⚠ Legacy admin page — this FAQ browser is scheduled for removal. Use Search or Review Proposals instead.
If a reaction card resolves before a damage card, resulting in returning a unit to hand or base, does the damage card get to choose a new target because it resolves after the reaction card, or does the target of the damage card not change?
When a reaction card (such as a bounce effect) resolves and moves a targeted unit to a different zone, the damage card **cannot choose a new target.**
Targets are locked in when a card is played and added to the chain. According to **Rule 359.3.e.5**, if a target becomes illegal by the time the spell resolves (for example, by moving out of range or to a different zone), the spell simply fails to affect that specific target. The spell does not "re-target" or allow you to choose a new target for the damage.
### The sequence for this interaction:
1. **Damage Card Played:** You play a spell targeting a unit. The target is locked.
2. **Reaction Played:** Your opponent plays a reaction (e.g., a bounce effect) to move that unit. The reaction is now on top of the damage card on the chain.
3. **Reaction Resolves:** The reaction resolves first (LIFO - Last In, First Out). The unit is moved to a hand or base.
4. **Damage Card Resolves:** The damage card attempts to resolve. It checks its target. Because the unit is no longer at the required location (or has moved zones), it is now an illegal target.
5. **Result:** The damage card resolves, but the illegal target is simply unaffected. The card does not look for a new target and does not fizzle entirely unless all targets become illegal (and even then, it just results in no damage being dealt).
**Important Note:** If the spell has multiple instructions (like "Deal 4 damage to a unit. Draw 1 card."), the part of the effect targeting the unit will fail, but the rest of the card's text (like drawing a card) will still execute as normal.
If a reaction spell kills a unit during a combat showdown, does the chain end or continue, and can players still pass focus after the unit dies?
Ruling: When a spell kills a unit and resolves during a combat showdown, the unit is sent to trash but the chain continues normally. The showdown continues until both players pass without starting a chain.
Sequence:
- The spell that kills the unit resolves
- The unit is sent to trash immediately
- The current chain continues to resolve normally
- After the chain ends, players can continue passing focus back and forth
- The showdown ends only when both players pass without starting a new chain
Nuances:
- One side no longer having units at the battlefield does not end the showdown or chain
- Once the killing spell resolves, you cannot pass focus before the unit dies - it dies immediately upon resolution
If a ready unit on a Reaver Row battlefield is charmed and retreats via Reaver Row, does it become exhausted or remain ready?
Ruling: The unit remains ready. Reaver Row and other move effects don't change the orientation of a unit unless explicitly stated. Only the Standard Move action has exhausting as a cost.
Nuances:
- This applies to move effects in general, not just Reaver Row
- Standard Move is distinct from other movement effects in that it specifically requires exhausting as its cost
If a ruined Rex dies in combat to a unit with 10 might, does the ruined Rex apply its 6 damage and then the deathknell 4 damage on top of it before the unit heals? Essentially killing the unit?
No, Ruined Rex's **Deathknell** ability will not kill the enemy unit in this scenario. According to the official rules and RiftJudge FAQs, the healing step occurs *before* the **Deathknell** damage is dealt.
Here is the step-by-step combat sequence:
1. **Combat Damage Step:** Combat damage is dealt. Your Ruined Rex (6 Might) and the enemy unit (10 Might) deal damage to each other. Ruined Rex is marked with 10 damage and dies.
2. **Triggering Deathknell:** As Ruined Rex dies, his **Deathknell** ability triggers and is added to the chain as a pending item (Rule 428.1.a.1.b).
3. **Killing Units:** Ruined Rex is moved to the trash.
4. **Healing:** Surviving units on the battlefield (including the enemy unit that killed your Rex) are **healed** (Rule 461.1.a.1). Any damage marked on that unit is cleared.
5. **Resolution:** After healing is complete, the game proceeds to the FEPR (Finalize, Execute, Pass, Resolve) process, and the pending **Deathknell** trigger on the chain resolves, dealing 4 damage to the target.
Because the enemy unit is healed in step 4, the 10 damage it received from Ruined Rex during the Combat Damage Step is removed before the 4 damage from the **Deathknell** is applied in step 5.
*Sources: RiftJudge FAQ #10090, FAQ #10018, and FAQ #10069.*
If a second Forecaster is played onto the field, would that player have Vision 2 or two separate instances of Vision 1?
If a second **Forecaster** is played onto the field, you will have two separate instances of **Vision**.
According to **Rule 743.2**, "Multiple instances of Vision trigger separately." This means that when you play a Mech, each Forecaster's ability will trigger as an individual, independent event on the chain.
As outlined in the **RiftJudge FAQ (ID 84)** regarding Forecaster:
* Each instance of Vision triggers separately.
* When each trigger resolves, you look at the top card of your deck.
* For each trigger, you choose whether or not to recycle that card.
Because they are separate triggers, you do not have a single "Vision 2" effect; rather, you perform the Vision action twice in sequence. If you choose not to recycle the card after the first trigger, the second trigger will look at that same card again.
If a showdown has started, can you move units into the battle if you don't have enough might? What if the unit has ganking?
No, you cannot move units into a battlefield during a showdown, regardless of their Might or whether they have the Ganking ability.
According to **Rule 143.1.c**, the Standard Move action (which is the action used to move units) cannot be performed during a showdown. Because Ganking is a passive ability that specifically adds new options to a unit's Standard Move (as stated in **Rule 736.1.c**), it does not bypass the restriction that prevents Standard Moves from occurring during a showdown.
In summary:
* **Standard Move Restriction:** Standard Moves are prohibited during a showdown (**Rule 143.1.c**).
* **Ganking:** Ganking only provides new destination options for a Standard Move; it does not grant the ability to move during a showdown or override the timing restrictions of the Standard Move action (**Rule 736.1.c.1**).
* **Might:** A unit's Might value has no bearing on whether it is legally allowed to move.
If a showdown results in both players having a unit still alive, what happens?
According to the Riftbound rules and the provided FAQ, if both players have units remaining at a battlefield at the end of combat, the attacking units are recalled to their base.
According to **FAQ 3022** and **Rule 444.1.a.2**:
* **Ruling:** If both players have units remaining at a battlefield at the end of combat, the attacker's units are recalled to base.
* **Sequence:**
1. Combat resolves with stunned unit(s) not dealing damage.
2. If units from both players remain alive at the battlefield after the damage step, the attacker's units are recalled to base.
3. The defender retains the battlefield.
**Important Nuances:**
* **Recall:** Per **FAQ 3001**, recall does not exhaust a unit by default unless the effect specifically states "recall exhausted."
* **Control:** As noted in **Rule 444.2**, if no showdown or combat is staged at the location after the cleanup, the player with units remaining there establishes control. In this specific scenario, because the attacker's units are recalled, the defender remains the only player with units at the battlefield and thus retains control.
If a showdown results in both players having a unit still alive, what happens?
According to the Riftbound rules and the provided FAQ, if both players have units remaining at a battlefield at the end of combat, the attacking units are recalled to their base.
According to **FAQ 3022** and **Rule 444.1.a.2**:
* **Ruling:** If both players have units remaining at a battlefield at the end of combat, the attacker's units are recalled to base.
* **Sequence:**
1. Combat resolves with stunned unit(s) not dealing damage.
2. If units from both players remain alive at the battlefield after the damage step, the attacker's units are recalled to base.
3. The defender retains the battlefield.
**Important Nuances:**
* **Recall:** Per **FAQ 3001**, recall does not exhaust a unit by default unless the effect specifically states "recall exhausted."
* **Control:** As noted in **Rule 444.2**, if no showdown or combat is staged at the location after the cleanup, the player with units remaining there establishes control. In this specific scenario, because the attacker's units are recalled, the defender remains the only player with units at the battlefield and thus retains control.
If a showdown results in both players having the same might, what happens?
When units with equal Might face each other in a Showdown, both sides deal damage simultaneously equal to their total Might. All units that receive lethal damage are sent to the trash.
According to RiftJudge FAQ #2333:
* **Mutual Destruction:** If both sides are destroyed, the battlefield becomes empty and control is lost.
* **No Conquest:** Equal Might results in mutual destruction with no conquest and no points awarded.
**Key Mechanics:**
* **Simultaneous Damage:** Both players deal their total Might as damage at the same time.
* **Damage Assignment:** Per Rule 443.1.d, starting with the attacker, each player assigns damage equal to their summed Might among the opponent's units.
* **Lethal Damage:** Units are killed if they take damage equal to or greater than their Might.
* **Might vs. Damage:** As noted in FAQ #3004 and #3817, damage does not reduce a unit's Might value; Might remains constant during the Showdown regardless of damage taken.
If a single unit dies while you have 2 Zhonya's Hourglasses in play, do both activate or only one?
Ruling: Only one Zhonya's Hourglass will apply. Both replacement effects are available, but you can only replace the same death event once.
Sequence:
- Both Zhonya's replacement effects apply to the same death event
- The owner chooses the order in which they apply
- The first Zhonya's replaces the death with a recall
- The second Zhonya's has nothing to replace since the unit is no longer dying
Nuances:
- Zhonya's is a passive replacement effect, not a trigger, so it doesn't use the Chain
- Replacement effects can intercede other effect resolutions
- The same principle applies to combinations like Guardian Angel + Zhonya's
If a spell is countered (e.g., by Defy), does it still count as having chosen/targeted for the purpose of triggering effects like Irelia Blade Dancer?
Ruling: Yes, choose/target triggers occur when the target is selected as the item finalizes, which happens before resolution. Even if the source spell is countered afterward, the trigger has already occurred and will resolve.
Sequence:
- Targets are chosen as the item finalizes (after it's pending)
- The trigger ability (like Irelia's) goes on the chain
- The spell can then be countered (e.g., by Defy)
- The trigger ability still resolves because it was already placed on the chain
Nuances:
- The spell being countered is considered as not played, but the targeting/choosing has already occurred by that point
If a spell is countered, can the Jhin legend still have the spell banished for its ability?
No, you cannot banish a spell with the legend ability of **Virtuoso** (Jhin) if that spell has been countered.
According to **Rule 425.1.b**, a card that is countered is not considered to have been played. Because Virtuoso’s ability explicitly requires you to "play a spell" to trigger, a spell that is countered fails to meet the condition required for the ability to trigger.
Furthermore, per **Rule 425.1.a**, a countered spell is immediately cleared from the chain. Since the spell is no longer on the chain, it cannot be targeted or banished by Virtuoso’s ability even if the trigger condition were met.
### The Sequence
1. **Playing the Spell:** You play a spell and pay its costs. It is placed on the chain as a Finalized Chain Item.
2. **Reaction:** Your opponent plays a card (like *Defy*) to counter your spell.
3. **Resolution:** The counter resolves, and your spell is cleared from the chain.
4. **Trigger Check:** Because the spell was countered, it is not considered to have been "played" for the purpose of triggering "When you play a spell" effects. Consequently, Virtuoso's ability does not trigger.
This interpretation is supported by **RiftJudge FAQ #9779**, which clarifies that a countered spell cannot be banished by Jhin's effect because it is not considered played and is removed from the chain.
If a spell is countered, does it still count to draw with Ezreal legend?
Yes, your Ezreal legend ability can still be activated if the spells you played were countered.
According to **RiftJudge FAQ #8979** and **RiftJudge FAQ #92**, the requirement for Ezreal's legend ability is satisfied the moment you choose the targets for your spells and place them on the chain. Because the act of choosing targets occurs when the spell is played (finalized on the chain), the condition for the legend ability is met at that time, regardless of whether the spell subsequently resolves or is countered by a card like *Defy*.
### The Sequence
1. **Playing the Spell:** You play a spell and choose an enemy unit/gear as the target. This choice is locked in as the spell finalizes on the chain.
2. **Reacting:** Your opponent plays *Defy* (or another counter effect) to counter your spell.
3. **Resolution:** The counter resolves, and your spell is cleared from the chain (per **Rule 425.1.a**).
4. **Activation:** Even though the spell did not resolve, you have successfully "chosen enemy units and/or gear" with a spell this turn. You may now exhaust your Ezreal legend to activate its ability and draw a card.
*Note: This is based on established RiftJudge FAQs regarding targeting and counter interactions. While a countered card is not considered to have been "played" for effects that require successful resolution (like Viktor, Innovator), the act of targeting is completed as soon as the spell is finalized on the chain.*
If a spell is countered, would Diana No Longer Human still get plus 2 might?
No, Diana, No Longer Human will not receive the +2 Might bonus if the spell you play is countered.
### Reasoning
According to **RiftJudge FAQ #8742** and **RiftJudge FAQ #8945**:
1. **Definition of "Play":** In *Riftbound*, a spell is only considered to have been "played" when it successfully resolves on the chain.
2. **Effect of Countering:** Per **Rule 425.1.b**, a card that is countered is not considered to have been played.
3. **Trigger Condition:** Diana's ability ("When you play a spell, give me +2 [S] this turn") requires the act of playing a spell to trigger. Because a countered spell does not resolve and is cleared from the chain (Rule 425.1.a), it fails to meet the requirement for triggering her ability.
### Sequence of Events
1. **Playing the Spell:** You place your spell on the chain.
2. **Reaction:** Your opponent plays a card to counter your spell (e.g., *Defy*).
3. **Resolution:** The counter resolves, negating your spell and clearing it from the chain.
4. **Trigger Check:** Because the spell was countered and did not resolve, it is not considered "played." Consequently, Diana’s triggered ability does not go on the chain, and she does not receive the +2 Might bonus.
If a spell is defied or otherwise countered, does that original card still count as being "played"? For example, would Blue Viktor be able to play his token?
No, a card that is countered is **not** considered to have been played.
According to **Rule 412.1.b**: "A card that is Countered is not considered to have been played."
Because the card never finishes the process of being played, it will not trigger "When you play..." abilities. In your example with **Viktor, Innovator**, if you attempt to play a card on your opponent's turn and it is **Defied**, Viktor's ability will not trigger, and you will not get the Recruit token.
This is further supported by official rulings:
* **FAQ Ruling:** "A card that is countered is not considered to have been played, so it does not count for effects that check 'if you played two cards this turn' or similar conditions."
* **FAQ Ruling (Viktor specific):** "'Play a spell' triggers require the spell to fully resolve, so Viktor Inventor [Innovator] will not trigger if the spell is countered."
If a spell is played from the trash using Fizz, Trickster's ability and that spell is countered, is it recycled or trashed?
Ruling: The spell is recycled. Fizz's ability states "Recycle that spell after you play it," which creates a replacement effect that applies whenever the spell would leave the chain for any reason—including being countered, finishing resolution, or being banished.
Nuances:
- This is an exception to the general rule that countered spells go to the trash.
- The replacement effect from Fizz's ability overrides the normal destination for countered spells in this specific case.
If a spell is played from trash through Fizz's triggered replacement effect and that spell is countered, does it still get recycled?
Ruling: No. When a spell is countered, it goes to trash and is not recycled, even if it was played through Fizz's (or Kai'Sa's) ability. A countered spell is not considered to have been played, so the delayed replacement effect that would recycle it does not apply.
Sequence:
- Fizz's ability allows you to play a spell from trash
- If that spell is countered, it is cleared from the chain per Rule 425.1.a
- The countered spell goes to trash per Rule 156
- Because the spell was not successfully played (Rule 425.1.b), the recycle replacement effect does not trigger
Nuances:
- If the spell resolves normally or attempts to banish itself (like Arcane Shift), it would be recycled instead due to the delayed replacement effect
- The replacement effect functions as "if that spell would leave the chain for any reason, recycle it instead" but only applies to spells that were successfully played
If a spell is played through Fizz's triggered ability and it is countered, does it still get recycled?
Yes, if a spell is played using **Fizz, Trickster**'s ability and is subsequently countered, it is still **recycled**.
According to RiftJudge FAQ #10401, this occurs because Fizz's ability creates a **replacement effect** that applies whenever the spell would leave the chain for any reason. This replacement effect overrides the standard rule (Rule 425.1.a) that a countered spell is sent to the trash.
### The Sequence
1. **Playing the Spell:** When Fizz's "When you play me" (WYPM) triggered ability resolves, you play the spell from your trash.
2. **Replacement Effect:** Because this spell was played via Fizz's ability, the instruction "Recycle that spell after you play it" applies to it. This creates a replacement effect that monitors the spell's movement from the chain.
3. **Countering:** If an opponent plays an effect (such as *Defy*) to counter the spell, the spell is normally cleared from the chain and sent to the trash.
4. **Resolution:** The replacement effect from Fizz's ability activates, replacing the "send to trash" event with a "recycle" event. The spell is moved to the bottom of the owner's deck instead of the trash.
This is an explicit exception to the general rule that countered spells are sent to the trash (Rule 425.1.a, Rule 156).
If a spell loses its target (e.g., the target gets removed in response), does it still count towards Legion?
Ruling: A spell that loses its target is still considered played and counts towards Legion. However, a spell that is countered does not count towards Legion.
Nuances:
- You cannot play a spell without a legal target just to trigger Legion (e.g., Cleave requires a target to be played)
- Some cards that allow optional targeting (choosing "up to" a number of targets) can be played with zero targets and still count for Legion
If a spell or ability targets an equipment that is attached to a unit with deflect, does the deflect need to be paid?
Ruling: No, you can target attached equipment normally. Equipment cards have their own properties, not those of the unit they are attached to (the Top Most Card).
Nuances:
- If an equipment itself has deflect in its rules text, that deflect would be inactive while the equipment is attached to a permanent, since all rules text on attached equipment is inactive.
- This would remain true even if deflect were granted to the equipment by another effect while it is attached.
- The effect box of equipment is separate from the equipment card itself - those effects are given to the unit, not part of the equipment card's properties.
If a spell requires you to give a unit temporary, can an already temporary unit be chosen as the target for the spell?
Yes, an already **Temporary** unit can be chosen as a target for a spell that grants **Temporary**.
According to **Rule 816.2**, multiple instances of **Temporary** are redundant. While the unit will technically have two instances of the keyword, they will only trigger once as a single game event (Rule 816.2.a).
Since there is no rule preventing a unit that already has a keyword from being targeted by an effect that grants that same keyword, the targeting is legal. The unit will simply remain **Temporary** and will still be destroyed at the start of your next Beginning Phase.
If a spell targets a creature and that creature is killed in response before the spell resolves, does the spell still resolve and produce its other effects?
Ruling: The spell will resolve and do as much as it can. If the target becomes illegal while the spell is on the chain, effects that don't depend on the target still happen.
Sequence:
- Player A plays Discipline targeting a creature
- Player B kills the creature in response
- Discipline resolves, cannot give +2 to the now-illegal target, but Player A still draws a card
Nuances:
- Spells cannot be played if their targets cannot be selected when casting
- Targets can become illegal while the spell is waiting to resolve on the chain
- The spell never goes on the chain if it can't choose its targets initially
If a spell targets a unit at a battlefield, and the unit is moved to a different battlefield before the spell resolves, does the spell still affect its original target?
Ruling: As long as the target is still at "a battlefield" (any battlefield), the spell will still affect it and not be mistargeted, even if it moved to a different battlefield than where it was originally targeted.
Nuances:
- If a spell requires multiple targets to be at the "same battlefield" (like Facebreaker requiring a friendly and enemy unit at the same battlefield), and that condition is no longer true on resolution, the spell will whiff and neither target will be affected.
- The spell still resolves even when targets become illegal; it doesn't fizzle (which would imply no resolution at all).
If a spell targets a unit, but the unit becomes an illegal target before the spell resolves (e.g., due to another spell making it untargetable), does the spell still deal damage?
Ruling: The spell still resolves, but it checks if the target is still valid before resolving. If the target is no longer valid, the spell will not deal any damage.
Sequence:
- Cast spell and choose target
- Pay all costs
- Before resolving, check if all chosen targets are still legal
- If target is illegal, spell resolves but does not deal damage
Nuances:
- The legality check happens after paying costs but before the card resolves and is removed from the chain
If a spell targets something 'at a battlefield' and the target moves to a different battlefield before the spell resolves, is the target still legal?
Ruling: Yes, the target is still legal. The game only checks if the target meets the targeting requirements when the spell resolves - it needs to be at *a* battlefield, not necessarily the same battlefield you originally targeted.
Nuances:
- Spells don't "fizzle" even if they have illegal targets - they resolve to no effect, which matters for "when you play a spell" triggers
- If the target moves to base (not at any battlefield), then it would no longer be a legal target
If a spell that draws cards when it kills a unit targets a Sett unit, and Sett uses his legend ability to sacrifice the buff and recall the unit instead of dying, does the spell still draw cards?
Ruling: Sett's legend ability is a replacement effect that prevents the unit from dying. Whether you draw depends on the spell's specific wording - if the spell requires the unit to die as a condition for drawing (like Disintegrate), you do not draw. If the spell draws without requiring death as a condition (like Void Seeker or Hidden Blade), you still draw even though Sett saves the unit.
Nuances:
- Disintegrate requires the unit to die, so Sett's save prevents the draw
- Void Seeker and Hidden Blade do not require death as a condition, so you still draw even when Sett saves the unit
- This works even when targeting your own Sett unit with spells like Hidden Blade - you can save the unit and still draw
If a spell's target is retreated during a showdown, does the opponent get to reassign the target?
Ruling: No, once targets are chosen they are locked in. This happens when the spell is finalized, which occurs before opponents can react with retreat.
Sequence:
- Spell is played and targets are chosen during finalization
- Targets become locked in
- Opponents can then react (e.g., with retreat)
- Even if the original target is no longer valid, targets cannot be reassigned
If a sprite token is returned to hand by Gust while Viktor Leader is in play, does the sprite count as dying for Viktor Leader's effect?
Ruling: No, the sprite does not count as dying for Viktor Leader's effect. The sprite token is returned to hand and then ceases to exist, but this is not considered dying by a regular method.
Sequence:
- Gust resolves and returns the sprite to hand
- The sprite token ceases to exist upon reaching hand
- Viktor Leader's effect does not trigger because the sprite did not die
Nuances:
- Tokens can be returned to hand as part of an effect's resolution, but they cease to exist immediately after
- This cessation is not considered "dying" for game purposes
If a star-crossed targets A and B, and another one is played in reaction targeting B and C, is the second star-crossed on the chain still played even though one of the original targets is gone?
Yes, the second *Star-Crossed* remains on the chain and will resolve.
Whether a spell remains on the chain after its targets change depends on whether those targets have become completely **illegal** (moved to a non-board zone) or merely **invalid** (no longer meet the targeting requirements but are still on the board). However, in your specific scenario, the second *Star-Crossed* is simply a separate spell played in response to the first, and the legality of the first spell does not prevent the second from existing on the chain.
Here is the breakdown of why this works:
### 1. Separate Targeting Relationships
When you play the first *Star-Crossed* (targeting A and B), it establishes a targeting relationship. When you play the second *Star-Crossed* (targeting B and C), it establishes a completely separate, independent targeting relationship.
### 2. Resolution Order (LIFO)
Because of the "Last-In, First-Out" (LIFO) nature of the chain, the second *Star-Crossed* (targeting B and C) will resolve **first**.
* **If B is still on the board** when the second *Star-Crossed* resolves, it will successfully return B and C to their owners' hands.
* **If B is no longer on the board** (e.g., if it was somehow removed before the second one resolves), the second *Star-Crossed* will still resolve; however, it will only affect the remaining valid target (C), per Rule 359.3.e.8.
### 3. Independence of Spells
Even if the first *Star-Crossed* were to become "invalid" (e.g., if Target A were removed), this has no mechanical impact on the validity of the second *Star-Crossed*. A spell does not "fizzle" or leave the chain simply because another spell targeting the same object has changed in status.
**Summary of the Sequence:**
1. **Player 1 plays Star-Crossed (A, B):** Placed on the chain.
2. **Player 2 plays Star-Crossed (B, C):** Placed on the chain on top of the first.
3. **Resolution:** The second *Star-Crossed* resolves first. It returns B and C to hands (if they are still legal targets).
4. **Resolution:** The first *Star-Crossed* then resolves. If A is still on the board, it will return A to its owner's hand. If B is already gone, the first *Star-Crossed* will resolve only for Target A (Rule 359.3.e.8).
**Important Note:** As per Rule 355.10, you must have both targets (a friendly unit and an enemy unit) present on the battlefield at the moment you play *Star-Crossed* to initiate the spell. Once placed on the chain, if one target becomes unavailable, the spell proceeds to resolve using any remaining valid targets.
If a stunned attacking unit has more might, does the attacker or defender bounce?
In this situation, the attacking unit bounces back to its base.
According to **RiftJudge FAQ #4142** and **RiftJudge FAQ #2162**, when combat concludes, if any defending units remain on the battlefield, the attacking units are recalled to their base. This applies regardless of might values and even if the attacker has higher might than the defender.
Furthermore, **Rule 423.1.b** and **FAQ #9712** specify that a stunned unit does not contribute its might to damage in the combat damage step. Therefore, even if the attacker has higher base might, its contribution to the combat damage is zero while stunned, making it impossible for the attacker to eliminate the defender in that combat. Since the defender survives, the attacker is recalled.
If a stunned card dies but recalls with Zhonya's, does it keep the stunned status?
Ruling: Yes, the card will still be stunned after recalling with Zhonya's.
If a stunned unit goes back to base, is it considered a move?
No, a unit returning to base due to a **Recall** is not considered a **Move**.
According to **Rule 450**, "A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move."
This distinction is important because card effects that trigger specifically on a "Move" will not fire when a unit is recalled. As noted in **FAQ 4319** and **FAQ 7302**, the mechanical process of a unit being sent to base after failing to conquer a battlefield (or due to other recall effects) is distinct from the Move action defined in **Rule 144**.
If a stunned unit survives the damage in a showdown, does another showdown start?
Ruling: No, another showdown does not start. If units from both players remain at the end of combat, the attackers are recalled back to base.
If a targeted spell's target becomes invalid after the spell is on the chain (e.g., removed by Retreat), does the spell fizzle or does the caster choose a new target?
Ruling: The spell does nothing (whiffs). Targets cannot be redeclared after an effect has been placed onto the chain.
Sequence:
- Super Mega Death Rocket is played targeting the 5 Might Unit
- Retreat is played in reaction
- Chain resolves backwards: Retreat removes the targeted unit
- Super Mega Death Rocket resolves with an invalid target and does nothing
Nuances:
- The spell does not retarget to another valid unit (like the Jinx player's own unit)
If a temporary unit dies and there's a hidden card on that battlefield, can you reveal the hidden before cleanup removes it?
Ruling: Yes, you can reveal and play the hidden card before losing it. When the temporary unit's triggered ability resolves at the start of your turn, it starts a chain which gives you a window to play the hidden card before the unit dies and you would lose control of the battleground.
Sequence:
- At the start of your turn, the temporary unit's triggered ability goes on the chain
- This creates a window where you can play the hidden card
- After the chain resolves, the temporary unit dies
- If you no longer control the battleground after the unit dies, the hidden would be trashed
Nuances:
- A cleanup occurs when an item on the chain resolves, not just at end of turn
- If you play another temporary unit during this window, it won't die until your next turn
If a token is reduced to 1 Might by Blue Ahri's ability, and then receives +5 Might from Grand Strategem, does it go to 6 Might or does it remember the -2 reduction and only go to 4 Might?
Ruling: Once Ahri's triggered ability resolves and sets the token's Might, all subsequent Might changes work normally from that new value. The token would go to 6 Might (1 + 5) after Grand Strategem resolves.
Sequence:
- Ahri's triggered ability resolves, setting the token's Might to 1
- Grand Strategem grants +5 Might
- Token's Might becomes 6 (the debuff is not "remembered")
Nuances:
- The term "buff/debuff" should be avoided when referring to Might changes, as "buff" is a keyword referring to a specific game object. Use "boost" instead for Might increases.
If a triggered ability does not say the word 'may', is it always mandatory?
Ruling: Triggered abilities without the word "may" are always mandatory and must be put on the chain and resolved when possible.
Nuances:
- The only exception is triggered abilities that incur costs (currently only triggered abilities that target an enemy unit with deflect). You can decline the cost when finalizing the triggered ability, in which case it is retracted and never put on the chain.
If a unit (Shen) is played to a location during an attack (after attackers are declared), does it get affected by Ahri's ability that affects attackers?
Ruling: Yes, units are considered attackers even if they arrive at the location after attackers are initially declared. All attack triggers related to them fire after the cleanup that assigns them as such.
Nuances:
- The same principle applies to defenders
- In the specific scenario asked, Shen couldn't actually be played because the player doesn't have control of the battlefield during an attack
If a unit I kill for the equip cost for Blade of the Ruined King is saved by Soraka, do I still get to equip it?
Yes, you still successfully equip *Blade of the Ruined King* if the unit you kill for the cost is saved by *Soraka*.
According to the official ruling in **FAQ #374**:
"Ruling: Yes, you can save the unit with Soraka and it is still considered that you've paid the cost to equip Blade of the Ruined King."
### Why this works:
1. **Cost Payment:** When you pay the cost to equip *Blade of the Ruined King*, you are instructed to "Kill a friendly unit."
2. **Replacement Effect:** *Soraka's* ability is a replacement effect. It intercedes during the execution of the kill instruction.
3. **Rule 354.2.a:** This rule explicitly states: "Costs that are replaced with other events by replacement effects are still considered paid."
4. **Outcome:** Because the cost is considered paid, the *Equip* ability proceeds to completion, and the *Blade of the Ruined King* is attached to your chosen target.
Note: I could not fully verify this ruling against the retrieved rules.
If a unit at Reaver's Row retreats when attacked, can Shen be played from hand onto the now-empty battlefield during the showdown?
Ruling: Yes, you can play Shen from hand onto the battlefield even after your unit retreats, because you maintain control of the battlefield until the showdown's final clean-up phase.
Nuances:
- The battlefield remains in your control while being contested by an opponent
- If you declare Shen on the chain as a reaction to Reaver's Row, your units would still be present when Shen enters the battlefield
- You can also wait for the Reaver's Row chain to resolve and then play Shen as part of a new chain
If a unit at Trifarian Warcamp is reduced to a minimum of one through Smokescreen or Stupify, does it stay at one or does it always have +1?
Ruling: The unit stays at one might while at the battlefield. Once it moves off the camp, it will go to 0 might.
Sequence:
- Additions and subtractions happen symmetrically
- Example: 4m + 1 (from camp) = 5m, then 5m - 4 (smokescreen) = 1m
- When the unit leaves the camp, it loses the +1 and goes to 0
If a unit at a battlefield gets damaged by Singularity, and then during a showdown either the opponent's attacking unit is removed (via Gust) or the damaged unit leaves the battlefield (via Fight or Flight), does the damaged unit heal at the end of the showdown?
Ruling: Yes, in both cases the unit heals. Whether you remove the opponent's unit with Gust or send your own unit back to base with Fight or Flight, the unit will heal when the showdown ends.
Nuances:
- Removing valid units from a showdown doesn't automatically end the showdown
- After using Gust to remove the opponent's unit, there is still a window (Focus) where the opponent could play cards like Hextech Ray
- The showdown only ends when both players pass Focus without creating a chain
If a unit at a battlefield is targeted by Riptide Rex and then moved to a different battlefield, will it still take the damage?
Ruling: Yes, the unit will still take the damage. The unit would have to be moved to base to avoid the damage.
Nuances:
- Moving between battlefields does not prevent the damage
- Only moving to base would avoid the damage
If a unit at the opponent's base is hit by Falling Star, will it restore full might when moving to an open battlefield or at the end of the turn?
Ruling: Units heal at the end of combat or end of turn. Moving to an open battlefield does not trigger healing.
Nuances:
- Conquering an open battlefield is not considered end of combat or end of turn, so no healing occurs from that action alone
If a unit attacks a battlefield and triggers a When I Attack ability, and Fight or Flight is used in response to remove a unit, does combat still resolve and heal damaged units at the battlefield?
Ruling: Yes, combat still resolves and all units in play heal during the Combat Resolution Step, even if one or both units are no longer at the battlefield.
Sequence:
- Unit moves in to attack, initiating combat
- When I Attack ability triggers
- Fight or Flight is used to move a unit back to base
- Combat continues through all steps despite missing units
- All units in play heal during the Combat Resolution Step
Nuances:
- Combat does not fizzle once initiated, even if both players no longer have units at the battlefield
- The healing applies to all units in play, not just those at the specific battlefield
If a unit attacks twice using Ride the Wind, moving from one battlefield with Ahri units to another battlefield also with Ahri units, does the unit get -1 Might from Ahri's ability twice (stacking to -2 total)?
Ruling: Yes, the unit would receive the Ahri Might reduction again for the second attack, resulting in a cumulative -2 Might.
Sequence:
- Unit attacks first battlefield with Ahri units present, receives -1 Might
- Unit wins combat and conquers
- Unit uses Ride the Wind to attack second battlefield with Ahri units present
- Unit receives another -1 Might reduction (now at -2 Might total)
Nuances:
- This is a Might reduction, not a "debuff" in the technical Riftbound sense, as "buff" and "debuff" are protected terms that only refer to specific card effects like Pit Rookie
If a unit cannot move like by Vex's ability, can it be moved by a spell or ability?
**No.**
If a unit is restricted from moving by an effect such as **Vex, Apathetic's** ability, it cannot be moved by *any* means, including spells or abilities.
According to the **RiftJudge FAQ (id 10516)** regarding **Vex, Apathetic**:
* The movement restriction imposed by Vex is "absolute for that turn."
* It does not distinguish between a Standard Move and a move caused by a card effect (like *Ride the Wind*).
While move effects from spells or abilities normally bypass restrictions that apply to Standard Moves (such as Ganking or the requirement to exhaust), they cannot override an explicit, absolute restriction placed on a unit by an ability like Vex's.
If a unit conquers battlefield A, returns to base, then moves to and conquers battlefield B in the same turn, do you score points for both battlefields?
Ruling: Yes, you score points for both battlefields. The game does not care how you conquer a battlefield as long as you haven't already scored that specific battlefield during the current turn.
Nuances:
- Vi combined with Ride the Wind is noted as a particularly effective combo for this strategy
If a unit conquers one battlefield, then uses Ride the Wind to move to and conquer a second battlefield, do you win the game or must a unit remain on the first battlefield?
Ruling: You will win the game (assuming you had 6 points at the start of your turn). Only one unit is needed to conquer both battlefields sequentially; you do not need units on both battlefields simultaneously to win.
If a unit dies during a showdown on the opponent's turn, causing temporary loss of control, and another unit is moved into that battlefield during the same showdown to win it, does the player score a point?
Ruling: No, you do not score a point if you move a unit back into the battlefield during the same showdown. Control is not checked during active showdowns, so you never lost and regained control - you maintained control throughout the showdown.
Sequence:
- Opponent attacks battlefield with Yasuo, killing your unit A
- Control is not lost because the battlefield is contested (showdown is active)
- If you move unit B into the battlefield during that same showdown and win, you don't score (no conquest occurred)
- If the showdown ends first, then you move a unit back in to beat Yasuo, you would conquer and score
Nuances:
- Control is only checked continuously outside of showdowns or when battlefields are not being contested
- During an active showdown, control status is frozen regardless of might changes