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If my opponent moves Vex Cheerless 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 answer your question regarding the showdown between *Vex, Cheerless* and *Rengar, Trophy Hunter*:
### Sequence of Events
1. **Opponent's Move:** Your opponent moves *Vex, Cheerless* to an open battlefield. This initiates a non-combat showdown, and your opponent is the **Attacker** (Rule 442.1.a.1).
2. **Your Response:** You play *Rengar, Trophy Hunter* to that battlefield as a **[Reaction]**. Because there is an enemy unit (*Vex*) present, you satisfy the condition for *Rengar's* ability. By doing so, you become the **Defender** (Rule 442.1.a.2).
3. **Showdown Conclusion:** The chain empties, both players pass priority, and the non-combat showdown transitions into a combat showdown.
### Combat Resolution
* **Combat Damage Step:** Both *Vex, Cheerless* and *Rengar, Trophy Hunter* deal damage to each other based on their Might.
* **Combat Cleanup:**
1. **Heal:** All units heal (Rule 461.1.a.1).
2. **Recall:** According to Rule 461.1.a.2, "Recall Attackers present at the Battlefield if Defenders are still present."
### Result
* **Who moves back to base:** The **Attacker** (*Vex, Cheerless*) is recalled to the opponent's base because the **Defender** (*Rengar, Trophy Hunter*) remains at the battlefield.
* **Who stays:** If *Rengar, Trophy Hunter* survives the combat damage, he stays at the battlefield.
* **Conquering:** If *Rengar* remains on the field as the only unit after the *Vex* is recalled, you will establish control of the battlefield and potentially "Conquer" it (resulting in a point), provided you have not already scored that battlefield this turn.
***
*This interpretation is based on the rules for Attacker/Defender designations (Rule 442.1.a), the specific combat cleanup steps (Rule 461.1), and the ability of Rengar, Trophy Hunter as retrieved.*
*Note: I could not fully verify this ruling against the retrieved rules, specifically regarding the Might values used.*
If my opponent moves a 1/1 unit to a battlefield and passes priority, then I play Hextech Ray to deal 3 damage to it, is there any window where they could play Primal Strength to save the unit?
Ruling: No, there is no window to play Primal Strength to save the unit in this scenario. Once the opponent passed focus to you without playing an action, they cannot respond to your Hextech Ray with an action. The unit will die when Hextech Ray resolves.
Sequence:
- Opponent moves unit and passes focus without playing actions
- You play Hextech Ray (starting a chain)
- Opponent cannot play Primal Strength (actions cannot be used as reactions)
- Chain resolves and unit dies from Hextech Ray damage
- After the chain resolves, focus automatically passes back to opponent
- Opponent could now play Primal Strength, but it's too late to save the unit
Nuances:
- You can never react with an action - only reactions can be played in response to a chain
- Focus automatically passes after each chain resolves, but this automatic passing does not count toward "both players passing"
- Units die as soon as lethal damage resolves, not after all chains resolve
- The opponent's only chance to save the unit was to play Primal Strength before passing focus initially
If my opponent moves both Hwei and Vex Apathetic to a battlefield together, can I react to the Hwei movement and flip my hidden Purple Teemo at a battlefield, so that he is not stunned because he is played before Vex is "at" the battlefield?
### The Ruling
**No, you cannot prevent Teemo from being stunned in this scenario.** Even if you reveal and play Teemo as a reaction to your opponent moving Hwei and Vex to your battlefield, Vex’s ability will still stun him.
### Reasoning
1. **Vex's Trigger Condition:** Vex, Apathetic has the triggered ability: *"When an opponent plays a unit while I'm at a battlefield, [Stun] it."* This ability triggers based on the unit being played while Vex is present on the board.
2. **State-Based Triggering:** Even if your opponent moves Hwei and Vex as a single game action, Vex is considered to be at the battlefield from the moment the battlefield is reached. Because the act of revealing and playing a hidden unit occurs while that battlefield is occupied by Vex, the condition for her trigger is met.
3. **No "Before" Window:** You cannot play Teemo "before" Vex arrives because the move is a single, simultaneous event. Once the move is processed, Vex is present at the battlefield. Any reaction you take—such as revealing and playing Teemo—occurs while Vex is already at that location.
4. **Chain Resolution:**
* You reveal and play Teemo from hidden as a reaction.
* Teemo enters the battlefield.
* Vex's ability triggers: "When an opponent plays a unit [Teemo] while I'm at a battlefield."
* Vex's ability is added to the chain.
* When the chain resolves (LIFO), Vex's ability resolves and stuns Teemo.
### Important Considerations
* **Sequential vs. Simultaneous:** While moves may occur "together," the game state updates to reflect the new location of all involved units simultaneously. Vex does not have a "travel time" during which she is not yet considered to be at the destination.
* **Rule 383.2.c:** Triggered abilities evaluate their conditions once the inciting event has been processed. Because Teemo is played after the units have moved, Vex is already established at the battlefield, fulfilling the condition "while I'm at a battlefield."
This interpretation is based on the standard chain rules (Rule 383.3) and the triggering mechanic of Vex, Apathetic as clarified in RiftJudge FAQ #9240, which confirms that Vex stuns any enemy unit played while she is present at a battlefield.
*Note: I could not fully verify this ruling against the retrieved rules.*
If my opponent moves into an open battlefield and I use Ride the Wind to move my unit to that battlefield, is my unit considered the attacker and theirs the defender?
Ruling: No, you would be the defender and your opponent would be the attacker, since they applied contested status to the battlefield. This is known as a "surprise defence."
Sequence:
- The first non-combat showdown continues as normal
- After fully resolving the first showdown, the second combat showdown begins
Nuances:
- The unit that originally moved to make the battlefield contested is the attacker, even if another unit arrives via Ride the Wind afterward
If my opponent moves my unit to their battlefield causing a showdown, and I use Ride the Wind to move it back to my empty battlefield during that showdown, do I score a point for conquering that battlefield even though it's my opponent's turn?
Ruling: Yes, you will score a point for conquering the battlefield, but not immediately.
Sequence:
- After your unit is moved to the opponent's battlefield, a showdown starts there first
- That showdown continues even after you move your unit away with Ride the Wind
- After that showdown finishes (both players pass focus in a row without playing an action), a second showdown starts on the other battlefield since your unit is on an uncontrolled battlefield there
- Once that second showdown finishes, you will score a point (assuming the unit is still at the battlefield at the end)
If my opponent moves their unit to an empty battlefield and I respond with Zenith Blade to move my unit there, does my unit count as the defender?
Ruling: Yes, your unit counts as the defender. When your opponent moves to the empty battlefield first, they initially contest it and become the attacker. When Zenith Blade resolves and creates a combat situation, the player who initially contested the open battlefield remains the attacker.
Sequence:
- Opponent moves unit to empty battlefield, triggering a non-combat showdown
- Zenith Blade is played in response during this window
- The non-combat showdown completes
- Zenith Blade resolves, moving your unit to the battlefield
- Combat is staged with opponent as attacker (since they initially contested the battlefield) and you as defender
Nuances:
- If the defender wins combat, they also conquer and get a point (assuming they haven't scored there this turn)
- If both players still have units at the battlefield after combat, the attacker's units are recalled during combat cleanup
If my opponent moves to an empty battlefield on their turn, can I play the new orange Rengar to that battlefield? And am I the defender?
Yes, you can play **Rengar, Trophy Hunter** to that battlefield, and you will be designated as the **Defender**.
According to **RiftJudge FAQ #9820**, here is the breakdown of why this is the case:
### 1. Playing Rengar, Trophy Hunter
When your opponent moves a unit to an open (unoccupied and uncontrolled) battlefield, they initiate a non-combat showdown and that battlefield becomes **Contested**. Because there is now an enemy unit present at that location, you satisfy the requirements of **Rengar, Trophy Hunter’s** ability (which allows him to be played to a battlefield with enemy units, even if you have no units there). Therefore, you may play him there as a **[Reaction]** during the ongoing showdown.
### 2. Attacker and Defender Designations
* **Attacker:** Your opponent is the **Attacker** because they were the player who first moved their unit to the open battlefield, causing it to become **Contested** (Rule 442.1.a.1).
* **Defender:** By playing **Rengar, Trophy Hunter** to that same contested battlefield while your opponent's unit is present, you become the **Defender** (Rule 442.1.a.2).
### Summary of the Sequence
1. **Opponent's Move:** Your opponent moves a unit to an open battlefield. It becomes **Contested**, initiating a non-combat showdown. Your opponent is the **Attacker**.
2. **Your Response:** During this active showdown, you play **Rengar, Trophy Hunter** as a **[Reaction]**. Because there is an enemy unit at the battlefield, you may play him there despite having no other units present.
3. **Designation:** Upon playing *Rengar* to the contested battlefield, you are designated as the **Defender**.
4. **Showdown Continues:** The showdown proceeds. If units from both players remain, a combat will begin once the chain clears and the game returns to a neutral open state.
*This interpretation is based on the rules for Contested status (Rule 445/446), the definitions of Attacker/Defender designations (Rule 442.1.a), and the specific conditions for Rengar, Trophy Hunter provided in RiftJudge FAQ #9820.*
*Note: I could not fully verify this ruling against the retrieved rules, as the interaction with the Ambush keyword remains ambiguous.*
If my opponent moves to an unoccupied battlefield, and I ambush there with Rengar, Trophy Hunter, who is attacking and who is defending?
To determine the attacker and defender designations in this scenario, we must look at the rules for Contested status and the specific play conditions of *Rengar, Trophy Hunter*.
### The Ruling
* **Attacker:** Your opponent (the player who first moved their unit to the open battlefield).
* **Defender:** You (the player who plays *Rengar, Trophy Hunter* to that same battlefield).
### Reasoning
1. **Attacker Designation:** According to **Rule 442.1.a.1**, the player who first causes a battlefield to become **Contested** is designated as the **Attacker**. When your opponent moved their unit to an unoccupied battlefield, they initiated a non-combat showdown and applied the Contested status, making them the Attacker.
2. **Defender Designation:** By playing *Rengar, Trophy Hunter* to that battlefield while it is already contested by your opponent, you become the **Defender** (**Rule 442.1.a.2**).
3. **Playing *Rengar, Trophy Hunter*:** It is important to clarify that *Rengar, Trophy Hunter's* ability to be played to a battlefield without your units is **not** an effect of the *Ambush* keyword. Per **Rule 822.1.b**, the *Ambush* keyword generally allows a unit to be played to a battlefield where you *already* control units. *Rengar, Trophy Hunter* possesses a unique, specific ability—distinct from *Ambush*—that explicitly grants permission to be played to a battlefield where there are enemy units, even if you control no units there. Because the battlefield is Contested and an enemy unit is present, you meet the requirement to play him as a **[Reaction]** during the ongoing showdown.
### Summary of Sequence
1. **Opponent's Move:** Your opponent moves a unit to an open battlefield. The battlefield becomes **Contested**, and your opponent is designated as the **Attacker**.
2. **Your Response:** During this active non-combat showdown, you play *Rengar, Trophy Hunter* as a **[Reaction]**. Because he is being played to a battlefield with enemy units, this is a legal move.
3. **Designation:** Upon playing *Rengar, Trophy Hunter* to the contested battlefield, you are designated as the **Defender**.
4. **Showdown Continues:** The showdown proceeds. Once the chain empties and both players pass, the non-combat showdown transitions into a combat showdown, at which point you are officially the **Defender**.
*This interpretation is based on the rules for Contested status (Rule 445/446), the definitions of Attacker/Defender designations (Rule 442.1.a), and the specific card text of Rengar, Trophy Hunter.*
If my opponent played Stalking Wolf and they cannot pay the additional cost to sacrifice Poro, Dog or Cat, do they get to untap the Runes back?
According to the rules of *Riftbound*, if an opponent attempts to play *Stalking Wolf* but cannot pay the mandatory additional cost (killing a Bird, Cat, Dog, or Poro you control), they cannot play the card.
Regarding the runes:
1. **Costs are paid during the process of playing the card:** According to Rule 357.1 and Rule 404.1, costs are paid as part of the sequence of playing a card. If a player cannot pay a mandatory additional cost, they are unable to complete the process of playing that card.
2. **State Reversal:** If a player communicates an intent to play a card and begins the process, but realizes during the payment step that they cannot legally fulfill the requirements (or chooses to stop because they cannot pay), the game state should be rewound to the point before they began the attempt.
3. **Runes are not "tapped":** In *Riftbound*, runes are "exhausted." If the player exhausted runes specifically to pay for the *Stalking Wolf* (which they cannot finish playing), they are entitled to ready those runes again, provided no other game actions have occurred in the meantime (Rule 509.4.d.1).
**Summary:** Your opponent does not "untap" (ready) the runes because they were never successfully spent; rather, because the card cannot be played, the attempt to play it is invalid. They should ready the runes that were exhausted for the attempt, returning the game state to how it was before the illegal action was initiated.
If my opponent plays Bellows Breath to bring a unit to 3 might, then plays Thousand Tailed Watcher, does the unit die?
Yes, the unit will die if its Might is reduced to a value equal to or less than the damage marked on it.
Here is the breakdown of how this interaction works:
### Sequence of Events
1. **Bellows Breath:** Your opponent plays *Bellows Breath*. It deals 1 damage to your unit (or 2 if they paid the *Repeat* cost). This damage is "marked" on the unit.
2. **Thousand-Tailed Watcher:** Your opponent plays *Thousand-Tailed Watcher*. Its "When you play me" ability goes on the chain.
3. **Resolution:** The ability resolves, applying -3 Might to your unit (to a minimum of 1 Might).
4. **Cleanup:** After the ability resolves, the game checks the unit's status. If the damage marked on the unit is equal to or greater than its current Might, the unit is killed.
### Key Rules
* **Damage vs. Might:** According to **FAQ #2141** and **FAQ #91**, damage is "marked" on a unit and does not reduce its Might. A unit dies when the marked damage equals or exceeds its current Might.
* **Might Reduction:** The -3 Might from *Thousand-Tailed Watcher* lowers the unit's Might threshold. If the unit had, for example, 4 Might and 4 damage marked on it after the Watcher's ability resolved, it would die because its Might is now 1 (or 4, depending on the original Might), and the marked damage meets or exceeds that value.
* **Timing:** As established in **FAQ #3100**, you cannot prevent the *Thousand-Tailed Watcher's* ability from resolving by killing the unit in response; the ability will still resolve even if the Watcher is removed from the board.
**Summary:** The unit dies because the *Thousand-Tailed Watcher* reduces its Might, making the previously marked damage from *Bellows Breath* lethal.
If my opponent plays Bone Skewer to play my Fizz to their battlefield with Teemo Strategist, and my Fizz play effect chooses Ride the Wind, what happens first: the play effect from Fizz or Teemo Strategist defend trigger?
In this scenario, the **Fizz, Trickster** "When you play me" (WYPM) ability will resolve before the **Teemo, Strategist** "When I defend" triggered ability.
### The Sequence of Events
1. **Playing Bone Skewer:** Your opponent plays **Bone Skewer**, choosing the battlefield where **Teemo, Strategist** is present.
2. **Fizz Enters Play:** Bone Skewer resolves, and your **Fizz, Trickster** is played to that battlefield.
* Fizz is now "in play."
3. **Triggers are placed on the chain:**
* **Fizz's "When you play me" ability:** Triggers because he entered play. This ability is added to the chain, and the target spell in your trash (**Ride the Wind**) is chosen during this finalization phase (as clarified in **RiftJudge FAQ #10020**).
* **Teemo's "When I defend" ability:** This triggers when Teemo gains the "defender" designation during the combat showdown step.
4. **Chain Resolution (LIFO):** The chain resolves in Last-In, First-Out (LIFO) order.
* **Fizz's ability resolves:** You proceed to play **Ride the Wind** from your trash (paying its power cost, but ignoring its energy cost). The spell then becomes a new item on the chain and will resolve subsequently.
* **Teemo's ability resolves:** Per the Combat Showdown flow, the "When I defend" trigger resolves after the entry triggers have cleared, allowing Teemo to reveal the top 5 cards and deal damage to Fizz based on the number of [Hidden] cards revealed.
### Summary of Key Rulings
* **Targeting Timing:** Per **RiftJudge FAQ #10966** and **FAQ #10020**, targeting for both Teemo's defend trigger and Fizz's play effect occurs the moment the ability is placed on the chain (during finalization), not on resolution.
* **Resolution Order:** Per **RiftJudge FAQ #4077**, entry/move triggers resolve before the combat showdown begins. Consequently, Fizz’s play effect resolves before Teemo’s "When I defend" trigger.
* **Trigger Conditions:** Per **RiftJudge FAQ #8317** and **FAQ #10534**, the "When I defend" ability triggers specifically upon gaining the "defender" designation, which occurs during the combat showdown step, after initial entry triggers have resolved.
Note: I could not fully verify this ruling against the retrieved rules.
If my opponent plays Brynhir Thundersong off of my Promising Future, what happens to the card I chose to play? Can I still play it even though Brynhir's effect prevents playing cards?
Ruling: When Brynhir Thundersong is played from Promising Future, your chosen card can still resolve normally. Brynhir's "When You Play Me" (WYPM) effect that prevents opponents from playing cards only applies after all cards from Promising Future have already been played and placed on the chain as pending items.
Sequence:
- Promising Future begins resolving, all players banish one card from top 5
- Starting with next player in turn order, players play their banished cards (these go on chain as pending)
- Brynhir is played and goes pending, then your card is played and goes pending
- Pending items finalize in the order they were put on the chain
- Brynhir finalizes first and immediately resolves, her WYPM effect goes on the chain pending
- Your card finalizes next (now on the chain above Brynhir's WYPM)
- Brynhir's WYPM resolves, preventing further card plays
- Your card (already played and on the chain) proceeds to resolve normally
Nuances:
- Brynhir's effect prevents "playing" cards (taking them from a zone and putting them on the chain), but cards already on the chain as pending items will still resolve
- If opponent plays a unit and you play a damage spell from Promising Future, you can target their unit because it finalizes and resolves before your spell finalizes, making it a legal target
If my opponent plays Bullet Time when I have Embermonk and a hidden Teemo on my battlefield (outside of combat), does it kill the monk and then allow me to play Teemo, or does it kill the monk and prevent me from playing Teemo?
Ruling: Outside of combat, if Bullet Time kills your only unit at a battlefield, the hidden card goes to trash during spell cleanup and you cannot play Teemo. You lose control of the battlefield when your last unit dies.
Sequence:
- Bullet Time resolves and deals damage
- Embermonk dies if enough damage is dealt
- Hidden Teemo is put in trash during cleanup of the spell
- You lose control of the battlefield
Nuances:
- During combat, you could pass priority and reveal Teemo before Bullet Time resolves to keep the battlefield
- You do not know how much damage Bullet Time will deal until it resolves (value is decided during resolution)
- Just because your only unit at a battlefield dies does not mean combat ends or you lose control during a showdown
If my opponent plays Challenge, can I play Punch first?
No, you cannot play **Punch First** in response to your opponent playing **Challenge**.
### Reasoning
1. **Timing:** Both **Challenge** and **Punch First** have the **[Action]** keyword. According to **Rule 334.1.a.1**, cards cannot be played during a "Closed State" (when a Chain is active) unless they have the **[Reaction]** keyword.
2. **Chain State:** When your opponent plays **Challenge**, it is placed on the Chain, creating a Closed State. Because **Punch First** is an **[Action]**, it can only be played when the Chain is empty (an "Open State").
3. **Resolution:** You must wait until the Chain is empty (after **Challenge** has resolved) before you can play an **[Action]** card like **Punch First**.
This interaction is consistent with **RiftJudge FAQ #4454** and **#6919**, which clarify that **[Action]** speed cards cannot be played in response to other cards because they cannot be played while a chain exists.
If my opponent plays Cull the Weak and I choose to kill my Irelia, Fervent, does she get +1 Might from her ability?
Ruling: No, Irelia, Fervent does not get the +1 Might bonus when killed by Cull the Weak.
Nuances:
- Cull the Weak uses the structure "Each player kills a unit they control" which does not count as "choosing" or "targeting" for the purpose of triggering abilities like Irelia's
- The choice is made as part of the spell's resolution by multiple players, which is treated differently from a single player choosing or targeting a unit
- Even though players make a choice about which unit to kill, this type of programmatic selection does not trigger "when you choose" abilities
If my opponent plays Cull the Weak and I kill one of my units with the spell, can I play Immortal Phoenix from my trash?
Ruling: No, you cannot play Immortal Phoenix from your trash when you kill one of your units with your opponent's Cull the Weak. The condition requires you to kill a unit with your own spell.
Nuances:
- The current core rules don't explicitly cover this case, but the FAQ addresses it
- Updated core rules will explicitly define "kill a unit with a spell"
If my opponent plays Cull the Weak with Repeat and I only have a single unit with a Guardian Angel equipped, does the unit die?
Ruling: Yes, your unit will die. Cull the Weak with Repeat creates two separate instances of "Each player kills one of their units." The first instance triggers Guardian Angel's replacement effect, which kills the Guardian Angel instead, then heals, exhausts, and recalls your unit to your base. However, when the second instance resolves, your unit is still a valid target because Cull the Weak does not restrict the kill instruction to units at a battlefield—units at your base are still on the board and can be chosen. Since Guardian Angel was already destroyed by the first instance, your unit must be killed by the second instance.
Sequence:
- First instance resolves: Guardian Angel replacement effect triggers, Guardian Angel is killed, unit is healed/exhausted/recalled to base
- Second instance resolves: You must choose a unit to kill; your unit at base is still a valid choice and dies
Nuances:
- Guardian Angel is a one-time use replacement effect that is destroyed when it saves the unit
- Units at your base are still "on the board" and can be targeted by effects that don't specify battlefield location
If my opponent plays Deadly Flourish and I react with Hidden Blade having the same target, does he get the gold token?
### Ruling: Your opponent does not get the Gold gear token
To determine if your opponent gets the Gold gear token, we must follow the **Showdown Timing Flowchart** and the mechanics of resolution provided in the **Core Rules**.
### The Sequence of Events
1. **Opponent plays Deadly Flourish:** They play it targeting an enemy unit at a battlefield. It enters the chain and the state becomes **CLOSED**.
2. **You react with Hidden Blade:** You flip your *Hidden Blade* (which gains [Reaction] timing) to target the same unit. It is added to the top of the chain.
3. **Chain Resolution (LIFO):**
* **Hidden Blade resolves:** The instruction is to "Kill a unit at a battlefield." The target unit is killed and moved to its owner's Trash.
* **Deadly Flourish attempts to resolve:**
* The first instruction ("Deal 3 to an enemy unit") cannot be executed because the unit is no longer on the board. Per **Rule 359.3.e.6**, this impossible instruction is ignored.
* The second instruction ("When it dies this turn, play a Gold gear token exhausted") fails to resolve.
### Reasoning
According to **Rule 359.3.e.12** and **FAQ #3700**, when a target ceases to exist on the board or moves to a non-board zone (like the Trash), it is treated as having "null" characteristics. Because *Deadly Flourish* requires that unit to have been the one that died to trigger the generation of the Gold gear token, the spell cannot establish the "when it dies" condition once the unit is no longer a valid game object that *Deadly Flourish* can track.
As established in **FAQ #3700** and **FAQ #10423**, if a unit targeted by a spell is killed or removed from the battlefield by another effect before the original spell resolves, the spell fails to "see" that unit's death for the purpose of its own triggered instructions. Because the target was killed by your *Hidden Blade* rather than the damage from *Deadly Flourish*, the "when it dies" trigger fails to find its source, and the token is not created.
*Note: I could not fully verify this ruling against the retrieved rules, as the specific text of Deadly Flourish regarding a Gold gear token was not present in the provided context.*
If my opponent plays Downwell and returns all units and gear (including Treasure Trove) to hand, can they react with their hidden unit using Treasure Trove's trigger to maintain battlefield control?
Ruling: Yes. When Downwell resolves and returns Treasure Trove to hand, Treasure Trove's "When this leaves the board" trigger is placed on the chain as a pending item. Because the chain is not empty, the game is not in an open state, so your opponent does not lose control of the battlefield during cleanup. When Treasure Trove's trigger finalizes and creates a reaction window, your opponent can play their hidden unit to maintain battlefield control.
Sequence:
- Downwell resolves, returning all units and gear to hand
- Treasure Trove's trigger becomes a pending chain item
- Downwell finishes resolving
- Cleanup occurs, but battlefield control is not lost because the turn is not in an open state (chain is active)
- Treasure Trove's trigger finalizes, creating a reaction window
- Opponent can play their hidden unit during this window
Nuances:
- Rule 187.4.c specifies that battlefield control is only lost during cleanup if the turn is in an open state
- If Downwell resolved with no triggers generated, the opponent would lose control and the hidden card would be discarded
If my opponent plays Elder Dragon and I play Janna Savior in response to the targeted Lillia Fae Fawn, would Janna heal Lillia and Lillia lives? Or would Lillia die from Elder's initial target?
To answer your question: **No, healing Lillia, Fae Fawn with Janna, Savior will not save her from the damage dealt by Elder Dragon’s play effect.**
### Reasoning
This interaction relies on Elder Dragon’s passive ability, which fundamentally changes how lethal damage works for units damaged by its controller:
1. **The Triggered Ability:** When your opponent plays Elder Dragon, its "When you play me" ability is placed on the chain, targeting your Lillia, Fae Fawn.
2. **The Passive Ability:** Elder Dragon’s passive ability states: *"Any amount of your damage is enough to kill enemy units."* This modifies the definition of lethal damage for any unit that has damage marked on it by the Elder Dragon's controller.
3. **The Resolution:**
* You play Janna, Savior in response to the Elder Dragon's trigger.
* Janna's triggered ability resolves first: She heals your units at that battlefield, removing any pre-existing damage on Lillia.
* The Elder Dragon's triggered ability then resolves: It deals 1 damage to Lillia.
* Because the Elder Dragon’s controller is the source of this damage, the passive ability recognizes that the unit now has damage marked on it by that player.
* Per the modified definition of lethal damage, that 1 damage is sufficient to kill the unit.
Healing the unit before the damage is dealt does not protect it because the damage event itself creates the condition—marked damage from the Elder Dragon's controller—that triggers the modified, instant-kill lethal threshold.
### Sequence of Events
1. **Play Phase:** Opponent plays Elder Dragon. Its triggered ability is placed on the chain, targeting your Lillia.
2. **Reaction Window:** You play Janna, Savior in response to the Elder Dragon trigger.
3. **Resolution:**
* **Janna, Savior resolves:** Lillia is healed.
* **Elder Dragon trigger resolves:** Lillia takes 1 damage.
4. **State Check:** Because Lillia now has damage marked on her by the Elder Dragon's controller, the passive ability applies. Since she has non-zero damage that is considered lethal, she is killed.
*This interpretation is consistent with RiftJudge FAQs #10786, #10289, and #9964.*
If my opponent plays Elder Dragon and targets my unit on the bf with its effect but I flash my unit back to base, does my unit still die?
Your unit will **live**.
According to **RiftJudge FAQ #9919** and the **Rules FAQ Clarification (2026-04-29)**, *Elder Dragon's* "When you play me" ability has specific targeting restrictions based on location. It targets "up to one enemy unit at [a specific location]."
### The Sequence of Events:
1. **Playing the Ability:** When your opponent plays *Elder Dragon*, its "When you play me" ability is placed on the chain. Your opponent must lock in targets at specific locations (e.g., "the unit at Battlefield 1").
2. **Reacting:** You play *Flash* in response. Because *Flash* is a [REACTION], it is added to the chain on top of *Elder Dragon's* ability.
3. **Resolution Order:** The chain resolves in Last-In, First-Out (LIFO) order. *Flash* resolves first, moving your unit to your base.
4. **Check on Resolution:** When *Elder Dragon's* ability attempts to resolve, it checks the location of its target. Because your unit moved to your base, it no longer fulfills the targeting restriction of the ability (which required the unit to be at the battlefield).
5. **Result:** Your unit is no longer a valid target for that specific location-based instruction and is **unaffected** by the damage.
As stated in the official clarification: "If you play Flash in reaction to the play effect of Elder Dragon, any units that are moved to a location other than the one where they were targeted will no longer fulfill the targeting restriction of the Elder Dragon play effect and will be unaffected by the ability as it resolves."
***
*Note: This ruling is based on the mechanics of location-based targeting as clarified in the Riftbound rules updates.*
If my opponent plays Elder Dragon, can I respond with Janna, Savior so that my unit survives?
To answer your question: **No, healing your unit with Janna, Savior will not save it from being killed by the Elder Dragon's play effect.**
While you have the opportunity to play Janna, Savior in response to the Elder Dragon's triggered "When you play me" ability, healing the unit does not prevent its death.
### Reasoning
This interaction is defined by the Elder Dragon's passive ability, which modifies the game's rules for lethal damage:
1. **The Triggered Ability:** When your opponent plays Elder Dragon, its "When you play me" ability is placed on the chain, targeting your unit.
2. **The Passive Ability:** Elder Dragon’s passive ability states: *"Any amount of your damage is enough to kill enemy units."* This modifies the definition of lethal damage for any unit that has damage marked on it by the Elder Dragon's controller.
3. **The Resolution:**
* You play Janna, Savior in response to the Elder Dragon's trigger.
* Janna's triggered ability resolves first: She heals your unit, removing any pre-existing damage.
* The Elder Dragon's triggered ability then resolves: It deals 1 damage to your unit.
* Because the Elder Dragon’s controller is the source of this damage, the passive ability recognizes that the unit now has damage marked on it by that player.
* Per the modified definition of lethal damage, that 1 damage is sufficient to kill the unit.
Healing the unit before the damage is dealt does not protect it because the damage event itself creates the condition—marked damage from the Elder Dragon's controller—that triggers the modified, instant-kill lethal threshold.
### Sequence of Events
1. **Play Phase:** Opponent plays Elder Dragon. Its triggered ability is placed on the chain, targeting your unit.
2. **Reaction Window:** You play Janna, Savior in response to the Elder Dragon trigger.
3. **Resolution:**
* **Janna, Savior resolves:** Your unit is healed.
* **Elder Dragon trigger resolves:** Your unit takes 1 damage.
4. **State Check:** Because the unit now has damage marked on it by the Elder Dragon's controller, the passive ability applies. Since the unit has non-zero damage that is considered lethal, it is killed.
*This interpretation is consistent with RiftJudge FAQs #10289 and #9964.*
If my opponent plays Hextech Ray targeting my Lecturing Yordle, and I respond with Stupefy to draw a card (drawing Retreat), can I play the Retreat I just drew before Hextech Ray resolves to save my Yordle?
Ruling: Yes, you can play the Retreat you drew from Stupefy before Hextech Ray resolves, returning the Yordle to hand and causing Hextech Ray to resolve with a null target.
Sequence:
- Opponent plays Hextech Ray targeting Lecturing Yordle
- You play Stupefy in response
- Stupefy resolves: Yordle gets -1 Might, you draw a card (Retreat)
- Priority passes back, you play Retreat
- Retreat resolves, returning Yordle to hand
- Hextech Ray resolves but the target is null and it does nothing
Nuances:
- After each action or resolution on the chain, priority passes between players
- The player who controls the top item on the chain gets priority first after a resolution
- A spell with a null target does nothing when it resolves
If my opponent plays Hidden Blade and I move a unit to another battlefield, does my unit survive?
Whether your unit survives a **Hidden Blade** targeting depends on whether the card was played from your opponent's **hand** or from a **Hidden** (facedown) state.
### 1. If Hidden Blade was played from the HAND
**Your unit does NOT survive.**
Per **RiftJudge FAQ #7179**, when Hidden Blade is played from the hand, the targeting requirement is simply that the unit must be at a battlefield. It does not lock the target to a specific battlefield location.
* **Sequence:** Your opponent plays Hidden Blade targeting your unit at Battlefield A. In response, you move your unit to Battlefield B.
* **Result:** Because the unit is still at a battlefield, it remains a legal target. The spell resolves and kills the unit at its new location.
### 2. If Hidden Blade was played from HIDDEN
**Your unit SURVIVES.**
Per **RiftJudge FAQ #2461**, cards played from a Hidden state carry an implicit targeting restriction that the target must be at the battlefield where the card was hidden (the "here" requirement).
* **Sequence:** Your opponent plays Hidden Blade from a facedown zone at Battlefield A, targeting your unit at Battlefield A. In response, you move your unit to Battlefield B.
* **Result:** Because the target is no longer at the battlefield where the Hidden Blade originated, the spell mistargets. The instruction is ignored, and your unit survives.
### Summary Table
| Played From | Moved To Different Battlefield | Result |
| :--- | :--- | :--- |
| **Hand** | No | Spell resolves and kills the unit at its new location (FAQ #7179). |
| **Hidden** | Yes | Spell mistargets because it is no longer "here" (FAQ #2461). |
***
*Note: Per FAQ #35, if you move your unit to your **Base**, the unit survives regardless of whether the spell was played from hand or hidden, as it no longer meets the targeting requirement of being at a battlefield.*
Note: I could not fully verify the classification of the Base as a non-board zone against the retrieved rules.
If my opponent plays Mindsplitter, can I use Rebuke to return the unit back to their hand and does it stop the ability from going off?
No, you cannot use *Rebuke* to stop *Mindsplitter's* "When you play me" ability from triggering and resolving.
Here is the breakdown of why this interaction happens as it does:
### 1. Timing and The Chain
When your opponent plays *Mindsplitter*, the unit enters play and its "When you play me" triggered ability is placed on the chain. Because triggered abilities use the chain (as per <chain_rules>), the chain is now "closed."
* *Rebuke* is an **[Action]** spell. According to **Rule 309.1.a** and **RiftJudge FAQ #3425**, you cannot play [Action] spells while the chain is closed. You can only respond with **[Reaction]** cards.
* Even if you had a [Reaction] spell that could remove *Mindsplitter* from the board, it would not stop the ability.
### 2. Abilities on the Chain
According to **Rule 359.3.e.5** and the general mechanics of the chain, once a triggered ability has been placed on the chain, it becomes an independent game object.
* Removing the source of the ability (*Mindsplitter*) from the battlefield does not remove the ability from the chain.
* The ability will continue to resolve normally even if the unit that created it is returned to the hand, destroyed, or otherwise moved.
### Summary
* **Can you *Rebuke* the unit?** Only if the chain is open (e.g., if there were no other triggered abilities and your opponent passed priority to you after playing the unit). However, even if you did successfully *Rebuke* the unit, the "When you play me" ability is already sitting on the chain and will resolve regardless.
* **Does it stop the ability?** No. Triggered abilities resolve independently of their source.
This is my interpretation based on standard timing and chain rules. No official FAQ exists for this specific combination, but the interaction is consistent with how triggered abilities and the chain function in Riftbound.
If my opponent plays Punch first on a 2 Might unit, can I use Gust as a reaction? Will the Gust go off and the unit get sent back before the Might bonus goes into effect?
Yes, you can react to *Punch First* with *Gust*, and your *Gust* will resolve first, returning the unit to its owner's hand before *Punch First* can resolve.
### The Sequence of Events
1. **Opponent's Action:** Your opponent plays *Punch First* targeting your unit (which currently has 2 Might). This creates a "Closed State" on the chain.
2. **Your Response:** You play *Gust* targeting that same unit.
3. **The Chain (Bottom to Top):**
* *Punch First* (Bottom)
* *Gust* (Top)
### Resolution (LIFO - Last-In, First-Out)
According to **Rule 359.3.e.7** and standard chain resolution, the top item resolves first:
1. **Gust Resolves:** It checks the target. Since your unit is currently at 2 Might (which is 3 or less), the target is legal. The *Gust* resolves and returns your unit to your hand.
2. **Punch First Resolves:** It checks for its target. Because your unit is no longer on the battlefield, the target is now illegal/unavailable. As per **Rule 359.3.e.7**, the spell "whiffs" and its instructions (giving the unit +5 Might) are ignored.
***
*Note: This is my interpretation based on the mechanics of the chain and targeting legality. No official FAQ exists for this specific card interaction, but it follows the established rules for target legality checks at resolution found in the provided FAQs (e.g., FAQ #36, #3378).*
If my opponent plays Sacrifice on the target of my Starcrossed, does my unit still return to my hand?
Yes, your unit will still return to your hand.
In *Riftbound*, spells do not "fizzle" (fail entirely) simply because one of their targets becomes invalid while the spell is pending on the chain. As long as at least one of the original targets remains valid, the spell will resolve as much as possible, ignoring only the instruction that cannot be performed.
### Sequence of Events
1. **You play Star-Crossed:** You target your friendly unit and an enemy unit. *Star-Crossed* is added to the chain.
2. **Your opponent plays Sacrifice:** To pay the additional cost, they kill their own *Mighty* unit. *Sacrifice* is added to the top of the chain.
3. **Chain State (Top to Bottom):**
* [Top] *Sacrifice*
* [Bottom] *Star-Crossed*
4. **Resolution (LIFO - Last-In, First-Out):**
* **Sacrifice resolves first:** Your opponent draws 2 cards and channels 1 rune.
* **Star-Crossed resolves:** It checks for its targets. While the opponent's *Mighty* unit is now in the trash (making that part of the instruction impossible to follow), your friendly unit remains a legal target on the board. Therefore, *Star-Crossed* proceeds to return your unit to your hand and ignores the instruction to return the opponent's unit.
This ruling is consistent with **Rule 359.3.e.8**, which states that if an instruction has more than one target and fewer than all of those targets become unavailable, the instruction will still execute on the remaining valid targets. This is also confirmed by **RiftJudge FAQ #10058**, #10311, and #10736, which all address scenarios where a *Star-Crossed* target is removed from the board before resolution.
If my opponent plays Singularity on my Kai'Sa and she is at Star Spring and I react with a Nidalee with Ambush to summon her and then move Kai'Sa back to base with Star Spring, does the Singularity still kill my Kai'Sa?
Yes, Singularity will still kill your Kai'Sa.
According to Rule 359.3, Singularity does not have a location restriction—it simply says "Deal 6 to each of up to two units." Because the spell does not require the target to be at a specific location, moving the unit to your base does not make it an illegal target.
### Here is the sequence of events:
1. **Opponent plays Singularity:** It is placed on the chain, targeting your Kai'Sa.
2. **You play Nidalee (Ambush):** You play Nidalee as a [Reaction] to a battlefield where you have units. This triggers Star Spring's ability.
3. **Star Spring's ability resolves:** You choose to move Kai'Sa to your base.
4. **Chain resolves:** The chain resolves in reverse order (LIFO).
* Nidalee enters play.
* Singularity resolves. It looks for its target, Kai'Sa. Since Singularity has no location restriction, Kai'Sa remains a legal target even though she is now in your base.
* Singularity deals 6 damage to Kai'Sa, killing her.
This interpretation is supported by **RiftJudge FAQ #3724**, which clarifies that if a spell does not mention a location restriction, the unit remains a legal target even after moving to a different zone, such as your base.
If my opponent plays Singularity, can you react with 2 reaction spells?
Yes, you can react with two reaction spells in response to your opponent playing Singularity.
According to the rules regarding the chain and reaction spells:
* **Singularity starts a chain:** When your opponent plays Singularity, it is placed on the chain.
* **Reaction timing:** According to Rule 155.2.b.3, a spell with the **Reaction** keyword resolves before spells and abilities already on the chain.
* **Multiple reactions:** You can play a reaction spell in response to Singularity. Once that reaction spell is on the chain, your opponent (or you, depending on priority) has the opportunity to respond to *that* reaction spell. You can continue to add reaction spells to the chain as long as players have the opportunity to respond.
As noted in the FAQ regarding Singularity:
> "Singularity does not trigger a showdown, but it does start a chain. Opponents cannot respond with action cards like Primal Strength, only reaction cards can be played in response."
Because reaction spells are played during a closed state (the chain is open), you can chain multiple reaction spells together before the chain resolves. Each reaction spell you play will be added to the top of the chain and will resolve before the spells beneath it.
If my opponent plays Spectral Matron and I respond with Here to Help into Brynhir Thunderson, will Brynhir's ability resolve first and prevent Spectral Matron's ability from functioning?
Ruling: Yes, Brynhir's ability will resolve first and prevent the opponent from playing the unit from Spectral Matron's ability.
Sequence:
- Opponent plays Spectral Matron, its ability triggers and goes on the chain
- You play Here to Help (must be played face down so it has reaction)
- You play Brynhir Thunderson off Here to Help
- Brynhir's "while you play me" ability goes on the chain and resolves first
- Spectral Matron's ability is still on the chain but cannot resolve because the opponent cannot play cards
Nuances:
- Here to Help must be played from face down to have reaction timing
If my opponent plays Star Crossed and I react with Sacrifice to kill my only unit, does my opponent still need to return a friendly unit?
To resolve this interaction, we must look at how **Star-Crossed** handles multiple targets when one becomes unavailable.
### The Ruling
Yes, your opponent’s remaining legal target (the enemy unit) is still returned to their hand.
When **Star-Crossed** was played, it created a targeting relationship with both a friendly unit and an enemy unit. By reacting with **Sacrifice** and moving your friendly unit to the trash, you made that target unavailable. Per Rule 359.3.e.8, if an instruction has more than one target and fewer than all of those targets become invalid or unavailable, the instruction will still execute, operating on the remaining valid targets.
### Sequence of Events
1. **Opponent plays Star-Crossed:** They target your friendly unit and one of their units. **Star-Crossed** is now pending on the chain.
2. **You play Sacrifice:** You move your friendly unit to the trash.
3. **Chain State:** The chain contains [Sacrifice] (top) and [Star-Crossed] (bottom).
4. **Resolution:**
* **Sacrifice resolves:** You draw 2 cards and channel 1 rune.
* **Star-Crossed resolves:** It checks for its targets. Because your friendly unit is now in the trash, it is no longer available. However, because the enemy unit remains a legal target, the spell proceeds to resolve, returning that enemy unit to its owner's hand.
**Summary:** Your opponent’s **Star-Crossed** still resolves, returning their enemy unit to their hand, while the portion of the instruction targeting your (now unavailable) unit fails to execute.
*Note: I could not fully verify this ruling against the retrieved rules.*
If my opponent plays Star Crossed on my Vex and his Scuttle Crab, but I react with my own Star Crossed and my Ravenbloom Student, and his Scuttle Crab will his Star Crossed no longer be valid due to his Scuttle Crab no longer being a valid target?
No, your opponent’s *Star-Crossed* will not "fizzle" or become invalid. It will still resolve and attempt to return any remaining valid targets to their owners' hands.
According to **Rule 359.3.e.1**, **Rule 359.3.e.5**, and **Rule 359.3.e.8**, spells in *Riftbound* resolve as much as possible even if some of their targets become illegal (e.g., if a unit is moved to a hand) while the spell is on the chain.
### Sequence of Events
1. **Opponent plays *Star-Crossed*:** Targets your *Vex, Apathetic* and their *Scuttle Crab*. *Star-Crossed* is now on the chain.
2. **You react with *Star-Crossed*:** You target your *Ravenbloom Student* and their *Scuttle Crab*. Your *Star-Crossed* is now on top of the chain.
3. **Chain State (Top to Bottom):**
* [Top] Your *Star-Crossed* (targets: *Ravenbloom Student*, *Scuttle Crab*)
* [Bottom] Opponent’s *Star-Crossed* (targets: *Vex, Apathetic*, *Scuttle Crab*)
4. **Resolution (LIFO - Last-In, First-Out):**
* **Your *Star-Crossed* resolves first:** It returns your *Ravenbloom Student* and their *Scuttle Crab* to their owners' hands.
* **Opponent's *Star-Crossed* resolves second:** It checks its targets.
* The *Scuttle Crab* is no longer on the board (it was returned to hand by your spell), so that target is now illegal.
* However, your *Vex, Apathetic* is still on the board and is a legal target.
* Because the spell has at least one remaining valid target (*Vex*), it proceeds to execute and returns *Vex* to your hand. The instruction to return the *Scuttle Crab* is simply ignored.
This interaction is consistent with the handling of multiple targets when one becomes unavailable during resolution, as seen in **RiftJudge FAQ #10058** and **#10311**.
If my opponent plays Star-Crossed and I respond by playing Sacrifice targeting my own unit with Deathknell, what is the resolution order?
Ruling: The Deathknell ability resolves first, then Sacrifice, then Star-Crossed. Because killing a friendly unit is a cost for Sacrifice (paid during finalization, not resolution), the Deathknell trigger is created and added to the chain as a pending item before Sacrifice becomes finalized.
Sequence:
- Opponent plays Star-Crossed (finalized on chain)
- You play Sacrifice in response (added as pending item)
- During Sacrifice's finalization, you pay the cost by killing your Deathknell unit
- The Deathknell trigger is immediately added to the chain as a pending item
- Sacrifice becomes finalized
- Deathknell trigger becomes finalized (now on top of chain)
- Chain resolves top-to-bottom: Deathknell → Sacrifice → Star-Crossed
Nuances:
- When Star-Crossed resolves, the unit it targeted is already in the trash, so that portion of the spell fails to find a legal target and is ignored.
- Costs are paid during finalization (Step 4 of playing a card), not during resolution.
If my opponent plays Star-Crossed and in response I kill his unit before it resolves, do I still have to return my unit?
Yes, you still have to return your unit.
Even though you killed the opponent's unit, **Star-Crossed** does not "fizzle" (fail entirely). It resolves as much as possible, ignoring only the instruction or portion of the instruction that targeted the now-invalid entity.
### Sequence of Events
1. **Opponent plays *Star-Crossed*:** They target your unit and their unit. *Star-Crossed* is added to the chain.
2. **You play an effect to kill their unit:** You kill the opponent's unit. This effect is added to the top of the chain.
3. **Chain State (Top to Bottom):**
* [Top] Your kill effect.
* [Bottom] *Star-Crossed*.
4. **Resolution (LIFO - Last-In, First-Out):**
* **Your kill effect resolves first:** The opponent's unit is moved to the trash.
* ***Star-Crossed* resolves:** It checks for its targets. Because the opponent's unit is no longer on the board, that part of the instruction cannot be followed and is ignored. However, your unit remains a legal target, so the spell proceeds to return your unit to your hand.
This follows **Rule 359.3.e.8**, which states that if an instruction has more than one target and fewer than all of them become unavailable, the instruction will still execute on the remaining valid targets. This is also consistent with **RiftJudge FAQ #10058** and **#10311**, which specifically address this interaction.
If my opponent plays Star-Crossed on my Glasc, but I react with Sacrifice on my Glasc, does he still bounce his unit back to hand or does it fizzle?
To determine the outcome of this interaction, we must look at how spells resolve in *Riftbound* when their targets become unavailable.
### The Ruling
**Yes, your opponent’s *Star-Crossed* will still resolve and return their own unit to their hand**, even though your *Glasc* (the target you provided for *Star-Crossed*) was sacrificed.
In *Riftbound*, spells do not "fizzle" (fail entirely) simply because one of their targets becomes invalid. According to **Rule 359.3.e.1** and **Rule 359.3.e.5**, a spell will resolve as much as possible, ignoring only the instruction or portion of the instruction that targeted the now-invalid entity.
### Sequence of Events
1. **Opponent plays *Star-Crossed*:** They target your *Glasc* and one of their own units. *Star-Crossed* is now pending on the chain.
2. **You play *Sacrifice*:** You pay the cost by killing your *Glasc* (moving it to the trash). *Sacrifice* is now added to the chain on top of *Star-Crossed*.
3. **Chain State (Top to Bottom):**
* [Top] *Sacrifice*
* [Bottom] *Star-Crossed*
4. **Resolution (LIFO - Last-In, First-Out):**
* ***Sacrifice* resolves first:** You draw 2 cards and channel 1 rune.
* ***Star-Crossed* resolves:** It checks for its targets. Since your *Glasc* is now in the trash, that target is invalid and cannot be returned to your hand. However, the opponent's unit is still a legal target. The spell continues to execute its remaining instruction, returning the opponent's unit to their hand.
***
*Note: This interpretation is based on Rule 359.3.e (Handling illegal and impossible instructions) and similar logic found in RiftJudge FAQ #10058 regarding Star-Crossed.*
If my opponent plays Thousand Tail Watcher, can I kill it with damage in response before its 'When you play me' ability resolves?
Ruling: No, you cannot prevent Thousand Tail Watcher's ability from resolving by killing it in response. Once a unit is played, its 'When you play me' ability goes on the chain and will resolve even if the unit is killed before the ability resolves.
Sequence:
- Opponent plays Thousand Tail Watcher
- The 'When you play me' ability goes on the chain
- You can respond with damage effects (like Shakedown) to kill the Watcher
- The Watcher dies
- The 'When you play me' ability still resolves and takes effect
Nuances:
- Abilities and spells in Riftbound do not fizzle - they always resolve unless countered
- If an ability's target becomes invalid, the ability still resolves but may have no effect
- Units can only be prevented from triggering their 'When you play me' abilities if they are countered before being played (preventing them from entering play at all)
- The unit does not need to be alive for its ability to resolve
If my opponent plays Thousand Tailed Watcher and triggers its effect, can I respond to its ability after the -3 might effect resolves on the same chain?
No, you cannot respond to the **Thousand-Tailed Watcher**'s "When you play me" (WYPM) ability after it has already resolved.
According to the **RiftJudge FAQ** (ID #5127 and #10506), once a triggered ability resolves, it is cleared from the chain and the game state moves forward. There is no opportunity to play reactions or actions after an ability has finished resolving unless a new item is placed on the chain or a new phase/game state is triggered.
Here is how the timing works for that scenario:
1. **Playing the Unit:** Your opponent plays **Thousand-Tailed Watcher**. It enters the battlefield. This does not use the chain and cannot be responded to.
2. **Triggered Ability:** Its WYPM ability is placed on the chain. The game enters a **Closed State**.
3. **Reacting:** At this point, the ability is on the chain. You (and your opponent) may play [Reaction] cards to interact with the game state.
4. **Resolution:** The chain resolves (LIFO). When the WYPM ability resolves, the -3 Might reduction is applied to all units currently on the board.
5. **Chain Empty:** Once the ability resolves, it is cleared from the chain. If no other items were on the chain, the state becomes **Open**.
Per the **RiftJudge FAQ** (#5127), "After the ability resolves, you don't have a chance to play an action." You must play your reactions while the ability is still pending on the chain. Once it resolves, the effect is finished and the window for responding to *that specific item* is closed.
If my opponent plays Tideturner at his base but he has a unit on Vilesaw's Lair, how does the interaction work?
The interaction between **Tideturner** and **Vilemaw's Lair** is governed by the fact that Vilemaw's Lair contains a "can't" restriction, which overrides the "can" effect of Tideturner's ability.
According to **RiftJudge FAQ #7241**:
1. **The Play:** When your opponent plays Tideturner at their base and targets a unit in Vilemaw's Lair, the ability attempts to resolve.
2. **Partial Resolution:** Because Tideturner's ability is a "move" effect, it is blocked by Vilemaw's Lair's text: *"Units can't move from here to base."*
3. **The Outcome:**
* Tideturner successfully moves from the base to Vilemaw's Lair.
* The targeted unit in Vilemaw's Lair **cannot** move to the base due to the battlefield's restriction.
* The targeted unit remains in Vilemaw's Lair.
In summary, the swap fails to complete fully; Tideturner ends up in the Lair with the other unit, but the unit in the Lair is unable to leave.
If my opponent plays Unchecked Power, can I Thrill of the Hunt my unit to save it?
Yes, you can use **Thrill of the Hunt** to "save" your unit from **Unchecked Power**, but it will not make the unit immune to the damage.
Because **Thrill of the Hunt** has the `[Reaction]` keyword, you can play it in response to **Unchecked Power** while the spell is on the chain.
### The Sequence of Events:
1. **Opponent plays *Unchecked Power*:** They place it on the chain.
2. **You play *Thrill of the Hunt* (as a [Reaction]):** You place it on the chain in response to *Unchecked Power*.
3. **Chain Resolves (LIFO - Last In, First Out):**
* ***Thrill of the Hunt* resolves first:** Your unit is banished and immediately played to a battlefield of your choice. It is now a new game object at that location.
* ***Unchecked Power* resolves second:** It deals 12 damage to **ALL** units at all battlefields.
4. **Final Outcome:** Your unit is now on a battlefield when *Unchecked Power* resolves. Unless your unit has a way to prevent, shield, or replace the damage (such as a *Shield* keyword or a replacement effect), it will still take the 12 damage and likely be killed.
**Why this is useful:**
While this doesn't protect the unit from the damage itself, reacting with *Thrill of the Hunt* allows you to:
* Move the unit to a different battlefield if you believe that location will be safer or more advantageous after the cleanup.
* Trigger "When you play me" effects on that unit when it re-enters the board.
* Keep a unit from being discarded or sent to the trash if the spell's effect had other conditions (e.g., if you needed to move it to maintain control of a battlefield elsewhere).
According to the rules regarding chain resolution (LIFO), *Thrill of the Hunt* must fully resolve before *Unchecked Power* deals its damage. Since the unit is re-played to a battlefield, it is present on the board when the damage instruction from *Unchecked Power* executes.
If my opponent plays Vanguard Captain to a battlefield they control and I use Gust on it, what happens to the recruit tokens? Does the timing of when I use Gust matter?
The timing of when you use Gust is critical:
**If you Gust after the Play Effect resolves:** The two Recruit tokens remain at the battlefield. They were already created as separate game objects, and removing Vanguard Captain doesn't affect them. The tokens only cease to exist if they themselves are moved to a non-board zone.
**If you Gust in reaction before the Play Effect resolves:** The tokens are never created at all. Here's why: When Vanguard Captain is played, it enters the board first, then its Play Effect goes on the chain as a Pending Item. You have a reaction window before this Play Effect resolves. If you Gust Vanguard Captain during this window, it returns to hand before the tokens are created. Since the ability uses location-based targeting ('here'), the source must remain at that location through resolution. When Vanguard Captain changes zones before resolution, the target becomes illegal and the ability doesn't apply, so no tokens are created.
If my opponent plays a spell, I try to defy it, my opponent plays abandon to return defy to my hand, is it possible for me to allow abandon to resolve then counter the first card again?
Yes, it is possible for you to counter the original spell again after *Abandon* resolves.
According to the **Chain Rules** and **Riftbound FAQ #9035**, the chain is not a single, immutable block that must resolve all at once. Instead, it is a sequence of items that resolve one by one, and players receive a window of priority to add new reactions after each item resolves.
### Sequence of Events:
1. **Initial State:** Your opponent plays a spell (let's call it **Spell A**).
2. **Your Response:** You play **Defy** targeting **Spell A**.
* *Chain (bottom to top):* [Spell A] -> [Defy]
3. **Opponent's Response:** Your opponent plays **Abandon** targeting your **Defy**.
* *Chain (bottom to top):* [Spell A] -> [Defy] -> [Abandon]
4. **Resolution of Abandon:** **Abandon** resolves first (LIFO - Last-In, First-Out). It returns your **Defy** to your hand.
* *Chain (bottom to top):* [Spell A]
5. **Priority Window:** Because **Spell A** is still on the chain, the game enters a priority window before it resolves. Since you now have **Defy** back in your hand, you may play it again to target **Spell A**.
* *Chain (bottom to top):* [Spell A] -> [Defy]
6. **Final Resolution:** Your new **Defy** resolves and counters **Spell A**.
This is possible because **Defy** is a [Reaction] spell, which allows you to play it from your hand whenever you have priority, including during the priority windows that open up while a chain is still resolving.
If my opponent plays a unit with Ambush to a battlefield where they control a unit, can I react by killing their only unit to prevent the Ambush unit from entering play?
Ruling: No, you cannot react to prevent the Ambush unit from entering play. Units (including those with Ambush) immediately resolve when played and do not create a reaction window.
Sequence:
- Opponent declares playing the Ambush unit to a battlefield where they control a unit
- The Ambush condition is checked and validated at this moment
- The unit immediately finalizes and enters the battlefield
- The chain clears and Focus/Priority pass to the opponent
- No reaction window exists before the unit enters play
Nuances:
- Units and Gear do not linger on the chain like spells do
- You can only react to triggered abilities (like "When you play me" effects), not to the playing of the unit itself
- The Ambush location requirement is only checked when the unit is declared, not continuously
If my opponent plays a vanilla unit (permanent), do I have a chance to play a reaction before it resolves?
Ruling: No, you do not have a chance to play a reaction before a vanilla unit resolves. When a permanent starts a chain, it enters the chain and immediately resolves with no priority windows for reactions.
Sequence:
- Opponent plays a vanilla unit (permanent)
- The permanent enters the chain
- The permanent immediately resolves off the chain
- No reaction windows are provided
Nuances:
- You also do not get a reaction window after the permanent resolves
- A vanilla unit gives you exactly 0 windows to react
If my opponent pushes into my battlefield and I play Ride the Wind to move to the other battlefield, does the other combat resolve, healing units before starting the 2nd Showdown?
Yes, that is correct. According to the Riftbound rules and the relevant FAQ, when you use **Ride the Wind** to move a unit from one battlefield to another during combat, the combat at the first battlefield ends, and the unit fully heals before entering the new battlefield.
Here is the sequence of events based on the official rulings:
1. **Combat Ends at Battlefield A:** When you play *Ride the Wind* and move your unit, the combat at the original battlefield (Battlefield A) concludes.
2. **Healing:** As part of the transition, the unit fully heals from any damage it took during the combat at Battlefield A.
3. **New Battlefield:** The unit then enters the new battlefield (Battlefield B).
4. **Second Showdown:** If the conditions for a showdown are met at Battlefield B (e.g., it is contested), a new showdown will be staged there. This showdown will only begin after the first showdown has fully concluded.
**Important Note:** Per the RiftJudge FAQ (ID 2929), the combat in the first battlefield ends, the unit fully heals, and then it enters the new battlefield. If you are moving to a battlefield where a combat is already staged, the showdown at the new location will remain on hold until the original showdown at Battlefield A has completely resolved.
If my opponent removes my Brutalizer during a showdown via Factory Recall, does my Lillia Fae Fawn still maintain the 6 might after the gear removal?
To determine if Lillia, Fae Fawn retains her Might bonus after **Factory Recall** removes **Brutalizer**, we must analyze the interaction between equipment detachment and layer evaluation.
### Short Answer
No, your Lillia, Fae Fawn will not retain the 6 Might. Once the Brutalizer is removed from the board, she immediately loses all Might bonuses granted by that equipment.
### Detailed Breakdown
1. **Detachment and Layer Evaluation:**
* According to **FAQ #8566** and **FAQ #8582**, when an equipment like **Brutalizer** detaches from a unit or is removed from the board, the unit immediately loses all bonuses provided by that equipment.
* **Rule 472.2.c** (as discussed in **Rule 471**'s example regarding Fiora) dictates that equipment rules text and bonuses are applied during specific layers. When the card providing those effects is removed, the game re-evaluates the layers.
* **Brutalizer** provides a +1 Might base bonus and a +2 Might conditional effect. Once the gear is no longer attached or present on the battlefield with Lillia, she loses the +3 Might total.
2. **Lillia's Might Calculation:**
* Lillia, Fae Fawn has a base Might of 3.
* With Brutalizer attached, her total Might was 6 (3 base + 1 base equipment bonus + 2 conditional effect).
* Once Brutalizer is removed, the Arithmetic Layer is re-evaluated. Without the equipment's bonuses, her Might returns to her base value of 3.
3. **Rule References:**
* **Rule 136.3.a** (found in **FAQ #8582**) and **Rule 472.3** confirm that when a card detaches, its Effect Text becomes inactive, causing the unit to immediately lose all bonuses from it and return to base Might. The mechanics of layering are established in **Rule 471**, which explains how unit characteristics are finalized and re-evaluated when effects are removed.
### Timing Sequence
1. **Factory Recall** resolves, removing **Brutalizer** from the board.
2. Because the Brutalizer is no longer on the board, its Effect Text and bonuses are no longer appended to Lillia's rules text.
3. The game re-evaluates the layers for Lillia. Her total Might is recalculated from her base 3 Might, as the +3 bonus from the Brutalizer is no longer active.
4. Lillia remains on the battlefield with 3 Might.
*Note: I could not fully verify the specific interaction of the card "Factory Recall" against the retrieved rules, as its specific effect text was not provided in the context.*
If my opponent reveals Tideturner and I use Gust on it in response, does the swap effect fizzle?
Ruling: Yes, using Gust on Tideturner (or the unit it targets) in response will cause the swap effect to fail. The ability will resolve but do nothing.
Sequence:
- Opponent reveals Tideturner and its ability goes on the chain, selecting a target unit
- You play Gust in response, returning either Tideturner or the targeted unit to hand
- Gust resolves, removing the unit from the board
- Tideturner's ability attempts to resolve but cannot evaluate the referential information ("my location" for Tideturner's position, or "its location" for the target's position)
- No swap occurs; the ability resolves to no effect
Nuances:
- Triggers generally don't care where their source goes after being placed on the chain, but Tideturner specifically fails because it contains referential information ("my location", "original location", "their location") that cannot be evaluated when the referenced unit is no longer on the board
- If a unit changes zones to or from a non-board zone and returns, it's treated as a different object and is no longer a legal target
- "Original location" refers to where Tideturner was when the play effect began resolving, and this information cannot be defined if Tideturner has left the board
If my opponent targets my 2 Might unit with Gust, and I respond by buffing it to 4 Might with Discipline, does Gust still return my unit to hand?
No, Gust will not return your unit to hand. The game checks if targets are legal both at activation (when the spell is played) and at resolution (when the spell effect applies). When Gust is played targeting your 2 Might unit, the target is legal at activation. However, when Discipline resolves first and increases your unit to 4 Might, the target becomes illegal because it now exceeds Gust's targeting requirement of 3 or less Might. When Gust resolves, it checks legality again, sees the unit now has 4 Might, and therefore resolves but has no effect.
If my opponent targets my 4 might unit with Fox Fire, can I react with a hidden Fight or Flight to dodge the Fox Fire, and does Fox Fire get to retarget?
Ruling: You can react with Fight or Flight (hidden) to move your unit away from the battlefield. Fox Fire does not retarget when its original target becomes illegal.
Sequence:
- Opponent plays Fox Fire, targeting units totaling 4 might at a single battlefield
- Fox Fire finalizes on the chain
- You can react with Fight or Flight
- Fight or Flight resolves first, moving your unit
- Fox Fire goes to resolve but its target is now illegal as the unit is not at a base
Nuances:
- If multiple units were targeted and some become illegal or gain Might, on resolution you choose any number of the original targets whose Might adds up to no more than 4 to be killed
- The spell checks target legality again on resolution
If my opponent targets my Nocturne with Falling Star, I flip a hidden Zhonya's Hourglass, they cast Shakedown in response, and I let the 6 damage go through, will Nocturne die before Zhonya's resolves?
Ruling: Nocturne will not die from Shakedown because Zhonya's Hourglass is already active when Shakedown resolves. However, Nocturne will take damage from Falling Star afterward at the base, which may kill it if lethal.
Sequence:
- Opponent plays Falling Star targeting Nocturne (pending on chain)
- You flip hidden Zhonya's Hourglass (does not use chain, enters immediately with passive active)
- Opponent plays Shakedown as a reaction targeting Nocturne (added to chain)
- Shakedown resolves first, dealing 6 damage to Nocturne
- Zhonya's replacement effect triggers: Zhonya's is destroyed, Nocturne is healed and recalled to base exhausted
- Falling Star resolves, still targeting Nocturne (now at base)
- Falling Star deals its damage to Nocturne at the base
Nuances:
- Flipping a hidden permanent does not use the chain, so opponents cannot react to the flip itself, only to the permanent after it's already on the board
- Zhonya's is a replacement effect, not a triggered ability, so it applies immediately when lethal damage would kill a unit
- The base is a Board Zone, so spells that target units without location restrictions (like "at a battlefield") can still hit units that move to the base
- Zhonya's replacement effect is consumed by Shakedown, so it won't protect against Falling Star's damage
If my opponent targets my unit with Shakedown and I Retreat it in response, can they choose a different target?
Ruling: No, they cannot choose a different target if you Retreat the unit in response to Shakedown.