence:
- Play Teemo from the facedown (Hidden) zone - this resolves immediately
- Ember Monk's trigger and Teemo's "When you play me" trigger happen at the same time, so you choose the order
- Put Teemo's trigger on the chain first, then Ember Monk's trigger on top
- Monk's trigger resolves, giving Ember Monk +2 Might (now 6 Might)
- You get priority back before Teemo's trigger resolves
- Play Convergent Mutation targeting Teemo and Ember Monk
- Convergent Mutation resolves, increasing Teemo's Might to 6 (matching Ember Monk)
- Teemo's "When you play me" trigger resolves, giving Teemo +3 Might (now 9 Might total)
Nuances:
- When triggers happen at the same time, you can select the order they go on the chain
- Playing a card from Hidden resolves immediately as a permanent before triggers go on the chain
- You receive priority back as the owner of the next effect on the chain, allowing you to play Convergent Mutation between trigger resolutions
When playing Teemo, can you hide a Teemo unit directly from your champion zone, or do you need to first pay 1 energy to put it into your hand?
Ruling: You cannot hide a unit directly from your champion zone. You must first pay 1 energy to put the champion into your hand, then hide it from hand.
Nuances:
- The Hidden keyword does not specify "from hand," but the Hide action itself requires the unit to be in hand
- Teemo's legend ability that lets you put your champion into hand exists specifically to enable this hiding strategy