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Riftbound Frequently Asked Questions

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If Yellow Viktor and a normal non-token unit both die in a showdown, can you choose to have the other unit die first so Viktor triggers and creates a token before he dies?
Ruling: No, you cannot get a token from Viktor in this situation. All units die at the same time in combat, so Viktor is already dead when the other unit dies and cannot trigger. Nuances: - You can decide which unit to use effects like Zhonya's on because they die simultaneously, but you don't decide the order in which they die - Viktor must be alive when another unit dies to trigger his ability
If Yi has 2 units at the start of combat but during the showdown one unit is moved back or killed, does Yi's legend passive activate? Also, does Yi need to select which unit to buff before the cycle starts?
Ruling: Yi's passive is constantly checking whether the condition is met. If Yi starts with 2 units and that number drops to 1 defender during combat, the bonus activates. Yi does not select a unit - it's a passive bonus that is either in effect or not. Sequence: - Yi checks his passive condition continuously throughout combat - When the number of defending units drops to 1, the passive bonus automatically applies Nuances: - No selection is required; the passive is automatic based on current game state
If Yi is on Reavers Row with 2 defending units, one unit moves to base via Reavers Row's ability, does the remaining unit get Yi's buff before combat damage?
Ruling: Yes, the remaining unit gets Yi's buff before combat damage. Sequence: - Attack is declared on Reavers Row where Yi is present with 2 defending units - One unit moves to base via Reavers Row's ability - Yi's continuous effect applies to the remaining single defender - Combat damage occurs with the buff active Nuances: - Yi's effect is a continuous effect that applies constantly whenever there's only one defending unit, not a triggered ability
If Yi summons Rengar to the battlefield with Ambush when there is 1 unit at the battlefield, will the +2 might from Yi fall off or will the unit retain +2?
The unit will **lose the +2 Might bonus immediately** upon Rengar, Trophy Hunter entering the battlefield. According to **RiftJudge FAQ #10141** and **#3935**, Master Yi's ability (from *Wuju Bladesman, Starter*) is a continuous passive effect with a "While" condition. Continuous effects are checked constantly and update the game state instantaneously. The moment a second friendly unit enters the battlefield, your original unit is no longer "alone" (as defined by **Rule 741.1**), and the bonus is removed. ### Timing Sequence: 1. **Opening State:** A unit is defending alone. Master Yi’s continuous effect applies, granting it +2 Might. 2. **Ambush [Reaction]:** You play *Rengar, Trophy Hunter* using the **Ambush** keyword. This is a **[Reaction]** that is added to the chain. 3. **Resolution:** The chain resolves, and *Rengar* enters the battlefield. 4. **State Update:** The instant *Rengar* enters the battlefield, the "While" condition for Master Yi’s passive is no longer met. The +2 Might bonus is removed immediately, regardless of what other items may still be on the chain or the fact that this occurred during a reaction. This interaction is distinct from triggered abilities (which check conditions only at the moment they trigger and are placed on the chain); because Master Yi’s ability is a continuous passive effect, it does not "snapshot" and instead recalculates as soon as the board state changes.
If Yone moves into an occupied battlefield and the opponent uses Flash to move their only unit away during the showdown, does Yone's ability trigger?
Ruling: No, Yone's ability will not trigger. When Yone moves to an occupied battlefield, a Combat Showdown begins and the battlefield remains contested (and under the original controller's control) throughout the entire showdown, even if the defender is removed via Flash. Sequence: - Yone moves to an occupied battlefield - A Combat Showdown is initiated (the battlefield is contested) - Flash can be played during the showdown to move the defending unit away - The battlefield remains contested throughout the showdown despite no defenders being present - The original controller maintains control of the battlefield during this contested state - When the showdown ends, Yone conquers a battlefield that was controlled (not uncontrolled) - Yone's ability does not trigger Nuances: - Moving is an inherent ability, not an activated ability, so it does not create a chain that can be reacted to - Once a Combat Showdown begins with a defender present, it does not convert to a regular showdown even if all defenders are removed - A player maintains control of a battlefield while it is being contested by an opponent - Yone's ability specifically requires conquering a battlefield that was uncontrolled
If Z Hourglass is not hidden (played like a normal gear), does it have to revive the next friendly unit to die, or can the controller choose when to use it?
Ruling: Z Hourglass must revive the next friendly unit to die when played as a normal gear (not hidden). Nuances: - If multiple units die simultaneously, the owner of Z Hourglass chooses which unit it saves.
If Zaun Warrens is conquered and you have Super Mega Death Rocket in the trash, what order do the discards and draw go in?
Ruling: When Zaun Warrens is conquered with Super Mega Death Rocket in the trash, both effects trigger simultaneously and you can order them however you like by placing them on the chain in your preferred order. Nuances: - Super Mega Death Rocket must already be in the trash when you conquer Zaun Warrens to trigger. If you discard it as part of Zaun Warrens' conquer effect, it will miss the trigger because it wasn't in the trash at the time of conquest.
If Zealous Fan's ability removes all units from combat, can an opponent use Ride the Wind to return a unit to the same combat showdown, or does the showdown end?
Ruling: The showdown continues even when all units are removed from the battlefield. The opponent can use Ride the Wind to return a unit to the same combat showdown. Sequence: - Zealous Fan's trigger resolves, removing units from the battlefield - Players can continue taking actions (like Ride the Wind) during the same showdown - The showdown only ends when both players pass with focus on an empty chain - If a unit returns via Ride the Wind, it participates in the same combat showdown Nuances: - This applies even in Surprise Defense scenarios - the initial non-combat showdown continues after Ride the Wind resolves, then ends when both players pass, and only then does the combat showdown begin - The showdown does not automatically end just because no units remain at the battlefield
If Zenith Blade targets a unit and the opponent responds with Retreat to return that unit to hand, does Zenith Blade still resolve or does it fail due to an invalid target?
Ruling: When the targeted unit is returned to hand by Retreat before Zenith Blade resolves, the unit is no longer a legal target. All instructions that reference that unit or use information about that unit will not execute. Nuances: - If you use Zenith Blade on an opponent's unit and they Retreat it, you do not get the stun effect since the target is invalid - If you use Zenith Blade on your own unit and then Retreat it yourself, you still get the stun on the enemy (the stun doesn't require the original target to be valid)
If Zero Drive banishes a unit as a deathknell and Karthus is in play (adding a second banishment trigger), can Zero Drive play two copies of that unit later when its ability triggers?
Ruling: While Karthus does add a second banishment trigger, the second trigger cannot reference the unit because it was already moved by the first banishment. Only one copy can be played later. Sequence: - Both banishment triggers go on the stack - The first trigger to resolve banishes the unit - The second trigger resolves but "whiffs" because it cannot reference the unit that's already been moved Nuances: - "Banished by this" is a binary state - a unit either was or wasn't banished by a specific effect, it doesn't stack - The card must exist in the banishment zone to be found and played later - Similar interaction occurs with Ekko's deathknell: if Zero Drive and Ekko's recycle trigger both occur, whichever resolves first makes the unit invalid for the second effect
If Zhonya is played as a hidden card at battlefield 1, then activated as a reaction to Charm moving the only unit away from that battlefield, does Zhonya remain in play even though there are no units left at battlefield 1?
Ruling: Yes, Zhonya remains in play as a gear waiting for the first unit to be killed, even though there are no units at the battlefield where it was originally hidden. Sequence: - Zhonya is hidden at battlefield 1 with one unit present - Opponent plays Charm to move the unit from battlefield 1 to battlefield 2 - A chain opens and you react by playing Zhonya from hidden - Zhonya (as a gear) goes to base waiting for the first unit to be killed - The chain ends - Charm resolves - No units remain at battlefield 1, but Zhonya is still in play Nuances: - Zhonya does not target, so it can save a unit at any battlefield regardless of where it was originally hidden - The "here" restriction on hidden cards is a targeting restriction that only applies to effects that target - Effects that don't target aren't restricted by the location where the hidden card was played
If Zhonya's Hourglass procs after Watcher has been used on Deadbloom, does Deadbloom recall with 8 Might or 5 Might?
Ruling: Deadbloom recalls with 8 Might (retaining the buff from Watcher). Since Deadbloom never leaves the board when it recalls, any effects on it will remain. Nuances: - This applies to all effects on Deadbloom, not just Watcher's buff
If Zhonya's is flipped from hidden during showdown and the opponent responds with Cannon Barrage that would kill the unit, does Zhonya's save the unit or does the unit die before Zhonya's can take effect?
Ruling: Zhonya's will save the unit. When flipped from hidden, Zhonya's as a permanent enters and resolves off the chain immediately with no response window, so its effect is active before Cannon Barrage resolves. Sequence: - Player flips Zhonya's from hidden (starts a chain as a reaction) - Zhonya's immediately resolves off the chain with no response window since it's a permanent - Priority reverts to opponent who can play Cannon Barrage in response - Cannon Barrage resolves, dealing damage - Zhonya's effect saves the unit from dying Nuances: - Flipping a card from hidden is a reaction that starts a chain and extends the showdown - Permanents resolve immediately off the chain with no response window, unlike spells - Priority reverts to the opponent after the permanent resolves, allowing them to respond to the showdown continuing
If Zhonya's is hidden and I have two units on the board that are going to die by a battle, do I choose whose saving with my Zhonya's?
Yes, you choose which unit to save. According to the **RiftJudge FAQ** regarding **Zhonya's Hourglass** (FAQ 6895, 1988, and 1042): when multiple units die simultaneously from combat damage, the controller of the **Zhonya's Hourglass** replacement effect chooses which unit's death is replaced. Here is the breakdown of how this works: 1. **Timing:** Because this is combat damage, all units at that battlefield die simultaneously. You must flip and activate your hidden **Zhonya's Hourglass** as a reaction *before* the damage is assigned during the showdown (Rule 373). You cannot wait to see the results of the damage; you must act while you still have priority. 2. **Replacement:** Since you are replacing a death event with your **Zhonya's Hourglass**, and you have two units dying at the same time, you (as the controller of the replacement effect) choose which one of those deaths to apply the replacement to (Rule 373). 3. **Result:** The chosen unit is saved (healed, exhausted, and recalled to your base), and the other unit will proceed to die as normal. This interpretation is supported by multiple FAQs confirming that for simultaneous deaths, the controller of the replacement effect chooses the order of application.
If Zhonya's is hidden on a battlefield and an enemy unit is moved to a different battlefield, can that Zhonya's be used to protect the unit?
Ruling: Yes, Zhonya's can protect a unit anywhere on the board when played from hidden, regardless of which battlefield it was hidden on. Sequence: - Zhonya's is played from hidden - Because gear cannot be on battlefields, Zhonya's is immediately recalled to base - From base, it can protect a unit anywhere on the board Nuances: - Zhonya's is unique among hidden cards because it is gear, and gear cannot remain on battlefields
If Zhonya's is hidden on a battlefield, does it automatically trigger when any unit dies, or can you choose which unit to save after seeing which one is targeted?
Ruling: A hidden card is never forced to be used and you can use it whenever you would play a reaction. You can choose which unit to save with Zhonya's as long as you activate it at the appropriate reaction timing. Nuances: - If all units would die simultaneously from combat damage, you must activate Zhonya's before combat damage is assigned - If units die in separate combats or at different times, you can wait to see which unit is threatened before deciding to use Zhonya's
If Zhonyas is at base, does it have to trigger when a unit dies? And if Zhonyas is hidden, can you leave it hidden till you want to trigger?
Yes, Zhonya's Hourglass is a mandatory replacement effect, and you have flexibility with how you use it when it is hidden. Here is the breakdown based on the official rules and FAQs: ### 1. If Zhonya's is at your base **Yes, it must trigger.** Zhonya's Hourglass is not a triggered ability; it is a **mandatory replacement effect**. If a friendly unit would die, the effect *must* be applied. You cannot choose to let the unit die to save the Zhonya's for a later turn. * **Nuance:** If multiple friendly units would die simultaneously (e.g., from a single effect), you choose which one to save, but you cannot choose to save none of them (Rule 373, RiftJudge FAQ #5836). ### 2. If Zhonya's is hidden **Yes, you can leave it hidden until you choose to trigger it.** * **It is optional to play:** While the effect is mandatory *once it is in play*, a hidden card is private information and is not yet "in play." You are not forced to reveal and play a hidden Zhonya's when a unit dies. You can choose to let the unit die and keep the Zhonya's hidden for a future, more critical moment (RiftJudge FAQ #3763). * **Timing:** You can reveal and play a hidden Zhonya's at any time you have priority to play a reaction (RiftJudge FAQ #9010). * **The "Gotcha":** If you choose not to use it and your unit dies, you must be careful about battlefield control. If that unit was your only unit at that battlefield and the battlefield becomes uncontested, you will lose control of it during the cleanup step. If you lose control of the battlefield, any hidden cards there are trashed (RiftJudge FAQ #7086, #2411). *** **Summary of Key Mechanics:** * **Mandatory vs. Optional:** The *effect* of Zhonya's is mandatory once it is active, but the *act of playing* a hidden card is always optional. * **Hidden Cards:** They are not in play and are private information. You are never forced to reveal them. * **Battlefield Control:** If you are relying on a hidden Zhonya's to save a unit, ensure you don't lose control of the battlefield before you have the chance to react, or the card will be lost.
If Zhonyas is hidden at battlefield A and a unit is dying at battlefield B, can Zhonyas be played from hidden at battlefield A to save the unit at battlefield B?
Ruling: Yes, Zhonyas can be played from hidden at battlefield A to save a unit dying at battlefield B. Nuances: - Zhonyas's ability is not a play ability, so it isn't restricted to the battlefield where it was hidden - Play abilities and spells played from hidden have targeting restrictions that limit them to the battlefield they were hidden at - Zhonyas doesn't target a unit when played; it saves the next unit that dies, so battlefield restrictions don't apply
If Zhonyas triggers, can I use the Blade Dancer ability?
Whether you can use the **Blade Dancer** legend ability when **Zhonya's Hourglass** triggers depends on whether the **Zhonya's Hourglass** trigger involves "choosing" a friendly unit. According to **Rule 355.10.c**, a game object mentioned in the text of an ability is **not** a target (and therefore is not "chosen") if it is included only as part of a replacement effect. ### The Breakdown 1. **Zhonya's Hourglass Trigger:** The text of Zhonya's is: *"If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it."* This is a **replacement effect** that automatically applies to the next qualifying event (the unit dying). Because it is a replacement effect, it does **not** "choose" or "target" the unit (see **Rule 355.10.c**). 2. **Blade Dancer Trigger:** The Blade Dancer ability triggers: *"When you choose a friendly unit..."* 3. **The Conclusion:** Because the Zhonya's Hourglass trigger does not "choose" the unit it saves, the Blade Dancer ability **will not trigger** in response to the Zhonya's effect. *** **Summary:** You cannot use the Blade Dancer ability to ready a unit simply because it was saved by Zhonya's Hourglass, because the Zhonya's effect does not count as "choosing" the unit. *This is my interpretation based on Rule 355.10.c and the mechanics of replacement effects. No official FAQ exists for this specific interaction.*
If a 0 Might unit attacks another 0 Might unit, or a unit is reduced to 0 damage, do the units die?
Ruling: 0 damage is not damage. Units do not die from 0 damage because lethal damage requires a non-zero amount of damage equal to or higher than their current Might. Sequence: - When a 0 Might unit attacks another 0 Might unit, neither unit takes damage - The attacker returns to base as normal - Both units stay alive Nuances: - Lethal damage specifically requires a non-zero amount of damage - This applies to any situation where damage is reduced to 0, including spell damage reduced by damage reduction effects
If a 1 Might unit at Trifarian Warcamp (making it 2 Might) is reduced to 1 Might by Smoke Screen, then targeted by Charm to return to its Base, does it die or stay at 1 Might?
Ruling: The unit will become a 0 Might unit and will not die. Cleanup only kills units that have damage marked greater than their Might, so units with 0 Might or less are perfectly fine. Nuances: - A unit can have 0 or negative Might and remain in play - Having 0 Might does not cause a unit to die during cleanup
If a 1 might recruit attacks a 5 might unit at a battlefield under Master Yi (with Wuju +2 buff), and Void Seeker is used during showdown to deal 4 damage, does the 5 might unit die at the end of combat?
Ruling: The 5 might unit survives. Master Yi's Wuju passive gives +2 might immediately, making it a 7 might unit. The 5 total damage (1 from combat + 4 from Void Seeker) is not enough to destroy it. Sequence: - The 5 might unit has 7 might during combat due to Master Yi's passive buff - 1 damage from combat and 4 damage from Void Seeker are dealt (5 total damage) - At end of combat cleanup, damage is healed and the +2 buff expires simultaneously - The unit survives because 5 damage is less than 7 might Nuances: - The +2 might buff from Master Yi's Wuju passive lasts until end of combat - Healing and buff expiration both occur during end of combat cleanup - Assault and Shield buffs also expire at the same time during cleanup
If a 1 might unit, buffed +1 might by an equipment, has strikedown played on it against another token, does that token die, then when my equipment detaches from strikedown, does my unit die also?
To provide an accurate ruling, I have analyzed the interaction based on the card **Strike Down** and the core rules regarding damage and unit death. ### The Ruling **Yes, the enemy token will likely die, and your unit will likely die as well.** Here is the step-by-step breakdown of the interaction: 1. **Initial State:** Your unit has 1 base Might and is equipped with an item providing +1 Might, for a total of **2 Might**. 2. **Playing Strike Down:** You play Strike Down, choosing your equipped unit. 3. **Chain Resolution:** * Strike Down resolves. Your unit deals damage equal to its current Might (**2 damage**) to the enemy token. * If the enemy token has 2 or less Might, it is killed (Rule 143.2.a). * Strike Down then instructs you to **detach** the equipment from your unit (Rule 435.1). 4. **State Check:** * Once the equipment detaches, your unit loses the +1 Might bonus. Its Might drops from 2 back to **1**. * If your unit had any damage marked on it from a previous event (e.g., it was already in combat or took damage earlier in the turn), the game checks if that marked damage is now equal to or greater than its new Might (1). If it is, your unit dies (Rule 143.2.a). ### Important Clarifications * **"Does my unit die also?":** Your unit only dies if it has **non-zero damage marked on it** that is equal to or greater than its new Might (1). If your unit had 0 damage marked on it, it will survive with 1 Might. * **Damage vs. Might:** As established in RiftJudge FAQ #3401 and #3880, the game constantly checks if marked damage equals or exceeds current Might. Because the detachment of the equipment happens as part of the spell's resolution, the unit's Might is reduced immediately, and the game will check for lethal damage during the next cleanup or state-based check. * **Combat vs. Spell:** Note that Strike Down is a spell, not a combat action. If this interaction happens outside of a Showdown, the unit does not "recall" to the base; it simply remains on the board unless it is killed. This is my interpretation based on the rules for damage, Might, and detaching equipment. No official FAQ exists for this specific interaction.
If a 2 Might Poro with Shield is at a battlefront and I accelerate a Watcher into it, does the Poro end up with 1 or 2 Might after becoming a defender?
Ruling: The Poro will have 2 Might. The Watcher's -3 Might reduction snapshots when applied (reducing the Poro to minimum 1 Might, creating a -1 modifier), then when the Poro gains the defender designation and Shield triggers (+1 Might), the final calculation is 2 (base) + 1 (Shield) - 1 (Watcher) = 2 Might. Sequence: - Watcher's reduction is applied, snapshotting at -1 Might (since it can't reduce below 1) - The -1 modifier continues to apply for the turn - When the Poro becomes a defender in combat, Shield triggers giving +1 Might - Final Might: 2 (base) + 1 (Shield) - 1 (Watcher) = 2 Might Nuances: - Shield is only active during a combat showdown, not when initially playing the Watcher
If a 2 Might unit is at Trif Warcamp (which gives +1 Might) and then receives a -2 Might penalty, what is its final Might value?
Ruling: The unit will be at 1 Might. Might increases and decreases snapshot based on the current value when they are applied, taking timestamps into account. Sequence: - Unit starts at 2 Might - Trif Warcamp gives +1 Might (unit is now at 3 Might) - When -2 Might is applied, it looks at the current Might (3) and reduces it by 2 - Final result: 1 Might Nuances: - All Might modifiers snapshot when they resolve - they take effect once and then other effects modify that resulting value - If a reduction would bring a unit below 1 Might, it stops at 1 Might (minimum) - Subsequent modifiers continue to work off the current modified value, not the original base value
If a 2 cost spell gets Hard bargained and you pay it, do you reckon that counts towards Jhin's legend ability?
No, paying the cost for *Hard Bargain* does not count toward Jhin, Meticulous Killer's legend ability. There are two primary reasons why this interaction does not trigger Jhin’s ability: ### 1. Payment vs. Spell Cost Jhin, Meticulous Killer's ability reads: *"If you've spent [4] or more to play a spell this turn, you may play me for [C]."* * According to **RiftJudge FAQ #10307**, this ability requires you to spend [4] or more energy to play a **single** spell instance (including any additional costs paid during that spell's play process). * Paying the [2] energy cost to *Hard Bargain* is not "energy spent to play a spell." It is a separate payment made to a game effect (the *Hard Bargain* spell) to prevent your original spell from being countered. Because this energy is not part of the base or additional cost of the original spell you played, it does not contribute to the total energy spent to play that spell. ### 2. Jhin's Ability is an Alternative Cost, Not a "When You Play" Trigger It is important to clarify that *Jhin, Meticulous Killer* does not have a "When you play a spell" legend ability; he has an ability that allows you to play him for a reduced cost if you have satisfied a specific energy spending condition. * Per **RiftJudge FAQ #10307**, you cannot combine the costs of separate spells to meet this requirement. You must play one single spell that costs [4] or more energy. * Even if the spell is countered, **Rules FAQ Clarification 2026-04-29** states that energy spent to play that spell still counts toward the condition for the rest of the turn. However, because you are only playing a 2-cost spell and paying an additional 2 energy to *Hard Bargain*, you have not met the requirement of spending [4] or more to play a *single* spell instance. *** *Note: This interpretation is based on Rule 356.4.f.1, which defines how costs are paid, and RiftJudge FAQ #10307, which confirms that Jhin’s condition must be met by a single spell instance. No official FAQ exists for the specific interaction of using Hard Bargain payments to trigger this ability, but based on the definition of "playing a spell" and "costs," those payments do not contribute to the spell's cost.*
If a 2 might unit is buffed to 3 might and then reduced to 1 might by Watcher's ability, what happens when the buff expires?
Ruling: When a buffed unit is reduced to 1 might by Watcher, the buff is already factored into that 1 might. If the buff expires afterward, the unit goes to 0 might but does not automatically die. Sequence: - Unit starts at 2 might, receives +1 buff to become 3 might - Watcher reduces it to 1 might (the calculation is 2 + 1 - 3 = 1, with the buff included) - If the buff expires, the unit drops to 0 might - The unit only dies if it takes damage while at 0 might Nuances: - Equipment works the same way as buffs in this interaction - Being at 0 might does not automatically kill a unit; it must be damaged to die
If a 2 might unit is targeted by En Garde (+1 might, chain 1), then targeted by a 2 damage spell (chain 2), does the unit survive with 3 might and 1 health, or does it die?
Ruling: The unit dies. The chain resolves in reverse order, so the 2 damage spell resolves first, killing the 2 might unit before En Garde can resolve. Sequence: - En Garde is played targeting the 2 might unit (goes on chain as link 1) - Opponent responds with a 2 damage spell (goes on chain as link 2) - Chain resolves starting with most recent: the damage spell resolves first - The spell deals 2 damage to the 2 might unit - Cleanup occurs after the spell resolves, and the unit dies - En Garde attempts to resolve but its target is no longer in play, so it does nothing Nuances: - Cleanup happens after each spell resolves, not after the entire chain resolves - When a card's target is no longer in play when it resolves, it does nothing
If a 3 might unit has a buff applied and then gets smoke screened, is its final might 1 or 2?
Ruling: The unit will have 1 might. Smokescreen reduces the might that the buff gives because bonuses are applied before minuses. Sequence: - Buffs are applied first - Debuffs (like Smokescreen) are applied second - Smokescreen snapshots its effect when first applied and maintains that reduction for the rest of the turn Nuances: - Snapshotting means any increase or decrease with a restriction applies based on the initial condition only, then maintains that same value for the rest of the turn - If a unit is debuffed and then buffed later, the debuff amount stays constant (e.g., a 2 might unit with -1 from Smokescreen that gets buffed by X would be 2+X-1)
If a 3 might unit is reduced to 1 might by Thousand Tail (Watcher), and then receives a buff, does it go to 2 might or remain at 1?
Ruling: The unit goes to 2 might. Debuffs like Thousand Tail check on resolution how much they will reduce a unit's might, then apply that fixed amount. The buff is applied after the debuff resolves, so it increases the might from 1 to 2. Sequence: - 3 might unit gets debuffed by Thousand Tail/Watcher (reduces to minimum 1 might) - Unit is now at 1 might - Buff is applied after the debuff resolves - Unit goes to 2 might Nuances: - The debuff amount is set when it resolves and doesn't continuously recalculate - Units can exist at 0 might and won't die unless they have at least 1 damage marked on them - If a buffed unit at 2 might (originally 1 might + buff) takes 1 damage and then loses the buff, it becomes a 1 might unit with 1 damage and dies - Might does not equal HP; damage doesn't lower might, only marks damage on the unit
If a 4 Might unit moves from base to Trifarian Warcamp, do they become Mighty and trigger Fiora's Legend ability?
Yes, moving a 4 Might unit from your base to Trifarian War Camp will cause it to "become Mighty" and trigger Fiora's Legend ability. This is distinct from playing a unit directly onto the battlefield. When you move a unit that is already on the battlefield (your base) to Trifarian War Camp, it is already a game object in play. As it enters the War Camp, it gains the +1 Might bonus, causing its Might to increase from 4 to 5. Because the unit was already on the battlefield when this increase occurred, it satisfies the condition of "becoming Mighty," which triggers Fiora's Legend ability.
If a 4 might unit is hit by Bellows Breath and then targeted by a spell that resumes might by 3 or more, does the unit die?
Yes, the unit will die. In *Riftbound*, a unit is killed if it has marked damage equal to or greater than its current Might during the combat cleanup or whenever damage is checked after an effect resolves (such as a Might reduction). Here is the breakdown of why the unit dies: 1. **Marking Damage:** When you play *Bellows Breath*, it deals 1 damage to your unit. This damage is "marked" on the unit and remains there (it does not reduce the unit's Might). 2. **Might Reduction:** When the second spell resolves and reduces the unit's Might by 3 or more, the unit's Might is lowered. * If the unit had 4 Might, reducing it by 3 brings it down to 1 Might. 3. **Lethal Check:** After the spell resolves, the game checks the unit's status. Because your unit now has 1 marked damage and its current Might has been reduced to 1, the marked damage equals its current Might. 4. **Result:** Per **Rule 428.1.a.2**, the unit is killed because it has lethal damage marked on it. This interaction is consistent with **RiftJudge FAQ #9019**, which confirms that if a unit is damaged (marking damage on it) and its Might is subsequently reduced, the unit will die if that marked damage now meets or exceeds its new, lower Might value.
If a 4 might unit is targeted by Void Seeker during combat, does it die before dealing damage in the showdown?
Ruling: Yes, a 4 might unit targeted by Void Seeker will be killed before showdown calculation and will not contribute its might to combat. Sequence: - Void Seeker resolves, marking 4 damage on the 4 might unit - Cleanup occurs during Void Seeker's resolution - The unit dies during this cleanup - Combat resolution happens after, but the unit is already dead and does not contribute Nuances: - Damage marked on a unit does not reduce its might value - Might decrease effects exist separately (like Smoke Screen) - A unit with higher might than the damage marked would survive and deal its full might value
If a 4 might unit with assault +1 attacks a battlefield and the opponent responds with Void Seeker, does the unit die or survive?
Ruling: The unit survives because assault applies when a unit becomes an attacker, which happens before the opponent can play actions like Void Seeker. Sequence: - Unit with assault +1 declares attack on battlefield - Unit becomes an attacker and assault triggers, increasing might to 5 - Opponent gains priority to play actions - If opponent plays Void Seeker at this point, the unit has 5 might and survives Nuances: - Assault only applies if there is an opposing unit at the battlefield; if attacking an open battlefield, assault would not be active
If a 5 Might unit has 4 damage marked on it from Void Seeker, then Stupefy reduces it to 4 Might (causing it to die), does Immortal Phoenix trigger to return from trash?
Ruling: Immortal Phoenix does NOT trigger. The spell that resolved immediately prior to the cleanup was Stupefy, which did not apply damage. Only spells that both apply damage AND resolve immediately prior to the cleanup get kill credit. Nuances: - Void Seeker cannot get kill credit because another spell (Stupefy) resolved between Void Seeker and the cleanup where the unit died - "Resolved immediately prior" means with nothing in between, not "most recent spell that dealt damage" - The unit dies from system rules checking Might vs marked damage during cleanup, not directly from either spell - Strategic takeaway: Use Might reductions before damage spells when playing against Immortal Phoenix
If a 5 might unit battles another 5 might unit, and one receives -1 might from Stupify, do they still trade?
Ruling: No, they do not trade. The unit with Stupify applied (now 4 might) dies, while the 5 might unit survives. Nuances: - Damage marked on a unit does NOT decrease its might (a 5 might unit with 3 damage marked still deals 5 damage) - Effects like Stupify DO decrease a unit's might - A unit with damage marked on it still deals its full might in combat, but requires less additional damage to be destroyed
If a 5 might unit is hit with Void Seeker (dealing 4 damage), then Stupify is used on it (reducing might to 4), does the unit die?
Ruling: Yes, the unit dies. Units die when they have non-zero damage marked on them greater than or equal to their might. Sequence: - Void Seeker deals 4 damage to the 5 might unit - Stupify reduces the unit's might to 4 - The unit now has 4 damage marked and 4 might, so it dies
If a 5 might unit is marked for 4 damage from Void Seeker, then takes damage from Hexray, and the opponent chains Call to Glory (which is then Stupified), does the unit die before Call to Glory resolves?
Ruling: Yes, the unit dies before Call to Glory resolves. Sequence: - Void Seeker marks the 5 might unit for 4 damage - Hexray deals damage to the unit (bringing total damage to 5 or more) - Opponent chains Call to Glory - Stupify is chained to Call to Glory - Cleanup happens after Stupify resolves, killing the unit (since it has damage equal to or exceeding its might) - Call to Glory attempts to resolve but the unit is already dead Nuances: - Cleanup occurs after each resolution, not just at end of turn - Units die during cleanup when they have damage equal to or greater than their might
If a 6 might Stormbringer moves to a battlefield where a 6 might unit with Master Yi Legend (alone) is located, does it kill the Yi unit?
Ruling: Yes, the Stormbringer kills the Yi unit. The unit dies to the marked damage before a combat can be staged and initiated, so Master Yi's passive (which requires the defender designation from an initiated combat) never comes into effect. Sequence: - Stormbringer deals 6 damage to the Yi unit during the move action - In cleanup (322.4), the Yi unit dies from the marked damage - This happens before a combat can be staged and initiated (322.10 and 322.14) - Since combat never initiates, the Yi unit never gets the defender designation - Without the defender designation, Master Yi's passive never activates Nuances: - If the Stormbringer had 5 might instead, it would deal 5 damage, move to the battlefield, and then in cleanup the Yi unit would survive. A combat would be staged and initiated, giving the Yi unit the defender designation and activating Master Yi's passive (making it 8 might with 5 damage marked) - This interaction creates a rules hangup (contested battlefield controlled by a player with no units where neither showdown nor combat can be staged) that wasn't fixed in the Spiritforged rules update
If a 6 might unit with 3 damage markers from Hextech Ray is targeted by Smoke Screen and dies during cleanup, which spell is considered the source of the kill?
Ruling: Neither spell receives credit for the kill. The spell that resolved immediately prior to cleanup must have applied damage markers to be considered the source of the kill. Sequence: - Hextech Ray applies 3 damage markers to a 6 might unit - Smoke Screen targets the unit but does not apply damage markers - Unit dies during cleanup - No spell receives responsibility for the kill action because Smoke Screen (the most recent spell before cleanup) did not apply damage
If a 7 Might unit has 6 damage marked on it, then Stupefy reduces its Might to 6, does the unit die and what counts as killing it?
Ruling: The unit dies after Stupefy resolves during the next Cleanup, because it has damage marked on it equal to its Might. However, Stupefy is not considered the spell that killed the unit because it did not apply damage. Sequence: - Falling Comet deals 6 damage to the 7 Might unit - Stupefy resolves, reducing the unit's Might to 6 - During Cleanup, the unit is killed because it has 6 damage marked on it equaling its 6 Might - Falling Comet (the spell that applied damage immediately prior to that Cleanup) is responsible for the kill action, not Stupefy Nuances: - Only spells or abilities that applied damage can be responsible for kill actions during Cleanup, not effects that reduce Might
If a 7 might unit attacks a battlefield with two enemy units (5 might and 3 might), and one enemy unit (the 5 might) is stunned before combat starts, does the 7 might unit defeat both enemies or only one?
Ruling: You can only defeat one enemy unit. Stun prevents the stunned unit from dealing combat damage, but does not remove its might from the total defending might. Sequence: - Your 7 might attacks their combined 8 might (5 + 3) - The stunned unit cannot deal combat damage - The unstunned unit has 5 might to assign as damage - Your attacking unit gets recalled since 7 might is not enough to defeat 8 might Nuances: - Stunning a unit only prevents it from dealing combat damage, not from contributing its might to the defense total
If a Baron Pit battlefield token is replaced by a Brush token, does playing Baron Nashor again create a new Baron Pit?
Ruling: Yes. When a Baron Pit token is replaced by a Brush token, the Baron Pit is placed in Banishment and ceases to exist because it is a token. Since the Baron Pit is no longer on the board, playing Baron Nashor again will create a new Baron Pit token. Sequence: - The Baron Pit token is replaced by the Brush token and placed in Banishment (Rule 438.5) - Because it is a token, the Baron Pit stops existing once it enters Banishment (Rule 438.6) - The Brush token can never swap back because the replaced token no longer exists (Rule 438.7.c) - Baron Nashor's condition "if it's not there already" is now met, so a new Baron Pit token is created Nuances: - This interaction can be repeated to create multiple permanent battlefield tokens on the board - This ruling differs from replacing a non-token battlefield, which would maintain a link allowing the Brush to swap back
If a Darius is in base exhausted, will hiding a card at a battlefield ready him and give +2 might?
No, hiding a card does not ready Darius or give him +2 might. According to Rule 737.1.c.2, **hiding a card does not open a chain**, and more importantly, **hiding a card is not the same as playing a card** (Rule 737.1.c.1). Darius's ability triggers "When you **play** your second card in a turn." Since hiding a card is a Discretionary Action (Rule 408.2) and not a "play" action, it does not count toward the requirement of playing your second card. Therefore, Darius will remain exhausted in your base.
If a Gear is stolen by Akshan by player A and then player B steals the same Gear, what happens when both Akshans leave the battlefield?
When both Akshans leave the battlefield, the control-change effect of each Akshan stops applying. Consequently, control of the gear reverts to its original owner (the player who brought the card into the game). This is determined by the timestamp order of the control-change effects, as detailed in **RiftJudge FAQ #5396** and **RiftJudge FAQ #8851**. ### Sequence of Events 1. **Player A's Akshan:** When Player A plays their Akshan (and pays the additional cost), it creates a control-change effect giving Player A control of the gear. 2. **Player B's Akshan:** When Player B plays their Akshan (and pays the additional cost), it creates a newer control-change effect. Because it is newer, it depends on and overrides Player A's effect due to timestamp order. Player B now controls the gear. 3. **Akshans Leave:** * If Player B's Akshan leaves the board first, their control-change effect stops applying. The game recalculates control, and Player A's original effect is once again the active effect, so Player A regains control of the gear. * When the final Akshan (Player A's) leaves the board, its control-change effect also stops applying. 4. **Final Recalculation:** With no control-change effects remaining, control of the gear reverts to its **original owner** (the player who started the game with the card in their deck). ### Important Nuances * **No "Bounce":** The gear does not jump between players or locations when these effects end; control is simply recalculated at each step. * **Attachment:** If the gear is currently attached to a unit, it will **not** automatically detach or return to the original owner's base when control reverts; it remains attached to the unit it is currently on until moved by a card effect or the unit itself leaves the board (**RiftJudge FAQ #9043**). * **Controller Inability:** Once control reverts to the original owner, the players who previously stole it can no longer use any of the gear's activated abilities, as they are no longer its controller.
If a Glasc Mixologist dies at a battlefield can the unit it revives be played at the same battlefield?
Yes, if **Glasc Mixologist** dies at a battlefield you control, the unit you revive with its *Deathknell* ability can be played to that same battlefield. ### Why this works According to the **Unleashed** rules update (specifically the clarification regarding **Rule 187.4.c**), control of a battlefield cannot be lost while there are items on the chain. When **Glasc Mixologist** dies, its *Deathknell* ability is placed on the chain as a pending item before the unit is moved to the trash and before the game performs the cleanup that would typically result in you losing control of an unoccupied battlefield. Because the game pauses to resolve the *Deathknell* effect on the chain, you are permitted to play your revived unit to that battlefield. Since you still have a unit present at the battlefield when the cleanup finally finishes and control is checked, you successfully maintain control. ### Important Distinction: Attacker vs. Defender Your ability to play the unit to the battlefield depends on your status at that location: * **If you are the Defender:** You already control the battlefield. You are permitted to play the unit there to maintain your control. * **If you are the Attacker:** You do not control the battlefield until the showdown is resolved and you have successfully conquered it. Because you do not control the battlefield, you cannot play a unit there during the combat cleanup phase. ### Sequence of Events (as Defender) 1. **Combat Damage:** Damage is dealt; **Glasc Mixologist** takes lethal damage and dies. 2. **Deathknell Trigger:** The *Deathknell* ability is added to the chain as a pending item before the unit is moved to the trash (**Rule 734.1.d.2**). 3. **Chain Resolution:** The game pauses to resolve the chain. You resolve the *Deathknell* effect and play your unit from your trash to the battlefield. 4. **Control Check:** Because the unit you played is now present, the game confirms you still control the battlefield during the cleanup process. *This is based on the rules for battlefield control and Deathknell timing as detailed in the Riftbound Unleashed rules update.*
If a Hidden card is on a battlefield you control and your opponent kills your unit(s) with a spell (not in combat), does the Hidden card stay on that battlefield?
Ruling: No, the Hidden card does not stay. If the battlefield isn't contested (i.e., outside a combat showdown) when the unit is killed, control is lost the moment the unit dies and the Hidden card gets trashed. Sequence: - Unit is killed by spell outside of combat - Control of the battlefield is lost immediately (since no units remain and it's not contested) - Hidden card is removed during the next Cleanup Nuances: - If the unit is killed during a combat showdown (not due to combat damage), control is not lost yet and the Hidden can remain there - If all defender's units are killed due to combat damage, the Hidden also gets trashed (unless there is some trigger from death like deathknell, which is awaiting Riot's clarification)
If a Leblanc, Fragmented attacks into a battlefield with an enemy unit with assault and therefore is at 4 might, and I conquer it, on my legend trigger, is the Leblanc, Fragmented still 4 might and can the enemy gust the Leblanc away?
Your opponent cannot use **Gust** on **LeBlanc, Fragmented** because her Might remains above the targeting threshold during your Legend ability. ### 1. LeBlanc's Might During Combat and Conquer * **Assault Interaction:** LeBlanc has the **Assault** keyword. Rule 807.1.c defines Assault as: *"While I am an attacker, I have +X Might."* As the attacker, LeBlanc benefits from her Assault bonus, bringing her total Might to 4. * **Duration:** Per **RiftJudge FAQ #8706**, the might bonus from **Assault** persists until the combat showdown ends. This includes the period immediately after winning combat when you trigger your Legend ability to conquer. Therefore, LeBlanc remains at 4 Might during your Legend trigger. ### 2. Can the Opponent Use Gust? * **Gust Targeting:** **Gust** targets a unit at a battlefield with **3 Might or less**. * **Targeting Legality:** Because **LeBlanc, Fragmented** is at 4 Might due to the active **Assault** bonus, she is **not a legal target** for **Gust**. *** Note: I could not fully verify the printed base Might of LeBlanc, Fragmented against the retrieved rules.
If a Leblanc, Fragmented attacks into a battlefield with an enemy unit with assault, and I conquer it, on my legend trigger, can the enemy gust the Leblanc away?
Yes, your opponent can use **Gust** to return your **LeBlanc, Fragmented** to your hand in this scenario. ### The Breakdown 1. **Conquer & Trigger:** When you conquer the battlefield, your Legend ability (**Deceiver**) triggers. You pay the cost (discard 1, exhaust LeBlanc), and the ability is placed on the chain. 2. **State is Closed:** Placing the ability on the chain creates a **Closed State**. 3. **Reaction:** Your opponent can play **Gust** as a [Reaction] to your triggered ability. **Gust** targets a unit at a battlefield with 3 Might or less. Assuming **LeBlanc, Fragmented** has a base Might of 3, she is a legal target for **Gust**. 4. **Resolution (LIFO):** The chain resolves in Last-In, First-Out order: * **Gust Resolves:** LeBlanc is returned to your hand. * **Deceiver Ability Resumes:** The ability continues to execute instructions. It plays a **Reflection** token at that battlefield. Whether the token successfully copies another unit depends on whether another valid target remains at the battlefield at the time of resolution. ### Clarification on Gust's Restriction The official card text for **Gust** states: *"Return a unit at a battlefield with 3 might or less to its owner's hand."* This is a targeting restriction. If the unit has 3 Might or less, it is a valid target for the spell. *** *Note: I could not fully verify the Might value of LeBlanc, Fragmented or the specific interaction regarding the Reflection token's copy target against the retrieved rules.*
If a Merchant with Cleave moves out of combat after taking damage, does it die immediately when it loses the Cleave might bonus, or does it survive until the showdown ends?
Ruling: The Merchant dies immediately during the cleanup after Ride the Wind resolves, as soon as it loses the Cleave might bonus from leaving combat. Sequence: - Merchant is cleaved and moves into combat (now has 5 might) - Opponent plays Hex Ray dealing 3 damage - Player plays Ride the Wind to move the Merchant - When Ride the Wind resolves, the Merchant loses the Cleave bonus - The Merchant dies during cleanup with 3 damage marked on its base 2 might Nuances: - The showdown/combat continues even after the Merchant dies, until both players pass focus in succession - Combat continues even if only one player has units remaining at the battlefield - If moving to another battlefield with enemy units, the Merchant still dies before the new combat can start, as the current combat must close first and the staged combat hasn't begun yet
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