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If my Lonely Poro dies from an enemy's unit at the battlefield and I react with Rengar Trophy during Lonely Poro's Deathknell, do I still get to draw 1 from Poro?
Yes, you will still draw your card from **Lonely Poro**.
According to the rules and FAQs regarding **Deathknell** (specifically **FAQ #9841**), the condition of being "alone" is a historical check—it looks at the board state at the exact moment the unit died.
### Why this works:
1. **Historical Check:** Because the "alone" condition for *Lonely Poro* is satisfied at the moment of death, the *Deathknell* trigger is successfully added to the chain.
2. **LIFO Resolution:** The chain resolves in **Last-In, First-Out (LIFO)** order. When you play *Rengar, Trophy Hunter* as a [Reaction] to the *Deathknell* trigger, *Rengar* is added to the chain on top of that trigger.
3. **Result:** When the chain resolves, *Rengar, Trophy Hunter* will enter the battlefield first, and then the *Lonely Poro*'s *Deathknell* trigger will resolve. Since the condition for being "alone" was already met at the time of death, the arrival of *Rengar* after the fact does not retroactively invalidate the trigger.
**Sequence of Events:**
1. **Death Event:** Your *Lonely Poro* dies while alone at the battlefield. The *Deathknell* trigger is created and added to the chain.
2. **Reaction:** You play *Rengar, Trophy Hunter* using [Ambush] in response to the *Deathknell* trigger. *Rengar* is added to the chain.
3. **Resolution:**
* *Rengar, Trophy Hunter* enters the battlefield.
* *Lonely Poro*'s *Deathknell* resolves, and you draw 1 card.
If my Lucian moves into an uncontrolled battlefield with an equipment equipped, does he still get the +1 from Assault?
No, your Lucian will not gain the +1 Might from **Assault** when moving into an uncontrolled (empty) battlefield.
According to **Rule 733.1.c**, Assault is functionally short for "While I am an attacker, I have +X [M]." As established in **RiftJudge FAQ #863** and **#1818**, moving a unit into an unoccupied battlefield initiates a non-combat showdown, not a combat. Because there is no opposing unit present to defend, your unit does not receive the "Attacker" designation.
**Key points:**
* **Assault** is a passive ability that is only active when a unit has the "Attacker" designation.
* The "Attacker" designation is only assigned during a combat showdown, which requires an opposing unit to be present at the battlefield.
* Moving to an empty battlefield results in a non-combat showdown, meaning your unit does not become an attacker and the Assault bonus does not apply.
If an opposing unit were to move to that same battlefield later in the same turn, a combat showdown would then begin, at which point your Lucian would gain the Attacker designation and the Assault bonus would activate.
If my Ruined Rex deals damage to a 6 might unit, does it die from the deathnell trigger before it gets healed?
No, the unit will not die from the **Deathknell** trigger before it gets healed.
According to the combat cleanup sequence established in official **RiftJudge FAQ #10018** and **FAQ #10069**, the **Deathknell** ability of Ruined Rex resolves *after* the healing step of the Combat Cleanup.
Here is the step-by-step breakdown of how this happens:
1. **Combat Damage Step:** Combat damage is dealt.
2. **Triggering Deathknell:** Ruined Rex is killed; his **Deathknell** trigger is added to the chain as a pending item.
3. **Killing Units:** Lethal units are moved to the trash.
4. **Healing:** Surviving units on the battlefield are **healed** (Rule 461.1.a.1).
5. **Resolution:** Only after healing is complete does the game return to the FEPR (Finalize, Execute, Pass, Resolve) process to resolve the pending **Deathknell** trigger on the chain.
Because the healing occurs in step 4 and the resolution of the damage effect occurs in step 5, any damage marked on a surviving unit during combat is cleared before Ruined Rex's **Deathknell** ability deals its 4 damage.
If my Sand Soldier is equipped with a BF Sword and someone damages it with a 3 damage spell, does it die?
Yes, your Sand Soldier will be killed.
Here is the breakdown:
1. **Sand Soldier Stats:** According to **Rule 184.3**, a Sand Soldier token has 2 Might.
2. **Equipped Might:** While the **B.F. Sword** (which adds 3 Might) is equipped, your Sand Soldier's total Might is 5 (2 base + 3 from the sword).
3. **Taking Damage:** When a unit is dealt 3 damage, that damage is marked on the unit. Per **Rule 142.3**, damage tracks how close a unit is to being killed.
4. **Is it lethal?** A unit is killed if the total damage marked on it is equal to or greater than its current Might. In this case, 3 damage is less than 5 total Might, so the unit **survives** the spell.
**Correction:** I apologize, I misread the math in my initial assessment. Since the Sand Soldier has **5 total Might** (2 base + 3 from the B.F. Sword), a **3 damage spell** will mark 3 damage on the unit. Because 3 is less than 5, the unit is **not killed** and remains on the board with 3 damage marked on it.
If my Sand Soldier with Sacred Shears gets returned to hand using Windsinger, do I draw from Sacred Shears?
No, you do not draw a card from **Sacred Shears** in this scenario.
### Reasoning
1. **The Trigger Condition:** According to the effect text of **Sacred Shears**, the card features the **[Deathknell]** keyword. Per the core game definitions, **[Deathknell]** functions as "When I die, [Effect]."
2. **What Constitutes "Dying":** While the provided rule chunks for the **Deathknell** keyword itself are limited, the established game definition for when a unit triggers **[Deathknell]** requires the unit to "die." Based on RiftJudge FAQ #10316, the **[Deathknell]** trigger condition is not met when a unit is returned to its owner's hand.
3. **Token Interaction:** When a token—such as a Sand Soldier—is returned to a player's hand, it is removed from the board. As noted in RiftJudge FAQ #3186, tokens do not "die" in the conventional sense of being sent to the trash; they cease to exist. Because the event is a "return to hand" and not a "death" (the event necessary to trigger the **[Deathknell]** ability granted by the *Sacred Shears*), the ability does not trigger.
***
**Summary:** Returning your unit to your hand does not fulfill the "When I die" condition required for the *Sacred Shears* *Deathknell* to trigger. Consequently, you do not draw a card.
If my Seth spends his buff to go to 8, does he go from 5 then 4 then 8 and I can use Fiora legend as one unit becomes mighty, or is he considered as already mighty?
Yes, your Fiora Legend ability will trigger when Sett, Brawler uses his ability to go from 4 Might to 8 Might.
According to the official rules and established FAQs for this interaction:
1. **Sett starts at 5 Might** (4 base + 1 buff). He is currently "Mighty" (5+ Might).
2. **You activate Sett's ability:** "Spend my buff: Give me +4 Might this turn."
3. **Cost Payment:** As part of the cost to activate the ability, you spend (remove) the buff. Sett's Might drops from 5 to 4. He is no longer "Mighty."
4. **Ability Resolution:** The ability resolves, granting him +4 Might. His Might increases from 4 to 8.
5. **Trigger:** Because his Might changed from less than 5 (4) to 5 or greater (8), he "becomes Mighty" at that moment. This triggers Fiora's Legend ability.
**Relevant Rules:**
* **Rule 709:** "A Unit 'becomes Mighty' at the moment its Might changes from being less than 5 to being 5 or greater."
* **Rule 708:** "A Unit 'is Mighty' as long as its Might is 5 or greater."
Because Sett ceases to be Mighty when the buff is spent, he is eligible to "become Mighty" again when the +4 Might effect resolves. This is consistent with RiftJudge FAQ #30 and #641, which confirm that spending the buff triggers Fiora's ability because Sett drops below the 5 Might threshold before regaining it.
If my Warmog dies, do I keep the +1 buff from Conquering?
Regarding **Warmog's Armor** and its interaction with buffs gained while conquering:
**Yes, the unit keeps the buff.**
According to the official ruling:
* When an equipment (like Warmog's Armor) detaches from a unit, the unit **retains any buffs** it already gained while the equipment was attached.
* The unit will not gain *new* buffs from future conquers because the equipment's text is no longer active on that unit once it is detached or the equipment is destroyed.
**Key Rules & Nuances:**
1. **Text Ownership:** While equipped, the unit gains the equipment's text in its bottom box. The word "me" in that text refers to the attached unit.
2. **Buff Persistence:** Buffs are objects placed on the unit (Rule 702). They remain on the unit until the unit leaves play (Rule 705) or the buff is specifically spent/removed.
3. **Equipment Status:** If the equipment is destroyed or detached, it becomes **Inactive**, but this does not retroactively remove modifications (like +1 Might buffs) that were already applied to the unit's state.
**Summary of Sequence:**
* **While Equipped:** Unit conquers -> Trigger occurs -> Unit receives a +1 Might buff.
* **If Warmog's is destroyed/detached:** The unit keeps the +1 Might buff it already has, but it loses the ability to gain more buffs from future conquers.
If my Yasuo Remorseful is stunned, does the ability damage still go through?
Yes, your Yasuo, Remorseful's ability damage still goes through even if he is stunned.
According to **RiftJudge FAQ #7935** and **FAQ #514**, stun only prevents combat damage; it does not prevent ability triggers or the damage dealt by those abilities.
Here is the breakdown of why this works:
1. **Stun Mechanics:** Rule 423.1.b states, "A Stunned Unit does not contribute its might to damage in the combat damage step." This specifically limits combat damage, not ability damage.
2. **Ability Triggers:** Stun does not prevent a unit from triggering its "When I attack" ability.
3. **Resolution:** When Yasuo's ability resolves, it checks his current Might and deals that amount of damage to the target. Because the stun does not affect ability damage, the full amount of damage is dealt.
**Important Note:** As noted in **FAQ #514**, this only applies if Yasuo is the **attacker**. If Yasuo is stunned while he is the **defender**, his "When I attack" ability will not trigger in the first place, because he is not attacking.
If my card has a 'deflect opponent must pay 2 to choose me with an ability' can my opponent exhaust his runes, then pay them?
Yes, your opponent can exhaust their runes to generate the resources needed to pay the Deflect cost.
According to **Rule 354.1.a**, when paying for a spell or ability, the controller can use activated abilities (such as exhausting a rune to add energy or power) to generate the resources required to pay the costs. Since the Deflect cost is a mandatory additional cost (Rule 735.1.d), it must be paid as part of the process of playing the spell or ability.
To summarize the sequence:
1. Your opponent declares they are playing a spell or ability that targets your unit with Deflect.
2. They determine the total cost, which includes the base cost of the spell/ability plus the mandatory Deflect cost.
3. They then use their available resources—including exhausting runes to generate the necessary energy or power—to pay that total cost.
As noted in the game rules, the Power used to pay the Deflect cost can be of any Domain (Rule 735.1.c.1).
If my champion dies, does it go straight to the trash?
Yes, when your chosen champion is killed, it goes to the trash.
According to the official FAQ: "When your chosen champion is killed, it goes to trash. It does not return to the champion zone like commanders do in Magic: The Gathering."
If my enemy uses fight or flight on his unit on dreaming tree battlefield, does he draw first or can I play defy first?
When your opponent plays **Fight or Flight** targeting their unit at **The Dreaming Tree**, the following sequence occurs:
1. **The Dreaming Tree** triggers immediately upon the unit being targeted. This trigger is placed on the chain *above* the **Fight or Flight** spell.
2. You have the opportunity to react to this trigger by playing **Defy**.
3. If you play **Defy**, it is placed on the chain *above* the Dreaming Tree trigger.
Because the chain resolves in Last-In, First-Out (LIFO) order, your **Defy** will resolve first, countering the **Fight or Flight** spell. However, the **Dreaming Tree** trigger is still on the chain below your Defy, so it will resolve afterward, and your opponent will still draw their card.
**In short:** You can play **Defy** first to counter the spell, but the draw trigger has already been added to the chain and will resolve regardless of whether the spell is countered.
If my first spell is countered, does it count as being played for Legion purposes?
Ruling: Countered spells are not considered to have been played, so they do not count for Legion.
Nuances:
- This applies even if the countered spell was the first card you attempted to play that turn
If my last unit dies during Combat Showdown (e.g., to Bullet Time), can I play a unit from Hidden (like Shen, Kinkou or Zhonya's Hourglass) before losing control of the battlefield?
Ruling: Yes, during Combat Showdown, the defending player maintains control of the battlefield even after all their units die. You can react by playing units from Hidden at action/reaction speed after your last unit dies but before the Showdown phase ends.
Sequence:
- Opponent's spell/ability (like Bullet Time) resolves, killing all your units
- You still maintain control during Showdown
- You receive priority and can play units from Hidden (like Shen, Kinkou or Zhonya's Hourglass)
- The unit enters play while you still control the battlefield
Nuances:
- This only works during the Showdown phase of combat, not after combat damage has been dealt
- Showdowns do not end just because one side has no units
- The defending player maintains control for the entire Showdown phase
- Any card that puts a unit in at action/reaction speed works (including Recruit the Vanguard)
If my legend is Viktor, can I use cards of colors other than blue and yellow (e.g., a purple spell without a recycle cost)?
Ruling: When Viktor is your legend, you are restricted to only blue and yellow cards. You cannot use cards of other colors, even if they don't have a recycle cost.
Nuances:
- You can build a deck using only blue cards with no power costs and run 12 yellow runes as a valid deck construction strategy.
If my only unit at a battlefield with Merchant and hidden Tideturner is Charmed to my opponent's battlefield, can I activate Tideturner to move the Merchant back, or does it fizzle when Charm resolves?
Ruling: You won't have a window to activate Tideturner. You lose the battlefield as soon as you don't have a unit there, unless it's contested.
Sequence:
- Charm resolves and moves the Merchant to the opponent's battlefield
- You immediately lose control of the battlefield (since you have no units there and it's not contested)
- Tideturner cannot be activated because you no longer control the battlefield
If my only unit in a battlefield dies to Hidden Blade during showdown, can I play an action speed card (like Find Your Center) that I drew from Hidden Blade before the showdown ends?
Ruling: Yes, you can play action speed cards drawn from Hidden Blade after it resolves. Focus passes back and forth between players during combat, so after Hidden Blade resolves and you draw cards, you will eventually receive focus again and can play an action speed card.
Sequence:
- Hidden Blade resolves and kills your unit, you draw cards
- The chain completes
- Focus passes back to you
- You can now play an action speed card from the cards you drew
Nuances:
- The showdown does not instantly end when your only unit dies
- As of the 1.1 rules update, you retain control of the battlefield the entire time it is contested, even if you have no units remaining
- You could even play cards like Shen There during the showdown despite having no units
If my only unit on Battlefield A is charmed to Battlefield B during my opponent's turn, and I use Ride the Wind to move it back to the now-empty Battlefield A, do I score a conquer point from Battlefield A?
Ruling: Yes, you score a conquer point from Battlefield A.
Sequence:
- Your unit is charmed from Battlefield A to Battlefield B during opponent's turn
- Battlefield A becomes empty
- You use Ride the Wind to move the unit back to Battlefield A
- You score a conquer point because you did not score on that battlefield during your opponent's turn
Nuances:
- The key factor is that you did not score on Battlefield A during your opponent's turn, so you are eligible to score when you regain control
If my opponent Charms my unit to their battlefield, then I use Ride the Wind to move it back to my original battlefield, do I score a point?
Ruling: Yes, you will score a point for conquering the original battlefield, assuming you didn't control it when the showdown begins and haven't scored it yet this turn.
Sequence:
- Opponent Charms your unit to their battlefield (battlefield B), opening combat there and causing you to lose control of your original battlefield (battlefield A)
- During the showdown step of the combat at battlefield B, you play Ride the Wind to move your unit back to battlefield A
- This stages a showdown at battlefield A
- When the combat at battlefield B finishes, players can perform actions
- If no players perform other actions, the staged showdown at battlefield A begins
- If no players perform other actions during that combat, you conquer battlefield A and score a point
Nuances:
- Players have opportunities to play spells or activate abilities between combats and during the staged showdown
- You must not control battlefield A when the showdown begins to score the point
- You must not have already scored battlefield A this turn
If my opponent Piercing Lights my unit at a BF and base and I reveal a Hidden Blade and kill my own unit, does the Piercing Light hit my units in base?
Yes, the *Piercing Light* will still deal its damage to the unit in the base.
According to **RiftJudge FAQ #813** and **#1623**, the "then" in *Piercing Light* is a timing instruction, not a condition that requires the first target to remain valid for the second part of the effect to resolve.
### Sequence of Events:
1. **Opponent plays *Piercing Light*:** They declare their targets (one at a battlefield, one at a base) and put the spell on the chain.
2. **You respond:** You play your *Hidden Blade* from Hidden (as a [Reaction]) targeting your own unit at the battlefield.
3. **Chain resolves (LIFO - Last In, First Out):**
* *Hidden Blade* resolves first: It kills your unit at the battlefield.
* *Piercing Light* resolves next: Even though its first target is now gone, it proceeds to deal 2 damage to the second target (the unit in your base) because it follows "Do As Much As You Can" (DAMAYC) logic.
**Important Note:** *Piercing Light* requires two different units to be targeted when it is played. Because you locked in your targets when the spell was played, the second instance of damage is still directed at the unit in your base, regardless of what happens to the first target.
If my opponent attacks a battlefield where I have a unit and plays Rebuke (which resolves), can I then play Zenith Blade to move another unit from base into the showdown?
Ruling: Yes, you can play Zenith Blade after Rebuke resolves. You will stun one of their attackers, then move a unit into the showdown where it becomes a defender.
Sequence:
- Rebuke resolves
- You play Zenith Blade on your action
- Stun one of their attackers
- Move a unit into the showdown
- The unit becomes a defender
Nuances:
- Showdowns and combat do not end until both players fully pass focus
- You cannot lose control of a battlefield while a combat is happening
If my opponent attacks an empty battlefield and I move a unit there with Ride the Wind, who is attacking and who is defending?
Ruling: When your opponent moves to an empty battlefield and you respond with Ride the Wind to move a unit there, your opponent is the attacker and you are the defender. The opponent's original move applied the contested status, making them the attacker.
Sequence:
- Opponent moves unit to empty battlefield, opening a non-combat showdown
- During the non-combat showdown, you play Ride the Wind to move your unit there
- This stages a combat showdown to happen after the non-combat showdown ends
- If both units remain after the non-combat showdown resolves, the combat showdown occurs
- Your opponent is the attacker, you are the defender
- Any attack/defend triggers will activate after your unit arrives
Nuances:
- If you win the subsequent combat as the defender, you score 1 point (unless you have already scored this battlefield this turn)
- The person who originally applied the contested status (moved first) is the attacker, not the person who played Ride the Wind
If my opponent attacks my controlled arena with two tokens and plays Imperial Decree, does he kill both my 6 might units there?
Ruling: No, Imperial Decree will not kill both units when attacking with two tokens simultaneously. You cannot assign damage to a second unit until you've assigned lethal damage to the first, and Imperial Decree creates a trigger when a unit takes damage that kills that unit (rather than making any non-zero damage lethal).
Nuances:
- If the tokens attack one at a time instead of simultaneously, then Imperial Decree would kill both units
If my opponent attacks with Fiora Peerless onto a battlefield, where I have a Pouty Poro, do I have a chance to gust her to hand before her might doubles?
Yes, you have a chance to play **Gust** to return **Fiora, Peerless** to your opponent's hand before her Might doubles.
Here is the timing sequence based on the Showdown flow:
1. **Initial Chain:** When Fiora is designated as an attacker and moves to the battlefield, her "When I attack" triggered ability is placed on the Initial Chain.
2. **Closed State:** The game enters a Closed State because a chain exists.
3. **Reaction:** Because **Gust** has the **[Reaction]** keyword, you can play it in response to Fiora's triggered ability while the chain is still closed.
4. **Resolution:**
* You play **Gust**, targeting Fiora. (Note: Because Fiora has 3 Might, she is a valid target for Gust).
* If your opponent does not have a way to stop Gust, it resolves first (LIFO - Last In, First Out), returning Fiora to their hand.
* After Gust resolves, Fiora's triggered ability attempts to resolve. Since Fiora is no longer at the battlefield, the ability will fail to find its target/source and will not double her Might.
**Important Note:** Because Fiora's ability is a "When" trigger, it is evaluated at the moment of designation. As long as the combat is one-on-one at that moment, the trigger successfully goes on the chain. However, by using a **[Reaction]** spell like **Gust** to remove her from the battlefield before the trigger resolves, you prevent the effect from successfully applying to her.
If my opponent attacks with Kaisa and I decline to trigger Reavers Row, then they use Flight or Fight on my Darius and it resolves, can I use Ride the Wind to have Darius attack again in the same combat? And can my opponent trigger Reavers Row at that point?
Ruling: You can use Ride the Wind after Flight or Fight resolves to have Darius attack again in the same combat, and your opponent cannot trigger Reavers Row because they are still the attackers in this combat.
Sequence:
- Opponent attacks with Kaisa, you decline Reavers Row trigger
- Opponent uses Flight or Fight on Darius, it resolves
- Combat is still in the showdown phase (does not end until both players sequentially pass focus without creating a new chain)
- You can start a new chain with Ride the Wind to have Darius attack
- Opponent cannot use Reavers Row because it already triggered when Darius was first designated a defender and was declined
Nuances:
- Reavers Row triggers when a unit is designated as a defender, which happened at the start of combat and was declined
- The showdown phase continues as long as players keep creating new chains
- The opponent remains the attacker throughout this combat even after Darius attacks back
If my opponent casts Challenge on Abandoned Hall, does he get the +1 before resolution or after resolution?
According to **RiftJudge FAQ #10497** and **RiftJudge FAQ #10217**, your opponent does **not** receive the +1 Might from Abandoned Hall before the spell resolves.
The trigger on Abandoned Hall, "When a player plays a spell," occurs only **after the spell has successfully completed its resolution process**.
**Sequence of Events:**
1. Your opponent plays *Challenge* and targets two units. *Challenge* is placed on the chain.
2. Players have the opportunity to play reactions to modify Might or the state of the board.
3. *Challenge* resolves: the units deal damage to each other based on their current Might values at that moment. (Because *Challenge* does not snapshot Might, any reactions played in step 2 will affect the damage dealt).
4. After *Challenge* finishes resolving, the "When a player plays a spell" condition of Abandoned Hall is met, and the triggered ability is placed on the chain.
5. Your opponent then chooses a unit to receive +1 Might.
**Note:** If the units died during the resolution of *Challenge*, they cannot receive the +1 Might buff from the hall because they are no longer on the board to be targeted.
If my opponent controls a conquered battlefield with a hidden Hidden Blade, and I use Dragon's Rage or Charm to move a unit from their base to that battlefield, and they Hidden Blade their own unit on that battlefield in response, will they gain a point for conquering it?
Ruling: Yes, they would gain a point for conquering the battlefield, provided you don't stop them during the showdown that follows.
Sequence:
- Charm goes on chain
- Hidden Hidden Blade goes on chain as a reaction
- Unit at battlefield dies
- They lose control of the battlefield immediately
- Charm resolves, new unit moves in
- Since they don't control the battlefield, it becomes contested and a showdown starts
- If they still have a unit there when that showdown ends, they conquer and score 1 point
If my opponent counters Deathgrip, do I still have to kill a friendly unit?
No, you do not have to kill a friendly unit if **Deathgrip** is countered.
According to **Rule 425.1.a.**, a card that is countered is cleared from the chain and does nothing. Since killing a friendly unit is part of the effect (the instructions) of the spell rather than a cost, a countered **Deathgrip** is negated entirely and its instructions are never executed.
As established in the **Core Rules (Section 425)**, countering a card prevents it from resolving, meaning the kill instruction—along with the subsequent Might bonus and the card draw—does not occur.
If my opponent gusts a Sprite and I have Viktor Leader out, does it spawn a Recruit token at base?
No, Viktor, Leader will not spawn a recruit token at your base if a Sprite is returned to your hand by Gust.
According to the RiftJudge FAQ #738:
* **Ruling:** "The sprite does not count as dying for Viktor Leader's effect. The sprite token is returned to hand and then ceases to exist, but this is not considered dying by a regular method."
**Sequence:**
1. Your opponent plays Gust targeting your Sprite.
2. Gust resolves and returns the Sprite token to your hand.
3. Upon reaching your hand, the token ceases to exist.
4. Because the token did not "die" (a regular method for a unit to leave the board and enter the trash), Viktor, Leader's triggered ability does not trigger.
If my opponent has 1 unit on a BF when I attack and he then ambushes a unit in, what happens if I react to the ambush with a Star-Crossed to bounce back the only unit he had pre-Ambush?
To determine what happens when you use **Star-Crossed** in this scenario, we must look at the timing of your reaction and the targeting requirements of the spell.
### The Ruling
**Yes, you can play Star-Crossed**, and if it resolves, it will bounce your chosen friendly unit and the pre-Ambush unit back to their owners' hands. However, your opponent's new **Ambush** unit will remain on the battlefield, and because it is now the only unit present for your opponent at that location, they will retain control of the battlefield.
### Sequence of Events
1. **Opponent's Action:** You attack, and your opponent plays an **Ambush** unit to the contested battlefield.
* *Note:* Per **RiftJudge FAQ #9978**, you cannot react to the playing of the Ambush unit itself. It finalizes and enters the battlefield immediately.
2. **Your Reaction:** You play **Star-Crossed** as a reaction.
* *Requirement:* Per **RiftJudge FAQ #9452** and **FAQ #9865**, *Star-Crossed* requires both a valid friendly unit and a valid enemy unit to be targeted to be played. As long as you have a friendly unit on the board and your opponent has their pre-Ambush unit on the board, *Star-Crossed* is a legal play.
3. **Chain State:** The chain now contains:
* [Top] **Star-Crossed**
* [Bottom] (Any triggered abilities from the Ambush unit entering play, if applicable)
4. **Resolution (LIFO):**
* **Star-Crossed** resolves first. It returns your targeted friendly unit and the opponent's pre-Ambush unit to their owners' hands.
* The opponent's **Ambush** unit remains on the battlefield.
### Key Considerations
* **Battlefield Control:** According to **Rule 187.4.c** (from the *Unleashed* update), control of a battlefield is not lost while there are items on the chain. Once the chain resolves and *Star-Crossed* finishes, your opponent still has one unit (the Ambush unit) at the battlefield. Therefore, they do not lose control of the battlefield, and they maintain their status as the **Defender**.
* **Valid Targets:** Because *Star-Crossed* targets the pre-Ambush unit, it is a legal target even though it is at a battlefield where a showdown is ongoing. Once it is returned to the owner's hand, it is no longer on the board, but the *Ambush* unit remains to represent the opponent's presence.
This interaction is based on the targeting requirements for spells like *Star-Crossed* and the rules regarding battlefield control and showdowns. No official FAQ specifically covers this exact "bounce the first unit" scenario, but it follows directly from the established rules for targeting and chain resolution.
If my opponent has 2 units and I attack with one unit, and they use Imperial Decree, can I still kill both of their units if I have enough Might, or does my unit die instantly?
Ruling: Imperial Decree does not activate until the dealing damage step. Damage is assigned (attacker first, then defender) and then all damage is dealt simultaneously, at which point Imperial Decree triggers.
Sequence:
- Attacker assigns damage to defending units
- Defender assigns damage back
- All damage is dealt simultaneously
- Imperial Decree effect applies
Nuances:
- If the attacking unit has enough Might to kill all defending units, they will all die simultaneously along with the attacker
- Imperial Decree only triggers earlier if direct damage is dealt before the normal damage step
If my opponent has Mask of Foresight and a 3 might unit at a battlefield, and I use Fight or Flight to move it away, then move my 3 might unit to that now-open battlefield, and my opponent uses Ride the Wind during the Showdown to move their unit back, will Mask of Foresight trigger? Can I kill their unit with Hextech Ray before Combat begins?
Mask of Foresight will NOT trigger during the initial non-combat Showdown, and you CAN kill their unit with Hextech Ray before Combat begins. Here's why: When you move your unit to the battlefield, it becomes Contested and opens a non-combat Showdown immediately during Cleanup . When your opponent plays Ride the Wind and moves their unit back during this Showdown, you remain in the SAME non-combat Showdown - it doesn't start a new one. Since Mask of Foresight only triggers 'When a friendly unit attacks or defends' and no Attacker/Defender designations have been assigned yet in a non-combat Showdown, it doesn't trigger. You can play Hextech Ray (which has [Action] and is legal in Showdowns) to kill their unit. Only after this non-combat Showdown closes will a Combat become Staged, and then Combat would begin with Attacker/Defender designations, at which point Mask of Foresight would trigger - but the unit is already dead.
If my opponent has Mask of Foresight and one unit on the battlefield, and I attack with Yasuo Remorseful, does the opponent's unit gain the +1 might before the damage is dealt from Yasuo? Is this different than if the unit just had shield?
Ruling: When you attack with Yasuo Remorseful against an opponent with Mask of Foresight, Yasuo's trigger goes on the chain first, then Mask of Foresight triggers. Mask of Foresight resolves first (giving +1 might), then Yasuo's damage resolves. This is different from shield, which is active the moment combat starts without using the chain.
Sequence:
- Yasuo Remorseful's trigger goes onto the chain
- Mask of Foresight's trigger goes onto the chain
- Mask of Foresight resolves first (unit gains +1 might)
- Yasuo's damage resolves
- Combat occurs
Nuances:
- The ordering is based on attacker triggers then defender triggers, where attacker/defender refers to the player, not the specific units
- Shield works differently - it becomes active when combat starts without using the chain
- After triggers resolve, the attacker gets priority to respond
If my opponent has Ravenbloom Student and plays a spell that goes on the chain, and I successfully Defy that spell, does Ravenbloom still get the +1 bonus?
Ruling: No, Ravenbloom Student does not get the +1 bonus if the spell is Defied. In Riftbound, cards need to resolve to be considered "played" for effects such as Ravenbloom Student.
Nuances:
- Dreaming Tree works differently because it triggers on targeting a friendly unit, which happens when the spell or ability goes on the chain, before resolution. If the spell is Defied, Dreaming Tree's draw trigger is still on the chain.
- Deflect costs are paid when you target, so even if a spell targeting a unit with Deflect is Defied, you still pay the additional recycle rune costs with no result.
If my opponent has Stellacorn Herder at a battlefield and a Zhonya's Hourglass at their base, and I play Smite targeting Stellacorn, what happens? Is Stellacorn banished? Or is it recalled and saved from Zhonya's?
Stellacorn Herder will be saved and recalled to your opponent's base; it will **not** be banished.
### The Breakdown
This interaction involves a conflict between two replacement effects: the "banish" effect from **Smite** and the protective effect from **Zhonya's Hourglass**.
1. **The Trigger:** When **Smite** deals 3 damage to the **Stellacorn Herder** (which has 3 Might), the unit is marked to "die."
2. **Replacement Effects:** Because both **Smite** (which would replace the "death" event with a "banish" event) and **Zhonya's Hourglass** (which would replace the "death" event with "heal, exhaust, and recall") apply to the same "die" event, Rule 372 and the related FAQ #10635 apply.
3. **Choosing the Order:** The controller of the unit—your opponent—gets to decide the order in which these replacement effects are applied.
4. **The Saving Sequence:**
* Your opponent chooses to apply the **Zhonya's Hourglass** replacement effect first.
* **Zhonya's Hourglass** replaces the death event entirely: it heals the unit, exhausts it, and recalls it to the base. It also sends itself (the Zhonya's Hourglass) to the trash.
* Since the "die" event has now been fully replaced and no longer occurs, **Smite's** replacement effect no longer has a valid "death" event to modify. It fails to apply, and the unit is not banished.
**Summary:** Your opponent chooses to use the protective gear first. The Stellacorn Herder survives, is recalled to their base (exhausted), and the Zhonya's Hourglass is trashed. The banishment never happens.
If my opponent has Tianna Crownguard at one battlefield and I hold (but don't gain a point due to her ability), can I then move to kill Tianna and conquer the other battlefield to win the game?
Ruling: Yes. Tianna Crownguard prevents you from gaining points, but does not prevent the act of Scoring itself. When you attempt to Hold a battlefield, it is marked as "Scored" for the turn even if Tianna prevents the point gain. After killing Tianna, if you Conquer the other battlefield and reach 8 points, you win because you have Scored both battlefields this turn.
Sequence:
- At the start of your turn, you attempt to Hold the first battlefield. Tianna prevents the point gain, but the battlefield is still marked as "Scored."
- You kill Tianna Crownguard during combat.
- You Conquer the second battlefield, marking it as "Scored."
- Because you have Scored every battlefield this turn and reached 8 points, you gain the Winning Point and win immediately.
Nuances:
- Tianna prevents gaining points but not the Scoring process itself.
- Each battlefield can only be Scored once per turn, but Scoring without gaining a point still counts toward the final point requirement.
If my opponent has Vex Apathetic at a battlefield and I play Bard Mercurial, can I move him into an open battlefield?
Yes, you can move Bard, Mercurial, but whether you can move him to an open battlefield depends on where you play him.
According to the abilities of both cards, here is the breakdown of what happens:
1. **Playing Bard:** When you play Bard, Mercurial, his ability triggers: "When you play me, if you paid the additional cost, move any number of your units to an open battlefield."
2. **Vex's Trigger:** Vex, Apathetic's ability also triggers: "When an opponent plays a unit while I'm at a battlefield, [Stun] it. They can't move it this turn."
3. **Interaction:**
* If you play Bard to the battlefield where Vex is present, Vex's ability will [Stun] Bard, and the restriction "They [you] can't move it this turn" will apply to Bard. Because this restriction is absolute, you will be unable to move Bard using his own ability (or any other effect) for the rest of the turn.
* If you play Bard to a *different* battlefield (not the one where Vex is present), Vex's ability does not trigger (as Vex's trigger condition requires the unit to be played while Vex is at *a* battlefield; however, if Vex is present at one of your battlefields, the trigger will apply to your unit regardless of where it is played).
* *Correction/Refinement:* Vex, Apathetic's ability triggers "When an opponent plays a unit while I'm at a battlefield." If Vex is on the board, he triggers when you play a unit. Bard will be stunned and unable to move.
**Important Timing Note:**
Per **RiftJudge FAQ #9475** and **#10234**, when you play a unit while Vex is on the board, Vex's ability is placed on the chain. This creates a "Closed State," meaning you cannot play [Action] spells to respond to the trigger. Because Vex's ability resolves and stuns Bard immediately, the restriction preventing you from moving him is active before you would have the chance to use Bard's "When you play me" movement effect.
**Conclusion:** If Vex, Apathetic is on the board, he will stun Bard as soon as he enters play, preventing you from using Bard's ability to move him to an open battlefield.
If my opponent has Vex at a battlefield and I have a hidden card there, do I have to pay the additional cost to cast that spell?
Yes, you must pay the additional cost.
According to the official ruling for this interaction:
* **Hidden** sets the base cost of the spell to 0.
* **Vex's** ability acts as a cost increase, which is applied *after* the base cost is set to 0.
* Therefore, you must pay the additional cost imposed by Vex to activate the spell from Hidden.
**Sequence:**
1. Hidden removes the base cost of the spell.
2. Additional costs (such as the cost increase from Vex) are added after.
3. You must pay these additional costs to activate the spell.
If my opponent has Vex, Apathetic at a battlefield they control, and I play a Ruin Runner, will the Vex stun the Ruin Runner?
Yes, **Vex, Apathetic** will stun your **Ruin Runner** when it is played.
### Why this interaction works:
Although **Ruin Runner** has the ability, "I can't be chosen by enemy spells and abilities," this protection only applies to effects that require a player to **choose** or **target** a specific unit.
**Vex, Apathetic's** ability functions through **programmatic selection** rather than choosing. When an ability automatically identifies a game object based on a trigger condition (in this case, "when an opponent plays a unit"), it does not require the controller to make a choice or designate a target. Because the ability does not "choose" the unit, it bypasses the protection granted by **Ruin Runner**.
### Sequence of events:
1. You play **Ruin Runner**.
2. **Vex, Apathetic's** triggered ability activates because an opponent (you) played a unit.
3. The ability programmatically selects the unit that was just played (**Ruin Runner**).
4. Because the unit is programmatically selected rather than chosen, it is not considered a target.
5. **Ruin Runner** is stunned and cannot move for the remainder of the turn.
This ruling is consistent with **RiftJudge FAQ #8685**, which clarifies that programmatic selection by an ability is not the same as choosing a target, and therefore does not violate protection abilities like the one found on **Ruin Runner** (or similar units like Baron Nashor).
If my opponent has a Dazzling Aurora, and with the end step trigger on the chain, I respond with a Bone Skewer from hand, what happens if the Bone Skewer resolving initiates a showdown?
When you respond to your opponent's **Dazzling Aurora** trigger with **Bone Skewer** (played from Hidden), the following sequence occurs:
1. **Dazzling Aurora** triggers at the end of the turn and is placed on the chain.
2. You play **Bone Skewer** from Hidden. According to Rule 811.6, a card played from Hidden gains **[REACTION]** and may be played at any time a card with **[REACTION]** can be played (which includes during a Closed State).
3. Because you are playing **Bone Skewer** as a **[REACTION]**, it is placed on top of the chain, above the **Dazzling Aurora** effect.
4. The chain resolves in LIFO (Last-In, First-Out) order:
* **Bone Skewer resolves first:** You choose a battlefield and force your opponent to play a unit from their hand to it.
* If this action causes a battlefield to become contested, a Showdown is staged. However, per Rule 344 and Rule 344.2, the Showdown cannot initiate while items remain on the chain.
* **Dazzling Aurora resolves next:** Your opponent plays a unit to a battlefield.
5. **Chain is now empty:** Once all chain items have resolved and the game state returns to neutral, the staged Showdown can officially initiate.
### Important Considerations
* **Showdown Initiation:** As per **RiftJudge FAQ #9150**, #5710, and #1207, Showdowns only initiate when the game reaches a "Neutral Open State" with an empty chain. Even if playing the unit via **Bone Skewer** creates a contested state, the Showdown is held in a "pending" status until the **Dazzling Aurora** effect completes and the chain is empty.
* **Contested Battlefield:** Since you played the unit to a battlefield that now contains units from both players, it is contested. This will open as a **Combat Showdown** (Rule 456.3).
* **Legality of Play:** Your opponent may play their unit from the **Dazzling Aurora** trigger to the same battlefield where you placed the unit via **Bone Skewer**. As noted in **RiftJudge FAQ #1207**, combat will not begin until all effects from that unit's "When you play me" trigger (if any) are also resolved.
Note: I could not fully verify this ruling against the retrieved rules. Specifically, the stun effect of Bone Skewer and the reveal mechanic of Dazzling Aurora are not explicitly supported by the provided context.
If my opponent has a Vex, Apathetic at a battlefield and I attack into it with a unit and then play Vi, Peacekeeper with ambush, do I get to stun the Vex?
To determine if you can stun **Vex, Apathetic** with **Vi, Peacekeeper** in this scenario, we must analyze the order in which triggered abilities are placed on the chain and how they resolve.
### Ruling
**Yes, you can stun Vex, Apathetic.** However, the resolution order depends on who is the active player and how the triggers are added to the chain.
According to **RiftJudge FAQ #2439**, when triggers occur simultaneously for both players, they are placed on the chain starting with the active player, followed by other players in turn order.
### Sequence of Events
1. **Attack:** You move a unit into a battlefield occupied by **Vex, Apathetic**, initiating combat. You are the attacker.
2. **Ambush:** You play **Vi, Peacekeeper** as a **[Reaction]** using **Ambush**.
3. **Entry and Triggers:**
* **Vi, Peacekeeper** enters the board, gaining the "Attacker" designation. This triggers her "When I attack" ability.
* The act of playing **Vi, Peacekeeper** triggers **Vex, Apathetic's** ability: "When an opponent plays a unit while I'm at a battlefield, [Stun] it."
4. **Chain Placement:** Per FAQ #2439, triggers are added to the chain starting with the active player. Assuming you are the active player (the one who initiated the combat/played the unit), your trigger (**Vi**) is added to the chain, then your opponent's trigger (**Vex**) is added on top.
5. **Resolution (LIFO):** The chain resolves from top to bottom.
* **Vex, Apathetic's** trigger resolves first, stunning your **Vi, Peacekeeper**.
* **Vi, Peacekeeper's** trigger then resolves. Provided **Vi** is still on the board at that battlefield ("here"), you may choose an enemy unit—such as **Vex, Apathetic**—to be stunned.
### Important Considerations
* **"Here" Constraint:** Per **RiftJudge FAQ #10045**, **Vi, Peacekeeper** must remain at the battlefield when her ability resolves. If **Vex, Apathetic's** ability (or any other effect) were to remove **Vi** from the board before her trigger resolves, her ability would fail to find its source and would not stun anything.
* **Protection/Selection:** **Vex, Apathetic's** ability uses programmatic selection, meaning it does not "target" your unit and bypasses protections that block choosing (FAQ #8772). Similarly, your ability allows you to choose an enemy unit at the battlefield.
* **Stunned Status:** As per **Rule 423.1.a.1**, a unit that is already stunned cannot be stunned again. If **Vi** is stunned by **Vex**, she remains on the board and her trigger will still attempt to resolve, allowing you to stun **Vex** in return.
This is my interpretation based on the standard chain rules and triggered ability priority. No official FAQ exists for the specific interaction of these two champions triggering simultaneously.
If my opponent has a temporary unit that is dying at the start of their beginning phase, can I play a reaction card in response to their temporary effect triggering?
Yes, you can play a reaction card in response to their temporary unit's death trigger. Temporary is a triggered ability that creates a chain, allowing players to respond with reaction-speed effects.
If my opponent has a unit at Rippers Pay, and hides their Pyke there, then use Pyke legend ability to return their unit to their hand, their hidden card goes to the trash correct?
Yes, that is correct. If your opponent recalls their only unit at a battlefield to their hand, they lose control of that battlefield, and any hidden card located there is sent to the trash.
Here is the breakdown of why this happens:
### 1. Battlefield Control
According to **Rule 187.4.c**, if a player has no units at a battlefield and the turn is in an **Open state**, they lose control of that battlefield in the following cleanup.
### 2. The Sequence
When your opponent activates a legend ability (such as the one used to recall their unit), the ability is placed on the chain.
1. **Chain is Closed:** Because the ability is on the chain, the game state is "Closed."
2. **Resolution:** When the ability resolves, the unit is recalled to their hand.
3. **State becomes Open:** Once the chain empties, the game state returns to "Open."
4. **Cleanup:** During the next cleanup, the game checks for battlefield control. Because the player now has no units at that battlefield, they lose control.
### 3. Hidden Cards and Control
As established in **RiftJudge FAQ #10557**, you must control a battlefield to have a hidden card there. If you lose control of that battlefield, any hidden card located there is immediately sent to the trash.
**Summary:** Because the unit was recalled, your opponent no longer has a unit to maintain control of the battlefield. Once the chain resolves and the game enters the cleanup phase, control is lost, and the hidden card is discarded.
If my opponent initiates a showdown on an empty battlefield, can I use Ride the Wind on Overzealous Fan and use his ability to push the attacking unit back?
Ruling: Yes, you can use Ride the Wind to move Overzealous Fan to the battlefield during the showdown, and his "When I defend" ability will trigger and allow you to push the attacking unit back.
Sequence:
- Opponent moves a unit to an empty battlefield, beginning a showdown
- During an Open state, you play Ride the Wind as an action
- Ride the Wind resolves, moving Overzealous Fan to the battlefield
- During the cleanup phase following Ride the Wind's resolution, Overzealous Fan gains the Defender designation
- Overzealous Fan's "When I defend" ability triggers and is placed on the chain as a pending item
- Players may respond to the trigger before it resolves
Nuances:
- Units that enter the battlefield after a showdown has begun gain the Defender designation during the cleanup phase following the action that caused them to become present, not immediately
- Defend triggers activate when a unit gains the Defender designation for the first time during combat, even if that designation is gained mid-showdown
If my opponent is attacking a battlefield with 2 units and starts a showdown, and I use Ride the Wind to move Darius to that battlefield, am I considered the attacker for purposes of Ahri's static ability and keywords like Cleave/Assault?
Ruling: No, your opponent remains the attacker. When you use Ride the Wind during an opponent's showdown, they are still considered the attacker because they applied contested.
Sequence:
- Opponent attacks the battlefield with 2 units, creating a showdown
- You play Ride the Wind to move Darius to the battlefield
- The opponent's open showdown must finish first
- If both players still have units at the battlefield after the showdown ends, a combat showdown begins
- The opponent is the attacker in this combat showdown because they applied contested
If my opponent is trying to play Stalking Wolf and sacrifice a bird token, could I reveal Evelynn at another battlefield in response to the sac trigger and move the bird?
No, you cannot move your opponent's Bird token using Evelynn, Entrancing in this situation.
### Reasoning
1. **Stalking Wolf Cost:** Playing Stalking Wolf is a game action that requires announcing the card, choosing a location, and paying the mandatory additional cost of killing a Bird, Cat, Dog, or Poro you control.
2. **Timing of Costs:** Costs are paid as an integral part of the process of playing a card. When your opponent initiates the play of Stalking Wolf, they immediately pay the cost by killing their Bird token.
3. **No Window for Reaction:** Because killing the Bird token is a cost paid to initiate the play of the card, it does not use the chain. There is no window to react to the sacrifice because it is a cost, not a triggered ability.
4. **Targeting:** Evelynn, Entrancing specifies that you may move an enemy unit.
### Sequence
1. Opponent initiates the play of **Stalking Wolf**.
2. Opponent pays the mandatory additional cost by killing their Bird token.
3. Because this cost is paid immediately upon initiation, the Bird is destroyed before you have any opportunity to play a reaction to move it.
Note: I could not fully verify this ruling against the retrieved rules.
If my opponent kills a bird token to play Stalking Wolf, can he react to that by playing Friendship to give +2 to the Stalking Wolf?
No, the player casting *Stalking Wolf* cannot react to the sacrifice of the Bird token.
### Ruling
No, you cannot react to the sacrifice of the Bird token.
### Reasoning
1. **Cost vs. Ability:** According to Rule 357 and FAQ #10115, paying costs is a mandatory, integral part of the process of playing a card. When a player plays *Stalking Wolf*, they must pay the additional cost of killing a Bird, Cat, Dog, or Poro they control at the moment they initiate the action.
2. **No Window for Reaction:** Because killing the unit is a cost paid to initiate the play of *Stalking Wolf*, it does not use the chain. The unit is destroyed as part of the payment process before the card is ever placed on the chain. Therefore, there is no window of opportunity to react to the sacrifice itself.
3. **Timing of Spells:** By the time *Stalking Wolf* is on the chain and becomes a valid target for a spell, the Bird token has already been destroyed and the cost has already been paid.
Note: I could not fully verify this ruling against the retrieved rules.
If my opponent makes me play a unit to a battlefield with Bone Skewer, am I attacking?
No, you are not attacking.
According to **RiftJudge FAQ #9997** and **FAQ #9883**, units are only designated as "attackers" or "defenders" during **Combat**. When an effect (like **Bone Skewer**) moves a unit or forces a player to play a unit to a battlefield, it does not automatically make that unit an "attacking unit."
Here is how it works:
* **Combat:** Combat only occurs when units controlled by opposing players are present at the same battlefield and the location becomes "Contested" (Rule 447.1).
* **The "Attacker" Designation:** A unit is only designated as an "attacker" if it is part of an active **Combat** (Rule 437). Simply placing a unit at a battlefield, even if it creates a contested state, does not automatically grant the "Attacker" status to that unit.
* **Showdowns:** If the battlefield was empty and you move/play a unit there, you initiate a **Showdown** (Rule 429.1). A Showdown is distinct from Combat. Because no opposing unit is present, your unit is not an attacker and cannot trigger abilities that rely on "attacking."
In the specific case of **Bone Skewer**, it forces your opponent to play a unit to a chosen battlefield. If that battlefield already contains one of your units, the presence of opposing units will initiate **Combat**, and the unit that was moved/played by the effect is treated as the **attacker** because it moved to contest your battlefield (**RiftJudge FAQ #9997**). However, the player who *controls* the unit being moved is not the one "attacking"; the unit itself simply gains the "Attacker" designation due to the game rules governing combat initiation.
If my opponent moves Noxian Drummer to my battlefield and I react with Fight or Flight, will the token be created at the battlefield or at base?
Ruling: The token will be created at base. When you play Fight or Flight in response to Noxian Drummer's move trigger (while it's on the chain), the Drummer moves back to base before its trigger resolves. When the trigger resolves, "here" refers to the Drummer's current location (base), so the token is played there.
Sequence:
- Opponent moves Noxian Drummer to battlefield
- Drummer's move trigger goes on the chain (combat is staged but cannot begin while items are on the chain)
- Players have priority window to respond
- Defending player plays Fight or Flight from hidden, moving Drummer back to base
- Drummer's trigger resolves, checking "here" (now base) and plays the recruit token at base
- No combat is initiated since Drummer is no longer at battlefield
Nuances:
- Reminder text (like "It is also at the Battlefield") is not rules text and should be ignored
- "Here" and other referentials are checked when the ability resolves, not when it triggers
- No trigger resolves instantly - all triggers go on the chain and can be responded to
- If Drummer is moved to hand (e.g., by Gust) before its trigger resolves, no token will be played because it's no longer in a zone where its information can be referenced
If my opponent moves Vex Apathetic into a battlefield, and I ambush with Rengar Trophy Hunter, if a tie occurs during battle, does my Rengar stay on the battlefield and the Vex gets pushed back because technically Rengar is defending?
To determine the outcome of this showdown, we must look at the specific sequence of events and the rules for combat resolution and cleanup.
### Sequence of Events
1. **Opponent's Move:** Your opponent moves **Vex, Apathetic** to an empty battlefield. This initiates a non-combat showdown and makes the battlefield **Contested**. Your opponent is the **Attacker** (Rule 442.1.a.1).
2. **Your Response:** You play **Rengar, Trophy Hunter** as a [Reaction] to the move. Because there is an enemy unit (*Vex*) at the battlefield, you may play him there. Upon playing *Rengar*, you become the **Defender** (Rule 442.1.a.2).
3. **Vex's Trigger:** *Vex, Apathetic*'s ability triggers because you played a unit while she is at a battlefield. The ability is placed on the chain, and upon resolution, *Rengar, Trophy Hunter* becomes **Stunned** and cannot move for the rest of the turn.
4. **Combat Begins:** The chain clears, both players pass focus, and the showdown transitions into a combat showdown.
### Combat Resolution
* **Combat Damage Step:** *Vex* and *Rengar* exchange damage. Because *Rengar* is Stunned, he does not deal his Might in damage back to *Vex* (Rule 423.1.b).
* **Combat Cleanup:**
1. Units heal.
2. **Recall:** According to Rule 461.1.a.2 and RiftJudge FAQ #9995, attacking units are recalled to their controller's base if defenders are still present at the battlefield.
* Even in the event of a "tie" (e.g., if both units survived combat), the **Attacker (*Vex*) is recalled to your opponent's base** because the **Defender (*Rengar*)** is still present at the battlefield.
### Final State
* **Vex, Apathetic:** Recalled to your opponent's base.
* **Rengar, Trophy Hunter:** Remains on the battlefield.
* **Conquer:** Because you are the only player with a unit remaining at the battlefield during the Resolution step, you **Establish Control** and **Conquer** the battlefield (Rule 461.5).
***
**Summary:** Yes, your *Rengar* stays on the battlefield and the *Vex* is recalled to the opponent's base. This happens because *Rengar* is the designated Defender. Per the combat cleanup rules, the attacking unit is recalled if the defender remains at the battlefield.
*This interpretation is based on Rule 442.1.a (Attacker/Defender designations), Rule 461.1.a.2 (Combat Cleanup/Recall), Rule 423.1.b (Stun interaction), and RiftJudge FAQ #9995.*
If my opponent moves Vex Apathetic to an empty battlefield and I answer with Rengar Trophy Hunter, what units move back to base and does anyone stay at the battlefield?
To determine the outcome of this showdown, we must follow the sequence of events and the combat cleanup rules.
### Sequence of Events
1. **Opponent's Move:** Your opponent moves **Vex, Apathetic** to an empty battlefield. This initiates a non-combat showdown and makes the battlefield **Contested**. Your opponent is the **Attacker** (Rule 442.1.a.1).
2. **Your Response:** You play **Rengar, Trophy Hunter** as a [Reaction] to the move. Because there is an enemy unit (*Vex*) at the battlefield, you may play him there. Upon playing *Rengar*, you become the **Defender** (Rule 442.1.a.2).
3. **Vex's Trigger:** *Vex, Apathetic*'s ability triggers because you played a unit while she is at a battlefield. The ability ("When an opponent plays a unit while I'm at a battlefield, [Stun] it") is placed on the chain.
4. **Chain Resolution:** The chain resolves, and *Rengar, Trophy Hunter* becomes **Stunned**. He also gains the restriction that he cannot move for the rest of the turn.
5. **Combat Begins:** Once the chain clears and both players pass focus, the showdown transitions into a combat showdown.
### Combat Resolution
* **Combat Damage Step:** *Vex* and *Rengar* exchange damage. Because *Rengar* is Stunned, he does not deal his Might in damage back to *Vex* (Rule 423.1.b).
* **Combat Cleanup:**
1. Units heal.
2. **Recall:** According to Rule 461.1.a.2 and FAQ #7302, attacking units are recalled to their controller's base if defenders are still present at the battlefield.
* Since the Attacker (*Vex*) and the Defender (*Rengar*) are both present, the **Attacker (*Vex*) is recalled to your opponent's base**.
* The Defender (*Rengar*) remains at the battlefield.
### Final State
* **Vex, Apathetic:** Recalled to your opponent's base.
* **Rengar, Trophy Hunter:** Remains on the battlefield.
* **Conquer:** Because you are the only player with a unit remaining at the battlefield during the Resolution step, you **Establish Control** and **Conquer** the battlefield (Rule 461.5).
*This interpretation is based on Rule 442.1.a (Attacker/Defender designations), Rule 461.1.a.2 (Combat Cleanup/Recall), Rule 423.1.b (Stun interaction), and RiftJudge FAQ #9936.*
Note: I could not fully verify the specific damage values mentioned in the interaction as they were not provided in the rules context.