When remedying missed draws, do 'when you draw' triggers activate? When remedying missed points, can this happen after the next player has taken actions?
Ruling: When remedying missed draws, 'when you draw' triggers do activate. For missed points from battlefields, they can be remedied if no more than a full round cycle has passed, but points from acknowledged triggers that weren't marked cannot be remedied later.
Sequence:
- If missed draws are caught within a full round cycle, the player draws the missing cards
- Any 'when you draw' triggers activate when the missed draws are remedied
- If missed battlefield scoring is caught within a full round cycle, increment the score
- After a full round cycle passes, missed points are forfeit
Nuances:
- This only applies to scoring from battlefields
- If a trigger that gives a point is acknowledged but the score isn't updated, you are not entitled to that point later
- A full round cycle means each player has had their turn once
When resolving Sabotage, must you choose a non-unit card from the opponent's hand if one is present, or can you decline to choose?
Ruling: If the opponent has a non-unit card in their hand, you must choose one. The effect is not optional once resolving.
Nuances:
- You cannot decline to choose a card just to gain information about their hand if a valid target exists
When revealing Here to Help from Hidden, does the opponent learn which unit will be played from hand before they can play a reaction, or is the unit chosen on resolution?
Ruling: The unit is chosen on resolution. The opponent does not get to know what unit will be played before deciding whether to react to Here to Help.
Nuances:
- The opponent does not get a reaction window after learning what the unit is but before it is played
When revealing a unit from hidden (like Teemo Strategist), does it open up a chain that can be reacted to before the unit resolves?
Ruling: Units played from hidden do enter the chain but immediately resolve without passing priority to opponents. Opponents cannot react to the unit itself being played, but can react to any triggered abilities the unit creates when it enters play.
Sequence:
- Unit enters the chain as a pending item
- Unit immediately leaves the chain and becomes a game object (resolves)
- Priority does not pass after the unit resolves
- If the unit has a triggered ability (like Teemo), that ability goes on the chain and passes priority for opponents to react
Nuances:
- Units without triggered abilities give no opportunity for opponent interaction
- You need priority to react, which requires reaching the Execute step, but this is skipped for units
- Only triggered or activated abilities from the unit will pass priority to opponents
When scoring the final point by conquering both battlefields in the same turn, do you need to maintain control of both battlefields after conquering them?
Ruling: No, you do not need to maintain control of battlefields after conquering them to score the final point. As soon as you score the point by conquering both battlefields in the same turn, you win and the game ends immediately.
Nuances:
- The rules specify "conquer" not "control", so maintaining unit presence is not required
- The game ends immediately upon scoring the winning point, making subsequent control irrelevant
When seeing a Nocturne with no runes tapped, can you float a rune mid-resolution and recycle it to pay Nocturne's cost instead of losing Energy?
Ruling: Yes, you can float a rune when paying for Nocturne and recycle it to pay his cost. You are not obligated to lose Energy.
Sequence:
- Float a rune mid-resolution when paying for Nocturne
- Recycle that floated rune to pay Nocturne's cost
Nuances:
- This interaction was confirmed by official Riot sources ("red text")
- Floating mid-resolution is allowed as long as you have a cost to pay
When spending a buff as a cost, do you target a unit, and if so, is an unbuffed unit an illegal target?
Ruling: Costs are not targeted. When spending a buff as a cost, you do not target a unit.
Nuances:
- If you try to buff a unit that already has a buff, you do target them, but you won't be able to buff them for the purposes of effects like "when you buff a unit" (unless they have special exceptions like Lee Sin, Ascetic)
When summoning Riptide (with a When You Play Me effect that targets), can an opponent respond with Gust to bounce the targeted unit, and does this save the unit from Riptide's damage?
Ruling: Yes, the opponent can respond to Riptide's When You Play Me ability with Gust. If Gust resolves first and bounces the targeted unit to hand, Riptide's ability will resolve but cannot find the target anymore, so no damage is inflicted.
Sequence:
- Riptide is summoned and its WYPM effect is added to the chain with target declared
- Opponent gets priority and can respond with Gust targeting the unit
- If both players pass, Gust resolves and moves the unit to hand
- Players get priority again and pass
- Riptide's ability resolves but cannot find the target, so no damage is dealt
Nuances:
- You cannot play a reaction card in response to a unit being played itself (just the permanent entering play)
- You can react to abilities of the unit, including When You Play Me effects
When surviving attacking units are recalled to base after a showdown they don't win, do they return ready or exhausted?
Ruling: Units that survive a showdown but don't win are recalled to base in the same state they were in before being recalled. Units that exhausted to move will return exhausted.
Nuances:
- The exhausted state doesn't change unless the game specifically tells it to change
- This applies generally to card states, not just in the showdown recall scenario
When the chain is resolving in Riftbound, can players play reactions between each spell resolution, or does the entire chain resolve at once?
Ruling: After both players pass priority, each chain item resolves one at a time. Before each chain item resolves, there is another round of priority where players can add reactions, starting with the owner of the next chain item to resolve.
Sequence:
- Both players pass priority on the current top chain item
- Top chain item resolves
- Priority opens again for reactions to the next chain item (starting with its owner)
- Both players must pass priority again
- Next chain item resolves
- Process repeats until chain is empty
- Once the whole chain finishes, Focus passes automatically
Nuances:
- A player does not have to pass priority after playing a card to the chain - they can play multiple cards in succession before passing
- Cards only resolve after both players pass priority, so effects like drawing cards happen only after resolution (players sometimes jump the gun on their draws before cards actually resolve)
When the loser decides whether to go first or second, is it before or after they see battlefields?
Ruling: The loser chooses turn order after battlefields are revealed.
Sequence:
- Reveal legend
- Reveal chosen champion
- Choose and reveal battlefields
- Choose turn order
- Draw opening hands
- Mulligan
Nuances:
- This sequence applies to every game of Riftbound, including after a round loss in best of 3
- Battlefields can be kept unrevealed until both players have chosen so neither gets an advantage during selection
- The battlefield zone is a public zone, so battlefields are placed face up when put there (this is when they are revealed)
When there are 2 tanks on board defending, who chooses which tank takes damage first?
Ruling: The opponent (the attacking player) chooses which tank unit takes damage first when there are multiple tanks defending.
When there are both attack triggers and defend triggers, who gets priority first?
Ruling: The controller of the last link added to the chain gets priority first. When there are both attack and defend triggers, the defender gets priority first because defend triggers are added to the chain after attack triggers.
Sequence:
- Attack triggers are added to the chain first
- Defend triggers are added to the chain second
- The defender (who controls the last chain link) receives priority first
Nuances:
- If there are no attacker triggers, the defender has first priority
- This ruling is based on rule 312.2.c, which gives priority to the controller of the last item on the chain
- Priority and being the active player are the same designation
When time is called and Time Warp is activated during the 5 additional turns, does Time Warp consume one of those 5 turns or do players still get their full allocation of turns?
Ruling: Time Warp consumes one of the five additional turns. The total number of turns after time is called remains five, regardless of who takes them or whether Time Warp is activated.
Sequence:
- When time is called, the current turn finishes
- Five additional turns are played total
- If Time Warp is activated during these turns, it uses up one of the five turns
- The game ends after exactly five total turns
Nuances:
- If Time Warp is activated on the fifth turn, no additional turn is granted - the game stops at five turns total
When time is called during a Riftbound match, when do you play 5 additional rounds and how are winners determined?
Ruling: When time is called during a game, you always play 5 additional rounds (unless time is called between games). After those 5 rounds, the player with more points wins that game. The match winner is determined by who has more game wins.
Sequence:
- When time is called during a game, play 5 additional rounds
- After the 5 additional rounds end, compare points
- The player with more points wins that game
- The player with more game wins takes the match
- If game wins are tied after the timed game, the match result depends on the final game outcome
Nuances:
- If time is called between games (not during a game), the 5 additional rounds are not played
- If a player is attempting to concentrate a breakthrough when time is called, it does not count unless completed
- If points are tied after the 5 additional rounds, the game is drawn
- These are the recommended default rules unless an event specifies different end-of-time procedures
When time is called during a match, how is the winner determined if players are tied 1-1 in games?
Ruling: When time is called, play 5 additional turns. Whoever has more points at the end of those turns wins the current game. Then determine the match winner based on total game wins. If the current game ends in a tie (equal points), and the match score was 1-1, the overall match result is a draw.
Sequence:
- Time is called during a game
- Complete the current turn, then play 5 additional turns
- Determine who wins the current game based on points (more points = win that game; equal points = draw that game)
- Determine match result based on total game wins across all games
Nuances:
- Having won game 1 does not automatically win you the match if time is called during game 2 - the current game must still be resolved based on points
- If you're 1-0 and time runs out in game 2, and your opponent has more points after 5 turns, they win game 2, making the match 1-1 (a draw)
- If you're 1-1 going into game 3 and have equal points when time expires, the match is a draw
When tokens are killed (recruits, sprites, etc), are they sent to trash pile?
Ruling: Tokens do go to the trash pile when killed, but then they immediately cease to exist.
Nuances:
- This matters for cards like Wraith of Echoes and Viktor, Leader, which will trigger when unit tokens hit the trash
- Viktor, Leader triggers for unit tokens as long as they aren't recruits
- Tokens aren't cards, which is relevant for some game effects
When triggers occur simultaneously for both players, in what order are they placed on the chain?
Ruling: Simultaneous triggers are placed on the chain with the active player's triggers first, then following turn order.
Sequence:
- Active player's triggers go on the chain first
- Other players' triggers follow in turn order
When two Akshans are played to steal gear from each other and then both die, who controls the gear?
Ruling: Controller is decided in the first layer using dependencies and timestamps. When control-change effects stop applying due to their sources leaving play, the gear returns to its original controller if no other control effects remain active.
Sequence:
- Player A plays Akshan, creating a "change controller to Player A" effect on Player B's gear
- Player B plays Akshan, creating a "change controller to Player B" effect that depends on and overrides Player A's effect due to timestamp order
- If Player A's Akshan dies first, their control effect stops applying, but Player B's effect continues, so Player B controls the gear
- If Player B's Akshan then dies, their control effect stops applying
- With no control-change effects remaining, the gear returns to its original controller (Player B)
Nuances:
- Control-change effects don't "take back" gear when they stop; they simply stop applying
- When multiple control effects apply to the same object, they are applied in timestamp order, with later effects overriding earlier ones
- The gear doesn't "bounce" between controllers when effects end; it simply resolves to whoever controls it after recalculating remaining effects
- Layers are recalculated when an Akshan dies
When two Auroras resolve (one playing a DeadBloom into battlefield, another playing a dragon), does the dragon's +8 effect resolve before or after the battle/showdown starts?
Ruling: The dragon's +8 effect resolves before the showdown starts. A showdown cannot start while there is an active chain - all triggers must be added to the chain and resolve before the showdown can begin.
Sequence:
- First Aurora resolves, playing DeadBloom into battlefield
- Second Aurora resolves, playing dragon
- Dragon's +8 trigger is added to the chain
- All triggers on the chain resolve
- Only after the chain is empty (open state) can the showdown start
Nuances:
- During cleanup, the game checks if things need to be put on the chain first, then later checks if the state is open and showdown/combat can start
- The order matters: if the dragon came out first, its trigger would go on the chain last and resolve before the second Aurora
When two Dazzling Aurora triggers resolve, one revealing Deadbloom Predator and another revealing Whiteflame, what is the correct order of resolution? Can Whiteflame buff Deadbloom before the showdown?
Ruling: You must fully resolve each Aurora trigger before moving to the next one. The first Aurora reveals and plays Deadbloom (staging a showdown), then the second Aurora reveals and plays Whiteflame to your base (since combat is staged, you cannot play it to battlefield). Whiteflame's "When I'm played" ability can target and buff Deadbloom before the showdown begins.
Sequence:
- Both Aurora triggers go on the chain at end of turn
- First Aurora resolves: reveal Deadbloom, play it to battlefield (this stages a showdown)
- Second Aurora resolves: reveal Whiteflame, play it to your base (cannot play to battlefield since combat is staged)
- Whiteflame's "When I'm played" ability goes on the chain, can target Deadbloom
- Whiteflame's ability resolves, buffing Deadbloom
- Showdown begins with buffed Deadbloom
Nuances:
- You cannot see what the second Aurora will reveal before deciding where to play the first unit
- Units revealed by separate Aurora triggers enter at different times, so their "When I'm played" abilities don't go on the chain simultaneously
- The second unit's "When I'm played" ability resolves before the first unit's would (if it had one), due to chain ordering
- Triggers cannot "miss timing" in Riftbound
When two Dazzling Aurora triggers resolve, what is the correct sequence for playing units and resolving their When You Play Me (WYPM) triggers, and can a showdown start while there is still a chain?
Ruling: A showdown cannot start while the game state is closed (i.e., there is a chain). The first Aurora resolves completely, then the second Aurora resolves along with any WYPM triggers from the second unit, then once the state opens, the showdown stages and begins.
Sequence:
- First Aurora trigger resolves: first unit (Deadbloom) is revealed and played
- Second Aurora trigger resolves: second unit (Whiteflame) is revealed and played
- Whiteflame's WYPM trigger goes on the chain above the remaining effects and resolves (can target Deadbloom)
- Once all chain effects resolve and the state opens, the showdown stages
- Showdown begins
Nuances:
- You cannot selectively delay a WYPM trigger - it happens immediately when the unit enters play
- If Whiteflame is played first from Aurora, its WYPM trigger goes on the chain above the second Aurora trigger and resolves before the second Aurora reveals its unit
- The WYPM trigger from the first unit played cannot target a unit from the second Aurora that hasn't been played yet
When two Dazzling Auroras are in play and the first triggers to play a Deadbloom Predator to an occupied battlefield, does the second Aurora trigger resolve before the showdown combat begins?
Ruling: The second Aurora trigger must resolve before combat can begin. All triggers on the chain must resolve during cleanup before a showdown combat can start.
Sequence:
- First Aurora trigger resolves, putting Deadbloom Predator on the chain
- Second Aurora trigger is still on the chain, preventing combat from starting
- Second Aurora trigger resolves (e.g., hitting another card like Snapvine)
- Any new triggers from that card (like Snapvine's WYPM) are added to the chain and must resolve
- Only after the chain is completely empty during cleanup will combat begin
Nuances:
- If the second Aurora hits another Deadbloom Predator, both can be played to the same battlefield and attack together (they don't enter simultaneously but combat doesn't start until the chain is empty)
- Combat cannot begin while any triggers are pending on the chain
When two Dazzling Auroras are on the stack and the first plays a Snapvine (which kills an opponent's unit), does the second Aurora's unit get placed before or after the Snapvine ability resolves?
Ruling: You must fully resolve the first Aurora (including playing its unit and resolving any triggered abilities like Snapvine) before the second Aurora begins resolving. The second Aurora's unit is placed after the Snapvine ability has already killed the opponent's unit.
Sequence:
- Both Auroras are on the stack
- First Aurora resolves, plays Snapvine
- Snapvine ability is added to the stack on top of the second Aurora
- Snapvine ability resolves, kills the opponent's unit at the battlefield
- Second Aurora resolves, plays Deadbloom Predator (which must go to home since battlefield is now empty)
Nuances:
- Banishment is only a temporary holding place during Aurora resolution in case a unit can't be played (e.g., due to unpayable mandatory costs)
- You cannot banish both units first and then decide placement order
- You must place the first Aurora's unit without knowing what the second Aurora will reveal
- Showdown does not start until all Auroras fully resolve, so you can strategically place units (e.g., Deadbloom at battlefield hoping for another Deadbloom, or Whiteflame at base to buff a Deadbloom)
When two showdowns are triggered in sequence (one from moving a unit to a battlefield, then another from Zenith Blade moving a unit away), which battlefield is scored first?
Ruling: When Zenith Blade creates a new showdown while another showdown is already in progress, the original showdown resolves completely before the new one begins. The battlefield where the first showdown was triggered scores first.
Sequence:
- Player 1 moves unit to BF B, opening a showdown there
- Player 2 plays Zenith Blade, moving their unit from BF B to BF A (creating a pending combat)
- The showdown at BF B resolves first
- Then the showdown at BF A resolves
Nuances:
- To score an 8th point by conquering, a player must have scored (held or conquered) all battlefields that turn
- A player still controls a battlefield while it's being contested
- Control status doesn't matter for winning; only whether you've scored all battlefields matters
When units are removed during the Resolution step, does a unit with lethal damage survive if it would be healed after other units die?
Ruling: Units with lethal damage die first at one specific point in time, then remaining units heal. A unit that would drop to lethal damage after another unit dies will survive if it heals during the cleanup.
Sequence:
- Units with lethal damage die
- Remaining units heal during cleanup
Nuances:
- The FAQ confirms this timing is intentional (RAW matches RAI)
When units move to a battlefield with Ahri (who debuffs attacking units), can the attacker play Giant Strength after the defender passes priority on the defend triggers but before combat resolves?
Ruling: Yes, the attacker can play Giant Strength after defend triggers resolve but before combat. When units move to the battlefield, attack/defend triggers (including Ahri's debuff) go on the chain first, then the attacker gets focus to play actions before combat resolves.
Sequence:
- Move units to battlefield
- Attack/defend triggers of the turn player (attacker)
- Attack/defend triggers of the next turn player (defender, including Ahri's debuff)
- Focus to attacker (can play Giant Strength here)
- Pass priority to defender
- Resolve combat
Nuances:
- Ahri's debuff is fixed at the time her trigger resolves in the initial chain, so if tokens are 1/1 when her trigger resolves, the debuff is calculated as 0 for that combat
- After Ahri's trigger resolves, the attacker can still buff their units with actions like Giant Strength before combat actually resolves
- Simply asking if the defender wants to move units back from the battlefield is not passing your action - it's just passing priority on chain triggers
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.
Nuances:
- When moving to an empty battlefield, no combat happens at all
- Combat only occurs when moving to an occupied battlefield
- When combat does occur, it consists of the showdown step, combat damage step, and combat resolution step
When using Baited Hook to kill Watchful Sentry (which has a deathknell), what is the order of resolution for the deathknell trigger, the card played from Baited Hook, and Karma's trigger?
Ruling: When Baited Hook kills Watchful Sentry, all pending triggers finalize in the order they went on the chain: deathknell finalizes first, then the unit played with Baited Hook finalizes and resolves immediately, then Karma's trigger finalizes last (and can choose the unit played with Hook).
Sequence:
- Baited Hook ability goes on the chain targeting Sentry
- Baited Hook resolves: controller kills Sentry (deathknell pending), looks at 5 cards, banishes and plays one (that card pending), recycles the rest (Karma trigger pending)
- All pending items finalize in chain order: deathknell first, then the played unit (which resolves immediately, with any WYPM pending), then Karma trigger
- After cleanup, if there's a WYPM it finalizes
- Players get priority between each item resolving on the chain
Nuances:
- Karma can choose the unit played with Baited Hook since it finalizes after that unit
- If the played unit has a WYPM (When You Play Me), it becomes pending on the chain and finalizes after another cleanup step
When using Baited Hook to kill a unit, what might values are eligible for the unit you can play from your hand?
Ruling: When you use Baited Hook to kill a unit, you can play a unit with might up to one more than the killed unit's might. For example, if you kill a 5 might unit, you can play any unit with 6 or less might.
Nuances:
- The card text is straightforward - "up to one more" means the killed unit's might value OR less, plus one additional might value above it
When using Baited Hook to look at the top 5 cards and choose one to play, can you reveal an Undertitan to get the +2 energy?
Ruling: No, Baited Hook does not trigger Undertitan's reveal ability. Reveal is a specific limited game action that only occurs when an effect explicitly uses the word "reveal" - you cannot reveal cards from a secret zone like your deck without permission from an effect.
Nuances:
- Cards only count as revealing if they explicitly say "Reveal X cards" in their text
- Looking at cards is different from revealing them
When using Bellows Breath with Repeat, can you target a separate battlefield/location for the repeated effect?
Ruling: Yes, when you pay the Repeat cost for Bellows Breath, you can target a different battlefield for each instance of the effect. The two sets of damage are chosen separately.
Sequence:
- First instance: Deal 1 to up to three units at the same battlefield
- Second instance: Deal 1 to up to three units at the same battlefield (can be a different battlefield than the first)
Nuances:
- Bellows Breath can target units at a base (bases count as valid locations)
- Each instance of the effect requires all targets within that instance to be at the same battlefield, but the two instances can target different battlefields
When using Charm to move an enemy to my backfield, who is considered the attacker?
Ruling: When you use Charm to move an enemy to your backfield, that enemy is considered the attacker.
When using Charm to move an enemy unit to a battlefield you control, who is the attacker, who gains focus first, does Assault trigger, and who gains a conquest point if the charmed unit wins?
Ruling: When you use Charm to move an enemy unit to your battlefield, your opponent is the attacker (the player whose unit applied the contested status). The attacker gains focus first and would gain the conquest point if they win the battle.
Sequence:
- The opponent (whose unit was moved) is the attacker
- The opponent gains focus first after the initial chain
- If the opponent wins the battle, they gain the conquest point
Nuances:
- If the charmed unit has Assault, it triggers because that unit is attacking
- Even though you are the turn player and used Charm, you are not the attacker
When using Charm to move an opponent's Traveling Merchant, who discards and draws from the Merchant's ability?
Ruling: The player who controls the Traveling Merchant (the opponent) gets the trigger to discard and draw, not the player who used Charm to move it.
Nuances:
- Moving an enemy unit with Charm does not transfer control of that unit's abilities to you
When using Charm to move an opponent's unit from a battlefield they control to an empty battlefield, does the opponent score a point? Also, when playing Master Yi and using Charm to move an enemy unit to a battlefield after winning combat there, does damage heal between combats?
Ruling: When you use Charm to move an opponent's unit from a battlefield they control to an empty battlefield, they do score a point (assuming they haven't already scored that battlefield this turn). Your units fully heal after each combat and at the end of each turn, and healing applies to all units on the entire board.
Sequence:
- Win combat at a battlefield with Tasty Faefolk
- All damage heals after combat resolves
- Play Charm to move enemy Thousand-Tailed Watcher to that battlefield
- Tasty Faefolk now has 8 Might (6 base + 2 from Master Yi's defending bonus) and is undamaged
Nuances:
- Even if damage didn't heal, damage does not reduce Might - a unit with damage marked still has its full Might value
- The opponent only scores when Charmed away if they haven't already scored that battlefield this turn
When using Convergent Mutation to target a unit like Ravenbloom Student (which gains +1 might when you play a spell) or Darius (which gains +2 might when you play a spell), does their ability trigger before or after the mutation resolves, and what is the final might value?
Ruling: A spell only counts as played after it completely resolves. Therefore, Ravenbloom Student and Darius trigger after Convergent Mutation finishes resolving, not during it.
Sequence:
- Convergent Mutation resolves completely, setting the target unit's might to match another unit's current might
- Only after the spell fully resolves does it count as "played"
- Then Ravenbloom Student or Darius triggers, adding their +1 or +2 might respectively
Nuances:
- If you target Ravenbloom Student with Convergent Mutation to copy a 5 might unit, Student becomes 5 might, then triggers to become 6 might
- If you target Darius to copy a 5 might unit, Darius becomes 5 might, then triggers to become 7 might
- If you increase another unit to match Ravenbloom or Darius's might, it copies their current might before they trigger, so the copied unit stays at the lower value while Ravenbloom/Darius then increases
- If a spell is countered, it does not count as played
- Convergent Mutation only lasts until end of turn (this is a printing error on the English version with official errata)
When using Dazzling Aurora to play a card, are additional costs (like Cruel Patron's requirement to kill a friendly unit) also ignored, or must they still be paid?
Ruling: When Dazzling Aurora says to ignore costs, it only ignores the base cost of the card. Additional costs (such as Cruel Patron's requirement to kill a friendly unit) must still be paid.
Sequence:
- Dazzling Aurora ignores the base cost first
- Additional costs are applied in subsequent steps after the base cost is ignored
- If you cannot pay the additional cost (like having no friendly units to kill for Cruel Patron), the card goes back to the top of your deck and you don't get anything from Aurora
Nuances:
- Triggered abilities that occur "when played" are still triggered normally - they are separate from costs
- Effects that say "ignore costs" do not include additional costs based on the definition in the rules
- This same principle applies to other additional costs like Accelerate
When using Dazzling Aurora with Snapvine, does the opponent heal from Snapvine before or after Dazzling Aurora's damage resolves?
Ruling: Dazzling Aurora's damage resolves first, then healing from Snapvine happens after all ending abilities are complete.
Sequence:
- Dazzling Aurora triggers and resolves at the start of end of turn
- Once all ending abilities are fully resolved, healing occurs
- The opponent heals after taking the damage from Dazzling Aurora
When using Hard Bargain's repeat ability, does the opponent have to exhaust 4 runes total to play their spell, and does it counter spells like Flash if they don't have enough runes?
Ruling: Hard Bargain with repeat forces the opponent to pay 2 energy twice (4 total) or their spell is countered. The opponent can choose not to pay even if they have the energy available, which would result in their spell being countered.
Sequence:
- Opponent plays a spell and pays its normal cost
- You play Hard Bargain with repeat in response
- Opponent must decide whether to pay 4 energy total (2 energy twice due to repeat)
- If they cannot or choose not to pay, their spell is countered
- If they paid the original spell cost already, that energy is spent regardless
Nuances:
- The opponent can choose not to pay the 4 energy even if they have it available, allowing their spell to be countered
- This works on any spell, including Flash
- The opponent could potentially generate additional energy through other means to pay the cost
- The opponent could also counter Hard Bargain itself to avoid the effect
When using Hidden Blade's hide ability, does it have to kill a unit on the battlefield where it's hidden, and what happens to hidden cards if you lose control of that battlefield?
Ruling: When Hidden Blade is hidden, it must target a unit at the battlefield where it is hidden. If you lose control of the battlefield where a card is hidden, that hidden card is moved to the trash.
Nuances:
- All choices for a hidden card must be picked from among valid targets at the battlefield associated with that Facedown Zone
- You must control a battlefield to hide a card initially, and that battlefield cannot already have a facedown card hidden there
When using Ichatian Rain (a spell that deals damage multiple times) on a unit protected by Sett's leader ability (which prevents death) or a unit with Deathkneel, how does targeting work and when do the effects resolve?
Ruling: You must choose all 6 targets for Ichatian Rain when the spell resolves, before any damage is dealt. Sett's leader ability is a replacement effect that prevents the unit from dying, so the unit never leaves the board and remains a valid target for subsequent damage instances from the same spell.
Sequence:
- All 6 targets for Ichatian Rain are chosen when the spell resolves
- Each instance of damage resolves in order
- If a unit would die and Sett's leader ability is activated, the unit is healed and exhausted instead of dying (replacement effect)
- Since the unit never died, it remains the same target and subsequent damage instances still affect it
- If a unit actually dies (no replacement effect used), Deathkneel triggers go into the chain after that damage instance
- Any remaining damage instances targeting the dead unit resolve but do nothing
Nuances:
- Units that die and create tokens (like the yellow robot) cannot have those tokens targeted by the same Ichatian Rain, since targets were already chosen before the death occurred
- Replacement effects like Sett's ability or Zhonyas mean the unit "didn't die" - it's not "died and revived", so it stays as the same valid target
- It takes 5 instances of Ichatian Rain damage to kill a Sett Brawler at 5 might if the opponent uses Sett's leader ability once
When using Mystic Reversal on Singularity that targets 2 of my units, can I choose 0 targets (since my opponent has no units) to effectively counter it, or must I choose at least one valid target?
Ruling: When using Mystic Reversal on Singularity, you can choose 0 targets because Singularity says "up to 2 targets" and 0 is a valid choice for "up to" targeting. This effectively counters the spell without destroying any units.
Nuances:
- Cards that require a legal target (like Falling Comet) force you to choose a valid target when using Mystic Reversal
- Cards with "up to" targeting allow choosing 0 as a valid option
- This interpretation is supported by other "up to" effects in the game (mulligan allows 0 cards, Sona/Annie can ready 0 runes)
When using Reaver's Row ability in chain, do you pick the target unit when the ability enters the chain or when it resolves?
Ruling: You must pick the target unit when the Reaver's Row ability is placed onto the chain, as targets must be chosen when a spell or ability is placed on the chain.
Sequence:
- Choose the target unit when placing the ability on the chain
- When the effect resolves, decide whether to actually move the chosen unit
Nuances:
- The decision to move the unit is made at resolution, but the target itself must be declared earlier when entering the chain
When using Repeat on Bellows Breath, can you target units at two different locations?
Ruling: Yes, when you Repeat Bellows Breath, you can choose different locations for each instance. The first set of up to three units must be at the same location, and the second set of up to three units must be at the same location, but these two locations don't have to match.
Sequence:
- First instance targets up to three units at one location
- Second instance targets up to three units at a location (can be different from the first)
- Damage from the first volley is dealt before damage from the second volley
- Any triggered effects from the first volley go on the chain before the second volley's damage is dealt
Nuances:
- Repeat does not create a duplicate chain item; it makes the resulting chain item execute its instructions twice
- No cleanups or opportunities to react occur between the two instances
- Not So Fast can counter the entire spell (including both instances) if Bellows Breath targets at least one unit
- If zero units are chosen, Bellows Breath does not count as targeting and cannot be countered by Not So Fast
When using Repeat on Thwonk, can I target a different unit than the original target?
Ruling: Yes, when you use Repeat on Thwonk, you can target a different unit. Repeat copies the same effect, so you need to pick new targets for that copied effect.
Nuances:
- While Repeat copies the same effect, target selection is made independently for the repeated effect
When using Ride the Wind to move Yasuo into a battlefield during an opponent's turn after they moved a unit there, does Yasuo trigger his attacker ability and do you get a conquer point if you win?
Ruling: When you use Ride the Wind to move Yasuo into a battlefield that your opponent is attempting to capture on their turn, Yasuo is considered a "surprise defender" (not an attacker), but you still get a conquer point if you win the showdown because you did not control the battlefield at the start.
Sequence:
- Opponent moves their unit onto an uncontrolled battlefield on their turn, applying Contested status
- You play Ride the Wind as an action to move Yasuo into the same battlefield
- Opponent is designated as the attacker (they applied Contested status)
- Yasuo is designated as a defender (did not apply Contested status)
- If you win the showdown, you gain a conquer point because the battlefield was uncontrolled when the showdown began
Nuances:
- The attacker/defender designation is based on who applied Contested status to the battlefield, not whose turn it is
- Yasuo does not trigger his attacker ability in this scenario because he is a defender
- If you had controlled the battlefield at both the start and end of the showdown, you would not get a conquer point
When using Ride the Wind to move Yasuo to a different battlefield while already in a showdown on another battlefield, do both combats happen simultaneously, and can players react to both?
Ruling: The existing showdown must complete first before the new combat can begin. You cannot have two simultaneous combats - the active showdown continues until its combat damage step completes, then the new combat starts.
Sequence:
- The left battlefield showdown continues as the active combat
- Ride the Wind resolves and moves Yasuo to the right battlefield
- The left showdown must complete entirely (including combat damage step)
- Only after the left showdown ends does the right battlefield combat begin
- Yasuo's "When I Attack" ability triggers when the right battlefield combat starts
- You would get a point for conquering if Yasuo takes the right battlefield after that showdown resolves
- You would also get a point for holding it once it's your turn again
Nuances:
- The rule about choosing which combat resolves first only applies when multiple combats would start at the same time, not when one is already active
- If you had moved Yasuo INTO the left battlefield where combat was already happening, his "When I Attack" ability would trigger under new rules (but not in this case since you're defending there)
- Targets for abilities are chosen when adding to the chain, not when the action resolves; pending items only occur when something would be added to the chain while another ability is mid-resolution
When using Ride the Wind to move a unit from one battlefield to an opposing occupied battlefield, can additional units be moved from base into that showdown?
Ruling: You cannot move additional units from your base into a showdown after using Ride the Wind to move a unit to an opposing occupied battlefield.
Sequence:
- You can move units from your base to a battlefield starting a combat showdown first
- Then during that combat showdown, play Ride the Wind to move your unit from battlefield A to battlefield B
- But you cannot do it in the other order (Ride the Wind first, then move units from base)
Nuances:
- Standard moves from base cannot be used to join a showdown after Ride the Wind initiates it
When using Ride the Wind to move a unit to a battlefield where an opponent just moved a 1 might unit, and winning the resulting combat as the defender, does the defender conquer and score?
Ruling: Yes, you conquer and score the battlefield. When you win the combat as the defender, you gain control of the battlefield that you did not previously control, so you receive the conquest and scoring benefits.
Sequence:
- Opponent moves 1 might unit to empty battlefield
- You play Ride the Wind, moving your 2 might unit to the same battlefield
- Non-combat showdown occurs first
- Combat showdown occurs with you as the defender
- If you win, you conquer and score the battlefield
Nuances:
- The key factor is that the battlefield was not controlled by you before the combat, so winning it grants you the normal conquest rewards even though you were technically the defender in the showdown