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Riftbound Frequently Asked Questions

Search verified questions and answers.

If an opponent uses Gust in response to Traveling Merchant's move trigger, can they discard the Merchant, and does the Merchant's effect still activate?
Ruling: Yes, an opponent can use Gust in reaction to the Merchant's move trigger to discard it. The Merchant's effect (discard 1, draw 1) still activates and resolves even if the Merchant is removed from play, because the effect is already on the chain once the move trigger occurs. Sequence: - Traveling Merchant moves, triggering its effect - The effect goes on the chain - Opponent can use Gust in response to remove the Merchant - The Merchant's effect still resolves (discard 1, draw 1) Nuances: - The Merchant's effect is not conditional on the Merchant remaining in play - Once the move trigger occurs, the effect is locked in on the chain regardless of what happens to the Merchant afterward
If an opponent uses Reavers Row (or Fight or Flight) to remove all defending units, does the attacker still count as winning combat for effects like Draven's Legend ability?
Ruling: Yes, once combat has started, it continues until completion and someone wins. If the defender has no units remaining, the attacker wins the combat. Nuances: - This applies to any effect that removes defending units after combat has begun (Reavers Row, Fight or Flight, etc.) - The combat is still considered to have occurred and been won for the purposes of triggered abilities like Draven's Legend draw effect
If an opponent uses Ride of the Wind to move their unit to another battlefield after I use a reaction to buff my defender, does their unit die from combat or successfully move away?
Ruling: The opponent's unit does not die. It successfully moves to the other battlefield and is no longer present at the original combat location. Sequence: - Defender uses a reaction to buff their unit during combat - Attacker plays Ride of the Wind as an action in response, moving their unit to another battlefield - The original combat resolves with the attacker's unit no longer present (defender holds the battlefield) - After the first showdown fully ends, a new showdown starts at the battlefield where the unit moved - Both players can play actions/reactions at this new showdown - The new showdown proceeds through all normal steps, potentially resulting in conquest Nuances: - Actions can be played after reactions as part of the chain during combat - The unit doesn't die because it's no longer at the battlefield where combat is happening - You cannot have two showdowns occurring simultaneously; the second showdown waits for the first to complete - Even if the destination battlefield was empty, a new open showdown starts there after the first combat ends
If an opponent uses Zaunite Bouncer on a buffed unit, and you chain Hidden Blade on that unit, then chain Sett Legend as Hidden Blade resolves, does the unit return to base instead of hand and do you still draw 2?
Ruling: Yes, the buffed unit returns to base via Sett Legend's replacement effect and you still draw 2 from Hidden Blade. The Bouncer then fizzles because it cannot find its target. Sequence: - Hidden Blade resolves first (last on chain), killing the unit and drawing 2 cards - Sett Legend triggers as a replacement effect of the death, spending the buff to recall the unit to base instead of it going to trash - Pass priority - Zaunite Bouncer resolves but cannot find the unit (no longer at battlefield), so nothing happens Nuances: - Hidden Blade fully resolves and draws 2 because Sett Legend is a replacement effect of the death, not a prevention of Hidden Blade's resolution - The unit must actually die for Sett Legend to trigger; you cannot use Sett Legend alone to save a unit from being bounced - When facing a bounce effect, you can choose to either let the unit get bounced (Hidden Blade fizzles) or use Sett Legend to recycle 1 rune, return unit to base, and draw 2
If an opponent uses a spell/ability that targets a unit at a battlefront, but you react by moving that unit to your base, does the opponent's effect still resolve?
Ruling: The effect resolves, but with no effect because the target is now illegal. Sequence: - Opponent plays spell/ability targeting a unit at battlefront - You react by moving your unit to your base - When the chain begins to resolve, there is a check if the effect/target is still valid - Since the target is no longer at the battlefront, it is illegal and the effect has no effect
If an opponent would conquer a battlefield on your turn using Ride the Wind (via Promising Future), can they score the final point to win the game?
Ruling: To score the final point through conquer, you must have scored all other battlefields that turn. Since the opponent did not score any other battlefield on that turn (it was the active player's turn), they would draw a card from the conquer instead of winning. Sequence: - Players choose cards from Promising Future - Cards are put onto the chain starting with the next player's card - Chain resolves (non-permanents resolve in reverse order) - Singularity would kill Darius before showdown starts - Showdown cannot start while there is still a chain - Even if the opponent moved Darius to the battlefield, they cannot score the final point Nuances: - The opponent cannot immediately conquer as soon as they move a unit to the battlefield if there is still a chain resolving - Promising Future puts cards on the chain starting with the next player, so the active player's card would resolve last (after opponent's card)
If an opponent's Merchant in base has Cleave played on it, then moves into a battlefield I control, can I play Gust on the Merchant during the 'When I move' trigger to return it to hand before it gets +3 attack?
Ruling: Yes, you can play Gust on the Merchant in response to its 'When I move' trigger before it gains +3 attack from Cleave. Combat cannot begin (and roles cannot be assigned) while items are on the chain. Sequence: - Opponent plays Cleave on Merchant (Merchant gains +3 when it attacks) - Opponent moves Merchant into your battlefield - Merchant's 'When I move' trigger goes on chain - You can respond with Gust to return Merchant to hand - Chain resolves before combat begins Nuances: - 'When I attack' triggers work differently - they only trigger when a unit becomes an attacker (after combat begins and roles are assigned) - The standard move itself is not denied; combat simply cannot start until the chain is fully resolved
If an opponent's token has 3 might on battlefield, and I use Hextech Ray (which deals 3 damage) and they respond with Discipline (which gives +2 might), does the token end up with 2 might or 5 might?
Ruling: The token has 5 might with 3 damage marked on it. Damage does not reduce might/strength in Riftbound. Sequence: - Token starts with 3 might - Discipline adds +2 might (now 5 might total) - Hextech Ray deals 3 damage (marked on the token) - Token has 5 might with 3 damage marked Nuances: - There is no HP in Riftbound; units track damage separately from might - A unit dies when damage marked on it equals or exceeds its might - Damage does not reduce a unit's might value
If an opponent's unit attacks a battlefield controlled by Ahri, gets -1 Might from her ability, then is bounced to base by Janna and re-enters the same combat via Ride the Wind, does Ahri's ability trigger again for -2 total?
Ruling: No, Ahri's ability will not trigger a second time. The unit will only have -1 Might total. Attack triggers can only be fulfilled once per combat per unit, even if that unit leaves and re-enters the battlefield during the same combat. Sequence: - Enemy unit attacks the battlefield, gaining the Attacker designation - Ahri's ability triggers and resolves, giving the unit -1 Might - Janna bounces the unit to base, removing the Attacker designation - Ride the Wind moves the unit back to the battlefield - The unit gains the Attacker designation again, but Ahri's ability does not trigger because it already fulfilled once for this unit during this combat Nuances: - This restriction applies because the same Showdown/combat is still ongoing. If the combat ended and a new combat was initiated at that battlefield later in the turn, Ahri would be able to trigger again for that new combat. - Abilities that trigger when a unit gains the Attacker designation are classified as Attack Triggers and are limited to once per combat per unit, regardless of how many times they gain and lose the Attacker designation.
If at 6 points, can you use Ride the Wind to move Draven Audacious to another battlefield with an opponent's unit, trigger his ability and Conqueror to score 2 points total?
Ruling: Yes, you can score 2 points this way. Draven Audacious's ability triggers and scores before Conqueror scoring occurs, so you will reach 7 points and draw one card. Sequence: - During combat resolution, the combat special cleanup happens first - "Winning a combat" triggers (including Draven Audacious's ability) occur during this special cleanup - Draven Audacious scores 1 point (bringing you to 7) - Conqueror triggers and scores after the special cleanup - Conqueror scores 1 point (bringing you to 8) and you draw one card from reaching 7 Nuances: - This ruling was confirmed in a referee FAQ (not the official FAQ) after the thread discussion - The timing is based on core rules where combat special cleanup happens before conquer triggers during the resolution step
If attacking units are recalled during Combat Cleanup because defending units are still present, does either player win the combat?
Ruling: No. According to Rule 461.3.d, if units are recalled during the Combat Cleanup step, the combat result is "No Result" regardless of which players have units present at the battlefield. Sequence: - Combat damage is dealt and lethal damage is processed - Combat Cleanup occurs: if defending units are present, attacking units are recalled to their controller's base - Combat result is determined: because a recall occurred during cleanup, the result is "No Result" - Effects that trigger on winning combat do not trigger because there was no winner
If both battlefields are a Dreaming Tree, me and my opponent both have 1 unit on 1 of the Dreaming Trees and no other units. I play a Cull the Weak. We both choose our units at the Dreaming Tree, do we both draw a card?
No, neither player draws a card from The Dreaming Tree in this scenario. According to the official rulings for **Cull the Weak** and **The Dreaming Tree**: * **Cull the Weak** does not target units. It instructs each player to choose a unit they control as the spell resolves. * Because this choice happens during resolution rather than when the spell is played, it does not count as "choosing a friendly unit with a spell" in the targeting sense that **The Dreaming Tree** requires. * **The Dreaming Tree** only triggers when you actively target a friendly unit with a spell (such as using a buff or targeted removal on your own unit). Since the choice made during the resolution of Cull the Weak is not considered targeting, the trigger condition for The Dreaming Tree is not met.
If both battlefields are empty and my opponent moves into battlefield A, can I play Ride the Wind to move one of my characters from base to battlefield B (instead of targeting the showdown battlefield)? What happens next?
Ruling: You can play Ride the Wind to move a character to a different battlefield than the showdown battlefield. The first showdown will resolve, then the second showdown will begin. Sequence: - Opponent moves to battlefield A, creating a showdown - You play Ride the Wind and move a character to battlefield B - First showdown resolves - Second showdown begins Nuances: - Nothing in the rules requires you to target the showdown battlefield with Ride the Wind
If both players are at 7 points and the active player captures their opponent's second battlefield on their turn, does the active player immediately win with 8 points, or does the opponent get a card draw and another chance to win?
Ruling: The active player wins immediately upon capturing the second battlefield and reaching 8 points. Nuances: - Even though the opponent controlled both battlefields at the start of the turn, capturing the second battlefield grants the 8th point and triggers the win condition immediately, without giving the opponent a card draw or another turn.
If both players choose the same battlefield (like Obelisk of Power), does the effect trigger twice?
Ruling: Yes, if both players choose the same battlefield, the effect triggers twice. For example, with Obelisk of Power, the first player gets 4 runes and the second player gets 5 runes. Nuances: - This only applies in 1v1 games, not in multiplayer scenarios with two opponents.
If both players declare no action during a Showdown, can the attacker then play a spell at reaction speed, or does combat proceed directly to damage distribution?
Ruling: If both players pass on actions/reactions during a Showdown, combat proceeds directly to the damage step. You cannot play a spell at reaction speed after both players have passed. Sequence: - Attacker declares action or passes - Defender declares action or passes - If both pass, proceed immediately to damage distribution - No additional opportunity to play spells at reaction speed
If both players have 'The Arena's Greatest' as their Battleforged in play, do we get 2 points to start?
Ruling: Yes, if both players have The Arena's Greatest as their Battleforged in play, you get 2 points to start.
If both players pass their actions sequentially in combat, can either player then play a reaction before combat damage?
Ruling: No. If both players pass sequentially on an empty chain, combat immediately progresses to combat damage with no opportunity to play additional cards. Sequence: - Player 1 passes their action - Player 2 passes their action - Combat immediately progresses to combat damage - No opportunity to play reactions or other cards
If both players reveal the same location/battlefield in game 1, do they have to change it?
Ruling: No, if both players in a 1v1 choose the same named battlefield, both players continue play with those battlefields. There is no rule requiring players to change duplicate locations. Nuances: - The confusion may stem from the 2v2 format rule, where you and your ally cannot use the same battlefield - Players also must have three different battlefields in their battlefield deck (not duplicates within one player's deck) - In casual play, a player may voluntarily switch for variety, but they are not obligated to do so
If both players use Ride the Wind to move from Battlefield A to Battlefield B during the same showdown, how does this resolve and who can conquer which battlefields?
Ruling: The combat showdown at Battlefield A completes first (likely with no units present, so no conquer). Then a second showdown begins at Battlefield B. If a player conquers Battlefield A during the first showdown, they can still use Ride the Wind during the non-combat showdown at Battlefield B to move there and create a combat showdown where they become the defender. Sequence: - Player A enters Battlefield A occupied by Player B - Player B uses Ride the Wind to move to Battlefield B - Player A uses Ride the Wind to move to Battlefield B - Combat showdown at Battlefield A resolves (most likely with no units present, so no conquer) - Cleanup occurs at Battlefield A (for healing) - Non-combat showdown begins at Battlefield B - If Player A uses Ride the Wind during this non-combat showdown, they move to Battlefield B - This creates a combat showdown at Battlefield B where Player A is the defender Nuances: - There is a window before the second combat begins where no units are attackers or defenders - The showdown at Battlefield A must completely finish (including cleanup) before the showdown at Battlefield B begins
If combat starts and I use Challenge on my unit at base against a unit at the Showdown, it dies. Combat ends. Does my base unit heal?
Yes, your unit at the base heals. According to **RiftJudge FAQ #6111**, when a combat showdown concludes, all units currently in play heal all damage on them simultaneously, regardless of whether they participated in the combat or where they are located. Here is the breakdown of the sequence: 1. **Combat Initiation:** A combat showdown is ongoing at a battlefield. 2. **Challenge:** You play **Challenge** targeting your unit at the base and an opposing unit at the battlefield. 3. **Resolution:** The targeted units take damage. If your unit at the base takes lethal damage, it is killed. 4. **Combat Conclusion:** The showdown continues until both players pass, at which point the showdown ends. 5. **Combat Cleanup:** As part of the combat resolution process, the game performs a "Combat Cleanup" (Rule 461.1). This step includes healing all units in play (Rule 461.1.a.1). Because a combat showdown was initiated and subsequently concluded, the global healing effect triggered by the "Combat Cleanup" step applies to all units in play, including any surviving units at your base. *Note: If your unit at the base was killed by the **Challenge** effect, it is no longer "in play" and therefore cannot be healed.*
If damage is dealt to a unit before combat, does that damage persist into combat, and when does it heal?
Ruling: Damage dealt to a unit before combat persists on that unit. Damage doesn't heal until the end of a showdown (combat) or the end of the turn. Sequence: - Damage is dealt to a unit pre-combat - The damage remains on the unit when moving into combat - When any showdown ends, all locations heal (not just the one that was fought over) - Damage also heals at end of turn Nuances: - Any showdown ending will heal all locations, not just the battlefield where the showdown occurred - Non-combat showdowns exist and also trigger healing when they end - Contesting an open battlefield starts a showdown
If defending Kayn retreats using Reavers and then uses Ride the Wind to return to the battlefield during the same combat, does the Kayn player score from this combat?
Ruling: Yes, the Kayn player scores from this combat. Kayn remains the defender throughout the showdown because attacker/defender roles are determined at the beginning of the showdown and don't change until it resolves. If the attacking player cannot kill Kayn through non-damage sources, their units will retreat and the Kayn player scores for conquering. The Kayn player can also score again at the beginning of their next turn for holding the battlefield. Sequence: - Defending Kayn retreats using Reavers during combat - Kayn uses Ride the Wind to return to the battlefield - Kayn remains the defender since this all occurs in the same showdown - Kayn no longer takes damage from the combat after moving out and back in - If attackers cannot kill Kayn through non-damage sources (like Hidden Blade or movement effects), attacking units retreat - Kayn player scores for conquering as the defender - Kayn player can score again for holding at the start of their next turn Nuances: - Riot devs have confirmed that defenders can conquer, though some rule text may seem contradictory and will be clarified in future rule updates - The attacking player would need non-damage kill effects or movement abilities to prevent Kayn from winning, since Kayn doesn't take damage after the Reavers/Ride the Wind sequence
If defending and playing Shen as a reaction during defender focus, does Shen join the showdown and combat? If playing Ride the Wind onto a battlefield with an active showdown, does that unit join the showdown/battle or queue up a new showdown?
Ruling: A unit moved into an ongoing combat that its controller is part of will join the combat and gain the appropriate designation (attacker or defender). A unit moved into an ongoing showdown that its controller is part of will join that showdown. If moved to a showdown their controller is not part of, a combat will be staged there and begin after the current showdown ends. Sequence: - If you move a unit to a showdown you're already part of, it joins immediately - If you move a unit to a showdown you're not part of, the combat is staged - When all players pass focus instead of starting a chain in succession, the current showdown ends - The staged combat then begins, with whoever first applied contested to the battlefield as the attacker Nuances: - You can only play Shen to locations you control (your base or any battlefields you control) - As a defender, you generally control the battlefield, but not always (e.g., in surprise defense scenarios where the attacker attacks an open battlefield and you move a unit in) - Shen gains the bonus Might from Shield when played during combat - Control of a battlefield is retained throughout combat if you controlled it when combat started, until the end when it's resolving
If during a showdown on enemy turn, I move a unit to the 2nd empty location and I'm at 7 points, do I instantly win if my opponent doesn't have an answer?
Ruling: No, you do not instantly win. To gain the final point via conquering, you must have scored on each battlefield in the same turn. In this scenario you didn't score on both battlefields, so you will not score but draw a card instead. Nuances: - If you're at 6 points and both battlefields are empty, and your opponent moves to one location, and in response you move to both locations and win the battles, that would win the game (since you'd be scoring on both battlefields in the same turn). - If a new showdown is staged while a current showdown is ongoing, the new showdown will be staged until the current showdown has finished. - If a showdown and a combat are staged, the showdown happens first. - If multiple of the same type are staged, the turn player decides which one to do first.
If during a showdown the defending player temporarily has no units in the battlefield (due to moving units out and back in with card effects), does the opponent conquer the battlefield, or does the original showdown continue?
Ruling: Once a combat showdown starts, the defending player retains control of the battlefield until the end of the showdown, even if they temporarily have no units there. The opponent cannot conquer until the whole combat is resolved. Sequence: - Showdown begins when opponent moves in - Defending player can use effects to move units out and back in - Showdown doesn't end until both players pass focus in order - Only after showdown resolution can conquest occur Nuances: - Temporarily having zero units in the battlefield during a showdown does not cause you to lose control or end the showdown
If during a showdown, my Draven Audacious dies from an opponent's spell, does it count as dying in combat?
Yes, if **Draven, Audacious** dies to a spell during a Showdown while he is still participating in combat, it counts as dying in combat. ### Why it counts as dying in combat A unit is considered to be "in combat" if it currently holds the **Attacker** or **Defender** designation. These designations are assigned when a unit enters a contested battlefield and remain until the combat ends (Rule 461.7.a) or until the unit leaves the battlefield (FAQ 835). Because a Showdown is a window of opportunity that occurs *during* the combat phase, a unit that is killed by a spell while still present at the battlefield retains its Attacker or Defender designation at the moment of its death. Therefore, the death occurs while the unit is "in combat," triggering Draven's ability: *"When I die in combat, choose an opponent. They score 1 point."* ### Important Distinctions * **Presence is Key:** If Draven were moved away from the battlefield (e.g., by a spell that returns him to your base) *before* he was killed, he would lose his Attacker/Defender designation. In that scenario, he would no longer be "in combat," and his death trigger would not activate. * **Timing of Death:** As noted in FAQ 8707, effects that kill a unit during a Showdown (such as delayed triggers or spells) resolve during the combat phase. Since the unit is still at the battlefield and holds its designation at that time, the death is attributed to the combat environment. In summary, as long as Draven, Audacious has not been moved off the battlefield and still holds his Attacker or Defender designation when the spell resolves and kills him, his death trigger will activate.
If enemy go to battlefield A where I have unit, I use Ride the Wind to other battlefield. Which one score first?
To address your question regarding the showdown sequence and who scores, we must look at the impact of moving your unit away from a contested battlefield while a showdown is in progress. ### The Ruling If your opponent moves a unit to your battlefield (Battlefield A), initiating a showdown, and you use **Ride the Wind** to move your unit to a different battlefield (Battlefield B), **you do not score at Battlefield A.** By moving your only unit away, you leave the opponent as the only player with units at Battlefield A. Consequently, your opponent will establish control of Battlefield A and conquer it, potentially scoring a point if they have not already scored it this turn (Rules 461.5.d, 461.3.b). ### Sequence of Events Following the **<showdown_flow>** and the provided **<retrieved_context>**: 1. **Initial Contestation:** Your opponent moves a unit to Battlefield A, where you have a unit. This triggers a showdown. You are currently the defender. 2. **Playing *Ride the Wind*:** Assuming you have priority (or the state allows), you play *Ride the Wind*. This is an [Action] card that uses the chain. 3. **Resolution of *Ride the Wind*:** Your unit moves to Battlefield B. * *Note:* If Battlefield B was empty, this movement immediately initiates a "Non-Combat Showdown" at Battlefield B, which becomes "staged" (pending) while the combat at Battlefield A continues (FAQ #9976). 4. **Battlefield A Cleanup (Step 3 of Showdown):** With your unit now gone from Battlefield A, the combat cleanup occurs. * Per **Rule 461.3.b**, you lose the combat at Battlefield A because you are the only player who does not have units remaining at this battlefield. * Per **Rule 461.5**, since your opponent has units remaining and you do not, your opponent establishes control of Battlefield A. * Per **Rule 461.5.d**, this results in a conquer for your opponent, allowing them to score a point if they haven't already scored Battlefield A this turn. 5. **Staged Showdown:** Once the showdown at Battlefield A is completely resolved (including combat cleanup), the "staged" showdown at Battlefield B begins (FAQ #2099, FAQ #9976). ### Summary You do not score at Battlefield A because you abandoned it during the showdown. Your opponent wins that combat and conquers the battlefield. The showdown at Battlefield B will only be resolved after the combat at Battlefield A concludes. *Disclaimer: This is my interpretation based on Rule 461 and the relevant FAQs (notably #3278 and #9976). No official FAQ exists for this exact scenario, but this aligns with established combat resolution mechanics.*
If enemy has Guardian Angel and Zhonya, which one gets used first?
When a unit has both **Zhonya's Hourglass** on the board and **Guardian Angel** equipped, and that unit would die, you (as the controlling player) choose which replacement effect to apply. According to the established ruling for this interaction: * **You choose which effect to apply:** Because both are replacement effects that trigger on the same event (the unit would die), you decide which one resolves first. * **If you choose Guardian Angel:** Guardian Angel is killed instead, and the unit is healed, exhausted, and recalled to base. Zhonya's Hourglass does not trigger because the unit never died. * **If you choose Zhonya's Hourglass:** The unit is recalled exhausted, and Guardian Angel does not trigger because the unit never died. Guardian Angel remains equipped to the unit at the base. **Important Nuances:** * **Replacement Effects:** Once one replacement effect resolves and prevents the death, the other effect no longer has a valid trigger condition. * **Guardian Angel's Mechanic:** Guardian Angel's effect kills the gear itself, redirecting the death to the equipment rather than preventing it entirely. This is based on the standard rules for replacement effects where the controller of the effects chooses the order of application when multiple effects would replace the same event.
If enemy unit dies with a reaction on my Defiant Dance, can I choose another unit for -2?
No, you cannot choose a new target for the -2 Might effect if your original target dies before the spell resolves. According to **Rule 352.14**, when you play a spell, you must select all required targets at the time of casting. Once those targets are locked in, they cannot be changed. If a target becomes invalid (for example, if it leaves the battlefield) before the spell resolves, the spell will still attempt to resolve as much as possible. However, you cannot "re-target" the effect to a different unit. If the unit you chose to receive the -2 Might is no longer on the board when *Defiant Dance* resolves, that portion of the effect simply fails to occur. The +2 Might effect on your other chosen unit will still resolve normally.
If holding Reaver's Row and the opponent attacks, can you immediately retreat your unit to your base, or do you need to successfully defend first?
Ruling: Reaver's Row is a defender trigger that goes on the stack at the start of combat (after attacker triggers but before combat damage). You can select the target to move back to base, but the attacker can respond with reaction speed spells before it resolves. Sequence: - Opponent moves unit onto battlefield - Attacker triggers go on stack, then defender triggers (including Reaver's Row), then attacker gets priority - Reaver's Row trigger goes on stack and you select its target (does not resolve yet) - Attacker gets priority and can play reaction speed damage spells (like Shakedown or Flurry of Blades) - If the attacker kills your unit before Reaver's Row resolves, the unit cannot move back to base - If Reaver's Row resolves and the target is still alive, the unit moves to base Nuances: - The units are considered 'in combat' when Reaver's Row triggers, allowing combat-specific reactions - After defender triggers are added to the initial chain, if the defender passes priority, the attacker gets priority and can respond - Priority passes between players after each effect resolves
If holding a battlefield at the start of your turn gives you your 7th point, can you then capture another battlefield that same turn to score your 8th point and win?
Ruling: Yes, you can. You need to score all battlefields on the same turn only if you want your final point to come from a conquer. Holding counts as scoring on your turn. Sequence: - Hold a battlefield at the start of your turn (scores 7th point) - Capture another battlefield during that same turn (scores 8th point for the win) Nuances: - The restriction about scoring all battlefields in one turn only applies when your final winning point comes from a conquer action - Holding is considered a score that happens on your turn, so it satisfies the requirement for winning
If it is my opponent's turn and they move Irresistible Faefolk to Battlefield A and move my Tide Turner from Battlefield B to Battlefield A, can I ride my Tide Turner back to Battlefield B and score a point?
To answer your question: **Yes, you can use *Ride the Wind* on your opponent's turn to move your *Tideturner* back to battlefield B and score a point**, provided you meet the requirements for conquering that battlefield. ### Sequence of Events 1. **Opponent's Turn:** Your opponent moves *Irresistible Faefolk* to Battlefield A (applying "Contested" status, making them the attacker). 2. **Faefolk Trigger:** The "When I move to a battlefield..." ability of *Irresistible Faefolk* triggers, and your opponent chooses to move your *Tideturner* from Battlefield B to Battlefield A. 3. **Showdown Begins:** Battlefield A is now Contested by opposing units, so a Combat Showdown begins. 4. **Your Opportunity:** During the Showdown, you have priority to play a [Reaction] or [Action] card. You play *Ride the Wind* (permitted by its **[Action]** keyword). 5. **Ride the Wind Resolves:** You move your *Tideturner* from Battlefield A back to Battlefield B. 6. **Battlefield B Transition:** Because your *Tideturner* is now present at Battlefield B, and assuming Battlefield B was empty/uncontrolled before you moved it there, Battlefield B becomes Contested. 7. **Resolution and Scoring:** * The original showdown at Battlefield A resolves. * Because your *Tideturner* is now at Battlefield B, a new, separate showdown triggers at Battlefield B after the current one concludes. * If you establish control of Battlefield B (e.g., you are the only player present at the end of the new showdown), you "Conquer" the battlefield. * Since you have not yet scored at Battlefield B this turn (the opponent's turn), you successfully gain a point. ### Key Nuances * **"Once per Battlefield per turn":** According to **FAQ #825** and **FAQ #2364**, this restriction resets each turn, regardless of whose turn it is. Scoring at Battlefield B on your own turn does not prevent you from scoring at it again on your opponent's turn. * **Conquering Requirement:** You only score if you actually establish control by conquering (Rule 464.1). If you merely moved to an empty battlefield and held it without a showdown occurring or without re-establishing control, you would not score. In this case, moving the *Tideturner* to an uncontrolled/empty battlefield will trigger a showdown, and winning/conquering that showdown allows you to score. * **Timing:** Your *Ride the Wind* is played during the existing showdown at Battlefield A. It moves your unit to Battlefield B, which then triggers its own showdown process to determine control. This is my interpretation based on the mechanics of *Ride the Wind*, Showdowns, and the "Once per battlefield per turn" scoring rule.
If it is my turn and I charm an opponent's unit from a battlefield they control to another battlefield and let it resolve, then they play Thrill of the Hunt to move their unit back to the original battlefield, will they score a point?
To determine if your opponent scores a point in this scenario, we must look at the rules for **Conquering** and **Scoring**. ### The Ruling **Yes, your opponent will score a point** if they move their unit back to the original battlefield and win the resulting showdown, provided they have not already scored that specific battlefield this turn. ### Sequence of Events 1. **Your Turn:** You play **Charm** to move your opponent's unit from their battlefield (Battlefield A) to another battlefield (Battlefield B). 2. **Resolution:** The unit moves to Battlefield B. Because this move causes Battlefield B to become contested (assuming it was not already controlled by your opponent), a showdown occurs at Battlefield B. 3. **Opponent's Reaction:** Your opponent plays **Thrill of the Hunt** in response to the situation or during the open state following the resolution of Charm. * *Note:* Thrill of the Hunt banishes the unit and then allows the owner to play it to any battlefield. 4. **Moving Back:** Your opponent plays their unit back to their original battlefield (Battlefield A). 5. **Scoring:** * When the unit arrives at Battlefield A, if that battlefield was not already controlled by your opponent (e.g., if your Charm action caused them to lose control of it), the battlefield becomes contested. * If your opponent wins the showdown at Battlefield A, they **Conquer** the battlefield. * According to **Rule 464.1**, a player scores by gaining control of a battlefield they did not yet score this turn. As long as they have not already scored Battlefield A this turn, they will gain a point. ### Key Nuances * **Scoring Limit:** Per **Rule 465**, a player may only score each battlefield once per turn. If they had already scored Battlefield A earlier in the turn, they cannot score it again, even if they move a unit back to it. * **Conquer vs. Hold:** The point gained here is a **Conquer** point. If this is the final point needed to win the game, remember that in standard 1v1 play, you must have scored *every* battlefield this turn to gain the winning point via Conquer (Rule 466.1.b.2). * **Control:** Per **Rule 187.4**, control is established by having units at a battlefield after a showdown. By using *Thrill of the Hunt* to return their unit to Battlefield A, they are effectively re-contesting and re-establishing control, which triggers the opportunity to score. This is my interpretation based on the rules for Scoring (Rule 462-466) and Control (Rule 187). No official FAQ exists for this exact combination of *Charm* and *Thrill of the Hunt*, but the mechanics follow the standard rules for battlefield control and scoring.
If it is my turn and I control a battlefield and move my Irresistible Faefolk from base into that battlefield using its effect to move a Vi Peacekeeper into that same battlefield, will the Vi Peacekeeper get to stun with its effect and why?
Yes, the **Vi, Peacekeeper** will be able to use her ability to [Stun] an enemy unit. ### Explanation When you use **Irresistible Faefolk** to move an enemy **Vi, Peacekeeper** into a battlefield you control, a **Combat Showdown** begins because units from opposing players are now present at the same battlefield. According to **RiftJudge FAQ #10034**, **#10437**, and **#10581**, the key to this interaction is that when **Vi, Peacekeeper** enters the battlefield during an ongoing showdown, she joins the combat. Here is the step-by-step sequence: 1. **Trigger:** You move **Irresistible Faefolk** to your battlefield. Her ability triggers, allowing you to move an enemy unit (Vi) to that same battlefield. 2. **Combat Initialization:** The arrival of the enemy unit triggers a combat showdown. 3. **Designation:** Because your opponent now has a unit present in a battlefield you control, they become the **Attacker** (per **RiftJudge FAQ #7385** and **#9843**). 4. **Vi Joins Combat:** When **Vi, Peacekeeper** enters the battlefield (or is moved there by your effect), she joins the ongoing combat. Upon joining, she is designated as an **Attacker**. 5. **Trigger:** Gaining the "Attacker" designation fulfills Vi’s "When I attack" trigger condition. 6. **Resolution:** Her ability is placed on the chain. As long as **Vi, Peacekeeper** remains at that battlefield ("here") when the ability resolves, you may choose an enemy unit at that battlefield—which could be your own unit—to [Stun]. ### Important Considerations * **"Here" Constraint:** As per **RiftJudge FAQ #10045**, **Vi, Peacekeeper** must remain at the battlefield when her ability resolves. If she is removed from the battlefield (e.g., by another effect played in response) before her ability resolves, her ability will fail to find its source and will not [Stun] any unit. * **Stunned Status:** Per **Rule 423.1.a.1**, a unit that is already stunned cannot be stunned again. If you choose a unit that is already stunned, the effect will fail to trigger any further "when you stun" effects (if applicable). * **Timing:** Her ability triggers exactly once when she gains the Attacker designation upon entry. This is my interpretation based on the standard rules for combat designation and triggered abilities. No official FAQ exists for the specific interaction of moving an enemy **Vi, Peacekeeper** into a battlefield using **Irresistible Faefolk**, but it follows the established rulings regarding how units joining a showdown function as attackers.
If it is the opponent's turn and I use a hidden hostile takeover to takeover their attacking unit on the battlefield, can I on this same chain use a hidden blade to kill the unit I took over once it becomes my possession?
Yes, you can do this. According to the **RiftJudge FAQ #8808**, you can use **Hidden Blade** on a unit you have taken control of with **Hostile Takeover** to kill it and draw 2 cards. ### Sequence of Events 1. **Hostile Takeover** is played from "Hidden" as a reaction to the opponent's attack. 2. **Hostile Takeover** resolves: You gain control of the enemy unit and ready it. 3. Because the chain is still open (or you have priority in the showdown), you can now play your **Hidden Blade** from "Hidden" at that same battlefield. 4. **Hidden Blade** targets the unit you now control. 5. **Hidden Blade** resolves: The unit is killed. Because you are the controller of the unit at the time of resolution, you draw 2 cards. ### Important Considerations * **Targeting Restriction:** As per **RiftJudge FAQ #8911**, you can only play a card from "Hidden" to target units at the battlefield where that card was hidden. Ensure both your **Hostile Takeover** and **Hidden Blade** are hidden at the same battlefield where the unit is located. * **Chain Timing:** You must have priority to play the **Hidden Blade** after **Hostile Takeover** resolves. Since you are in a showdown, you can add the **Hidden Blade** to the chain as a reaction after the **Hostile Takeover** resolves, provided you have not passed priority. * **Unit Presence:** The unit must remain on the battlefield until **Hidden Blade** resolves. If the unit is removed from the battlefield before **Hidden Blade** resolves, the target becomes illegal and the effect will fail.
If it's my focus, I play an action spell. It resolves, is it still my focus or does it automatically pass?
After your action spell resolves, **your focus automatically passes to your opponent.** According to **Rule 346** and the associated FAQ, once the last item on a non-initial chain resolves and the game returns to an Open State, focus automatically passes to the next player. Here is the breakdown of why this happens: 1. **Opening the Chain:** You used your focus to play an **[Action]** spell, moving the game state from Open to Closed. 2. **Resolution:** Once the spell resolves and the chain is empty, the game state returns to Open. 3. **Focus Shift:** Per **Rule 346**, focus passes to your opponent. They now have the opportunity to either start a new chain with their own actions/reactions or pass focus back to you. **The "Initial Chain" Exception:** The only time focus does **not** pass after a chain resolves is if it was the **Initial Chain** of the showdown (triggered by "When I Attack" or "When I Defend" abilities). In all other cases, such as the one you described, focus shifts automatically. **Can you play actions back-to-back?** No. You cannot play multiple action spells consecutively. You can only play a second action spell if your opponent receives focus after your first spell resolves and they choose to pass focus back to you without playing anything themselves (FAQ 8470).
If multiple Glasc Mixologist die at the same time, can you bring Karthus back from one of them and then Karthus adds triggers to the other deathrattles on the chain?
No, you cannot bring **Karthus, Eternal** back from the trash using one **Glasc Mixologist**'s *Deathknell* and then have him increase the number of triggers for the other *Deathknell* effects already on the chain. ### Why this doesn't work: 1. **Timing of Triggers:** According to **Rule 808.1.d.2**, *Deathknell* triggers are added to the chain as pending items **before** the units are moved to the trash. 2. **Snapshot of State:** When the *Deathknell* abilities trigger, the game notes the board state at that moment to determine how many times they trigger. Because **Karthus, Eternal** is on the board at the moment of death, he modifies the number of triggers for all *Deathknell* effects that trigger at that same time. 3. **Chain Resolution:** Once the *Deathknell* triggers are added to the chain, the number of times they will resolve is already locked in based on the board state at the time of death. Playing a new **Karthus, Eternal** from your trash *after* the triggers have already been added to the chain does not retroactively increase the number of times those existing triggers will resolve. ### Sequence of Events: 1. **Simultaneous Death:** Multiple **Glasc Mixologist** units die simultaneously while **Karthus, Eternal** is on the board. 2. **Trigger Addition:** Because **Karthus, Eternal** is on the board, each **Glasc Mixologist**'s *Deathknell* triggers twice (the base trigger + one additional time from Karthus's passive). 3. **Chain State:** These triggers are added to the chain as pending items. The total number of resolutions is now fixed. 4. **Resolution:** You resolve the *Deathknell* triggers one by one. If you use one to play **Karthus, Eternal** from your trash, he enters the battlefield, but he is too late to affect the *Deathknell* triggers that were already placed on the chain. This is my interpretation based on the rules regarding *Deathknell* timing (**Rule 808.1.d.2**) and how passive abilities interact with triggered abilities. No official FAQ exists for this specific interaction, but it follows the established logic for how *Deathknell* triggers are locked in at the moment of death.
If multiple Heimerdingers are in play, do they grant abilities to each other, and can this create an infinite loop?
Ruling: Multiple Heimerdingers would each gain copies of the same abilities from other sources (like each other and other cards), but this doesn't affect gameplay because when you exhaust a Heimerdinger, you can only activate one ability at a time, not all of them simultaneously. Sequence: - Each Heimerdinger gains abilities from other cards in play (like Ravenborn Tome) - Each Heimerdinger also gains abilities from other Heimerdingers - When you exhaust a Heimerdinger, you choose only one of its abilities to activate - Having the same ability multiple times has no gameplay impact since you only activate one Nuances: - Even if Heimerdingers theoretically create an infinite loop of copying each other's abilities, it doesn't matter because you can only select and activate one ability when exhausting - Having the same ability once, twice, or infinitely makes no difference to actual gameplay
If multiple Karthus are on the board, do Deathknells trigger more than twice?
Ruling: With 2 Karthus on the board, you would get 3 Deathknell triggers total. Each Karthus adds an additional trigger. Nuances: - The phrase "an additional time" on Karthus applies separately for each Karthus you control, stacking multiplicatively
If multiple Zhonya's Hourglasses are in play, do they all get used up when a friendly unit dies, or just one?
Ruling: Only one Zhonya's Hourglass gets used up when a friendly unit would die. Sequence: - The first Zhonya's Hourglass triggers and resolves - After it resolves, the unit is no longer being killed - The other Zhonya's Hourglass triggers fizzle because their trigger condition is no longer met
If my 3 might creature receives -3 might from Thousand Watcher, reducing it to 0, and I then play Discipline giving it +2 might, what is the final might value?
Ruling: Might modifications are applied once and do not persist as ongoing effects. After playing Discipline, your creature will be at 3 might. Sequence: - Creature starts at 3 might (base) - Thousand Watcher applies -3 might (creature is now at 0) - Discipline applies +2 might (creature is now at 2) - Final might is 2 (base 3, minus 3, plus 2) Nuances: - The -3 from Thousand Watcher is not a continuous effect; it's a one-time modification that doesn't continue to reduce might after other buffs are applied
If my Aurora Trigger reveals Rengar - Trophy Hunter, can he ambush to an enemy occupied battlefield?
**Yes**, if *Dazzling Aurora's* end-of-turn triggered ability plays *Rengar, Trophy Hunter*, you can play him to an enemy-occupied battlefield. ### The Reasoning 1. **Dazzling Aurora's Trigger:** *Dazzling Aurora's* ability is a triggered ability that plays a unit. When this ability resolves, it provides the instruction to "play" that unit. 2. **Playing from Hidden:** When an effect instructs you to "play" a card, you must go through the standard process of Playing a Card (Rule 349). 3. **Rengar's Unique Permission:** *Rengar, Trophy Hunter* has a specific, unique permission: "I can be played to a battlefield where there are enemy units, even if you don't have units there." 4. **Legal Destination:** Because *Dazzling Aurora* instructs you to play the unit, and *Rengar* provides a valid permission to be played at a battlefield with enemy units, the destination is legal. This is an application of Rule 822.3.a, which notes that "Other effects and permissions may still enable this Unit to be able to be played to the selected location." ### Important Timing and State Notes * **Reaction Timing:** Because an effect is playing *Rengar*, the action is performed as part of the resolution of *Dazzling Aurora's* ability. * **Attacker/Defender Status:** Per the rules for contested battlefields (Rule 442.1.a), if you use *Dazzling Aurora* to play *Rengar* into a battlefield that is currently contested by your opponent, you will be designated as the **Defender**. **Summary:** You may play *Rengar, Trophy Hunter* to an enemy-occupied battlefield using *Dazzling Aurora’s* trigger. This is a legal play because *Rengar* explicitly grants himself the permission to enter such a location, and the effect provides the necessary instruction to play him. *Note: I could not fully verify this ruling against the retrieved rules, specifically regarding whether play effects bypass standard timing restrictions or the specific card text of the mentioned abilities.*
If my Ekko is killed by Bullet Time and has a hidden Teemo underneath, is there a priority window to play the hidden Teemo before it's discarded during cleanup, since Ekko's deathknell trigger wants to go on the chain?
Ruling: Once Ekko's deathknell triggers, you have already lost control of the battlefield and therefore the hidden card will be discarded. You would have to use the hidden card in reaction to your opponent's Bullet Time before the damage resolves. Nuances: - If you play the Teemo in reaction to Bullet Time, the Teemo will also die from the Bullet Time damage since the damage has not yet resolved
If my Ferrous Forerunner dies and creates two Mech tokens, can I give +2 to units from the played Mechs with the Rengar legend?
To answer your question: **No, you cannot use your Rengar (Pridestalker) legend to give +2 Might to units.** Here is the breakdown of why this interaction does not work that way: ### 1. Rengar's Ability According to your Rengar legend's text, its ability is: *"When you play a unit, give a unit +1 [S] this turn."* This ability provides a **+1 Might** bonus, not a +2 bonus. ### 2. Deathknell and Playing Tokens When **Ferrous Forerunner** dies, its `[Deathknell]` ability triggers and is placed on the chain. When that ability resolves, it instructs you to "play" two Mech unit tokens. Because you are "playing" units, this satisfies the trigger condition for your **Rengar** legend ("When you play a unit"). ### 3. Resolution and Sequencing Since you are playing two tokens, Rengar's ability will trigger twice (once for each token played). * **Trigger 1:** You play the first Mech token. Rengar triggers, allowing you to give a unit +1 Might. * **Trigger 2:** You play the second Mech token. Rengar triggers, allowing you to give a unit +1 Might. ### Summary While you can trigger Rengar's ability twice (once for each Mech token), each individual trigger only provides **+1 Might**. You can choose to apply both +1 Might bonuses to the same unit (resulting in +2 Might total to that unit), but you cannot grant a single +2 bonus from one trigger. **This is my interpretation based on the triggered ability rules and the card text retrieved. No official FAQ exists for this specific interaction.**
If my Ferrous Forerunner dies in combat with Rek'Sai on base, do I have to pay for Mechs to be accelerated?
Yes, you must pay the Accelerate cost if you want the Mech tokens to enter the battlefield ready. According to the RiftJudge FAQ (#8671, #9360), here is how this interaction works: 1. **Triggering:** When Ferrous Forerunner dies, its **[Deathknell]** ability triggers and is placed on the chain. 2. **Playing the Tokens:** When the Deathknell ability resolves, it instructs you to "play" two Mech unit tokens. 3. **Granting Accelerate:** Because these tokens are being played from an ability (not from your hand), **Rek'Sai, Breacher's** ability grants them **[Accelerate]**. 4. **Optional Cost:** Accelerate is an optional additional cost (Rule 805.2). To have a unit enter the battlefield **ready**, you must pay the Accelerate cost—which is 1 Energy and 1 Power—as part of the process of playing the token. 5. **Result:** * If you **pay** the cost for a token, it enters the board **ready**. * If you **do not pay** the cost for a token, it enters the board **exhausted** (the default state for units entering play). You pay this cost separately for each token, meaning you can choose to pay for both, one, or neither.
If my Glasc Mixologist dies during combat from an opponent's attack and I use its Deathknell to play Xin Zhao to that battlefield, can I do so and what happens next?
Ruling: Yes, you can play Xin Zhao to the battlefield where combat is occurring. As the defender, you retain control of the battlefield throughout combat until the Establish Control step, which allows you to play units there via the Deathknell trigger. After the current combat concludes, all units are fully healed and a new combat is staged between Xin Zhao and the attacking unit. Sequence: - Glasc Mixologist dies during combat and Deathknell triggers - Play Xin Zhao from trash to the battlefield (you control it as defender) - Current combat concludes and enters Resolution Step - All units at the battlefield are fully healed - Combat result is determined as "No Result" (both players have units present) - A new combat is staged between Xin Zhao and the opponent's unit Nuances: - Control of the battlefield, not participation in combat, is what determines whether you can play units there - The defender retains control throughout combat until the Establish Control step - Xin Zhao enters ready (not exhausted) unless his ability conditions aren't met
If my Glasc Mixologist dies when the opponent conquers my battlefield, am I able to play a unit to that battlefield after it is conquered via Glasc Mixologist deathknell?
Yes, you can play a unit from your *Deathknell* ability to the battlefield, provided the ability resolves before the battlefield is officially conquered. According to the rules and FAQs governing *Deathknell* and battlefield control, your ability to play a unit depends on the timing of the *Deathknell* trigger relative to the conquest. ### The Ruling While *Deathknell* triggers are added to the chain as pending items before a unit is moved to the trash (Rule 734.1.d.2 / 323.4), *Deathknell* abilities resolve before a player establishes control and conquers a battlefield. As the **defender**, you maintain control of the battlefield while the *Deathknell* is on the chain. Because the resolution of the *Deathknell* effect occurs before the conclusion of combat resolution, you have the permission to play a unit there, which can prevent the opponent from successfully conquering the battlefield. ### Sequence of Events 1. **Combat Damage:** Damage is dealt; the unit takes lethal damage and dies. 2. **Deathknell Trigger:** The ability triggers and is added to the chain as a pending item. 3. **Deathknell Resolution:** The *Deathknell* resolves. You play a unit from your trash to the battlefield, effectively preventing the opponent from successfully conquering it. 4. **Combat Resolution (Control Shift):** The combat resolution steps (Rule 461) process. Since the unit was played via *Deathknell*, the requirements for conquest are no longer met. ### Key Clarification * **Ongoing Combat:** The *Deathknell* triggers during combat cleanup (Rule 323.4). Because control of a battlefield cannot be lost while items are on the chain (Rule 187.4.c), you can resolve the *Deathknell* to play a unit to that battlefield, preventing the opponent from successfully conquering it. * **Conquered Battlefields:** Once the battlefield has already been conquered, the combat resolution is complete, and control has shifted. You cannot play a unit to an opponent's battlefield via *Deathknell* after control has been lost. This interpretation is based on the interaction between **Rule 187.4.c** (control during chain items) and the established rulings in **RiftJudge FAQ #7489, #9149, #10335, and #10444**, which clarify that *Deathknell* resolves prior to the establishment of control and final conquest.
If my Irelia Fervent has Boots of Swiftness and I gank to another battlefield, does that count as me choosing Irelia?
No, using the **Ganking** ability granted by **Boots of Swiftness** to move **Irelia, Fervent** to another battlefield does not count as "choosing" her. According to **Rule 352.10.c**, game objects mentioned in the text of an ability are targets (and thus "chosen") unless they are included only as part of a cost, trigger condition, or replacement effect. Furthermore, **RiftJudge FAQ #3028** explicitly clarifies that moving a unit (including standard movement) does not count as choosing for the purpose of Irelia's abilities. ### Reasoning: * **Ganking is a Passive Ability:** As defined in **Rule 736.1**, Ganking is a passive ability that adds permissions to a unit's movement. It does not involve targeting or choosing the unit itself. * **Movement vs. Choosing:** While equipping gear to Irelia counts as choosing her (as established in **RiftJudge FAQ #6203** and **#7601**), the act of moving a unit—even when using a keyword like Ganking—is a distinct game action that does not trigger "choose" effects. Therefore, moving Irelia via Ganking will not trigger her ability: *"When you choose or ready me, give me +1 Might this turn."*
If my Irelia is at 11 might and then gets Challenged for 9 might and then a combat starts while it's at 2 HP, does the Irelia do 2 damage to the enemy or 11?
Irelia will deal **11 damage**. In Riftbound, a unit's "HP" (the amount of damage marked on it) does not reduce its Might or its ability to deal damage in combat. According to **Rule 460.2**, units resolve combat damage using their **current Might**. As long as Irelia has not been killed (which only happens during the Combat Cleanup step if the damage marked on her is equal to or greater than her Might), she remains on the battlefield and contributes her full current Might to the combat damage assignment.
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