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Riftbound Frequently Asked Questions

Search verified questions and answers.

If Traveling Merchant moves multiple times in response to its own trigger (via Fight or Flight), does each discard trigger Jinx, Rebel separately?
Ruling: Yes, each discard from Traveling Merchant's "When I move" ability triggers Jinx, Rebel separately, even if they occur on the same chain. Moving Traveling Merchant twice (such as via Fight or Flight in response to the first move trigger) will give Jinx +2 Might total. Nuances: - Multiple triggers can be added to the same chain, and each discard counts as a separate trigger for Jinx - This also applies if Traveling Merchant moves onto a battlefield that causes an additional discard-and-draw effect
If Traveling Merchant moves to an open battlefield and you discard Flame Chompers, can you play Flame Chompers directly to the battlefield Traveling Merchant is moving to?
Ruling: No, you cannot play Flame Chompers to the battlefield Traveling Merchant is moving to because you do not control that battlefield yet when the discard effect resolves. Nuances: - Control of the new battlefield is not established until Traveling Merchant's movement fully resolves
If Trifarian Warcamp gives recruit tokens +1 might (making them 2 might with 4 tokens), and Thousand Tail Watcher reduces all opponent units' might by 3 (minimum 1), what is the final might of the recruit tokens?
Ruling: The recruit tokens will be at 1 might. Thousand Tail Watcher snapshots the current might value when it resolves and applies a -3 reduction (minimum 1) for the rest of the turn. Sequence: - Recruit tokens start at 1 might base - Trifarian Warcamp gives +1 might (now 2 might) - Thousand Tail Watcher resolves, reducing might by 3 with minimum 1 (now 1 might) - The -3 reduction is snapshotted and persists for the turn Nuances: - The reduction from Watcher is snapshotted, so additional buffs can still increase might afterward (e.g., playing Discipline would make them 3 might: 1 base + 1 Warcamp - 3 Watcher + 2 Discipline) - If a unit affected by Watcher leaves the battlefield during the turn, the snapshotted reduction can cause it to have 0 or even negative might
If Tryndamere attacks a battlefield with one unit and Hidden Blade kills that unit before combat damage, does Tryndamere's ability to score another point still trigger?
Ruling: No, Tryndamere's ability does not trigger. He doesn't assign any excess damage to units because no combat damage was assigned in this scenario. Nuances: - The ability requires Tryndamere to assign excess damage to units, which doesn't occur when the defending unit is removed before combat damage
If Tryndamere attacks with Reaver's Row and the defending unit is retreated before damage assignment, does Tryndamere gain his bonus point from dealing excess damage?
Ruling: No, Tryndamere does not gain his bonus point. There must be at least one enemy unit present for damage to be assigned and for his ability to trigger. Sequence: - Defender retreats the unit on the when I defend trigger - No units remain to assign damage to - Tryndamere never assigns damage - His ability never triggers
If Tryndamere is brought in as a defender via Ride the Wind, wins combat, conquers the battlefield, and deals 5+ excess damage, does his ability trigger to score an additional point?
No. Tryndamere's ability reads 'When I conquer after an attack' — this triggers only when the Attacker conquers. Since Tryndamere conquered on defense (not as the Attacker), the ability does not trigger. Only 1 point is scored from the normal Conquer.
If Twisted Fate attacks and is killed by a reaction spell, does his effect still resolve?
Ruling: Yes, Twisted Fate's effect still resolves even if he dies after triggering. Once an effect is placed on the chain, it resolves independently of whether the source unit is still alive. Nuances: - Effects that reference the unit itself (like "here" or "deal my might as damage") do require the unit to still be alive - Red Card wouldn't work if TF is dead because it requires TF to be "here" - Effects like "draw 1" and "stun an enemy unit" resolve fine with TF dead - Effects like "when I leave the board" (deathknell, treasure trove) also need to work this way
If Uncheck Power is countered by Wind Wall, are units exhausted?
Ruling: Uncheck Power exhausts friendly units as part of spell resolution, not as a cost. If the spell is countered by Wind Wall, your units are not exhausted and remain in their previous state. Sequence: - Uncheck Power is played and put on the stack - If countered by Wind Wall, the spell does not resolve - Units are not exhausted because exhausting happens at resolution, not when playing the spell Nuances: - The exhausting effect is part of resolution, not an additional cost paid when playing the spell
If Undertitan is drawn, can you reveal him to get the +2 energy?
Ruling: No, drawing is not revealing. Game effects will specifically tell you to reveal cards. Nuances: - Drawing and revealing are distinct game actions - Only effects that explicitly instruct you to reveal cards count as revealing
If Unit A (6 might) is buffing Unit B (7 might) with +1 might, and both units take 6 damage from a spell outside of showdown, does Unit B die when the spell resolves?
Ruling: Yes, Unit B dies. When the spell resolves and cleanup occurs, Unit A dies first (6 damage on 6 might). This triggers a second cleanup because the game state changed. During this second cleanup, Unit B now has 6 might (lost the +1 buff) and 6 damage marked on it, so it dies. Sequence: - Spell deals 6 damage to both Unit A and Unit B - First cleanup occurs and kills Unit A (6 damage equals its 6 might) - Second cleanup occurs because the game state changed (Unit A died) - Unit B now has 6 might (no longer receiving +1 buff) and 6 damage marked on it, so it dies Nuances: - Cleanup repeats until nothing happens - if an event during cleanup qualifies for another cleanup, it occurs immediately after the first completes - Damage marked on units persists until healed or the unit dies - If this occurred during a Combat Showdown, the outcome would be different because units are healed of all damage during the special combat cleanup before lethal damage is checked again
If Unsung Hero dies after being stupefied (reducing its attack from 5 to 4), does its mighty deathknell trigger?
Ruling: The deathknell triggers, but you won't draw the 2 cards because the mighty condition is checked when the deathknell resolves, and at 4 attack the unit is not mighty. Sequence: - Unsung Hero dies with 4 attack (after being stupefied) - The deathknell ability triggers ("When I die") - Upon resolution, check if the unit was mighty - Since it has 4 attack, it is not mighty, so the "draw 2" effect does not happen Nuances: - The trigger condition is everything up to the first comma ("When I die"), while the mighty check is part of the effect - The ability always triggers when the unit dies, regardless of mighty status
If Unsung Hero is in my discard pile after dying and putting its Deathknell trigger on the chain and then Spectral Matron goes on the chain, Spectral Matron resolves targeting Unsung Hero. Unsung Hero brings it back to the base, do I still get the Deathknell trigger from Unsung Hero?
Yes, you still get the *Unsung Hero* Deathknell trigger. According to **Rule 734.1.d.3**, when a unit with Deathknell dies, the game notes its location, attributes, and other relevant details **before** it is moved to the trash. This information is then used to process the trigger once it is finalized on the chain. Because the Deathknell trigger has already been added to the chain as a pending item and the necessary information (such as whether it was "Mighty" at the moment of death) has been captured, the subsequent movement of the card from the trash to the base by *Spectral Matron* does not invalidate or remove the trigger from the chain. ### Sequence of Events: 1. **Unsung Hero dies:** The Deathknell trigger is added to the chain as a pending item. The game notes its attributes (specifically its Might at the moment of death) to be used when the trigger resolves. 2. **Spectral Matron is played:** Its "When you play me" ability is added to the chain. 3. **Spectral Matron resolves:** You choose *Unsung Hero* in your trash and play it to your base. 4. **Deathknell trigger resolves:** The game processes the *Unsung Hero* Deathknell trigger using the information noted in Step 1. Since the trigger was already pending and the "Mighty" condition is checked based on the captured state at the time of death, the effect will resolve normally. **Note:** As per **FAQ 4157**, the "Mighty" condition is checked when the Deathknell resolves, but it uses the attributes captured at the moment of death. If *Unsung Hero* had 5+ Might at the moment it died, you will draw the 2 cards. If it had less than 5 Might at that moment, you will not draw the cards.
If Vanguard Captain's Legion effect is Chain Link 1 and it's returned to hand by Gust as Chain Link 2, does the Captain still summon 2 tokens when its ability resolves?
Ruling: No, Vanguard Captain will not summon tokens if it is not on the field when its ability resolves. Cards and abilities only see the current boardstate while resolving. Nuances: - The same applies if Captain is killed by a spell in response - it must be on the field when its ability resolves - "Here" is not valid if Captain isn't on the field when the ability resolves - Riftbound does not use "last known information" (except for Deathknell abilities)
If Vayne Hunter is buffed with Cleave (gaining Assault +3), does she keep the buffed Assault when bounced to hand and replayed?
Ruling: No, Vayne does not keep the buffed Assault when bounced to hand. When units move between the board and any other zone, they lose any temporary modifications they received. Nuances: - This applies to any unit moving between the board and any other zone (hand, deck, etc.) - The loss of buffs applies to temporary modifications
If Vayne attacks with Assault, takes 4 damage from Void Seeker (leaving her at 1 health with Assault's +3 might), then Ride the Wind moves her to an empty battlefield, does she die from losing Assault?
Ruling: Yes, Vayne dies. When moved to an empty battlefield, she loses her attacker status because only one combat can be active at a time, and the second combat remains pending until the first resolves. Without attacker status, she loses Assault and dies from the marked damage. Sequence: - Showdown 1 is active with Vayne as attacker (5 might with 4 damage marked) - Ride the Wind moves Vayne to another battlefield - A cleanup step occurs after the move is completed - Vayne loses attacker status because the second combat cannot start while the first is still active - Vayne loses Assault, dropping to 2 might - Vayne dies from having lethal damage before the second showdown could begin Nuances: - If a unit is moved to base instead of another battlefield, it would no longer be a valid target for effects that require the unit to be at a battlefield - There can never be more than one combat active simultaneously; additional combats remain pending until the current one completes
If Vayne is played while the opponent controls only one battlefield with only one token, and the opponent reacts with Hidden Blade to kill the token before Vayne's ability resolves, does Vayne still enter ready?
Ruling: Yes, Vayne will always enter ready. Her first ability is a passive ability that does not use the chain, so there is no trigger for the opponent to react to before Vayne enters. Sequence: - Vayne is played - Vayne enters the battlefield ready (passive ability applies immediately) - No opportunity exists to react before the passive ability takes effect Nuances: - Triggered abilities are indicated by the words "when" or "at" - since Vayne's ability has neither, it is not a trigger - Players cannot react to cards being played (only to triggers and actions that use the chain) - This is a passive ability, not a replacement effect (replacement effects use the word "instead")
If Vex Apathetic is at a battlefield, and opponent reveals Tideturner, are they able to switch places with another unit or is the effect cancelled out from Vex?
Whether or not the **Tideturner** successfully swaps depends entirely on who is the **Turn Player** (the player whose turn it is currently). According to RiftJudge FAQ #10318 and #10611, both **Vex, Apathetic**'s ability and **Tideturner**'s "When you play me" ability are triggered abilities that occur simultaneously when Tideturner is revealed and played. Per Rule 303.2.a, turn order dictates the resolution sequence via the Last-In, First-Out (LIFO) rule for the chain. ### The Scenarios #### 1. If the Turn Player plays Tideturner: 1. **Chain Placement:** The Turn Player's Tideturner trigger is placed on the chain first. The Non-Turn Player's Vex, Apathetic trigger is placed on top. 2. **Resolution:** Vex's trigger resolves first. Tideturner becomes [Stunned] and gains the restriction that it cannot move for the remainder of the turn. 3. **Outcome:** When Tideturner's trigger attempts to resolve, the swap fails because Tideturner is restricted from moving. #### 2. If the Non-Turn Player plays Tideturner: 1. **Chain Placement:** The Turn Player's Vex, Apathetic trigger is placed on the chain first. The Non-Turn Player's Tideturner trigger is placed on top. 2. **Resolution:** Tideturner's trigger resolves first. The swap completes successfully. 3. **Outcome:** After the swap is complete, Vex's trigger resolves, stunning Tideturner at its new location. ### Summary * **If you are the Turn Player:** The effect is effectively cancelled (the swap fails) because Vex stuns you before the move can occur. * **If you are the Non-Turn Player:** The swap will successfully execute before Vex stuns your Tideturner. *This interpretation is based on the interaction between triggered abilities, turn order (Rule 303.2.a), and RiftJudge FAQ #10318.*
If Vex Apathetic is on a battlefield and I play Mirror Image, is the unit stunned?
Yes, the Reflection unit token created by **Mirror Image** will be stunned if your opponent controls **Vex, Apathetic** and that unit is located at a battlefield. ### Reasoning According to **RiftJudge FAQ #9485** and **#10242**, this interaction functions as follows: 1. **Trigger Condition:** **Vex, Apathetic** has the triggered ability: *"When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn."* 2. **Playing a Unit:** **Mirror Image** explicitly uses the word "play" in its text (*"Play a ready Reflection unit token to your base"*). In *Riftbound*, a token is considered "played" if the card effect that generates it uses that specific keyword. 3. **Interaction:** Since the token is being "played," it satisfies the trigger condition for **Vex, Apathetic**. Provided **Vex, Apathetic** is at a battlefield, its ability will trigger and be placed on the chain. Upon resolution, the Reflection token will be **Stunned** and gain the restriction that it cannot move for the rest of the turn. As confirmed in **RiftJudge FAQ #10242**, this ability uses programmatic selection, so it will stun the token even if the token possesses protections that would normally prevent it from being chosen.
If Vex stuns Teemo Strategist, does Teemo Strategist still do ability damage?
Yes, **Teemo, Strategist** will still deal its ability damage even if it is stunned. According to **Rule 423.1.b**, being stunned only prevents a unit from contributing its might to combat damage during the Combat Damage Step. It does not disable triggered abilities, and it does not prevent a unit from dealing damage via a triggered ability. ### Reasoning: 1. **Stun Effect:** Per Rule 423.1.b, "A Stunned Unit does not contribute its might to damage in the combat damage step." It does not prevent abilities from triggering or resolving. 2. **Teemo's Ability:** Teemo's "When I defend" ability is a triggered ability. As long as the ability has been placed on the chain, it will resolve as normal. 3. **Interaction:** Since the stun mechanic does not silence or negate abilities, Teemo will still perform the instruction to reveal cards and deal damage to the target. As noted in the **RiftJudge FAQ #3204**, triggered abilities are separate entities from the unit itself once they are on the chain, and they will attempt to resolve to the best of their ability regardless of the status of the source unit (unless the source unit is removed from the battlefield and the ability requires the unit to be "here" to deal the damage). Being stunned does not remove the unit from the battlefield, so the ability will resolve fully.
If Vex, Apathetic is on a battlefield and an opponent plays Tideturner to base, does Tideturner get stunned before its move trigger can resolve?
Ruling: It depends on who is the Turn Player. If the Turn Player plays Tideturner, Vex's stun trigger resolves first, stunning Tideturner and preventing it from moving (though the other targeted unit can still move). If the Non-Turn Player plays Tideturner, Tideturner's move trigger resolves first, allowing the swap to complete before the stun is applied. Sequence: - When Tideturner is played, both triggers occur simultaneously - Per turn order rules, the Turn Player places their triggers on the chain first, then the Non-Turn Player - The chain resolves Last-In, First-Out (LIFO) - Turn Player plays Tideturner: Turn Player's trigger goes on first, then Vex's trigger on top → Vex resolves first, stunning Tideturner before it can move - Non-Turn Player plays Tideturner: Turn Player (Vex's controller) places Vex's trigger first, then Non-Turn Player places Tideturner's trigger on top → Tideturner resolves first and completes the swap Nuances: - When Tideturner is stunned first, the targeted friendly unit can still move to Tideturner's location due to partial resolution rules, assuming that unit isn't also restricted from moving - The term "Turn Player" refers to whose turn it is, not to be confused with "Active Player" which refers to the player with focus during a showdown
If Vi Peacekeeper attacks a battlefield and in reaction the her "when I attack, stun an enemy unit here" the opponent plays Star-Crossed targeting Vi, does the stun still resolve?
No, the stun will not resolve. ### Explanation of the Sequence 1. **Attack:** You move **Vi, Peacekeeper** into an enemy battlefield, initiating a combat. Vi gains the "Attacker" designation. 2. **Trigger:** Vi's ability ("When I attack, [Stun] an enemy unit here") is placed on the chain. 3. **Reaction:** Your opponent plays **Star-Crossed** in response, targeting **Vi, Peacekeeper** and an enemy unit. 4. **Chain Resolution (LIFO):** * **Star-Crossed resolves first:** It returns **Vi, Peacekeeper** to her owner's hand. * **Vi's Ability attempts to resolve:** When it checks for its effect ("...an enemy unit **here**"), it fails to find its source (Vi). According to **RiftJudge FAQ #10045**, the term "here" requires the unit (Vi) to be present at the battlefield when the ability resolves. Because **Star-Crossed** removed Vi from the battlefield, the ability fails to find its source and does not resolve. This interpretation is based on the standard rules for targeting and source location checking (Rule 359.3.e.12, Rule 359.3.f.4). No official FAQ exists for this specific interaction, but it follows the established rulings regarding Vi's "here" constraint when the source is removed.
If Vi Peacekeeper gets Hidden Bladed in response to her attack trigger, does she stun?
No, Vi, Peacekeeper will not stun an enemy unit if she is killed by Hidden Blade in response to her attack trigger. ### Reasoning 1. **Triggered Ability Requirement:** Vi's ability reads: "When I attack, [Stun] an enemy unit here." The term "here" requires the unit (Vi) to be present at the battlefield when the ability resolves. 2. **Interaction with Hidden Blade:** When you play Hidden Blade in response to Vi's attack trigger, the Hidden Blade resolves first (LIFO - Last-In, First-Out). 3. **Result:** Since Hidden Blade kills Vi, she is removed from the battlefield. When the attack trigger subsequently attempts to resolve, it checks for her location ("here") to perform its effect. Because she is no longer at the battlefield, the ability fails to find its source and does not resolve. This interaction is consistent with **RiftJudge FAQ #3820** and **FAQ #5667**, which clarify that if a unit is removed (killed) from a battlefield before its triggered ability that references "here" can resolve, the ability fails because the unit is no longer present to serve as the reference point.
If Vi enters the backfield and is targeted with Hextech Ray during a showdown, does Vi die before dealing combat damage?
Ruling: If you deal lethal damage to Vi with Hextech Ray during a showdown, Vi will die before combat damage is dealt. Only units that are still on the battlefield when combat resolution starts will contribute damage. Sequence: - Vi enters the backfield during showdown - Hextech Ray resolves, dealing lethal damage to Vi - Vi dies before damage distribution - Combat damage is dealt (Vi does not contribute since it died) - Defending units survive
If Vi would kill both Teemo and Lee Sin simultaneously in combat, and Zhonya's Hourglass triggers, does the controller choose which unit to save?
Ruling: Combat damage happens simultaneously. If both units would die at the same time, the Zhonya's Hourglass controller chooses which unit to save. Sequence: - Vi assigns combat damage - Combat damage resolves simultaneously to all units - If multiple units would die, Zhonya's Hourglass controller chooses which one to save
If Victor and other units die simultaneously (from combat damage or effects like Unchecked Power), does Victor generate recruit tokens from those other units dying?
Ruling: No, Victor does not generate recruit tokens when it dies simultaneously with other units. Nuances: - This applies both to combat damage scenarios and to effects that wipe the battlefield - Units don't see themselves or anything that dies simultaneously with them die
If Viktor (leader) and another unit both die simultaneously from losing a showdown, does Viktor's ability trigger to play a token?
Ruling: No, Viktor's ability will not trigger. Even though the units die simultaneously, in Riftbound game objects do not see simultaneous events if they die as the events happen. Nuances: - Combat damage in the combat damage step is dealt simultaneously - The restriction on seeing simultaneous events applies to game objects generally, not just units - Delayed triggers are the only triggers that get around this restriction
If Viktor (who makes a token when a unit dies) and another non-token unit are both killed by a board wipe like Icathian Rain, does Viktor see the other unit dying and trigger to make a token?
Ruling: No, Viktor does not trigger if he dies. When Viktor dies simultaneously with other units, he does not see those deaths and will not create a token.
If Viktor Leader and another non-token unit are killed simultaneously by the same effect (e.g., 'Kill 2 units'), does Viktor's death trigger activate?
Ruling: No, Viktor Leader's trigger does not activate when he dies simultaneously with other units. Sequence: - Units killed simultaneously don't see each other dying - The trigger effect would occur after a unit dies - Since Viktor dies at the same time as the other unit, he is already dead when the trigger would occur and cannot trigger anymore
If Viktor attacks Ahri with 1 might tokens, can he avoid Ahri's debuff and then use Grand Strategist to get the full buff?
Ruling: Yes, Viktor can avoid Ahri's debuff by attacking with 1 might tokens, and then Grand Strategist will grant its full effect. Sequence: - Ahri's effect happens first at Start of Showdown - Tokens at 1 might are not affected by Ahri's debuff - Grand Strategist cast later gets the full effect
If Viktor dies with another non-recruit unit, will he spawn a recruit token at base?
Ruling: No, Viktor will not spawn a recruit token at base if he dies with another non-recruit unit. Sequence: - When multiple units die simultaneously, the board state is checked at the time the triggered abilities would resolve - At that point, Viktor is already in the trash/dead - Viktor's triggered ability requires checking if you control another non-recruit unit while Viktor is on the board - Since Viktor is no longer on the board when his ability would check, the condition cannot be met Nuances: - Triggered abilities of permanents can only have their conditions evaluated while on the board - This is specifically covered in the FAQ regarding Wraith of Echo's effect - Deathknell is a special case that works from the trash, but Viktor's ability is not a Deathknell ability
If Viktor leader dies with another unit, how many tokens do I create?
If Viktor, Leader dies at the same time as another unit you control, you create **zero** tokens. According to the Riftbound rules and multiple RiftJudge FAQs (such as FAQ #7662, #4253, and #7419), this is because: 1. **Simultaneous Events:** When units die simultaneously (such as in combat or from a board wipe), they do not "see" each other die. 2. **Trigger Condition:** Viktor's ability ("When another non-Recruit unit you control dies...") requires him to be on the board to evaluate the condition and trigger. 3. **Zone Requirement:** Because Viktor dies at the same time as the other unit, he is already in the trash when the game checks for triggered abilities. Since he is no longer on the board, he cannot see the other unit die, and his ability does not trigger. As stated in Rule 383.2.c.2: *"A Game Object will not be able to successfully be able to evaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied."*
If Viktor's tokens have their might reduced by Ahri Legend (instance effect) and Ahri Inquisitive (continuous effect for rest of turn), then Siphon Power is played, does the Ahri Inquisitive effect recalculate after cleanup to reduce the token back to 1 might?
Ruling: All three effects (Ahri Legend, Ahri Inquisitive, and Siphon Power) are instance effects that apply once based on their duration, not continuous effects. After both Ahri effects resolve and then Siphon Power is played, all tokens will have 2 Might. Nuances: - The duration of an effect ("for the rest of the turn") does not make it a continuous effect - Continuous effects are exemplified by cards like Trifarian War Camp or green Leona - For continuous effects like Trifarian War Camp: if a token is affected by the continuous effect first, then has its might reduced (e.g., by Stupify), it stays reduced because the continuous effect already applied and won't apply again after cleanup
If Viktor, Leader and another non-token Unit you control die in Combat at the same time, does Viktor's ability trigger?
Ruling: No, Viktor does not trigger. Viktor needs to still be on the board for his ability to trigger, and triggered abilities of permanents can only have their conditions evaluated while on the Board. Nuances: - This applies even though the other Unit dies at the same time as Viktor - Viktor cannot "see" the other Unit die because he is not on the board when the trigger condition would be evaluated
If Void Assault moves my unit and an enemy unit into an open battlefield on my turn, who is the defender?
When you play **Void Assault** and move your friendly unit and an enemy unit into an open (unoccupied) battlefield, the enemy unit becomes the **Defender**. ### Why? According to the combat rules and the mechanics of **Contested** status: 1. **Contested Status:** When you move units to an open battlefield, that battlefield becomes **Contested**. As the player who moved their unit there first, you are the player who applied the Contested status to the battlefield. 2. **Attacker Designation:** Per the mechanics described in **RiftJudge FAQ #9407** and **Rule 445**, the player who applies the Contested status is designated as the **Attacker**. 3. **Defender Designation:** Because units from both players are now present at the battlefield, a **Combat** is opened (Rule 447). The player controlling the opposing unit present at the battlefield is designated as the **Defender**. ### Summary * **Attacker:** You (the player who controlled the units that applied the Contested status). * **Defender:** Your opponent (the controller of the enemy unit). *This interpretation is consistent with how "Contested" status dictates combat roles in Riftbound.*
If Void Seeker deals damage to Mindsplitter during a combat showdown, then Ride the Wind is played to remove Mindsplitter from the battlefield, does the damage get healed during the combat cleanup?
Ruling: Yes, the damage is healed. Once a combat starts, it will proceed to the end as a combat even if units are removed from the battlefield. All damage everywhere is healed at the end of combat during the Resolution Step. Sequence: - Void Seeker resolves as an action, dealing 4 damage to Mindsplitter - Ride the Wind resolves, removing Mindsplitter from the battlefield and readying it - Combat proceeds to Resolution Step - All damage is cleared from all units at all locations Nuances: - The rule stating "If neither Attacking Units nor Defending Units remain at this stage, no Combat occurred" only means to skip the combat damage step (where units deal their might values), not that the combat phase itself is cancelled - This is different from moving to an empty battlefield, which creates a showdown but not a combat, and therefore does not heal damage - Once a combat starts, it cannot stop being a combat regardless of whether units remain
If Void Seeker fails to kill something or its target becomes illegal, do you still draw a card?
Ruling: Yes, you still draw a card. The draw effect is not conditional on killing the target or the target being legal. Nuances: - Riftbound doesn't have "fizzling" - spells always resolve to the best of their ability unless directly countered - Even if the target becomes illegal (e.g., with a flash effect), Void Seeker still resolves and draws a card - The only way to prevent the draw is if the spell itself is countered
If Void Seeker is played on Darius (reducing him to 1 Life), then Smoke Screen is played (reducing Might to 1), does Darius die?
Ruling: Yes, Darius dies. Void Seeker deals 4 damage to Darius, then Smoke Screen reduces his Might to 1. Since the damage marked (4) is greater than or equal to his Might (1), Darius dies in the cleanup. Sequence: - Darius starts at 5 Might - Void Seeker is played, dealing 4 damage (Darius is now 5 Might with 4 damage marked) - Smoke Screen is played, reducing Might to 1 (Darius is now 1 Might with 4 damage marked) - Damage marked (4) ≥ Might (1), so Darius dies in cleanup Nuances: - "Life" is not a useful concept in this game; the relevant mechanics are damage marked and Might - Might and Life are separate concepts, but damage comparison happens against Might
If Void Seeker targets a unit and the opponent plays Retreat in response (removing the target), does Void Seeker still draw 1 card even though there's no valid target for the 4 damage?
Ruling: Yes, you still draw 1 card. In Riftbound, spells never "fizzle" and you do as much as you can. Nuances: - The draw effect is not reliant on the unit in any way - You draw no matter what happens to the targeted unit
If Void Seeker targets a unit and the opponent responds by moving that unit (e.g., with Retreat), does the caster still draw a card?
Ruling: Yes, the caster still draws a card. Void Seeker has two separate effects: dealing damage and drawing a card. The draw is not conditional on successfully dealing damage. Sequence: - Void Seeker is cast targeting a unit - In response, the unit is moved (e.g., with Retreat) - When Void Seeker resolves, the damage portion fails because the target is no longer valid - The draw portion still resolves because it is a separate effect (separated by a period) Nuances: - If the unit had been removed from play entirely (e.g., with Gust), the controller could not be established and no card would be drawn - If the unit is moved to a different zone but still in play (like the base), it remains a valid target for establishing controller, so the draw still happens - The key is the punctuation: effects separated by periods are separate resolutions that resolve independently - This only applies when the draw is not conditional (no "if you do" language)
If Void Seeker targets a unit that becomes illegal (e.g., removed by Retreat as a reaction), can you still draw a card?
Ruling: Yes, you can still draw a card. The spell must have a legal target to finalize, but once finalized, "do as much as you can" applies—you skip game actions involving illegal targets but perform all other game actions. Sequence: - The spell must have a legal target when it finalizes - Once finalized, resolve the spell using "do as much as you can" - Skip any game actions that involve the now-illegal target - Perform all other game actions (like drawing a card)
If Void Seeker targets a unit, and that unit is moved to an illegal location (via Fight or Flight) before Void Seeker resolves, does the caster have to re-target to a different unit?
Ruling: No, there is no re-targeting in Riftbound. Once a spell is on the chain, its targets are locked. If the unit becomes an illegal target by the time the spell resolves, it will whiff (resolve to no effect), but the caster still draws a card. Sequence: - Void Seeker is cast and targets are finalized - If the target moves before resolution, targets remain locked - On resolution, if the target is illegal, the damage whiffs - The draw effect still occurs (it is separate from the damaging effect) Nuances: - You cannot re-target spells even if the original target becomes illegal - Different effects on the same spell can resolve independently (draw vs damage)
If Voli is my legend and I play a unit with Weaponmaster that takes a weapon causing it to become mighty, does it trigger Voli's legend ability?
Ruling: No, it does not trigger Voli. Weaponmaster makes a unit mighty after it is played, so the unit is not mighty when played. Sequence: - Passive abilities become active just before a unit is considered "Played" - The unit is considered played (this is when Voli would check if it's mighty) - Weaponmaster triggers after the unit is played, making it mighty too late for Voli Nuances: - Units that become mighty through Passive Abilities (like Origins Draven at 2 points, or a 4:Might: unit played to Trifarian Warcamp) would trigger Voli because passives activate before the unit is considered played - This interaction would trigger Fiora instead (Voli and Fiora are mutually exclusive)
If Volibear Furious attacks into a Void Gate battlefield occupied by an opponent with a 2 might unit and a 5 might unit, can you assign 1 damage to the 2 might unit and 4 damage to the 5 might unit, expecting both to die due to Void Gate's additional damage from spells or abilities?
Ruling: No, this interaction does not work as described. Nuances: - The specific rule reference provided indicates this interaction is not valid, though the exact mechanical reason is not elaborated in the thread
If Volibear attacks a unit at Reavers Row and the defender uses Reavers Row's effect to retreat, does Volibear's 5 damage still apply to that unit?
Ruling: No, the damage does not apply to the retreated unit. When Volibear's attack trigger resolves, if the targeted unit has been moved back to base, it is no longer a valid target and receives no damage. Sequence: - Volibear moves to the battlefield, triggering combat - Attacker and defender designations are assigned when the showdown opens - Volibear's attack trigger goes on the chain first, and targets must be chosen at this time - Reavers Row's defender trigger goes on the chain second (on top) - If both players pass priority, Reavers Row resolves first, moving the unit back to base - Then Volibear's trigger resolves, but the retreated unit is no longer a valid target and takes no damage Nuances: - When splitting damage among multiple targets, you must choose all targets when the trigger is finalized on the chain, before the defender can react - Each target must receive at least 1 damage (you cannot assign 0 damage to some targets) - Choosing multiple targets is strategically better because if one is retreated, you can still assign damage to the remaining valid targets - Units do not become attackers during movement - they gain attacker designation when the showdown opens, which happens after movement resolves - If a unit is revealed from hidden after targets are chosen (like Teemo), it cannot be targeted by Volibear's trigger
If Volibear, Relentless Storm triggers when a Mighty unit is played, but the opponent uses Stupefy to reduce the unit's power below 6 before Volibear's ability resolves, does Volibear still channel a rune?
Ruling: You still get the rune. The Mighty requirement is checked in the trigger condition when the unit is played, not upon resolution. Nuances: - The resolution text only says "you may exhaust me to channel 1 exhausted" because the Mighty requirement is already satisfied in the trigger condition - Reducing the unit's power after it triggers Volibear's ability does not prevent the ability from resolving
If Warwick Hunter Champion (with 'kill all damaged enemy units here' ability) is killed by Hidden Blade in response to his attack declaration, does his ability still kill a damaged Caitlyn on the battlefield?
Ruling: Warwick dies and Caitlyn lives. When Hidden Blade (a reaction spell) resolves first and kills Warwick, his ability still triggers but fails to resolve because it cannot find the "here" information it needs after Warwick has left the battlefield. Sequence: - Warwick declares attack, triggering his ability - Opponent plays Hidden Blade (reaction spell) in response - Hidden Blade resolves first, killing Warwick - Warwick's ability attempts to resolve but fails because Warwick is no longer on the battlefield and the ability cannot find "here" - Caitlyn survives Nuances: - Unlike Magic: The Gathering, Riftbound has no "Last Known Information" rule - if an object leaves the zone it was expected to be in, effects that reference it fail to find the needed information - The ability does go on the stack/chain, but it fails to resolve properly rather than being removed from the stack
If Warwick attacks a battlefield with damaged units and Warwick gets killed, does his trigger still resolve?
Ruling: No, if Warwick is not on the battlefield when his ability resolves, the ability does nothing because the game cannot determine where "here" refers to. Sequence: - Warwick moves to the battlefield and his trigger goes on the chain - If Warwick is removed from the battlefield before the trigger resolves - The trigger is still on the chain but does nothing because "here" cannot be determined Nuances: - The trigger being on the chain is separate from whether it can resolve successfully - "Here" means "same battlefield as me" and requires Warwick to still be present - "Here" is not targeting, but without last known information in Riftbound, "here" does not exist if the source is gone - If the ability said "destroy all damaged enemy units at a battlefield" without "here", it would still work - Warwick's trigger resolves before actual combat, so he can clear units before combat damage
If Warwick attacks and his attack trigger is on the stack, can the trigger be stopped by Flight or Fright or Rebuke?
Ruling: Yes, Warwick's attack trigger can be stopped by Flight or Fright (or similar effects) if Warwick is removed before the trigger resolves. Rebuke cannot be used in response to the trigger because Rebuke is an action, not a reaction. Sequence: - Warwick attacks and his trigger goes on the stack - Opponent can play Flight or Fright (or similar removal) in response - If Warwick is no longer present when his trigger resolves, the game cannot determine "here" and the trigger fails Nuances: - Rebuke specifically cannot be used as a response to the trigger because it is an action, not a reaction - Hidden Flight or Fright could be played in response to the trigger
If Warwick attacks while Ahri Legend is defending, his attack trigger goes on the chain, then Ahri's trigger goes on the chain. After Ahri's trigger resolves (reducing Warwick to 4 Might), can a hidden Fox Fire be played to kill Warwick, and if so, does Warwick's attack trigger still resolve?
Ruling: When Warwick is killed by Fox Fire after Ahri Legend's trigger resolves but before Warwick's attack trigger resolves, Warwick's trigger will attempt to resolve but the 'here' check will fail to find a location, so the damaged units will survive. Sequence: - Warwick moves onto the battlefield - Attack/defend triggers go on the chain: Warwick's trigger first (turn player priority), then Ahri Legend's trigger second - Ahri Legend's trigger resolves, reducing Warwick to 4 Might - Hidden Fox Fire can be played as a reaction - Fox Fire resolves, killing Warwick - Warwick's attack trigger attempts to resolve but fails because Warwick is no longer 'here' - Damaged units survive Nuances: - Fox Fire must be hidden at the battlefield beforehand to be played as a reaction, since it is an Action spell and cannot normally be played during combat - Players can react between each ability resolving on the chain
If Warwick is stunned after being declared as an attacker, does his ability still kill units damaged at the battlefield?
Ruling: Yes, Warwick's ability still triggers and kills damaged units even if he is stunned. Stun only prevents a unit from dealing damage with their might during the damage step, not during the whole combat. Nuances: - Stun specifically affects damage dealt during the damage step only - Stun does not disable triggered abilities that occur during other parts of combat
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