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If an opponent conquers a battlefield on their turn, then on my turn I charm their unit to my battlefield, and they respond with Ride the Wind to move it back to their original battlefield, do they conquer and score that battlefield again?
Yes, they do conquer and score that battlefield again. When their unit moves back via Ride the Wind, the battlefield becomes Contested, opening a new Showdown. Upon resolution, they establish control and conquer the battlefield. Since a rule states "once per Battlefield per turn" (meaning once per player's individual turn), they can score the same battlefield twice in one game turn—once during their turn and once during your turn.
If an opponent contests a battlefield you control with one unit, then plays Rebuke on your unit (returning it to hand), does the combat showdown continue or does the opponent immediately conquer?
Ruling: The combat showdown continues to conclusion even after Rebuke removes the defending unit. Players continue passing focus and priority back and forth, and can still play actions during the showdown.
Sequence:
- Opponent contests your battlefield with their unit
- Opponent plays Rebuke on your unit, returning it to hand
- You lose control of the battlefield
- Combat showdown continues (does not end)
- Players can still play actions and pass priority
- If you play an action like Ride the Wind to move a unit into the battlefield and win the combat, you conquer the battlefield and score a point
Nuances:
- You remain the defender throughout this combat showdown even after losing control of the battlefield
- Conquering means taking control of a battlefield, regardless of whether you are attacker or defender
- As the defender, if you win the combat after losing control mid-showdown, you conquer the battlefield and can score a point (since it's the opponent's turn and you likely haven't scored there yet)
- Once a combat showdown starts, it is played fully no matter what happens to the units
If an opponent contests an empty battlefield and I use Ride the Wind to move my unit there, do I score if I win? Also, can I use Sprite Call to that battlefield?
Ruling: When you use Ride the Wind to move to a battlefield your opponent contested, you enter during the open showdown. When that showdown resolves with both players present, a combat showdown begins where your opponent is the Attacker (since they contested first) and you are the Defender. If you win with a unit still present and haven't scored that battlefield this turn, you conquer and score. You cannot use Sprite Call to that battlefield because you do not have control of it.
Sequence:
- Opponent moves to empty battlefield, applying Contested status
- You play Ride the Wind during the open showdown, moving your unit there
- Open showdown resolves
- Combat showdown begins with opponent as Attacker, you as Defender
- Winner conquers if they haven't scored that battlefield this turn
Nuances:
- The opponent did not "attack" the battlefield - they "contested" it, which is an important distinction
- Both players must pass focus in a row before a showdown closes, guaranteeing each player the right to play an action or reaction
- When you defend triggers will happen (e.g., Teemo's defend trigger works in this scenario)
If an opponent controls Ravenbloom Student and casts spells that trigger its might increase but doesn't announce the triggers, can they declare the increased might later when it becomes relevant (e.g., when targeted by removal)?
Ruling: Yes, the opponent has not missed the trigger until it has a visible effect on the game. They can declare the might increase when it becomes relevant, such as during combat damage or when targeted by removal.
Sequence:
- Ravenbloom Student triggers do not need to be announced immediately when spells are cast
- The trigger only needs to be demonstrated when it has a visible effect on the game state
- Visible effects include: taking lethal damage, dealing combat damage, or when the might value is otherwise required
- If the trigger is not announced by the time it would affect combat damage calculations or similar visible effects, then it is missed
Nuances:
- Players should ask their opponent about the unit's might before targeting it if they want clarity
- Attempting to catch an opponent in a missed trigger when you know they should have gained might is considered rule sharking
- Both players are responsible for maintaining proper game state
- Best practice is to announce all triggers as they happen for clarity, even though it's not required until they have visible impact
If an opponent controls a battlefield and I move Kayne there as my second move (killing one unit but leaving them with 2+ units), does the opponent score a point when Kayne bounces back?
Ruling: No, the opponent does not score a point because they did not gain control of the battlefield - they already controlled it.
Nuances:
- Control only changes during the combat resolution step (as of CRD v1.1)
- To conquer a battlefield you already control, you must leave it and return in different showdowns
- If you move a unit out and back in during the same showdown (e.g., Fight or Flight then Ride the Wind), you maintain control throughout and cannot conquer
- If you move out in one showdown and return in a later showdown, you can conquer and score a point (assuming you win the showdown)
If an opponent controls red Darius and you play Possession to take control of him, does Darius see Possession as the first card played for his ability?
Ruling: Yes, Darius sees Possession as the first card played. When Possession resolves, you take control of Darius, and then when you play your second card, Darius triggers under your control.
Sequence:
- Possession is played as your first card
- Possession resolves, switching Darius to your control
- You play your second card
- Darius triggers because you (his new controller) have played your second card this turn
Nuances:
- Darius does not need to be under your control when the first card is played; he only checks that his controller has played their second card when a card is played
- Darius can trigger off being the second card himself using the same logic
- A card only counts as "played" once it has resolved, not when it's cast
If an opponent finalizes Cleave and then you react with Here to Help to play Brynhir Thundersong, does Brynhir's ability prevent Cleave from resolving?
Ruling: Brynhir does not prevent already-finalized cards from resolving. Cleave will resolve normally because the "play" action (putting the card on the chain and finalizing it) has already been performed before Brynhir's trigger resolves.
Sequence:
- Opponent performs the "play" action by putting Cleave on the chain and finalizing it
- You react with Here to Help to play Brynhir
- Brynhir's trigger resolves, preventing opponents from performing the discretionary action "play" going forward
- Cleave resolves normally because it was already finalized before Brynhir's restriction took effect
Nuances:
- "Play" (the action) and "played" (the designation when a card finishes resolving) are distinct terms in Riftbound
- Brynhir prevents opponents from performing the discretionary action of playing cards, but does not stop already-finalized cards from resolving
- This is different from countering, which would prevent a card from being considered "played" at all
- When a card finishes resolving, it is considered "played" for trigger purposes, even if Brynhir is active
If an opponent initiates a showdown at a battlefield where I have Kayn with a hidden Tide Turner, can I use the battlefield ability to send Kayn home, then reveal and swap Tide Turner with Kayn so that Kayn returns with his ability active, and if the enemy unit fails to kill Kayn it goes back to base?
Ruling: Yes, this interaction works as described. As long as the chain is empty when the opponent moves in, combat is initiated and you retain control of that battlefield until the end of that combat, even if you don't have any units there.
Sequence:
- Opponent sends a unit to initiate showdown at the battlefield
- Combat is initiated and you retain control of the battlefield
- Use battlefield ability to send Kayn home
- Reveal Tide Turner and swap it with Kayn
- Kayn returns with his ability active
- If enemy unit fails to kill Kayn, it goes back to base
If an opponent is attacking me and I stun the attacking unit, the units recall. Opponent readies the unit and attacks the same battlefield, does the opponent's unit deal combat damage?
Yes, the opponent's unit will deal combat damage, provided it is no longer stunned when the Combat Damage Step occurs.
Here is the breakdown of why:
1. **Stun Status:** According to Rule 410.1.b, "A Stunned Unit does not contribute its might to damage in combat." However, Rule 410.1.a.2 states that "Stunned Units lose the Stunned status at the beginning of the next Ending Step."
2. **Readying:** If the opponent uses an effect to "ready" their unit, they are likely removing the exhausted status, but this does not automatically remove the "Stunned" status unless the card specifically says so.
3. **Combat Damage:** If the unit is still stunned when the combat reaches the Combat Damage Step, it will not contribute its might to the damage calculation. If the unit is no longer stunned (either because the turn ended and a new one began, or a specific effect removed the stun), it will contribute its might to the combat damage as normal.
**In summary:** The unit's ability to deal damage depends entirely on whether it is currently **Stunned** at the moment combat damage is resolved. If it is not stunned, it deals damage based on its current might.
If an opponent moves Warwick to a battlefield you control, his trigger goes on the chain, and you use Fight or Flight to move him back to base before the trigger resolves, does his 'kill all damaged enemy units here' ability still work?
Ruling: You cannot use Fight or Flight (an action speed card) to move Warwick after his trigger is on the chain but before it resolves. If Fight or Flight is already hidden at the battlefield, you can react with it in response to the trigger, and when Warwick's ability resolves, 'here' will refer to your base where he now is, causing the ability to have no effect.
Sequence:
- Opponent moves Warwick to your battlefield
- Warwick's trigger goes on the chain
- If Fight or Flight is hidden at the battlefield, you can react to move Warwick back to base
- Warwick's trigger resolves, checking 'here' (now your base), resulting in no effect
- If Fight or Flight is in your hand, you cannot play it because actions require focus and an empty chain
Nuances:
- Spells and abilities don't fizzle in this game; they resolve but may have no effect
- You can only play actions when you have focus and there is nothing on the chain
- While a chain exists, you can only play reactions
- Focus does not pass while a chain is present
If an opponent moves a 1 might unit into a battlefield on their turn, can I play Bellows Breath to kill it? Can they react with Ride the Wind to avoid the Bellows Breath?
Ruling: You can play Bellows Breath to kill the unit, but your opponent cannot respond with Ride the Wind because both are Action spells. Action spells can only be played in an open state (when the chain is empty), so your opponent cannot play an Action in response to your Action.
Sequence:
- You play Bellows Breath targeting the unit, placing it on the chain
- The game state becomes closed (chain is active)
- Your opponent cannot play Ride the Wind because it's an Action spell, not a Reaction
- Bellows Breath resolves, dealing 1 damage to the unit
- The unit dies (assuming it has 1 might)
- The chain empties and game state returns to open
- Priority passes to your opponent, but the unit is already destroyed
Nuances:
- If the unit somehow survived the Bellows Breath damage and focus was passed to the opponent after the chain resolved, they could then play Ride the Wind as a new Action in the now-open game state
- Only Reaction spells can be played in response to spells already on the chain; Action spells require an empty chain
If an opponent moves a 2 might unit into an open battlefield starting a showdown, and I react with Ride the Wind to move my stalwart poro into the same battlefield from base, will there be a second showdown after the first one? Will my opponent score a point, or will my stalwart poro get a +1 shield trigger and defend before my opponent can score?
Ruling: The opponent's move triggers a non-combat showdown first. During this showdown, playing Ride the Wind to move your unit in would normally start combat, but it stages instead. After completing all steps of the initial showdown (without establishing control since opposing units are present), a combat showdown begins with the opponent as the attacker.
Sequence:
- Opponent moves unit in, applying contested and triggering a showdown
- During the showdown, you play Ride the Wind and move your unit in
- The move would normally start combat, but it stages because a showdown is already occurring
- Complete all steps of the initial showdown, but control cannot be established since opposing units are present
- Begin combat showdown with the opponent as the attacker (since they applied contested to the battlefield)
Nuances:
- Recalling attackers is part of special cleanup that only happens in combat showdowns, not in other showdown types
- If the attacker were stunned (e.g., by Facebreaker), they would be sent back to base and the defender would conquer the point
If an opponent moves a unit to an empty battlefield (starting an open showdown), can you use focus to play Zenith Blade and move Leona to that battlefield? Does Leona stun?
Ruling: You can legally play Zenith Blade to move Leona to the battlefield during the open showdown. Zenith Blade will stun, but Leona herself will not stun an enemy because she will be the defender when combat begins (not the attacker).
Sequence:
- Opponent moves a unit to empty battlefield, creating an open showdown
- You play Zenith Blade with focus, moving Leona to the battlefield
- The open showdown must finish (both players pass without starting a chain)
- After the open showdown closes, a staged combat showdown begins
- When combat begins, attacker/defender roles are assigned: the opponent is the attacker (they applied contested status first), and you are the defender
- Attack and defend triggers (like Leona's stun or Yasuo's defend trigger) go on the chain when units gain their designation for the first time, which happens when combat begins
Nuances:
- An open showdown cannot transition into a combat showdown; the open showdown must resolve first, then a staged combat begins
- The attacker is whoever applied contested status to the battlefield first (the opponent who moved in initially)
- This play pattern is called a "surprise defence"
If an opponent moves an Assault unit (like Chemtech Enforcer) to an open battlefield to initiate a showdown, and I cast a removal spell (like Hextech Ray) on it before the showdown completes, does the Assault unit live or die?
Ruling: The Assault unit dies to the removal spell. Assault only applies during combat showdowns, not when moving to an open battlefield, so the unit does not heal the damage before the showdown completes.
Sequence:
- Assault unit moves to open battlefield (initiating a non-combat showdown)
- Removal spell is cast on the Assault unit
- Assault unit takes damage and dies
- Unit dies before scoring a point
Nuances:
- Assault only triggers during combat showdowns (when opposing units are present)
- If a defender is moved in mid-showdown (e.g., with Zenith Blade), the original showdown completes first as a non-combat showdown, then a new combat showdown begins
- During the original non-combat showdown, units present are not yet considered attackers/defenders
If an opponent moves his unit to a Reavers Row, and I have an Overzealous Fan on Row, can I order defender triggers and do Fan's ability before Reavers Row?
Yes, you can choose the order in which these triggers are placed on the chain.
According to **RiftJudge FAQ #1695**, when you control both **Reaver's Row** and **Overzealous Fan** and an opponent attacks into that battlefield, both abilities trigger as "When I defend" (or "When you defend here") triggers. As the controller of these triggers, you decide the order in which they are placed on the chain.
### Sequence of Events:
1. **Trigger Placement:** The opponent moves their unit to the battlefield, initiating a showdown. Both **Overzealous Fan** and **Reaver's Row** trigger. You place them on the chain in your chosen order.
2. **Chain State:** The chain is now closed. Players may add reactions to the chain.
3. **Resolution:** The chain resolves in reverse order (Last-In, First-Out).
* If you placed **Overzealous Fan** on the chain last, it will resolve first.
* Upon resolution of **Overzealous Fan**, you may choose to kill it to move the attacking unit to its base.
* Then, the **Reaver's Row** trigger resolves, allowing you to move a friendly unit to your base if you choose.
**Important Nuances:**
* **Cost vs. Effect:** As noted in **RiftJudge FAQ #6503**, killing **Overzealous Fan** is a cost paid at resolution. If you choose to use the ability, you must be able to kill the Fan (it must be on the battlefield) at that moment.
* **Targeting:** You must choose the target for the **Overzealous Fan** ability when you place the trigger on the chain, but the decision to pay the cost (kill the Fan) and execute the move is made during resolution.
* **Trigger Conditions:** Once a trigger is on the chain, it will resolve normally even if the trigger condition is no longer met (e.g., if the unit is no longer defending).
This interpretation is based on the mechanics of triggered abilities and the specific rulings provided in the Riftbound FAQ database.
If an opponent moves into a battlefield I control, can I activate a Hidden Tideturner on another battlefield I control to swap units?
Yes, you can play a hidden **Tideturner** from another battlefield you control to swap units with the battlefield where the showdown is occurring.
### Legal Basis
According to **FAQ 1652** and **FAQ 10693**, you are permitted to play reactions from any battlefield when there is an item on the chain, regardless of where the showdown is taking place. Furthermore, **Tideturner** possesses specific errata (as clarified in **FAQ 6517**, **FAQ 7907**, and **FAQ 2851**) that allows its "When you play me" triggered ability to target a unit at any location, bypassing the standard restriction that cards played from hidden must target units at their own battlefield.
### Sequence of Events
1. **Showdown Initiation:** An opponent initiates a showdown. To play a reaction, you must wait until an item (such as an attack trigger or an action-speed effect) is placed on the chain, or until the opponent passes focus and priority.
2. **Reacting:** The turn is in a **Closed State** because an item is on the chain. You play your hidden **Tideturner** from your other battlefield as a [Reaction].
3. **Entry:** **Tideturner** enters the board at its original location. Per **FAQ 6244**, playing a permanent from hidden starts a chain that resolves immediately (you cannot react to the unit entering play itself).
4. **Triggered Ability:** After **Tideturner** is in play, its "When you play me" ability is placed on the chain.
5. **Targeting:** Because of its specific errata, you choose your unit at the attacked battlefield as the target for this ability.
6. **Resolution:** The ability resolves, swapping the positions of **Tideturner** and your original unit. Your original unit moves to your other battlefield, and **Tideturner** moves to the battlefield where the showdown is occurring.
Note: I could not fully verify this ruling against the retrieved rules.
If an opponent moves into an uncontested battlefield for their 6th point and you play Fight or Flight to move their unit back to base, will you get focus again to play Find Your Center after Fight or Flight resolves?
Ruling: Yes, you will get focus again after Fight or Flight resolves. A showdown will keep going even without units present.
Sequence:
- Opponent moves into uncontested battlefield for 6th point
- You receive focus and play Fight or Flight
- Opponent's unit moves back to base
- You receive focus again and can play Find Your Center
If an opponent moves one character to attack a controlled battlefield, assigns damage, then moves another character to deal what would be lethal damage, does cleanup occur between these combats to heal the defending units?
Ruling: Yes, cleanup occurs at the end of each combat, healing all units. Therefore, damage from the first combat would be healed before the second combat begins, potentially preventing lethal damage.
Sequence:
- First character moves and attacks the battlefield
- Damage is assigned
- Cleanup occurs, healing all units
- Second character moves and attacks
- Damage is assigned to now-healed units
Nuances:
- Multiple units can be moved simultaneously to the same destination to deal combined damage in a single combat (avoiding the cleanup between attacks)
- Units can be moved simultaneously even from different locations as long as their destination is the same
- This simultaneous movement rule applies to standard moves; moves via card effects only follow the restrictions stated on the effect itself
If an opponent moves to an occupied base, passes it, and the defender uses Rebuke, can the opponent use Challenge before Rebuke resolves?
Ruling: No, once Rebuke is on the chain, only reactions can be used. Actions can only be played after the chain resolves completely.
Sequence:
- Rebuke is played and goes on the chain
- Only reactions can be played while the chain exists
- The chain resolves completely
- Actions can be played again, but the unit targeted by Rebuke is already gone
Nuances:
- Even after the chain resolves, Challenge cannot target the unit because Rebuke's effect has already removed it
If an opponent moves to an open battlefield and starts a showdown, and I respond with Ride the Wind to move a unit to that battlefield, does the opponent still score the initial point, or does a new showdown start?
Ruling: The opponent will not score a point in the initial showdown because they need to be the only player controlling units at the battlefield to gain control and score. When both players pass focus, the showdown closes and combat begins.
Sequence:
- Opponent moves to battlefield
- You play Ride the Wind in response, moving your character to that battlefield
- After your unit moves, opponent gains focus and the showdown continues normally until both players pass focus
- The showdown closes and combat begins
- The combat showdown phase occurs (the first phase of combat) with any attack or defend triggers
- After the initial chain resolves, the attacker (opponent) gets focus first
- Normal combat proceeds
- If you win the combat, you gain control of the battlefield, conquer it, and score a point
Nuances:
- Battlefields can only be scored once per turn per player, but both players can score the same battlefield in the same turn
- The initial showdown is not a combat, but the showdown during combat is part of the combat phase
If an opponent playing Lux as their legend has their Promising Future countered by Wind Wall, does Lux's legend passive still trigger to draw a card?
Ruling: No, the legend passive does not trigger. The spell must resolve for Lux's passive effect to occur.
Nuances:
- Countering a spell prevents it from resolving, which means legend passives that trigger on playing spells of certain types do not activate
If an opponent plays Challenge from the base targeting my unit on a battlefield, and I have Fight or Flight hidden on that battlefield, can I trigger the hidden card to move my Traveling Merchant to my base to trigger its ability and avoid Challenge?
Ruling: You can trigger Fight or Flight to move your Traveling Merchant to your base, which will trigger its "When I move" ability to discard and draw. However, Challenge will still resolve and the units will deal damage to each other even though the Merchant is now at the base, because Challenge does not require targets to be at a specific location.
Sequence:
- Opponent plays Challenge, targeting their unit and your Traveling Merchant
- You react with Fight or Flight from hidden, moving Traveling Merchant to your base
- Traveling Merchant's "When I move" ability triggers and resolves (discard 1, draw 1)
- Challenge resolves: both units deal damage to each other equal to their Mights
Nuances:
- A spell played from Hidden gains Reaction and can be played during a reaction window
- A spell played from Hidden must choose targets from the battlefield where it was hidden
- A target only becomes illegal if it no longer meets the targeting requirements of the spell
- Since Challenge only requires "a friendly unit and an enemy unit" without specifying location, the Merchant remains a legal target even after moving to the base
If an opponent plays Cleave or Whiteflame Protector targeting a 2 might unit, and you react with Gust targeting the same unit, does Gust return the unit to hand and nullify the Cleave/Whiteflame Protector effect?
Ruling: Yes, Gust resolves first on the chain, returns the unit to hand, and causes Cleave/Whiteflame Protector to whiff and resolve to no effect.
Sequence:
- Opponent plays Cleave or Whiteflame Protector targeting a 2 might unit
- You react with Gust targeting the same unit
- Gust resolves first (last in, first out)
- Unit returns to hand
- Cleave/Whiteflame Protector resolves but has no legal target, so whiffs
Nuances:
- All effects in Riftbound recheck legality at resolution
- The inverse is also true: if you Gust first to start a chain and opponent pumps the unit out of Gust's range, your Gust will whiff
If an opponent plays Cull the Weak targeting my only unit, can I respond with Gust to return that unit to my hand, and what happens to Cull the Weak if I have no other units?
Ruling: Yes, you can play Gust in response to move your unit back to your hand. If you have no units remaining in play after Gust resolves, your opponent must still sacrifice one of their own units to fulfill Cull the Weak's requirement.
Sequence:
- Opponent plays Cull the Weak
- You respond with Gust, returning your only unit to hand
- Gust resolves first
- Cull the Weak resolves, but you have no units
- Opponent must sacrifice one of their own units
If an opponent plays Dragon's Breath to move my Recruit token to Dreaming Tree where I have a Soaring Scout, and I respond by playing Hidden Blade to remove my Soaring Scout, do I still score a point when the Recruit arrives at the now-empty Dreaming Tree?
Ruling: Yes, you conquer the battlefield and score a point when the Recruit moves to Dreaming Tree.
Sequence:
- Opponent plays Dragon's Breath targeting the Recruit to move it to Dreaming Tree
- You respond with Hidden Blade targeting your Soaring Scout (on the chain)
- Hidden Blade resolves, removing Soaring Scout from Dreaming Tree
- Dragon's Breath resolves, moving Recruit to Dreaming Tree
- You conquer the battlefield and score a point
If an opponent plays Fading Memories on my unit, can I react to the temporary trigger during my beginning phase with Tactical Retreat to save the unit?
Yes, you can react to the **Temporary** trigger from **Fading Memories** during your Beginning Phase with **Tactical Retreat** to save your unit.
### Why this works:
1. **The Trigger:** The **Temporary** keyword on your unit triggers at the start of your Beginning Phase ("Kill it at the start of its controller's Beginning Phase"). This triggered ability is placed on the chain.
2. **Reacting:** Because this is a triggered ability on the chain, you have priority to play **[Reaction]** spells in response to it. You can cast **Tactical Retreat** and target the unit that is about to be killed by the **Temporary** effect.
3. **Resolution (LIFO):** The chain resolves in Last-In, First-Out (LIFO) order. Your **Tactical Retreat** resolves first, creating a replacement effect for that unit: "The next time it would die this turn, heal it, exhaust it, and recall it instead."
4. **Replacement:** When the original **Temporary** death trigger then resolves, it attempts to kill your unit. The **Tactical Retreat** replacement effect intercedes: instead of the unit dying and being sent to the trash, it is healed, exhausted, and recalled to your base.
***
*This interpretation follows the standard interaction between triggered abilities and replacement effects as defined in the Core Rules and confirmed by RiftJudge FAQ #10278.*
If an opponent plays Falling Comet (which targets units on the battlefield) and you use Flash to move your unit away from the battlefield, does the unit still die since it was already targeted?
Ruling: The unit does not die. When a spell resolves, the legality of targets is checked again, and since the unit is no longer a legal target (not on the battlefield), it is not affected by the spell.
Sequence:
- Opponent plays Falling Comet targeting your unit on the battlefield
- You use Flash to move your unit away from the battlefield
- On resolution, target legality is rechecked
- The unit is no longer a legal target and is not affected
If an opponent plays Gust on their own unit and I Defy the Gust, does the opponent still draw a card from The Dreaming Tree?
Ruling: Yes, the opponent still draws the card from The Dreaming Tree even though the spell did not resolve.
Nuances:
- The Dreaming Tree triggers when a unit is chosen as a target, not when the spell successfully resolves
- Defy counters the spell but doesn't prevent the targeting from having occurred
If an opponent plays Hextech Ray targeting a card on field, can they change the target if the defending player responds by playing a unit from hidden (like Teemo in trap) before Hextech Ray resolves?
Ruling: No, they cannot change targets. The target is chosen and locked in when Hextech Ray is finalized to the chain, before the opponent has a chance to respond.
Sequence:
- Player plays Hextech Ray and chooses target when finalizing it to the chain
- Target is now locked in
- Opponent can now respond (e.g., by playing a unit from hidden)
- Hextech Ray resolves with original target
Nuances:
- The unit being played from hidden must not have been hidden on the same turn (summoning sickness applies)
If an opponent plays Hidden Blade on my unit and I retreat it into my hand in response, do I still draw 2 cards?
Ruling: No, you do not draw 2 cards. If the target unit is no longer a legal target on the battlefield when Hidden Blade resolves, the effect cannot find "its controller" and therefore no cards are drawn.
Nuances:
- If a unit is moved to your base (still on the board) after being targeted by Hidden Blade, you would still draw 2 cards because the unit is still a legal target and its controller can be identified
- A spell or ability that moves something to a different zone as a cost or effect can "look back" at its characteristics before it changes zones, which is why Retreat itself can still channel a rune even though the unit goes to hand
- The key difference is that Retreat says "owner" (not "controller") and Retreat itself is doing the move, allowing it to look back in time
- If a unit leaves the board through other means (like a replacement effect), the information may not be accessible
If an opponent plays Kha'zix Ambush to a battlefield where I am alone, and I react with Inferna Ambush so I have 2 units there, does Kha'zix have 4 or 6 might?
In this scenario, **Kha'Zix, Mutating Horror will have 6 Might.**
### Reasoning
According to the established game rules and **RiftJudge FAQs (e.g., #9849, #10198, #10465)**, the condition for Kha'Zix's triggered ability ("if an enemy unit is alone here") is evaluated at the exact moment the unit gains the "Attacker" or "Defender" combat designation upon entering the battlefield.
1. **Trigger Condition Check:** When you play Kha'Zix via [Ambush], he enters the battlefield and gains his combat designation. At that specific moment, the game evaluates the board state: "Is an enemy unit alone here?"
2. **Condition Met:** Since you are currently alone at that battlefield, the condition is satisfied. Kha'Zix's triggered ability is placed on the chain.
3. **Reaction:** Your opponent (you, in this context) responds by playing *Inferna* using [Ambush]. This [Reaction] adds *Inferna* to the chain *above* Kha'Zix's trigger.
4. **Resolution (LIFO):**
* *Inferna* finalizes and enters the battlefield.
* Kha'Zix's triggered ability resolves. Because the condition was met at the time the ability was triggered and placed on the chain, the subsequent change to the battlefield state (adding *Inferna*) does not retroactively negate the trigger.
* Kha'Zix receives the +2 Might bonus.
Since *Kha'Zix, Mutating Horror* has a base Might of 4, adding the +2 bonus from the ability results in a total of **6 Might**.
*Note: This is my interpretation based on standard Riftbound chain mechanics and existing RiftJudge FAQs for this specific interaction. No official rule explicitly details the exact timing of "alone" checks outside of the context established by the referenced FAQs.*
If an opponent plays Noxian Drummer and I respond to its trigger with Gust to return the Drummer to hand, does the Drummer still move the 1 might recruit token to the battlefield?
Ruling: No, the token will not be moved to the battlefield. When Gust returns the Drummer to hand before the trigger resolves, "here" becomes undefined, so the ability cannot execute the instruction that references "here".
Sequence:
- Noxian Drummer moves to the battlefield
- Drummer's "when" trigger goes on the chain
- Opponent can play reaction spells in response (like Gust)
- If Gust returns Drummer to hand, the trigger still resolves but "here" is undefined
- The ability fails to move the token because it cannot determine where "here" is
Nuances:
- All referents in an ability's instructions need to be defined for the ability to execute
- Legality is checked both at finalize and at resolution in Riftbound
- This principle applies to other cards as well (e.g., if you Gust a unit in response to Hidden Blade targeting it, the Hidden Blade player won't draw because "its controller" is undefined)
If an opponent plays Piercing Light targeting my unit, can I respond with Wages of Pain to kill that targeted unit before Piercing Light resolves, and if so, does Piercing Light still deal its second 2 damage to another unit?
Ruling: You can react with Wages of Pain after Piercing Light is played and targets are chosen. Piercing Light will still deal 2 damage to the other unit even if the first target is killed by Wages of Pain before Piercing Light resolves.
Sequence:
- Opponent plays Piercing Light and declares both targets
- You can respond by playing Wages of Pain to kill the first targeted unit
- Wages of Pain resolves first, killing the targeted unit
- Piercing Light resolves, dealing 2 damage to the second unit (the first damage instance has no valid target)
Nuances:
- Once Piercing Light is on the chain and choices are made, those choices are locked in
- All damage from Piercing Light is dealt while the spell is resolving; there is no moment between damage instances to respond
- Wages of Pain can only target a unit at the battlefield where it was hidden
If an opponent plays Possession (which targets an enemy unit at a battlefield), can you react with a spell that moves that unit to base, and would that make the target invalid?
Ruling: If you react to Possession by moving the targeted unit from a battlefield to your base, the target becomes invalid and Possession does not resolve.
Sequence:
- Opponent plays Possession, paying 8 energy and 3 purple power immediately
- Opponent must choose and target an enemy unit at a battlefield when playing the card
- You can then react, knowing which unit was chosen
- If you move the targeted unit to base with a reaction spell, the target becomes invalid
- Possession fails to resolve because the unit is no longer at a battlefield
Nuances:
- The targeting restriction "at a battlefield" applies both when choosing the target and when the spell resolves
- If the unit moved to a different battlefield instead of base, it would still be a valid target because it remains at a battlefield
- You must pay all costs (8 energy and 3 purple power) at the moment of playing Possession, not separately
If an opponent plays Promising Future and banishes Vanguard Armory, then I banish Salvage, can I target their Vanguard Armory with my Salvage?
Ruling: No, Salvage cannot target Vanguard Armory in this situation.
Sequence:
- Promising Future puts all items on as pending first
- Promising Future resolves
- The permanents finalize in the cleanup immediately after Promising Future resolves
- The permanents exit the chain and get "played" immediately after being finalized
Nuances:
- Permanents do not finalize immediately; they exit the chain and get played immediately after being finalized
If an opponent plays Retreat on their unit defending at The Dreaming Tree and I play Defy to counter it, does the opponent still draw from The Dreaming Tree?
Ruling: Yes, the opponent still draws from The Dreaming Tree even if Defy counters the Retreat.
Sequence:
- Opponent targets their unit at The Dreaming Tree with Retreat
- The Dreaming Tree's draw effect triggers immediately and goes on the chain
- Defy can then counter Retreat's effect
- The Dreaming Tree's draw still resolves regardless
If an opponent plays Smoke Screen and I respond with Discipline (making it 5 vs 5 resources), can I still play Defy to counter the Smoke Screen after Discipline resolves?
Ruling: Yes, you can play Defy on Smoke Screen after Discipline resolves. After Discipline resolves, each player needs to pass priority again before Smoke Screen resolves, giving you the opportunity to play Defy.
Sequence:
- Opponent plays Smoke Screen
- You respond with Discipline (bringing resources to 5 vs 5)
- Discipline resolves
- Priority passes again before Smoke Screen resolves
- You can now play Defy to counter Smoke Screen
If an opponent plays Unchecked Power and I have Hidden Blade hidden at battlefield with Phoenix, can I use Hidden Blade to kill the Phoenix, then use Darius legend ability with Legion to pay to return Phoenix from trash to my base before Unchecked Power resolves?
Ruling: Yes, this interaction works. When Hidden Blade kills Phoenix, the Phoenix is in the trash when its "when you kill with a spell" triggered ability happens, allowing you to pay to return it from trash to base before Unchecked Power resolves.
Sequence:
- Hidden Blade kills Phoenix as part of its effect
- Phoenix is now in the trash when the "when" trigger occurs (since "when" happens after)
- Phoenix's triggered ability allows you to pay to return it from trash to base
- This all happens before Unchecked Power resolves
Nuances:
- This uses the same logic as Viktor Leader not seeing himself die - by the time the trigger would happen, the unit is in a different zone
- Triggered abilities don't need speed tags; they happen when they say they happen
If an opponent plays Void Seeker (dealing 4 damage) on my Thousand Tail Watcher, then plays their own Thousand Tail Watcher (giving -3 might to all units), does my Watcher die?
Ruling: Yes, the Watcher will die. The unit has a 4 damage marker on it, and when the opponent's Thousand Tail Watcher enters and reduces all units' might by 3, your Watcher becomes 4 might (7-3). Since it has 4 damage marked on it and now has 4 might, it dies because damage equals might.
Sequence:
- Void Seeker deals 4 damage to Thousand Tail Watcher (7 might), placing a 4 damage marker on it
- Opponent plays their Thousand Tail Watcher, which gives -3 might to all units
- Your Watcher is now 4 might with 4 damage marked
- The unit dies when damage marked equals or exceeds its current might
Nuances:
- Damage markers do not reduce might; they are tracked separately
- A unit dies when damage marked equals or exceeds its might
- This same principle applies to other combinations (e.g., damaging Watcher with Hextech Ray then using Smoke Screen to reduce might)
If an opponent plays Wages of Pain on my Overzealous Fan at my battlefield, can I use Ride the Wind to move it to another battlefield and score a point?
Ruling: No, you cannot score a point this way unless your Overzealous Fan has more than 3 Might to survive Wages of Pain. The Fan must survive the damage for the staged showdown at the new battlefield to begin.
Sequence:
- Opponent plays Wages of Pain targeting your Overzealous Fan
- You respond with Ride the Wind (placing it higher on the chain)
- Ride the Wind resolves first, moving your Fan to the new battlefield
- The showdown at the new battlefield is marked as Staged during cleanup
- Wages of Pain then resolves, dealing 3 damage to the Fan
- If the Fan survives (has more than 3 Might), the staged showdown begins after Wages of Pain's cleanup
- If the Fan dies, no showdown occurs and no point is scored
Nuances:
- Staged showdowns can only begin from a Neutral Open State, not while the chain is still resolving
- The Gold token created by Wages of Pain remains at the original battlefield, not the new one
- You can only score each specific battlefield once per turn
If an opponent plays a card with an optional on-enter ability ("When I'm played, you may do x") and chooses not to do the effect, is there still an opportunity to react?
Ruling: Yes, you can react to the triggered ability when it is placed on the chain, before your opponent makes the decision about the "may" effect.
Sequence:
- The card is played and the trigger condition is met
- The triggered ability is placed on the chain (this is when you get priority to react)
- If no reactions are played, the ability resolves and the opponent makes their decision about the "may" effect
Nuances:
- All triggers in this game are mandatory - the ability always triggers regardless of whether the "may" effect will be used
- The "may" section denotes decisions made on resolution, not whether the ability triggers
- Once the opponent has already made the decision for the "may" section, the ability is already resolving and there's no window to react
If an opponent reacts to Baited Hook activation and kills/removes the targeted unit, does the Baited Hook player still get a unit from their deck?
Ruling: If the opponent removes the targeted friendly unit (e.g., with Gust) in response to Baited Hook, you still look at the top cards of your main deck and recycle them, but you do not get a unit off the hook.
Sequence:
- Activate Baited Hook and declare a target unit to kill
- Opponent can react at reaction speed to remove that unit
- You can react to their reaction
- On resolution, if the target is gone, you still reveal/look at cards but do not get a unit
Nuances:
- You must declare a target when activating Baited Hook
- Very few cards have reaction speed and can kill/bounce a unit, so this interaction is relatively rare
If an opponent reacts to Shen being played onto Trifarian War Camp with Gust (which targets units with 3 or less Might), can Gust target Shen, or does Trifarian War Camp's +1 Might apply instantly?
Ruling: You cannot react to a permanent (unit/gear/add ability) being played. When a permanent is placed on the chain and finalizes, it automatically resolves immediately before any player can react to it. Therefore, Shen would already be on the battlefield with the +1 Might from Trifarian War Camp before Gust could be played, making Shen an invalid target for Gust.
Sequence:
- Shen is played as a reaction and goes onto the chain
- Shen finalizes (almost always immediately after going onto the chain as pending)
- Shen automatically resolves and enters the battlefield
- Trifarian War Camp's +1 Might applies to Shen
- Only now can opponents react with spells
- Gust cannot target Shen because he now has 4 Might
Nuances:
- Action and reaction speeds don't change the type of card, just when it can be played
- Once a unit is on the chain, it behaves the same way regardless of what speed it was played at
- When You Play Me (WYPM) triggered abilities do go onto the chain normally after the unit resolves and can be reacted to
- You cannot finalize a card while another is resolving
If an opponent reacts with Hidden Blade targeting my Watcher during an attack, can I use Fight or Flight in a new chain to move Watcher back to base before Hidden Blade resolves and kills it?
Ruling: No, you cannot save Watcher this way. The first chain (with Hidden Blade) will resolve completely before the second chain (with Fight or Flight) begins, so Hidden Blade will kill Watcher before you can move it.
Sequence:
- Chain 1 resolves: Hidden Blade kills Watcher
- Chain 2 begins: Fight or Flight attempts to move Watcher, but Watcher is already dead
If an opponent starts a showdown at a battlefield I have a unit at, I react by playing Heedless Resurrection and get back Overzealous Fan which I play to my battlefield, can I then use Overzealous Fan's effect to move the opponent's unit to base?
Yes, you can use *Overzealous Fan's* ability to move the opponent's attacking unit to its base.
### Sequence of Events
1. **Showdown Begins:** Your opponent moves a unit to a battlefield you occupy, applying Contested status. Per Rule 345, the opponent (the player who applied Contested status) gains Focus.
2. **Reaction:** While the opponent has Focus, you play *Heedless Resurrection* as a [Reaction]. This creates a chain, making the state CLOSED. You kill a friendly unit as a cost to resurrect *Overzealous Fan*.
3. **Fan Enters Play:** *Overzealous Fan* enters the battlefield.
4. **Chain Resolution:** *Heedless Resurrection* finishes resolving.
5. **Combat Cleanup/Defender Designation:** Following the resolution of the *Heedless Resurrection* chain, the game performs a cleanup. *Overzealous Fan* gains the "Defender" designation because it is now present at the contested battlefield (Rule 459.2.b.4.a).
6. **Fan's Trigger:** Because *Overzealous Fan* gained the "Defender" designation, its "When I defend" ability triggers and is placed on the chain.
7. **Resolution:** When the trigger resolves, you may choose to pay the cost (killing *Overzealous Fan*) to move the attacking unit to its base.
### Why this works
* **Defender Designation:** According to Rule 459.2.b.4.a, if a unit controlled by the defender becomes present at a contested battlefield after the initial combat setup, it gains the Defender designation during the cleanup phase following the action that caused it to become present.
* **Trigger Timing:** *Overzealous Fan's* ability triggers specifically upon gaining the Defender designation. Even though this occurs mid-showdown, it is a valid trigger for the ability.
* **Cost Payment:** Per RiftJudge FAQ #9047, the cost of killing *Overzealous Fan* is paid at the time of resolution. As long as *Overzealous Fan* is on the battlefield when the ability resolves, you can pay the cost to move the attacker, even if the Fan has moved or been swapped in the meantime (provided it remains on the battlefield).
**Important Note on Focus:** You correctly noted that Rule 345 assigns Focus to the player who applied Contested status (the opponent). While the opponent has Focus, you are permitted to play [Reaction] cards to respond to their actions.
Note: I could not fully verify this ruling against the retrieved rules, specifically regarding the timing of when a non-active player may initiate a chain during a Showdown Open State.
If an opponent targets my 4 might Fiora with Foxfire, and I respond by playing Discipline to increase her might to 6 (giving her Deflect), does Foxfire have to recycle when it resolves due to the new Deflect?
Ruling: No, Foxfire does not have to recycle. Paying costs and choosing a target happens when the card is played, so Deflect gained after targeting is irrelevant.
Sequence:
- Opponent plays Foxfire and targets Fiora (4 might, no Deflect)
- You respond with Discipline, increasing Fiora to 6 might (gaining Deflect)
- Foxfire resolves and affects Fiora normally because the target was already chosen
If an opponent tries to conquer a battlefield with a unit, and then I react with [Rengar the trophy hunter], who is the attacker? Or how does it resolve in detail? Is there a difference if I react in showdown or on attack trigger?
When an opponent moves a unit to an empty battlefield, they initiate a non-combat showdown and are designated the **Attacker**. If you play *Rengar, Trophy Hunter* in response to this move, you become the **Defender**.
Here is the detailed resolution of the sequence and the breakdown of how these designations work.
### 1. The Sequence of Events (Detailed)
1. **Opponent's Move:** Your opponent moves a unit to an unoccupied battlefield. The battlefield becomes **Contested**. According to **Rule 442.1.a.1**, this player is designated as the **Attacker**.
2. **Your Response:** You play *Rengar, Trophy Hunter* as a **[Reaction]**. Because there is an enemy unit present at the contested battlefield, *Rengar*'s special ability allows you to play him there.
3. **Designation:** Per **Rule 442.1.a.2**, because you played a unit to a battlefield that is already contested by your opponent, you are designated as the **Defender**.
4. **Showdown Continues:** The showdown remains ongoing. Because units from both players are now present at the contested battlefield, a combat will begin once the chain empties and both players pass focus.
5. **Combat Designation:** When the combat officially begins, your opponent remains the **Attacker** and you remain the **Defender**.
### 2. Is there a difference if you react in a showdown vs. on an attack trigger?
Yes, there is a significant difference in timing and state:
* **Reaction to Move (Showdown):** This occurs during the initial non-combat showdown. The battlefield is **Contested**, but combat has not officially begun. You are playing *Rengar* to a battlefield that is in a state of contention. This leads to the standard "surprise defense" scenario where combat will trigger once the current chain resolves and focus is passed.
* **Reaction to Attack Trigger:** An **Attack Trigger** (e.g., "When I attack...") only occurs *after* a combat has officially opened and a unit has already gained the **Attacker** designation (Rule 459.2.b.1). If you wait to play *Rengar* until after an attack trigger has been placed on the chain, you are responding to an already active combat. The designations are already locked in (Opponent is Attacker, you are Defender), and you are simply adding *Rengar* to the existing combat.
### Summary of Rules
* **Attacker Designation:** Determined by the player who first causes a battlefield to become **Contested** (Rule 442.1.a.1).
* **Defender Designation:** Determined by the player who enters the contested battlefield *after* the Attacker has already established the contested status (Rule 442.1.a.2).
* **Rengar's Permission:** *Rengar, Trophy Hunter* does not have an "Ambush" keyword ability; he possesses a specific unique permission that allows him to be played as a **[Reaction]** to any battlefield with enemy units, effectively bypassing the standard restriction that you must already control units at that location to use Ambush (RiftJudge FAQ #9992).
*This interpretation is based on Rule 442.1.a regarding Attacker/Defender designations and the established RiftJudge FAQ rulings #9820, #9992, and #10213 for Rengar, Trophy Hunter.*
If an opponent uses Blitzcrank to move my only unit away from a battlefield I control, then I use Ride the Wind during Showdown to move it back, do I score a Conquer point?
Ruling: Yes, you score a Conquer point. You can score Conquer during an opponent's turn as long as you haven't already scored that battlefield this turn.
Sequence:
- Opponent plays Blitzcrank and targets your lone unit at a battlefield you control
- Blitzcrank's ability resolves, moving your unit away
- You lose control of the battlefield (it becomes Uncontrolled during Cleanup)
- Showdown begins
- During Showdown, you play Ride the Wind to move your unit back to the original battlefield
- You gain control and score a Conquer point
Nuances:
- Conquer can be scored once per battlefield per turn, even during an enemy's turn
- The battlefield becomes Uncontrolled after Cleanup when it has no units and is not Contested
If an opponent uses En Garde on a unit that's been targeted by Blood Money, does Blood Money get to choose a new unit to target?
No, *Blood Money* does not get to choose a new target.
According to Rule 355.10 and the established mechanics for targeting in *Riftbound*, a spell’s target is locked in the moment the spell is finalized on the chain. If a target becomes invalid (for example, if a unit's might increases to 3 or more after *Blood Money* is played, meaning it no longer satisfies the "2 Might or less" requirement), the spell cannot simply switch to a new target.
Furthermore, per the *Riftbound* FAQ (as seen in the ruling for *Hidden Blade* and *Shakedown*), if the original target of a spell is no longer legal or is removed, the spell resolves to no effect; it does not allow the controller to pick a different target.
In your scenario, if *Blood Money* is played, targeting a unit with 2 Might or less, and then *En Garde* is played in response to give that unit +1 Might (bringing it to 3 or more):
1. The *Blood Money* is locked onto that specific unit.
2. When *Blood Money* resolves, it checks the target again. Because the target no longer meets the "2 Might or less" requirement, *Blood Money* will resolve with no effect.
This is my interpretation based on standard targeting rules (Rule 355.10) and similar FAQ rulings for targeted spells. No official FAQ exists specifically for this *Blood Money*/*En Garde* interaction.
If an opponent uses Fading Memories on a unit and Sett is tapped during their turn, can Sett's legend ability save that unit at the start of my Beginning Phase when temporary triggers, and does the temporary effect remain?
Ruling: Yes, Sett can save the unit when temporary triggers at the start of the Beginning Phase. The temporary keyword remains on the unit after being saved and will trigger again on subsequent turns.
Sequence:
- At start of Awakening Phase, Sett becomes ready
- At start of Beginning Phase, temporary triggers and would kill the unit
- Sett's replacement effect can save the unit by healing and recalling it exhausted
- The unit survives but keeps the temporary keyword
- On the next turn's Beginning Phase, temporary triggers again, requiring another save
Nuances:
- Temporary only triggers once per Beginning Phase at that timing point, so you cannot save it multiple times in the same phase
- Sett is a replacement effect, not a resurrection, so the unit remains the same game object and keeps all effects (including temporary and other buffs like Call to Glory)
- Effects that last "this turn" (like Call to Glory) still expire at end of turn as normal, but are not removed by Sett's save
- You must save the unit every turn that temporary triggers