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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can I use Dragons Rage in a showdown?
No, you cannot use **Dragon's Rage** during a showdown. According to the rules for showdowns and the card's text: 1. **Showdown Timing:** During a showdown, you are restricted to playing spells or activating abilities that are specifically labeled as **Action** or **Reaction** (Rule 347). 2. **Card Classification:** **Dragon's Rage** is a spell, but it lacks the **Action** or **Reaction** keyword. Therefore, it is not "legally timed" for use during a showdown. This is consistent with RiftJudge FAQ #7488, which explicitly states: *"Dragon's Rage cannot be played in combat because it does not say action or reaction on it."*
Can I use Edge of Night if it was hidden on my opponent's turn if they activated a spell card?
No, you cannot use *Edge of Night* in that situation. According to the rules regarding the **Hidden** keyword (Rule 737.1.b and the associated FAQs), you cannot play a card from the facedown zone on the same turn it was hidden. You must wait until the next turn to play it. Additionally, even if it were a later turn, *Edge of Night* is a **Gear** card. As noted in the FAQ regarding playing cards from hidden: * "If it's a spell or ability, it goes on the chain and opponents can react. If it's a permanent [such as a Unit or Gear], it resolves immediately with no reaction window." Because *Edge of Night* is a permanent, playing it does not open a reaction window for you to respond to your opponent's spell; it simply enters the board. Furthermore, you cannot "react" with a permanent to an opponent's spell in the way you would with a reaction spell.
Can I use Fiora Grand Duelist mid Showdown (with Laurent Duelist)?
Yes, you can use the ability of **Grand Duelist** (the Legend) during a Showdown, provided the trigger condition is met. ### Ruling and Interaction **Grand Duelist** is a **Legend**, not a unit. According to Rule 170.7, Legends can have Triggered Abilities. When one of your units becomes Mighty (its Might changes from less than 5 to 5 or greater), the Legend's ability triggers. Because this is a triggered ability, it uses the chain. Once triggered, it is placed on the chain and can be responded to by either player. ### Timing and Resolution 1. **Trigger:** When a unit becomes Mighty during a Showdown, the Grand Duelist's ability is added to the chain. 2. **Chain Resolution:** Chain items resolve using **LIFO (Last In, First Out)**, meaning the most recently added item on the chain resolves first. 3. **Mid-Showdown Usage:** You can trigger this ability mid-Showdown. If the Showdown is in a "Closed State" (a chain exists), you can add this trigger to the chain. If the chain is empty, you can start a new chain with this trigger. ### Example Sequence * **Laurent Duelist** is in combat. * You play a card or effect that increases Laurent Duelist's Might to 5 or greater. * The effect resolves, and Laurent Duelist "becomes Mighty." * **Grand Duelist's** ability triggers and is placed on the chain. * Players may now add reactions to the chain. * The chain resolves in **LIFO** order: the most recently added reaction resolves first, followed by the Grand Duelist's ability (allowing you to exhaust the Legend to channel a rune). Note: I could not fully verify this ruling against the retrieved rules.
Can I use Flash on a unit that is in base?
Yes. Flash does not choose a destination, so it is not required to pick a valid destination under 355.4 and 355.4.a. (Same idea as Azir Ascendant choosing a unit already at his location—the move portion can be ignored while the target remains legal.)
Can I use Forge of the Future's ability on my opponent's turn?
No, you cannot use the activated ability of **Forge of the Future** on your opponent's turn. According to Rule 374, all activated abilities can only be activated on the controlling player's turn and during an open state. Additionally, Rule 148.2 specifies that the activated ability of Gear may only be executed during the controlling player's action phase during an open state, and not during a showdown. As noted in the official FAQ for this card, "Forge of the Future does not activate when killed by an opponent's Adaptatron conquering a base because Forge of the Future is an activated ability, not a triggered ability." Furthermore, because it lacks the **Reaction** keyword, it cannot be activated in response to your opponent's actions.
Can I use Frigid Touch on 2 different units?
No, you cannot use **Frigid Touch** on two different units with a single casting. According to the card text, **Frigid Touch** says: "Give **a** unit -2 [S] this turn." Because it specifies a single target, you must choose one unit when you play the spell. If you choose to pay the **[Repeat]** cost, you perform the entire instruction again. For the repeated instance, you may choose the same unit again or a different unit, as the "repeat" allows you to resolve the spell's effect a second time.
Can I use Gust to return an opponent's 2 might creature to their hand after they play it and pass turn, if it has no on-play ability?
Ruling: No, if the unit doesn't have an on-play ability, there is no reaction window to use Gust after it's played. Nuances: - Reaction windows only occur when abilities trigger, not simply when units are played without abilities
Can I use Jax effect to re-equip Brutalized to a unit again?
Yes, you can use the legend ability of **Grandmaster at Arms (Jax)** to re-equip *Brutalizer* to a unit. According to the FAQ regarding *Brutalizer* and *Jax*: * **Sequence:** When you use Jax's ability to re-equip *Brutalizer* (moving it from one unit to another, or re-attaching it), the equipment detaches from its current unit, causing the unit to lose all bonuses (the base +1 Might and the conditional +2 Might). Once it re-attaches to the new unit, it will provide those bonuses again. * **Timing:** You must activate this ability during your turn when the game state is Open (the chain is empty and no showdown is occurring), as Jax's ability does not have the *Action* or *Reaction* keyword. **Important Note:** When *Brutalizer* detaches, it loses its "this turn" bonus because that effect is tied to the state of being attached. When it re-attaches, it will provide its base +1 Might and the +2 Might bonus again, totaling +3 Might for the unit it is now attached to.
Can I use Jax legend ability when defending a battlefield and a showdown starts?
No, you cannot use the legend ability of **Grandmaster at Arms (Jax)** during a showdown. **Ruling:** Activated abilities that do not have the **Action** or **Reaction** keyword can only be activated during your turn when the game state is Open (the chain is empty). Because the legend ability of Grandmaster at Arms lacks these keywords, it cannot be used during a showdown, regardless of whether you are attacking or defending. **Reasoning:** * **Ability Timing:** According to the rules for activated abilities, they must have a speed keyword (Action or Reaction) to be used during a showdown. * **Showdown State:** During a showdown, you are restricted to playing spells or activating abilities that are "legally timed" for that state (Rule 344). Since this ability does not have a speed keyword, it is not legally timed for use during a showdown. This is my interpretation based on the standard rules for activated abilities and showdown timing. No official FAQ exists for this specific interaction.
Can I use Jax's legend ability to reattach an equipment to the same unit it's already attached to? For example, reattaching Brutalizer to regain the +2 might bonus, or reattaching equipment to Aphelios to trigger his effects?
No. Under Rule 434.1 (added in the Unleashed update), attaching a card to its current top-most card (the unit it's already attached to) has no effect. You can no longer reattach Brutalizer to the same unit to regain the +2 might bonus, and you can no longer reattach equipment already on Aphelios to trigger his effects. The equipment must be attached to a different unit for the attach action to have any effect.
Can I use Jax, Grand Summoner's exhaust ability at during showdowns?
It appears you may be referring to the legend **Grandmaster at Arms (Jax)**, as "Jax, Grand Summoner" is not a recognized card. No, you cannot use the legend ability of **Grandmaster at Arms (Jax)** during a showdown. **Ruling:** Activated abilities that do not have the **Action** or **Reaction** keyword can only be activated during your turn when the game state is Open (the chain is empty). Because the legend ability of Grandmaster at Arms lacks these keywords, it cannot be used during a showdown, regardless of whether you are attacking or defending. **Reasoning:** * **Ability Timing:** According to the rules for activated abilities, they must have a speed keyword (**Action** or **Reaction**) to be used during a showdown. * **Showdown State:** During a showdown, you are restricted to playing spells or activating abilities that are "legally timed" for that state (Rule 344). Since this ability does not have a speed keyword, it is not legally timed for use during a showdown.
Can I use Last Breath to ready an exhausted unit in base, then move it to the battlefield to trigger Mask of Foresight's +2 bonus before Last Breath deals its damage?
Ruling: No, you cannot move the unit to trigger Mask of Foresight before Last Breath deals damage. Once Last Breath begins resolving, the entire effect (ready the unit, then deal damage) must complete before any other actions can be taken. Sequence: - Last Breath begins resolving - The unit readies - Last Breath deals damage immediately - Only after Last Breath fully resolves can you take other actions Nuances: - You can use Yasuo's move ability BEFORE playing Last Breath to move the unit to the battlefield first, which will trigger Mask of Foresight on its own chain, then cast Last Breath afterward with the +2 bonus already active - Even if you tried to use a spell to move the unit while Last Breath is resolving, any triggered showdown would be staged and wait for the game state to be open
Can I use LeBlanc deceiver to create a reflection of a reflection at a battlefield?
Yes, you can create a Reflection unit token that is a copy of an existing Reflection unit token using the ability of **LeBlanc, Deceiver**. According to **RiftJudge FAQ #9938** and **Rule 182.1.d**, token units are valid units and follow all rules for their type. When a Reflection token enters play, it becomes a copy of a target unit already in play. If you target an existing Reflection token, the new Reflection token will copy the current characteristics of that token (including the card it is currently copying, as those are its current traits).
Can I use Lunar Boon without hand cards?
Yes, you can play Lunar Boon even if you have no cards in your hand. According to the rules regarding discarding and the "Do as much as you can" (DAMAYC) principle (Rule 8870), if an effect instructs you to discard but your hand is empty, you simply discard zero cards and continue with the rest of the effect. Because the discard is not listed as a cost (it does not use "to" or "in order to" phrasing, and it is part of the effect resolution), you are permitted to play the spell even if you cannot discard a card. You will successfully discard zero cards and then proceed to draw two cards.
Can I use Not So Fast to counter Blitzcrank's ability?
### Ruling **Yes, you can use *Not So Fast* to counter Blitzcrank’s triggered ability.** *Not So Fast* is designed to counter enemy spells or abilities that choose a friendly unit or gear. Because Blitzcrank’s "When you play me" ability chooses a unit you control, that unit is considered "friendly" from your perspective, making the ability a legal target for *Not So Fast*. ### Reasoning * **Targeting:** According to Rule 355.10, a game object mentioned in the text of an ability is a target. Blitzcrank’s ability ("...you may move an enemy unit to here") constitutes an effect that targets a unit you control. * **Interaction with *Not So Fast*:** *Not So Fast* requires that the spell or ability be an enemy spell or ability that "chooses a friendly unit or friendly gear." Since an opponent's ability targeting your unit meets the definition of choosing a "friendly unit" from your perspective, it satisfies the criteria for *Not So Fast*. * **Rule Application:** The ability does not fall under the exceptions in Rule 355.10.c, as the movement of the unit is the resolution of the effect, not a cost, trigger condition, or replacement effect. ### Summary of Timing If your opponent plays Blitzcrank: 1. Blitzcrank enters the battlefield. 2. His "When you play me" ability triggers and is placed on the chain. 3. The game state becomes CLOSED. 4. Because the ability targets your unit (a "friendly unit" from your perspective), you may play *Not So Fast* to counter the ability. Note: I could not fully verify this ruling against the retrieved rules.
Can I use Not So Fast to counter Elder Dragon's 'When you play me' ability?
Ruling: Yes, you can use Not So Fast to counter Elder Dragon's "When you play me" triggered ability. The ability chooses enemy units from the Elder Dragon player's perspective, which are friendly units from your perspective, meeting Not So Fast's requirement to counter abilities that choose friendly units or gear. Sequence: - Opponent plays Elder Dragon (unit enters board immediately) - Elder Dragon's "When you play me" triggered ability is placed on the chain, choosing your unit(s) as targets - Game state becomes CLOSED (chain exists) - You gain priority and can play Not So Fast as a [REACTION], targeting the triggered ability - Chain resolves in LIFO order: Not So Fast resolves first, countering Elder Dragon's ability - The countered ability is removed from the chain and does no damage Nuances: - Elder Dragon has two abilities: a passive ability ("Any amount of your damage is enough to kill enemy units") which cannot be countered, and the triggered ability which can be countered - The term "friendly" is relative to the controller of the card being played - your units are "friendly" from your perspective even though they are "enemy" from your opponent's perspective - You cannot react to the unit itself being played, only to the triggered ability after it enters the board
Can I use Not So Fast to counter Riposte?
Ruling: No, you cannot use Not So Fast to counter Riposte. Not So Fast can only counter spells or abilities that target units or gear friendly to you (the player of Not So Fast). Riposte targets a unit friendly to its own controller, not your units, so it does not meet the targeting requirement for Not So Fast. Nuances: - The term "friendly" is always relative to the controller of the spell or ability - Not So Fast is designed to protect your own board state from opponent targeting - Riposte does not interact with your board, so it cannot be countered by Not So Fast
Can I use Orb of Regret on my opponent's turn?
No, you cannot use the activated ability of **Orb of Regret** on your opponent's turn. In *Riftbound*, activated abilities (like the one on Orb of Regret) can generally only be used on your own turn when you have priority. Because the ability on Orb of Regret does not have the **Reaction** keyword, it cannot be activated in response to your opponent's actions or during their turn.
Can I use Rek'Sai Conquer trigger to play a unit and draw a card from Fresh Beans?
No, you cannot trigger the draw effect of **Fresh Beans** using a unit played via a Rek'Sai conquer trigger. According to **RiftJudge FAQ #10088**, the trigger condition for **Fresh Beans** requires you to play a unit during an active showdown. However, Rek'Sai’s conquer-related abilities (and other similar conquer effects) trigger during the **Resolution Step** after the combat showdown has already closed. Because the showdown is no longer active when the unit is played, the condition for **Fresh Beans** is not met. ### Sequence of Events: 1. **Combat Resolution:** The combat chain resolves, and the combat showdown closes. 2. **Resolution Step:** Players perform actions like conquering the battlefield and scoring points. 3. **Rek'Sai's Trigger:** If applicable, Rek'Sai's ability triggers during this step, allowing you to play a unit. 4. **No Showdown:** Because the showdown closed after the combat chain resolved (before the Combat Damage Step), there is no active showdown window, so **Fresh Beans** does not trigger.
Can I use Rell's ability when I attack into an empty battlefield?
No, you cannot use Rell, Magnetic's ability when moving into an empty battlefield. According to FAQ #8664 and FAQ #8689, moving a unit to an empty battlefield initiates a non-combat Showdown, not a Combat. Because there is no opposing unit to create a Combat, your unit does not gain the "Attacker" designation. Rell, Magnetic's ability is a triggered ability that reads: "When I attack, you may play an Equipment..." Since this trigger specifically requires the unit to be designated as an attacker, and the "Attacker" designation is only granted during Combat (Rule 437 and Rule 440), the ability will not trigger when moving to an empty battlefield. **Summary of why this interaction fails:** 1. **No Combat:** Moving to an empty battlefield creates a non-combat Showdown, not a Combat. 2. **No Attacker Designation:** Because there is no Combat, your unit does not receive the "Attacker" designation. 3. **Trigger Condition Not Met:** The ability "When I attack" requires the unit to be an attacker. As confirmed by FAQ #2505, this does not trigger when moving to an empty battlefield. Note: I could not fully verify this ruling against the retrieved rules.
Can I use Ride the Wind on my opponent's turn to move a unit to a battlefield and get a point for it?
Yes, you can use **Ride the Wind** on your opponent's turn to move a unit to a battlefield and score a point, provided you meet the requirements for conquering that battlefield. ### Ruling According to the **RiftJudge FAQ #1349** and **FAQ #5614**, you can use **Ride the Wind** during a showdown on your opponent's turn to move a unit into an open or contested battlefield. If you win the resulting combat or if the battlefield becomes uncontested after your move, you conquer the battlefield and score a point. ### Why this works 1. **Timing:** **Ride the Wind** has the **[Action]** keyword. According to **Rule 732.1.b**, the **Action** keyword grants permission to play the card during showdowns, even when it is not your turn. 2. **Scoring:** You can score a point on a battlefield during your opponent's turn even if you have already scored on that same battlefield during your own turn, as scoring limits are per-player per-turn (**FAQ #7138**, **FAQ #2364**). 3. **Showdown Mechanics:** When you use **Ride the Wind** during an opponent's showdown to move a unit to a different battlefield, you trigger a new showdown at that location. This new showdown will resolve after the current one completes (**FAQ #5614**, **FAQ #1895**). ### Sequence of Events 1. Your opponent moves a unit into a battlefield, triggering a showdown. 2. During your priority in that showdown, you play **Ride the Wind** (permitted by the **[Action]** keyword). 3. You move your unit to an open or contested battlefield. 4. The current showdown resolves. 5. A new showdown begins at the battlefield where you moved your unit. 6. If you win the combat or are the only player present at the end of that showdown, you conquer the battlefield and score a point. *** *Note: You cannot use this to score the 8th point (the final point) if it requires scoring from both battlefields in the same turn, as that specific victory condition requires scoring both in the same turn, not just just controlling them.*
Can I use Ride the Wind to move a unit I play to a battlefield if the opponent has Vex, Apathetic at the other battlefield?
Ruling: No, you cannot use Ride the Wind to move a unit you just played if your opponent has Vex, Apathetic at another battlefield. Ride the Wind is an [Action] spell and cannot be played in response to Vex's triggered ability since the chain is active (Closed State). Vex's ability will resolve, stunning your unit and preventing you from moving it that turn. Sequence: - You play a unit - Vex, Apathetic's ability triggers and goes on the chain - The chain is now active (Closed State), preventing [Action] spells from being played - Vex's ability resolves: your unit is stunned and you cannot move it this turn Nuances: - The movement restriction specifically applies to "They" (the player who played the unit), so another player (such as a teammate in multiplayer) could still move that unit using their own spells or abilities - Vex, Apathetic does not target; it programmatically selects the unit that was played
Can I use Sacrifice on a unit that got targeted by a Tactical Retreat earlier and get full value from it?
Yes, you can use **Sacrifice** on a unit already targeted by **Tactical Retreat**, and you will receive full value from the spell. According to **RiftJudge FAQ #9425**, this interaction allows you to satisfy the cost of **Sacrifice** while keeping your unit on the board. ### Sequence of Events 1. **Preparation:** A friendly [Mighty] unit is already under the replacement effect of **Tactical Retreat** (meaning the next time it would die this turn, it will be healed, exhausted, and recalled to your base instead). 2. **Playing the Spell:** You play **Sacrifice** and choose that Mighty unit as the target for the additional cost: "kill a friendly [Mighty] unit." 3. **Paying Costs:** You attempt to pay the cost by killing the unit. 4. **Replacement:** The replacement effect from **Tactical Retreat** intercedes. Instead of being sent to the trash, the unit is healed, exhausted, and recalled to your base. 5. **Cost Completion:** Per **Rule 357.2.a**, costs replaced by replacement effects are still considered paid. Your cost is successfully paid. 6. **Resolution:** **Sacrifice** resolves normally. You draw 2 cards and channel 1 rune. **Summary:** You get the full effect of **Sacrifice** (draw 2 cards, channel 1 rune), and your unit survives the cost payment by being recalled to your base instead of being killed.
Can I use Sett Brawler in Showdowns?
No, you cannot activate Sett, Brawler's ability during a Showdown. According to RiftJudge FAQs (specifically FAQ #8543 and #3969), Sett, Brawler's ability does not have the **ACTION** or **REACTION** keywords. Because of this, it is considered "standard speed" and is subject to the following strict timing restrictions: * It must be your turn. * There must be no chain present. * You must be outside of a Showdown. Because a Showdown is an active game state where these conditions are not met, you cannot use his ability to spend a buff while a Showdown is occurring. You must wait until you are outside of a Showdown and it is your turn to activate the ability.
Can I use Sett's buff power when defending?
No, you cannot use Sett, Brawler's ability to spend a buff while you are defending. According to established Riftbound rulings (RiftJudge FAQ #8543), Sett, Brawler's ability does not have the **ACTION** or **REACTION** keywords. Because it lacks these keywords, it is considered a "base speed" ability and is subject to strict timing restrictions: * **It must be your turn.** * **There must be no chain present.** * **You must be outside of a Showdown.** Because defending occurs during a Showdown (or involves being in a combat state), you cannot meet these requirements while defending. While Sett, Brawler will still gain a buff when he conquers (which happens when attacking or defending), you must wait until it is your turn and you are outside of a Showdown to spend that buff for the +4 Might bonus.
Can I use Smoke and Mirrors with no targets?
No, you cannot play **Smoke and Mirrors** if you do not have at least two units at different locations. According to the card text, **Smoke and Mirrors** requires you to "Choose a unit you control and another unit you control at a different location." Because this is a requirement to play the card, you must have two such units available to target in order to put the spell on the chain. As established in **RiftJudge FAQ #9739**, you cannot play a spell without valid targets just to trigger secondary effects (like drawing a card). The "do as much as you can" rule only applies during resolution; you must meet the targeting requirements at the time of casting to legally play the card.
Can I use Sprite Call to place a Sprite at a battlefield I'm currently contesting with my units?
Ruling: No, you cannot use Sprite Call to place a Sprite at a battlefield you are contesting. You can only play units to your base or to a battlefield you control. Nuances: - Even if you have units already contesting a battlefield, you cannot use Sprite Call to add the Sprite as an additional unit there - The restriction applies regardless of how your units arrived at the contested battlefield (whether you moved them there or they were moved by another effect)
Can I use The Syren to target my teammate's unit?
No, you cannot use **The Syren** to move your teammate's unit. According to **Rule 484.8.c.2** and **Rule 484.8.c**, while "friendly" in 2v2 (Magma Chamber) generally includes both you and your teammate, control is not shared. Specifically, you may not issue movement to your teammate's units. Furthermore, a **RiftJudge FAQ (ID 5119)** clarifies this interaction explicitly: * **Ruling:** You cannot move an ally's unit to your base. The effect of *The Syren* moves the unit to its controller's base (the base of whoever currently controls that unit). In a 2v2 game, if you activate *The Syren* targeting a friendly unit that *you* control, it will move to *your* base. You cannot use it to move a unit controlled by your teammate.
Can I use Void Assault on a battlefield that is already a unit, to target that enemy unit and move my unit to that battlefield?
No, you cannot use **Void Assault** in that manner for two reasons: 1. **Targeting Restriction:** **Void Assault** does not target a battlefield; it targets units. The card text is: "Move a friendly unit, then move an enemy unit." You must have a friendly unit to move and an enemy unit to move. 2. **Card Mechanics:** According to **RiftJudge FAQ #9965**, because the ability instructions are connected by "then," these are mandatory, sequential actions. You must be able to perform the first action (moving a friendly unit) to initiate the spell. Regarding your question about using it on a "battlefield that is already a unit"—battlefields are locations and are not themselves units (see Rule 169). If you are looking to move units to a specific battlefield, you would target the units themselves with the spell, not the battlefield, and ensure you have a legal friendly unit to move as the first part of the effect.
Can I use a Gold gear token to pay for Draven, Vanquisher's ability?
Ruling: You cannot directly use a Gold gear token to pay for Draven, Vanquisher's ability, but you can activate the Gold gear's ability to generate Power, which can then be used to pay for Draven's ability. Sequence: - Activate the Gold gear token's ability - Pay the cost by killing the Gold gear token - The ability resolves and adds Power to your Rune Pool - Use the Power from your Rune Pool to pay for Draven, Vanquisher's ability Nuances: - The Gold gear token itself is not the payment; it generates the resource (Power) that becomes the payment - Power costs must be paid with Power from your Rune Pool, not directly with game objects like tokens
Can I use a Hidden Tide Turner from another battle field to react to save my unit on the attacking battle field?
Yes, you can use a hidden Tideturner from another battlefield to swap with a unit on the battlefield where combat is occurring. ### Ruling According to **FAQ #8297** and **FAQ #7907**, Tideturner is an exception to the general rule that hidden cards must target units at their own battlefield. Because its ability explicitly requires targeting a unit at "another location," it is permitted to choose targets freely from among available options. ### Sequence of Events 1. **Playing from Hidden:** You play Tideturner from its facedown state as a **Reaction**. This action opens a Chain (Rule 737.1.c.3). 2. **Entering Play:** Tideturner enters play at its original battlefield. 3. **Triggered Ability:** Tideturner’s "When you play me" ability triggers and is placed on the Chain as a Pending Item (Rule 376.3). 4. **Targeting:** As the triggered ability is finalized on the Chain, you choose the target unit at the other battlefield (Rule 352.4.b, FAQ #7907). 5. **Resolution:** Once the Chain resolves, the swap occurs: Tideturner moves to the target's location, and the target unit moves to Tideturner's original location. ### Addressing Your Concerns * **Timing:** You do not need to wait for a specific game event to "respond" to; you can play Tideturner as a Reaction at any time you have priority during the Showdown, provided the Showdown has not yet ended (FAQ #802). * **Targeting:** Targeting for Tideturner's "When you play me" ability occurs when the triggered ability is placed on the Chain and finalized, not when the ability resolves (FAQ #7907). * **Location:** As confirmed by **FAQ #8297**, you can activate a hidden Tideturner from one battlefield to target a unit at a different battlefield because the card's text explicitly allows it, overriding the standard hidden targeting restriction (Rule 737.1.d.2).
Can I use a Hidden Wages of Pain on an enemy at a different battlefield?
No, you cannot. According to **Rule 811.1.d.2**, if a spell played from Hidden chooses any targets, those targets must be chosen from among options at the same battlefield where that card was hidden. Because **Wages of Pain** requires you to choose a target ("Deal 3 to a unit at a battlefield"), you are strictly limited to targeting units located at the specific battlefield where you hid the card. You cannot use it to target a unit at a different battlefield.
Can I use a Reaction at the beginning phase before the Awaken Phase?
No, you cannot use a Reaction at the beginning phase before the Awaken Phase. According to **RiftJudge FAQ #10793** and **RiftJudge FAQ #9538**, you do not receive priority simply because a turn or phase has begun. Priority is only granted to you when your opponent performs an action that creates a chain (such as playing a spell or triggering an ability that uses the chain) or during a showdown. Furthermore, **RiftJudge FAQ #5566** clarifies that you cannot activate reactions during the Beginning phase without a trigger creating a chain. Reactions require a trigger to open a chain; they cannot be activated freely at the start of a phase.
Can I use a hidden Back Off on another battlefield to stun something when I move in?
No, you cannot. According to **Rule 811.1.d.2**, if a hidden spell chooses any targets, those targets must be chosen from among options at the same battlefield where the card was hidden, unless the card explicitly contains a targeting restriction that makes this impossible. **RiftJudge FAQ #10586** and **RiftJudge FAQ #10524** explicitly confirm this: you cannot use a hidden **Back Off** to target a unit at a different battlefield. If you attempt to use it as a reaction to moving into a battlefield, the **Back Off** must have been hidden at that specific battlefield to be a legal play. Because **Back Off** is a spell that targets a unit and does not contain a targeting restriction forcing it to target other battlefields, it is restricted to the battlefield where it is currently hidden.
Can I use a reaction card immediately at the start of the enemy turn?
No, you cannot use a reaction card simply because your opponent's turn has begun. According to **RiftJudge FAQ #10123** and **RiftJudge FAQ #9538**, you do not receive priority at the beginning of a turn or phase. Priority is only granted to you when your opponent performs an action that creates a chain (such as playing a spell or triggering an ability that uses the chain) or during a showdown. Here is the breakdown of why based on the game rules: 1. **No Priority at Turn Start:** Simply starting a turn or phase does not grant you a window to play cards. 2. **Playing Permanents:** If your opponent plays a unit or gear at the start of their turn, these permanents resolve immediately. As confirmed by **RiftJudge FAQ #5909**, playing a permanent does not pass priority on the chain, so there is no window to react to them being played. 3. **When You Can React:** You can only play a reaction card if: * Your opponent plays a **spell** (which creates a chain). * Your opponent triggers an **ability** that uses the chain (such as a "When you play me" ability). * A **showdown** is occurring. In summary, you must wait for your opponent to perform an action that specifically places an item on the chain before you can play a reaction.
Can I use a reaction during my opponent's phase change (specifically during their End phase)?
Ruling: You cannot use a reaction during a phase change on your opponent's turn. Phase changes do not give priority and are not valid triggers for reactions. Nuances: - You would need a showdown or a chain to be created in order to react - If your opponent performs an action during their End phase, priority would pass to you to respond to that action - You don't have priority on your opponent's turn during phase changes
Can I use all 3 Alter of Memories of the Proc of one unit dying?
Yes, you can trigger all three copies of **Altar of Memories** when a single friendly unit dies. ### Ruling When a friendly unit dies, each copy of Altar of Memories on your battlefield sees the event and triggers independently. Because each Altar of Memories has a "you may" triggered ability, you choose whether or not to place each individual trigger onto the chain. ### Sequence 1. **Inciting Event:** A friendly unit dies. 2. **Triggering:** All three Altar of Memories are on the board and satisfy their condition ("When a friendly unit dies"). 3. **Placement:** You choose to place each of the three triggers onto the chain. 4. **Resolution:** You resolve each trigger one by one (following LIFO - Last-In, First-Out). For each trigger: * You exhaust that specific Altar of Memories. * You draw 1 card. * You put a card from your hand on the top or bottom of your Main Deck. ### Nuances * **Independent Triggers:** Each Altar of Memories is a separate game object with its own triggered ability. They do not share a limit on how many times they can trigger per death event. * **"You May":** Because the ability says "you may," you are not forced to trigger them. You can choose to trigger all three, two, one, or none at all. * **Exhausting:** You must exhaust each Altar of Memories individually as part of the resolution of its specific trigger. If you have already exhausted one for another effect, you cannot use that specific copy again until it is readied. Note: I could not fully verify this ruling against the retrieved rules.
Can I use an Action spell while attacking to prevent my opponent from playing an Action spell?
Ruling: Yes, as the attacker you get Focus first after the initial attack/defend abilities resolve, allowing you to open a chain with an Action spell before your opponent can respond. Sequence: - Attack is declared - When I Attack and When I Defend abilities form the initial chain - Initial chain resolves - Attacker gets Focus first - Attacker can play an Action spell to open a new chain - Once a chain exists, opponent cannot play Action spells Nuances: - Action spells can only be used during showdowns when there is no chain - Unit abilities (like Warwick's) count as something on the chain, preventing Action spells from being played - This blocking effect applies to both players once any chain exists
Can I use an action after a card with 'When I'm played' ability resolves during my opponent's turn?
Ruling: No, you cannot play actions on your opponent's turn after a 'When I'm played' ability resolves. You can only play actions on your opponent's turn during showdowns when you have focus. Sequence: - Opponent plays a card with 'When I'm played' ability - The ability is placed on the chain - You can play reactions before it resolves - After it resolves, you do not get an opportunity to play an action Nuances: - You can play reactions before the 'When I'm played' ability resolves - Actions can only be played on opponent's turn during showdowns when you have focus
Can I use an action gear from my hand?
Yes, you can play an **Action** gear from your hand, but its timing depends on whether it has the **Action** keyword or is being played normally. Here is the breakdown based on the rules: * **Normal Timing:** Unless a gear has specific keywords allowing otherwise, it must be played during your Main Phase while the game is in an "Open State" (meaning there is nothing else on the chain and it is not during a showdown). Gear are played to your base by default (Rule 149.2). * **The Action Keyword:** If a gear has the **Action** keyword, Rule 806.1.c.1 states it allows the card to be played during showdowns on any player's turn. Note that **Action** is a permissive keyword—it grants permission to play it at these additional times, but it does not prevent you from playing it during your own Main Phase under standard conditions (Rule 806.2). * **Important Distinction (Equip):** If you are trying to attach a gear, be aware of how the **Equip** ability works. If the gear has an **Equip** ability, that is an activated ability, not the act of "playing a card" (FAQ 9148). Standard **Equip** abilities can only be used during your own turn in an Open State (Rule 150.2). If the gear has the **Quick-Draw** keyword, it inherently has **Reaction** (Rule 819.1.b), which allows it to be played and attached using reaction timing. **In summary:** You can always play an **Action** gear during your own turn in an Open State. If it specifically has the **Action** keyword, you also have the permission to play it during a showdown on any player's turn.
Can I use an emboss and clear sleeve?
Yes, you can use different sleeve types for different deck sections (e.g., Main Deck, Rune Deck, Legend), provided that all cards within each individual deck section use identical sleeves. However, all sleeves must have opaque backs and must not be marked, worn, or interfere with play, and the head judge has the final authority to disallow any sleeves they deem inappropriate.
Can I use bellow breath at the same unit?
Whether you can target the same unit multiple times with **Bellows Breath** depends on whether you are using the **Repeat** keyword: * **Without Repeat:** No. A single instance of **Bellows Breath** requires you to choose up to three *different* units at the same location. You cannot choose the same unit more than once in a single instance of the spell. * **With Repeat:** Yes. If you pay the **Repeat** cost, you execute the spell's effect a second time. Because the second execution is a separate set of choices, you are allowed to target the same unit that you targeted with the first instance. **Key Nuances:** * **Damage Resolution:** If you target the same unit with both the first and second instances, it will take a total of 2 damage. * **Survival:** Damage is marked on a unit but does not reduce its Might. Lethal damage is only checked during the **Cleanup** step, which occurs after the entire spell (including the repeated effect) has finished resolving. Therefore, the unit will not be defeated until the spell is fully resolved. This is based on RiftJudge FAQ #8454, #8816, and #9197.
Can I use different colored sleeves for my Legend, main deck, Runes, and Tokens?
Ruling: Yes, you can use different colored sleeves for different deck types (Legend, main deck, Runes, Tokens), since these cards have different colored backings anyway. Nuances: - All sleeves within each individual deck type must be identical to each other - All cards within a deck must be placed in sleeves in the same manner - Cards in decks must have the same number of layers and be the same orientation at all times
Can I use full the weak when I have no units and my opponent has 1?
Yes, you can play **Cull the Weak** even if you control no units and your opponent controls one. According to the official rulings for this card: * **Targeting:** Cull the Weak does not target. Because it says "Each player kills one of their units," the choice of which unit to kill is made upon resolution, not when the spell is played. * **Partial Resolution:** Under **Rule 356.3.e.11**, instructions that can be partially followed are followed as much as possible. Since you have no units, you simply ignore the instruction to kill one of your own units. * **Opponent's Requirement:** Your inability to kill a unit does not prevent the rest of the spell from resolving. Your opponent must still kill one of their units if they have any. **Sequence:** 1. You play Cull the Weak (it does not require you to have a unit to be legally played). 2. The spell resolves. 3. You have no units to kill, so you do nothing for your part of the effect. 4. Your opponent must choose and kill one of their units.
Can I use my signature spell in my champion zone?
Ruling: No, you cannot use your signature spell in your champion zone. Your chosen champion must be a unit. Nuances: - Signature spells cannot be champions because champions must be units
Can I use reactions to respond to when I attack or defend triggers?
Yes, you can use reactions to respond to "When I attack" and "When I defend" triggers. According to **RiftJudge FAQ #6106** and **RiftJudge FAQ #8093**, these combat triggers create a chain, and because reactions can be played in response to any trigger on the chain (or during a closed state), they are eligible targets for reaction-speed effects. ### How the Timing Works When a combat showdown begins, the following sequence occurs according to the **Showdown Timing Flowchart** and **Rule 459.2.d**: 1. **Trigger Placement:** * The attacker places all their "When I attack" triggers on the chain. * Any other non-defender players (in turn order) place their triggers. * The defender places all their "When I defend" triggers on the chain. 2. **Locking Choices:** You must choose all required targets for these triggers **before** any player is permitted to play a reaction (see **RiftJudge FAQ #10000** and **Rule 402.1**). You cannot wait to see if an opponent reacts before deciding who your ability targets. 3. **Reaction Window:** Once all triggers are on the chain and all choices are made, the state becomes **Closed**. Players may then alternate playing reactions to the chain. 4. **Resolution:** The chain resolves in **LIFO** (Last-In, First-Out) order. This means the last items added (typically the "When I defend" triggers) will resolve first. **Important Reminders:** * **No Actions:** You cannot play [ACTION] cards while there are items on the chain (including combat triggers). Only [REACTION] cards can be played at this time (see **RiftJudge FAQ #2281**). * **Trigger Conditions:** As noted in **Rule 383.4.e** and **Rule 383.4.f**, these triggers only trigger the *first time* a unit gains the Attacker or Defender designation during that specific combat. * **Optional Triggers:** If a trigger says "you may," the controller chooses whether to place it on the chain at all. If they choose not to, it cannot be reacted to because it never enters the chain.
Can I use sets spend my buff action in a showdown?
No, you cannot use Sett, Brawler's ability to spend his buff during a showdown. According to **RiftJudge FAQ #9601** and **RiftJudge FAQ #9127**, Sett, Brawler's ability ("Spend my buff: Give me +4 might this turn") is a **base-speed ability**. Because it lacks the **[ACTION]** or **[REACTION]** keywords, it is subject to strict timing restrictions: * It must be your turn. * There must be no chain present (the state must be open). * You must be **outside of a showdown**. Since a showdown is a combat state, you cannot meet these requirements while in one. You must wait until you are outside of the showdown and it is your turn to spend the buff.
Can I use the Baited Hook ability in response to a spell?
No, you cannot use **Baited Hook** in response to a spell. According to **Rule 150.2**, the activated ability of Gear can only be executed during your own **Main Phase** while the game state is **Open** (i.e., when there is no chain). Because Baited Hook does not have the **Reaction** keyword (which would allow it to be activated during a Closed State/on an opponent's turn), it cannot be activated in response to a spell or any other chain item.
Can I use the Blade Dancer ready when chosen ability to ready Irelia in the middle of a showdown assuming I've chosen her with En Garde for example?
Yes, you can use the **Blade Dancer** legend ability to ready **Irelia, Fervent** in the middle of a showdown after playing **En Garde** on her. ### How the Interaction Works Because **En Garde** is a [Reaction], it can be played at any time (including during a showdown). When you play it and choose Irelia, you trigger her ability. Because the Blade Dancer legend ability triggers on "choosing a friendly unit," it will also trigger in response to you choosing Irelia with En Garde. ### Sequence (assuming a standard showdown chain) 1. **Play En Garde:** You play **En Garde** and choose **Irelia, Fervent** as the target. 2. **Triggers added to the chain:** * **Irelia's ability:** "When you choose... me, give me +1 Might" is placed on the chain. * **Blade Dancer's ability:** "When you choose a friendly unit, you may... ready it" is placed on the chain. 3. **Resolution:** The chain resolves in **LIFO (Last-In, First-Out)** order: * **Blade Dancer resolves:** You may pay the cost to ready Irelia. * **Irelia's Trigger (from being readied):** Because she was successfully readied, her ability triggers again, granting her another +1 Might. * **Irelia's Trigger (from being chosen):** The trigger from En Garde's targeting resolves, granting her +1 Might. * **En Garde resolves:** The spell itself resolves, granting her the +1 (or +2 if she is the only unit you control there) Might. ### Key Nuances * **Triggering vs. Choosing:** Per **RiftJudge FAQ #220** and **#8590**, while the Blade Dancer legend ability does *not* technically "choose" or "target" Irelia (so it doesn't trigger her "when you choose" ability), the act of readying her successfully triggers her "when you ready me" ability. * **Illegal to Ready already Ready:** Per **Rule 415.1.b** and **RiftJudge FAQ #10135**, you cannot ready a unit that is already ready. For this sequence to grant the extra +1 Might, Irelia must be **exhausted** before the Blade Dancer ability resolves. * **Reaction Timing:** Because En Garde is a [Reaction], it is legal to play it in a closed state during a showdown. Since the Blade Dancer ability is a triggered ability, it functions normally on the chain. This interaction is a very effective way to stack multiple Might bonuses on Irelia during a single showdown.
Can I weaponmaster a piece of gear back to my unit if the enemy Akshan has stolen it and equipped it to a different unit?
No, you cannot use Weaponmaster to take back a piece of gear that an enemy Akshan has stolen. According to **Rule 747.1.b**, the Weaponmaster keyword allows you to choose an Equipment **you control**. When an enemy Akshan steals your gear, they gain control of that equipment for as long as their Akshan remains on the board. Because you no longer control the equipment, you cannot target it with your own Weaponmaster ability.
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