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If some plays Darius then Fizz and then activates Fizz effect do they miss the timing to ready Darius?
No, you do not miss the timing to ready **Darius, Trifarian** in that sequence. **Darius** will successfully trigger and become ready.
### The Sequence
1. **Play Darius, Trifarian (1st card):** He enters the battlefield.
2. **Play Fizz, Trickster (2nd card):** Fizz enters the battlefield.
3. **Trigger Condition Met:** Because **Fizz** is the second card played this turn, **Darius**'s ability triggers.
* According to **RiftJudge FAQ #9173** and **#11030**, since **Darius** is already on the board when the second card of the turn is played, he sees that the condition has been met and triggers his ability, gaining +2 Might and readying himself.
4. **Fizz's "When you play me" (WYPM) Ability:** After **Fizz** enters play, his WYPM ability is placed on the chain.
5. **Activate Fizz's Ability:** You resolve **Fizz**'s ability to play a spell from your trash.
### Why this works
The "second card" condition is checked immediately when the second card (**Fizz**) resolves and enters the board. **Darius** triggers at that moment, regardless of what abilities **Fizz** might have or what you do afterward. The fact that playing a spell via **Fizz** counts as a "third card" played later in the turn does not retroactively negate the fact that **Darius** already triggered when **Fizz** (the second card) was played.
***
*Note: This interpretation is based on the mechanics of triggered abilities (Rule 383) and established RiftJudge FAQs regarding Darius, Trifarian (specifically FAQ #9173 and #11030). If you have further questions about specific interactions, feel free to ask!*
If someone Hidden Blades a Yasuo at a battlefield, can the Yasuo player use Ride the Wind to prevent Hidden Blade from going off on him?
No, the Yasuo player cannot use **Ride the Wind** to prevent **Hidden Blade** from resolving.
### The Reasoning
1. **Action vs. Reaction:** **Ride the Wind** is an **[Action]** spell. According to Rule 158.2.a and RiftJudge FAQ #9557, [Action] spells can only be played during an **Open State** (when no chain exists) to start a new chain. They cannot be added to an existing chain.
2. **Closed State:** Once your opponent plays **Hidden Blade**, it is placed on the chain, and the game state becomes "Closed." In a Closed State, only cards with the **[Reaction]** keyword can be added to the chain to respond to existing items (Rule 338.1.a.1, Rule 813.1.c.1).
3. **Hidden Keyword Exception:** While cards played from the "Hidden" zone gain the **[Reaction]** keyword, **Ride the Wind** does not have the Hidden keyword, nor is it being played from the Hidden zone. Therefore, it does not gain the ability to respond to the chain and remains strictly an [Action] spell.
Because you cannot play **Ride the Wind** in response to **Hidden Blade**, you cannot use it to move your unit to a different location to make it an illegal target for the spell. **Hidden Blade** will resolve successfully, killing the Yasuo.
If someone attacks my Rift Herald and wins the combat, when I use the Rift Herald's Death Knell to play the unit from my hand to that battlefield, do they score a point before the new combat begins?
No, your opponent does not score a point before the new combat begins.
Here is the breakdown of why this happens:
### 1. Timing of Deathknell
When your *Rift Herald* is killed in combat, its *Deathknell* ability triggers. Per **Rule 808.1.d.2**, this trigger is added to the chain as a pending item. The combat showdown is currently ongoing; therefore, the chain is active and the game is in a "Closed State" for the purpose of the showdown.
### 2. Resolution of the Chain
When the *Deathknell* effect resolves, you play your unit. While this unit enters the battlefield, the showdown (and the combat) is still considered ongoing. **Control of the battlefield is not established until the showdown fully closes** (when both players pass priority in an Open State and the resolution of the combat is finalized).
### 3. Combat and Scoring
Because your new unit has entered the battlefield during the active combat, it is now part of that combat. The rules for scoring (Conquer) require the showdown to conclude and a player to establish control of the battlefield by having the only remaining units (or by being the winner of the combat).
According to **Rule 461.3.d.1**, if there is "No Result" in a combat because units from both players remain present, the combat is simply staged to continue at that battlefield. Your opponent cannot conquer or score the battlefield while they are still locked in combat with your newly played unit.
***
*This is my interpretation based on the combat showdown rules and the trigger timing of Deathknell. No official FAQ exists for this specific timing interaction.*
If someone has two Zhonya's on the field and a unit dies, do both Zhonya's trigger and get sent to trash?
Ruling: No, only one Zhonya's is sent to trash. The first Zhonya's replaces the death with a recall and goes to trash, while the second Zhonya's stays on the board because there is no longer a death to replace.
Sequence:
- When a unit would die, both Zhonya's replacement effects are available
- You choose the order in which they apply
- The first Zhonya's replaces the death with a recall and is sent to trash
- The second Zhonya's has no death to replace, so its entire effect (including going to trash) does not apply
- The second Zhonya's remains on the board
Nuances:
- Zhonya's uses "would die" language, not "when it dies" - this means once the first replacement happens, the unit is no longer dying
- If multiple units die simultaneously, you can choose which units to save with each Zhonya's, saving up to two units before both Zhonya's are in the trash
If someone moves Atakhan into an empty battlefield, when they pass focus the opponent uses Zenith Blade to move a unit into the same battlefield as Atakhan, does the attack effect "When I attack, the defender must kill one of their units here" apply to the unit or does that trigger happen the moment it moves?
### The Ruling
**Atakhan's "When I attack" ability activates.**
While a unit does not trigger "When I attack" upon moving to an empty battlefield, the transition to combat triggered by your opponent's *Zenith Blade* causes your unit to gain the "Attacker" designation. At that moment, Atakhan triggers.
### Sequence of Events
1. **Initial Movement:** You move Atakhan to an empty battlefield. Per **Rule 429.1** and **FAQ #8664/8689**, this initiates a non-combat Showdown. Atakhan is not an attacker, and no combat designations are assigned.
2. **Opponent's Response:** Your opponent plays *Zenith Blade* at Action speed to move their unit to that same battlefield.
3. **Transition to Combat:** The battlefield becomes contested, and a Combat is created (per **Rule 447.1**).
4. **Combat Designation:** According to **FAQ #9522**, since you (or the original mover) applied the contested status first, you are the Attacker. Atakhan gains the "Attacker" designation.
5. **Triggering:** Atakhan's "When I attack" ability triggers because he has gained the Attacker designation for the first time during this combat. This trigger is placed on the chain (**Rule 383.4.e.2**).
6. **Resolution:** Players now have a window to play [REACTIONS] to this trigger. Once the chain resolves (LIFO), your opponent must kill one of their units at that battlefield.
### Key References
* **FAQ #3517:** Confirms that 'When I Attack' triggers activate "anytime a unit joins a combat, including after combat has already started."
* **Rule 383.4.e:** Defines Attack Triggers as abilities that trigger when a unit gains the "Attacker" designation for the first time during a combat.
* **FAQ #9522:** Clarifies that when an opponent moves in via *Zenith Blade*, a combat is created where the original player (who first contested the field) is the Attacker.
Because the combat designation is granted when the units of opposing players become present at the battlefield, Atakhan's trigger is valid at that moment. The ability does not "happen" the moment he moves to the empty battlefield; it waits until the combat condition is met by your opponent's entry.
*Note: I could not fully verify this ruling against the retrieved rules.*
If someone moves a unit to a battlefield to start a showdown, can they still move the VI with ganking to that same battlefield before passing priority?
No, you cannot move a unit with Ganking to a battlefield after a showdown has already been triggered at that location.
According to **Rule 143.1.c**, a Standard Move (which includes Ganking, as per **Rule 143.4.c**) cannot be performed during a Showdown. Once the initial move has occurred and the Showdown has been triggered, the battlefield is in a state where standard movement is restricted.
However, you **can** move multiple units simultaneously to the same destination as part of a single move action, provided they are all eligible to move there. If you want to move both a unit from your base and a unit with Ganking from another battlefield to the same destination, you must declare them as part of the same simultaneous move action before the Showdown begins.
**Summary of the sequence:**
1. **Declare:** You declare all units moving to the same destination simultaneously.
2. **Move:** The units move from their respective origins (base and/or other battlefields) to the destination.
3. **Exhaust:** You exhaust each of the moving units.
4. **Showdown:** The Showdown triggers only *after* the simultaneous movement is complete.
Once the Showdown has started, you can no longer use the Standard Move action to bring additional units into that battlefield.
If someone moves back from a battlefield they occupied and then moves in with a new unit so it's no longer empty, does it count as a conquer again in the same turn?
No, that does not count as a conquer again in the same turn.
According to Rule 447, a player may only score from a battlefield once per turn. Furthermore, as established in the FAQ:
* **Ruling:** You cannot conquer a battlefield that you already scored from (via holding or a previous conquest) during the same turn.
* **Nuance:** Moving a different unit into a battlefield you already control does not allow you to conquer it again. Conquer only occurs when a player gains control of a battlefield they did not yet score this turn.
Even if you move your units out and move a new unit back in, the battlefield remains one that you have already scored for the turn, so no additional points or "when you conquer" triggers will occur.
If someone piercing lights my Draven while he is at a battlefield, but I react with Fight or Flight and move Draven back to base, does Draven still get hit with Piercing Light if there are no longer any units at that battlefield?
No, Draven will not be hit by *Piercing Light* in this scenario.
According to the rules and established FAQs for *Piercing Light*:
1. **Targeting Requirements:** *Piercing Light* specifies that it deals damage to "a unit at a battlefield."
2. **Invalid Targets:** When a unit is moved from the battlefield to the base in response to being targeted by a spell that requires the unit to be at a battlefield, the unit becomes an invalid target. Consequently, the spell's damage will not be dealt to that unit.
Because you used *Fight or Flight* to move Draven to your base in response to *Piercing Light*, Draven is no longer at a battlefield when the spell attempts to resolve. Therefore, he is no longer a legal target for the damage, and the effect fails to deal damage to him.
If someone plays Lucian, does the Weapon Master effect happen first before Gust?
To address your question, it is important to clarify a few points: First, **Lucian, Gunslinger** does not have the *Weaponmaster* keyword, so he does not have a "Weaponmaster effect" that triggers when he is played.
If you were playing a different unit that *did* have **Weaponmaster** (which is a triggered ability that uses the chain), the interaction with **Gust** would work as follows:
### The Sequence of Events
1. **Playing the Unit:** You play the unit with *Weaponmaster* from your hand. You pay its cost and it enters the battlefield.
2. **Triggered Ability:** The *Weaponmaster* keyword triggers: "When you play me, you may choose a Card you control with the Equipment tag... to attach it to this unit." This ability is placed on the chain.
3. **Reaction Window:** Because this triggered ability is now on the chain, your opponent gains priority and can play **Gust** as a reaction.
4. **Opponent's Action:** Your opponent targets your unit with *Gust*.
5. **Resolution (LIFO - Last-In, First-Out):**
* **Gust Resolves:** *Gust* checks if its target (your unit) is still on the battlefield and still meets its targeting requirement (3 Might or less). If it does, *Gust* returns your unit to your hand.
* **Weaponmaster Fails:** The *Weaponmaster* triggered ability then attempts to resolve. Because your unit is no longer on the battlefield, the target is now invalid. The ability "whiffs" (resolves with no effect), and the equipment remains at its current location.
### Summary
If a unit *did* have *Weaponmaster*, you would place the trigger on the chain upon playing the unit. Your opponent would then have the opportunity to react with **Gust** before that trigger resolves. If *Gust* succeeds, your unit is returned to your hand before it can equip the item.
If someone plays Prison Rune on Green Yasuo, will his activated ability still trigger?
Ruling: Yasuo will still do ability damage when Prison Rune is played on him, just not combat damage.
Nuances:
- Prison Rune cannot be played in response to Yasuo moving to conquer because Yasuo starts the chain and no action can be played during that
- If Prison Rune is played during the Focus step, Yasuo's ability would have already triggered
- The scenario can occur if Prison Rune is played defensively during combat, then Yasuo is moved to another combat using move effects (like Ride the Wind), where the stunned Yasuo can still use his ability damage to kill units and conquer
If someone plays Ride the Wind on Overzealous Fan after strike/defend phase starts, does Overzealous Fan trigger its 'When I Defend' ability?
Ruling: Yes, Overzealous Fan will trigger its "When I Defend" ability. "When I Defend" triggers happen whenever a unit enters combat/the battlefield during combat, not just at the beginning of combat.
Sequence:
- Ride the Wind is played as an action
- Opponents can respond with reactions (e.g., Shakedown) to remove Overzealous Fan before it arrives
- If no responses, Ride the Wind resolves and the chain closes
- Overzealous Fan arrives at the battlefield and gains defender designation
- "When I Defend" trigger occurs in the cleanup after the chain closes
Nuances:
- The existing chain must resolve first before Overzealous Fan arrives and can trigger
- If a unit becomes located at a battlefield via a reaction speed spell/ability (like Hidden Here to Help), the trigger goes on the chain in the cleanup after that spell/ability resolves, which may be mid-chain
If someone plays Time Warp, does the player whose turn would have been next still get holding points?
Ruling: No, you do not get holding points. Time Warp inserts an extra turn for the caster after their current turn, so you never enter your Beginning Phase to score holding points.
Sequence:
- The Time Warp caster finishes their current turn
- The Time Warp caster takes an additional turn
- Then the next player's turn occurs
Nuances:
- You only score holding points during your Beginning Phase, so if you don't take a turn, you don't score points from holding
If someone plays a spell with Ravenbloom on the field and the spell is countered, does Ravenbloom gain +1?
Ruling: No, Ravenbloom does not gain +1 if the spell is countered. A spell only counts as being "played" when it resolves, not when it is cast. If a spell is countered, it does not resolve and therefore does not trigger "when played" abilities.
Sequence:
- A spell is cast/declared
- If the spell resolves, it is considered "played" and triggers any "when played" abilities
- If the spell is countered before resolution, it is not considered "played" and does not trigger "when played" abilities
Nuances:
- Some triggered abilities have different trigger conditions (not "when played") and can trigger even if a card is countered
- This applies to other "when played" triggers like Lux's card draw - if the spell is countered, Lux does not draw
If someone reacts to my Kha'zix, and plays a unit, does it get +2 might still?
Yes, your **Kha'Zix, Mutating Horror** will still receive the +2 Might bonus and gain 2 XP.
### Reasoning
According to **RiftJudge FAQ #9849**, **#10176**, **#10198**, and **#9937**, the condition for Kha'Zix's ability is checked at the exact moment he enters the battlefield and gains the combat designation ("Attacker" or "Defender").
1. **Trigger Timing:** When you play Kha'Zix, he enters the battlefield and gains his combat designation. At that specific moment, the game evaluates the board state: "Is an enemy unit alone here?"
2. **Condition Met:** If the opponent has only one unit at that battlefield at that moment, the condition is satisfied.
3. **Chain Placement:** Once the condition is met, Kha'Zix's triggered ability is placed on the chain.
4. **Reaction:** If your opponent responds by playing a unit via [Ambush] (or any other [Reaction]), that unit is added to the chain *above* your trigger.
5. **Resolution (LIFO):** Because the trigger was successfully added to the chain while the "alone" condition was true, the ability remains valid. Changing the board state (by adding another unit) *after* the trigger has already been placed on the chain does not retroactively negate the condition or prevent the ability from resolving.
The game does not re-evaluate the "alone" condition when the ability resolves; it only checks if the requirement was met at the time of the trigger.
If something is targeted and then dies on the chain, can you target something new?
Ruling: No, you cannot target something new. Targets are chosen when you play the card. If the original target is not there at resolution, that part of the spell won't have an effect.
Sequence:
- Targets are chosen when you play the card
- Validity of targets is checked again at resolution
- If target is invalid at resolution, that part of the spell has no effect
Nuances:
- Some rare cards make you choose things at resolution, but those are not targets
- For cards that split damage among multiple targets, you choose the targets when played but decide how to split the damage among those targets at resolution
If the Brynhildr Thundersong card is played to me and then my Ferrous Forerunner dies, can the Ferrous Forerunner activate its deathknell effect?
Yes, your Ferrous Forerunner can still activate its Deathknell effect even if an opponent has played Brynhir Thundersong this turn.
According to the established rulings for Brynhir Thundersong:
* **Brynhir only restricts playing cards:** Brynhir's "When You Play Me" effect prevents players from *playing* cards (taking them from a zone and putting them on the chain).
* **Deathknell is not playing a card:** A Deathknell effect is a triggered ability that resolves automatically when the unit dies. It is not considered "playing a card."
* **Tokens are not cards:** As noted in the official FAQs, Brynhir's restriction does not prevent the creation of tokens, as tokens are not cards.
Therefore, when your Ferrous Forerunner dies, its Deathknell will trigger and resolve normally, allowing you to create the two Mech unit tokens.
If the attacker plays Hidden Blade on the defender's unit and the defender casts Retreat in response, does the defender still draw 2 cards from Hidden Blade?
Ruling: No, the defender does not draw 2 cards. Once the unit returns to hand, Hidden Blade cannot resolve because it no longer has a legal target.
Sequence:
- Hidden Blade is played targeting a unit at a battlefield
- Retreat is cast in response, returning the unit to hand
- When Hidden Blade resolves, it checks for its target
- The target must be "a unit at a battlefield" to be legal
- Since the unit is no longer at a battlefield, Hidden Blade has no legal target and cannot determine "its controller"
- Hidden Blade does not resolve and no cards are drawn
Nuances:
- This ruling applies similarly to other cards like Fight or Flight - if the target was on the battlefield but is no longer there when the effect resolves, the target becomes illegal
If the attacking player's only unit dies during a showdown (killed by Hextech Ray with no reaction), does the showdown end immediately or can the attacking player still play action cards like Hidden Blade?
Ruling: Killing the attacking unit does not automatically end the showdown. The attacking player can still play action spells like Hidden Blade.
Sequence:
- Unit is killed during showdown
- Showdown continues
- Players can still play action cards
- Showdown ends only when both players pass Focus in a row
Nuances:
- A showdown does not end simply because one side has no units remaining
- The showdown only ends through the normal passing mechanism
If the battlefield is Rockfall Path, can you gank that battlefield?
Yes, you can **Gank** into **Rockfall Path**.
According to **Rule 810.1.b**, Ganking allows a unit to move to a battlefield from another battlefield via a **Standard Move**. Because Ganking modifies the allowed destinations for a **Standard Move** (Rule 144.4.c.1), it is a form of movement and not "playing a unit."
**Rockfall Path's** ability states: "Units can't be played here." Since moving a unit via Ganking is a standard move and not the act of playing a card, it does not violate this restriction.
If the first target of Piercing Light leaves the battlefield, will the second target still take damage?
Ruling: Yes, the second target will still take damage even if the first target leaves the battlefield.
Nuances:
- The word "then" in card text does not create a dependency between effects - it's essentially meaningless for resolution purposes
- The keyword "to" (as in "do X to do Y") creates a cost-to-effect relationship where X must successfully resolve for Y to happen
- If Piercing Light were templated with "to" instead (e.g., "Deal 2 to a unit to deal 2 to another unit"), then the first damage would need to resolve for the second to happen
- Costs don't target, so in a cost-based version you wouldn't choose the first unit until resolution
If the game score is 7 to 7 and a player plays Invert Timelines, while none of the players have more than 3 cards in the deck, who wins? And is it relevant if one person has 2 and the other has 3 cards in deck?
The player who **did not** play Invert Timelines wins the game.
According to the official ruling for this specific scenario:
1. **Simultaneous Actions:** Invert Timelines forces both players to discard and draw simultaneously.
2. **Turn Order:** When actions are simultaneous, turn order is used to determine the sequence of resolution. The active player (the one who played the spell) resolves their discard and draw first.
3. **Deck Depletion:** The player who played Invert Timelines attempts to draw 4 cards. Since they have 3 or fewer cards in their deck, they fail to draw the required amount and lose the game immediately.
4. **Winning:** Because the active player loses during their resolution, the game ends before the opponent ever attempts to resolve their own draw.
**Is the deck count (2 vs 3) relevant?**
No. As long as both players have fewer than 4 cards (the amount required to be drawn), the result is the same. The player whose turn it is (the one who played the spell) will always be the first to attempt the draw and will lose before the other player's deck size matters.
If the opponent approves Bullet Time and I then pay the cost, can the opponent use a reaction card?
No, the opponent cannot use a reaction card after you have paid the power cost for **Bullet Time**.
According to the official ruling for **Bullet Time** (referenced in the provided context from **RiftJudge FAQs #5653 and #9105**):
### The Sequence of Events
1. **Cast:** You pay the 1 energy cost and place *Bullet Time* on the chain.
2. **Reaction Window:** Your opponent receives priority and may play reactions while *Bullet Time* is on the chain. They must make these decisions *without* knowing how much power you intend to pay.
3. **Resolution:** After all reactions on the chain have resolved, *Bullet Time* begins to resolve. At this point, you choose how much power to pay and deal that much damage.
### Why they cannot react after you pay:
* **Payment happens during resolution:** Paying the power is an action performed during the resolution of the spell, not as an additional cost during casting.
* **No reaction window exists:** There is no reaction window after the power amount is determined and paid during resolution. Once you begin paying the power, the damage is dealt immediately, and the spell is cleared from the chain.
In short, your opponent must decide whether to use a reaction card while the spell is still on the chain waiting to resolve. Once you move into the resolution phase and start paying the power, it is too late for them to react.
If the opponent attempts to conquer, then I ride the wind one of my units to an empty battlefield, which battlefield resolves first?
To determine which showdown resolves first when you play **Ride the Wind** to move a unit to an empty battlefield while another showdown is already in progress, the showdown that was already in progress always resolves first.
According to **FAQ #2054**, you must complete the current showdown before processing a showdown that is "staged" at another battlefield.
### Sequence of Events
1. **Current Showdown:** The showdown currently in progress at the first battlefield must resolve completely (including its combat cleanup phase, where combat results are determined and control is established) before any other showdown can begin.
2. **Staging the Second Showdown:** When you play **Ride the Wind** to move a unit to an empty battlefield, you trigger a "Non-Combat Showdown" at that second location. Because a showdown is already in progress, this new showdown becomes "staged" and remains in a pending state.
3. **Resolution Order:**
* The first (active) showdown completes all its steps.
* Once the first showdown is finished, the second (staged) showdown begins.
4. **Important Nuance:** If the resolution of the first showdown results in you reaching your victory point total (8 points), the game ends immediately. In that case, the staged showdown at the second battlefield will never occur, as the game is already over.
**Summary:** The showdown that was already in progress when you played **Ride the Wind** always resolves first. The showdown created by moving the unit is "staged" and will only begin after the first one is entirely complete.
Note: I could not fully verify this ruling against the retrieved rules.
If the opponent has a 4 Might unit on Reavers Row and I attack with a 4 Might unit, I have priority first. If I pass priority and my opponent chooses to retreat instead of using Reavers, can I still use Cleave after they retreat, or is it too late?
Ruling: Reavers Row goes onto the initial chain in combat. When it resolves, the defender decides whether to retreat. After they decide (whether they retreat or not), the rest of the showdown continues and you can use Cleave then.
Sequence:
- Reavers Row triggers and goes onto the initial chain in combat
- When Reavers Row resolves, the defender decides whether to retreat
- After the retreat decision is made, the showdown continues
- You can use Cleave during the continued showdown
Nuances:
- You cannot use Cleave before the battlefield (Reavers Row) triggers during the showdown
If the opponent hides Guards at the battlefield, can they still play the sand soldier at the base when they react with the hidden card?
No, they cannot.
According to **RiftJudge FAQ #9273** and **RiftJudge FAQ #9517**, when you play **Guards!** from its hidden position, the **Sand Soldier** token must be played at the same battlefield where the **Guards!** card was hidden.
This is further supported by **Rule 811.1.d.3**, which states: "If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield [where the card was hidden]."
Because the card was hidden at the battlefield, the token must enter play at that battlefield; it cannot be played to your base.
If the opponent plays Cull of the Weak, can I react to the unit I chose to die with Thrill of the Hunt to banish it and save it by replaying?
To address your question: **Yes, you can use *Thrill of the Hunt* to "save" a unit from *Cull the Weak*, but your unit will still likely die.**
While *Thrill of the Hunt* removes the specific unit you targeted from the board and plays it back to a battlefield, the effect of *Cull the Weak* is not tied to the unit you initially "chose" when the spell was played (as *Cull the Weak* does not target).
### The Sequence of Events
1. **Opponent plays *Cull the Weak*:** They place it on the chain. It does not target, so no choices are made yet.
2. **You play *Thrill of the Hunt* (as a [Reaction]):** You place it on the chain in response to *Cull the Weak*. You choose one of your units to banish and then play to a battlefield.
3. **Chain Resolves (LIFO - Last In, First Out):**
* ***Thrill of the Hunt* resolves first:** The unit you chose is banished and immediately played to a battlefield. It is now a new game object at that location.
* ***Cull the Weak* resolves second:** Now you must fulfill the instruction: "Each player kills one of their units."
4. **Final Choice:** Because *Cull the Weak* does not target, you are not locked into killing the unit you originally intended to protect. However, **you must choose a unit you currently control to kill.**
### Why the unit will likely still die
If the unit you re-played using *Thrill of the Hunt* is the only unit you have on the board when *Cull the Weak* resolves, you are required to choose that unit to be killed.
* **Rule 359.3.e.11 ("Do as much as you can"):** This rule only applies if you have **no** valid units available to kill. If you have even one unit remaining on the board (even the one you just re-played), it is a valid unit and must be chosen.
* **Targeting vs. Instructions:** Because *Cull the Weak* doesn't target, you don't "choose" the unit until the resolution step. Any unit you control at that moment—including the one you just re-played—is a valid choice to fulfill the kill requirement.
**In summary:** Using *Thrill of the Hunt* in response allows you to change the location of your unit or trigger "When played" abilities, but it does not bypass the requirement to kill a unit for *Cull the Weak*. If that unit remains your only unit, you will simply have to choose that same unit to fulfill the requirement when the spell resolves.
If the opponent plays Elder Dragon and chooses three of my units, and I use Not So Fast, will I protect all three units from damage or just one?
If you play **Not So Fast** in response to the "When you play me" triggered ability of **Elder Dragon**, **you will protect all three of your targeted units.**
According to **RiftJudge FAQ #10330**, when you use *Not So Fast* to counter a spell or ability, you are countering the entire effect as a single chain item, regardless of how many units it was intended to affect. *Not So Fast* does not partially resolve; it cancels the entire ability, so none of its instructions (the damage to your units) will execute.
### Sequence:
1. **Opponent plays Elder Dragon:** The unit enters the board.
2. **Triggered ability:** Elder Dragon’s "When you play me" ability is placed on the chain, choosing up to three of your units as targets.
3. **Game State:** The state becomes CLOSED.
4. **Reaction:** You play **Not So Fast** as a [REACTION], targeting the Elder Dragon's triggered ability.
5. **Resolution:** The chain resolves in Last-In, First-Out (LIFO) order.
* **Not So Fast** resolves first, countering the Elder Dragon’s triggered ability.
* The Elder Dragon’s ability is removed from the chain and does no damage to any of your units.
If the opponent plays Unchecked Power while I have Glasc Mixologist on the battlefield, am I able to play units from the discard to the battlefield Glasc Mixologist was on?
Yes, you are able to play a unit from your trash to the battlefield where your **Glasc Mixologist** died.
This interaction is confirmed by **RiftJudge FAQ #10406**. Here is the breakdown of why this works:
### Sequence of Events
1. **Resolution:** Your opponent resolves **Unchecked Power**. Your **Glasc Mixologist** takes lethal damage and is destroyed.
2. **Deathknell Trigger:** The *Deathknell* ability triggers. Per **Rule 734.1.d.2**, it is added to the chain as a pending item before the unit is moved to the trash.
3. **No Loss of Control:** Even though your **Glasc Mixologist** is no longer on the board, you do not lose control of the battlefield because an item (the *Deathknell* trigger) is still present on the chain (**Rule 187.4.c**).
4. **Chain Resolution:** Because you still control the battlefield, you have the necessary permission to resolve the *Deathknell* effect and play a unit from your trash to that same battlefield.
5. **Finalization:** Once the unit enters play and the chain clears, you maintain control of the battlefield because you have a unit present when the cleanup completes.
If the opponent uses Ashe to view my hand, can I react on top with two spells which have react or only 1?
Yes, you can react with two or more spells that have the **Reaction** keyword in response to the triggered ability of **Ashe, Focused**.
According to the rules regarding the chain and reaction spells (as seen in RiftJudge FAQ #10564 and FAQ #10041):
### Sequence and Timing:
1. **Initial Chain:** Your opponent plays **Ashe, Focused**. The unit enters the battlefield, and its "When you play me" triggered ability is placed on the chain.
2. **Chain Initiation:** The triggered ability uses the chain (creating a **Closed State**).
3. **Your Response:** You play your first **Reaction** spell. You retain priority after playing it.
* *Chain State:* [Ashe's Ability] → [Your Reaction 1]
4. **Chaining:** Because you retain priority, you can immediately play your second **Reaction** spell on top of the chain.
* *Chain State:* [Ashe's Ability] → [Your Reaction 1] → [Your Reaction 2]
5. **Passing Priority:** Once you are finished adding your reactions, you pass priority to your opponent. If they pass back, the chain begins to resolve in **Last-In, First-Out (LIFO)** order.
**Important Notes:**
* **Reaction Keyword:** Only cards (or abilities) with the **Reaction** keyword can be played during a Closed State (Rule 813.1.c.1).
* **No Reactions to Units:** You cannot respond to the opponent simply playing the unit itself (because units do not linger on the chain), but you can absolutely react to the **triggered ability** that goes on the chain once the unit has entered play.
* **Priority:** As established in Riftbound FAQ #10041, you do not lose priority immediately after playing a reaction card, allowing you to string together multiple reactions before passing the opportunity back to your opponent.
If the opponent uses Imperial Decree, then they push my battlefield that has a purple Draven with a recruit.
Does Draven kill the recruit, win the combat, I get a point, then decree kill Draven?
Yes, that is the correct sequence of events. Based on the mechanics of combat and the specific ruling for **Imperial Decree** interacting with **Draven, Audacious** (as detailed in FAQ #8630), here is the breakdown of how this resolves:
### The Resolution Sequence
1. **Combat Damage Step:** Combat damage is dealt simultaneously. Assuming the Recruit has less than 6 Might, it takes lethal damage and is marked for death. Draven takes damage (if the Recruit has Might), but survives.
2. **Imperial Decree Trigger:** Because the Recruit took damage, Imperial Decree's delayed triggered ability ("When any unit takes damage this turn, kill it") triggers. This kill instruction is added to the chain as a **Pending Item**.
3. **Combat Cleanup:** Before the Imperial Decree trigger can resolve, the game must complete the Combat Damage Step and perform combat cleanup.
* The Recruit dies from lethal combat damage.
* The game determines the winner of the combat. Since only your Draven remains, you are the winner.
4. **Draven's Ability:** Draven’s ability ("The first time I win a combat each turn, you score 1 point") triggers because you won the combat. This ability resolves immediately, and you score 1 point.
5. **Combat Ends:** The combat concludes, and the contested status is cleared from the battlefield.
6. **Imperial Decree Resolution:** Now that combat has fully concluded, the pending Imperial Decree kill trigger resolves from the chain. Draven is killed by this effect.
### Important Nuances
* **Draven's Death Trigger:** Because Draven is killed by the Imperial Decree effect *after* the combat has already concluded, he is not considered to have died "in combat." Therefore, his death trigger ("When I die in combat, choose an opponent. They score 1 point") **does not fire**, and your opponent does not score a point.
* **Timing:** The critical factor is that combat cleanup (including winner determination and win-combat triggers) must complete before the delayed effect from the chain (Imperial Decree) can resolve.
This sequence is consistent with the official ruling in **FAQ #8630**, which confirms that Draven scores his point and avoids his death penalty when killed by a delayed effect like Imperial Decree after the combat has ended.
If the source of a triggered ability is removed from the board (e.g., using Gust on Solari Shieldbearer in response to its Play trigger), does the triggered ability still resolve?
Ruling: Once a triggered ability has been put on the chain after its trigger condition is fulfilled, it will resolve even if its source is removed from the board. Removing the source does not prevent the ability from resolving.
Sequence:
- The trigger condition must be fulfilled while the source is in the appropriate zone (on the board for permanents)
- Once the condition is fulfilled, the triggered ability is put on the chain
- After the ability is on the chain, removing the source does not prevent it from resolving
- The ability resolves to the fullest legal extent possible
Nuances:
- The source must be in the appropriate zone when the trigger condition is fulfilled for the ability to trigger in the first place (e.g., Darius in the trash will not trigger when you cast your second spell)
- If a unit dies without death knell, its "when a unit dies" triggers don't see its own death because it's no longer on the board when the trigger condition occurs
- Delayed abilities are unique in that they exist independently of their source and can trigger even after the source has left the board, but once any ability (triggered, delayed, or reflexive) is on the chain, it resolves regardless of the source's location
If the target for Death from Below is killed before resolution, can I still use the recast effect?
To determine if you can use the "recast" effect of **Death from Below** if its target is killed before resolution, we must look at how the game handles illegal targets and information checks.
### Ruling
**No, you cannot use the recast effect.**
According to **Rule 359.3.e.12**, if a spell checks information about a target that is no longer legal (such as its Might), that check returns "null" and all calculations based on it are ignored.
### Sequence of Events
1. **Play:** You play *Death from Below*, choosing a target unit at a battlefield.
2. **Response:** An opponent plays a reaction that kills that target unit before *Death from Below* resolves.
3. **Resolution:**
* When *Death from Below* attempts to resolve, it checks its target. Because the target is no longer on the board, it is an illegal target (**Rule 359.3.e.2**).
* The instruction to "Kill a unit" cannot be executed because the target is illegal (**Rule 359.3.e.5**).
* The spell then attempts to check the target's Might to determine if you may play it from your trash. Because the target is no longer on the board, its Might is treated as "null" (**Rule 359.3.e.12**).
* Since the condition "if it had 3 [S] or less" cannot be evaluated (it returns null), the "you may play this from your trash" effect does not trigger.
The spell resolves, but because the target is illegal, it fails to perform its primary instruction and cannot evaluate the condition required for the secondary effect.
If the target of Discipline isn't in play anymore upon resolution, does the player playing it still get the draw 1? And does it work the same for Stupify and Void Seaker?
Yes, the player who played **Discipline** still draws 1 card, even if the targeted unit is no longer in play when *Discipline* resolves.
### Why this happens
According to **RiftJudge FAQ #10008** and **Rule 359.3.e**, *Riftbound* spells resolve as much as possible even if their target is removed or becomes illegal while the spell is on the chain.
### Sequence of Events:
1. **Play Discipline:** You play *Discipline*, targeting your unit. It is placed on the chain.
2. **Opponent Reacts:** Your opponent plays a card that removes your unit from the battlefield (or otherwise makes it an illegal target).
3. **Chain Resolution (LIFO - Last-In, First-Out):**
* The opponent's removal effect resolves first, removing your unit from the board.
* *Discipline* then resolves. Because the instruction to "Draw 1" is not dependent on the unit successfully receiving the +2 Might, it still executes. The instruction to give the unit +2 Might is ignored because the unit is no longer a valid target (per **Rule 359.3.e.5**).
As noted in **RiftJudge FAQ #7790**, spells always resolve as much as possible, and the draw instruction does not require information about the target to successfully resolve.
---
*I noticed multiple unrelated questions. I've answered the first one — please ask the others in separate messages so I can give each one proper attention.*
If the unit Tideturner wants to switch positions with gets bounced by Starcrossed in response, does the Tideturner still move to the other unit's original location?
If **Tideturner**'s triggered ability is on the chain and the friendly unit it is targeting is returned to its owner's hand by **Star-Crossed**, **Tideturner will not move**.
### Why the movement fails
According to **Rule 359.3.e.2**, a target is illegal as a spell or ability resolves if it has changed zones to a non-board zone (such as being returned to a hand). When **Star-Crossed** resolves, the targeted unit leaves the battlefield.
When the ability attempts to resolve, it checks for the location of the targeted unit. Because that unit has moved to a non-board zone, its location is returned as "null." Consequently, the instruction to move the targeted unit cannot be executed, and the instruction to move Tideturner to that location is ignored.
### Sequence
1. **Tideturner is played** (e.g., from hidden), triggering its "When you play me" ability. You choose a friendly unit at another location as the target. The trigger is placed on the chain.
2. **Star-Crossed is played** in response by the opponent, targeting your friendly unit and an enemy unit. It is placed on the chain above the Tideturner trigger.
3. **Resolution (Star-Crossed):** *Star-Crossed* resolves first, returning both your targeted friendly unit and the enemy unit to their owners' hands.
4. **Resolution (Tideturner Trigger):** When the Tideturner ability attempts to resolve, it checks for its target. Because the unit is no longer on the board, it is an illegal target (**Rule 359.3.e.2**). The instruction to move the unit fails because its location is null, and the instruction to move Tideturner to the target's location is likewise ignored.
Tideturner remains at its current location, and the targeted unit remains in the hand.
Note: I could not fully verify this ruling against the retrieved rules.
If there are 3 battlefields because of Nashor and I'm at 7 points, do I need to conquer the 3 battlefields to win?
To win the game when you are at 7 points, you do not necessarily need to conquer all 3 battlefields. The requirement depends on how you are scoring your final point.
According to **Rule 466.1.b** and related FAQs (such as **FAQ #7595**), here is how you can win when you are at 7 points:
* **If you score through Hold:** You gain the winning point simply by maintaining control of a battlefield during your Beginning Phase. There are no additional requirements to conquer other battlefields.
* **If you score through Conquer:** If you are attempting to win by conquering a battlefield, you must have scored every battlefield (via either Conquer or Hold) during that same turn.
**Regarding the 3rd Battlefield (Baron Pit):**
Because Baron Nashor adds the **Baron Pit** to the board, it becomes one of the active battlefields. If you are at 7 points and choose to win by conquering, you must have scored all 3 battlefields (the two original ones plus the Baron Pit) within that same turn to gain the winning point. If you conquer a battlefield but have not scored the other two battlefields that turn, you will not win the game; instead, you will draw a card (**Rule 466.1.b.2**).
**Summary:**
* You do not need to conquer all 3 if you can win via **Hold** (starting your turn in control of a battlefield).
* If you are trying to win by **Conquering**, you must have scored all 3 battlefields (the two original ones and the Baron Pit) during that same turn to reach 8 points and win.
If there are multiple "if I conquer" effects happening at once, do I have to place all of them on the chain at once? Or can I put them on multiple chains?
According to Rule 330.1, "Only one Chain can exist at a time." Therefore, you cannot place triggered abilities on multiple chains.
When multiple "When I conquer" (Conquer) effects trigger simultaneously, they all go on the same chain. According to Rule 383.3.d, you (the controller of the abilities) choose the order in which they are placed on that chain.
As outlined in RiftJudge FAQ #7665:
* All "When I conquer" triggers go on the chain in your chosen order.
* The chain resolves one item at a time (Last-In, First-Out).
* You can order them as you please, and they will wait on the chain to resolve even if other effects (such as triggers from cards played during the resolution of the first effect) are added and resolve in between.
In summary: You must place all simultaneous triggers on the **same** chain, and you determine the order in which they are placed.
If there are units at a battlefield and it is not a showdown, can I summon directly onto the battlefield since I have units there?
Yes, you can play a unit directly onto a battlefield you control, even if other units are already present and no showdown is occurring. By having units there, you control the battlefield, which makes it a valid location to play units directly from your hand.
If there are units from both sides at the end of combat, what happens?
If both players have units remaining at a battlefield at the end of combat, the attacking units are recalled to their base, and the defender retains the battlefield.
If there is a condition on a gear: "if condition met, do x" does the gear put the trigger on a chain if the condition is not met? Can I react to it?
Whether a gear's ability goes on the chain depends on how the condition is phrased.
### 1. If the condition is part of a Triggered Ability (e.g., "When you play me, if you control 2 or more gear, attach me...")
According to **RiftJudge FAQ #8211**, abilities with conditions after the comma (like "if you control...") **do go on the chain** regardless of whether the condition is met.
* **Does it go on the chain?** Yes.
* **Can you react to it?** Yes, because it is on the chain.
* **What happens if the condition isn't met?** The ability resolves, but the effect does not happen.
### 2. If the condition is a "Reflexive Trigger" (e.g., "When X happens, do Y: [Effect]")
According to **Rule 380**, Reflexive Triggers are a specific type of triggered ability that only create chain items **when their condition is met**.
* **Does it go on the chain?** No, if the condition is not met, the trigger does not fire and nothing is added to the chain.
* **Can you react to it?** Since nothing is added to the chain, there is no window to react to the "non-event."
### Summary Table
| Ability Type | Condition Phrasing | Goes on Chain? | Can you react? |
| :--- | :--- | :--- | :--- |
| **Standard Trigger** | "When [Event], if [Condition], [Effect]" | **Yes** (always) | **Yes** |
| **Reflexive Trigger** | "When [Event], do this: [Effect]" | **Only if condition met** | **Yes** (if it triggers) |
**Important Note:** If the condition is phrased as "If you control X, when you play me..." (where the condition comes *before* the "when"), the condition is checked *before* the ability is even added to the chain, meaning it would not trigger at all if the condition is not met.
If there is a hidden Teemo and Imperial Decree comes in with 4 recruits, can the Teemo player reveal Teemo after combat damage and keep Teemo on board after all the other units die?
Ruling: Yes, you can reveal hidden Teemo after combat damage is dealt in response to Imperial Decree's trigger and keep Teemo on board while other units die.
Sequence:
- Combat damage is dealt
- Imperial Decree's delayed trigger activates
- You can react to the Imperial Decree trigger by revealing hidden Teemo
- Imperial Decree resolves, killing damaged units
- Teemo survives
Nuances:
- Imperial Decree is not considered when calculating "lethal damage" during damage assignment, so you cannot assign just 1 damage to each unit expecting Decree to kill them. You must assign damage following normal rules.
- To work around this, send recruits in one at a time rather than all at once.
- The Imperial Decree trigger occurs in a window between the special cleanup and control being removed during combat cleanup.
- You must react to the Decree trigger itself; you cannot wait until after a unit leaves the battlefield, as control is lost during combat cleanup (step 5) after the special cleanup.
If there is a ready unit defending Reavers Row and they choose to use Reavers Row trigger, does it move back to base ready or exhausted?
If a ready unit is defending at Reaver's Row and you choose to use the Reaver's Row triggered ability to move it to your base, **the unit remains ready.**
According to the RiftJudge FAQ #3150:
> "The unit remains ready. Reaver Row and other move effects don't change the orientation of a unit unless explicitly stated. Only the Standard Move action has exhausting as a cost."
### Why this happens:
1. **Movement vs. Standard Move:** The only move action that requires exhausting a unit as a cost is the "Standard Move" (Rule 143.2).
2. **Ability Effects:** When an ability (like the one on Reaver's Row) instructs you to move a unit, it simply changes the unit's location. It does not impose the costs or state changes associated with a Standard Move.
3. **State Preservation:** Unless a card specifically says "exhaust the unit" or "the unit enters exhausted," the unit retains its current orientation (ready or exhausted) when it is moved by an ability.
**Summary of the sequence:**
* The unit is ready at the battlefield.
* The Reaver's Row trigger resolves.
* You choose to move the unit to your base.
* The unit arrives at your base in its current state: **Ready**.
If there is a showdown between two units and someone plays Facebreaker (and no other effects are played), what happens? Does the turn end with a contested battlefield, who controls it, and is there immediately a showdown the next turn?
Ruling: If a combat ends with units from two players still at the battlefield, the attacker's units are recalled (sent to base but not as a move). If an open showdown ends with units from two players still at the battlefield, a combat showdown immediately begins.
Sequence:
- Open showdown ends with units from both players still present
- Combat showdown immediately begins
- The player who initially contested the open battlefield becomes the attacker in the new combat showdown
Nuances:
- The defending player in this combat showdown will be defending a battlefield they don't control (sometimes called a "surprise defense")
- If you manage to remove the opponent's unit before the open showdown ends, that would result in a conquer instead
If there is multiple instances of the Deathknell of Ruined Rex, do I have to choose the target before resolution or when the Deathknell are put in the chain?
Based on the official rules and **RiftJudge FAQ #10553**, here is the breakdown of how your scenario works:
### The Short Answer
You do **not** choose all targets upfront. Each instance of a **Deathknell** trigger is a separate item on the chain. You choose the target for a specific **Deathknell** trigger **at the moment that specific trigger is finalized and placed onto the chain.**
---
### The Sequence of Events
When multiple **Deathknell** triggers occur (for example, if you have multiple copies of *Karthus, Eternal* on the board), the sequence follows these steps:
1. **Deathknell Creation:** The triggers are generated by the death of the unit (*Ruined Rex*). Per **Rule 808.1.d.2**, these become *Pending Items*.
2. **Finalization:** You move to the **Finalize** step. You place the **Deathknell** triggers onto the chain one by one.
* As you place the *first* trigger onto the chain, you choose its target.
* As you place the *second* trigger onto the chain, you choose its target, and so on.
3. **Chain Resolution:** The chain resolves in **LIFO** (Last In, First Out) order. You will resolve the first trigger completely (dealing its damage) before addressing the next one.
* **Crucially:** After each individual trigger resolves, the state becomes **OPEN**, giving your opponent an opportunity to play [REACTION] cards before the next *Deathknell* trigger begins to resolve.
### Summary of Rules
* **Targeting:** Per **Rule 355.14.b**, targets are chosen when the ability is finalized on the chain. Because each trigger is a distinct item on the chain, you make these choices sequentially as you place them.
* **Priority:** Your opponent has priority to add reactions to the chain after **every single item** resolves. You do not get to resolve all your *Deathknell* damage at once before your opponent can interact.
*This is confirmed by RiftJudge FAQ #10553.*
If this is the first time I'm playing Death From Below this game, so there's none in the trash, and I kill a 3 might unit, can I recast this same card, or do I need to have already played a different Death From Below before so that there would be one in the trash already? In other words, when it resolves, does it count as being in the trash for replay purposes? Basically, can I recast the first Death From Below or only starting with the second Death From Below?
To answer your question: Yes, you can recast the same copy of **Death from Below**, but only after it has finished resolving and moved to your trash. You cannot play the card while it is currently resolving on the chain.
### The Timing and Logic
The interaction follows the standard rules regarding card zones and resolution:
1. **Card Location:** According to **Rule 351.2** and **FAQ #8386**, a spell is not moved to the trash until *after* its game effects have been fully executed and it has finished resolving.
2. **Instruction Evaluation:** Per **FAQ #9400** and **FAQ #9402**, when *Death from Below* resolves, the game evaluates its instructions from top to bottom. During the resolution of its final instruction ("you may play this from your trash"), the card is still on the chain.
3. **The Conflict:** Because the card is still on the chain—not in your trash—while its own effect is being evaluated, the instruction to play it from the trash cannot target the card that is currently resolving.
### Sequence of Events
* **Play:** You play your copy of *Death from Below* from your hand. It enters the chain.
* **Resolution:**
* The "Kill a unit" effect executes.
* The game evaluates: "If it had 3 [S] or less, you may play this from your trash."
* At this moment, *Death from Below* is a **Finalized Chain Item**, not in your trash.
* **Cleanup:** After the spell finishes resolving, it moves to the trash (**Rule 359.3.d**, **FAQ #8386**).
* **Trigger:** Per **FAQ #9402**, the "play this from your trash" instruction functions as a trigger that allows you to play the card from the trash after the current resolution has concluded.
**Conclusion:** You cannot recast the card while it is currently resolving. However, because the effect creates a trigger that occurs after the card hits the trash, you can use that same copy to pay its cost and play it from your trash once it has fully moved there.
Note: I could not fully verify this ruling against the retrieved rules.
If time is called during setup for game 3 (after a 1-1 split), does the match end in a draw or do players play game 3 with 5 turns?
Ruling: If time is called while players are between games (during setup for game 3), no new game is started and the match ends in a draw.
Nuances:
- A game has not begun until turns actually start, not during setup
- If there are several minutes remaining when game 2 ends 1-1, players should still start game 3 and proceed to turns if time runs out
- Players should be mindful of pace of play throughout the match
- Conceding drawn-out games can be a reasonable strategy to preserve time
If two Draven, Audacious units (one allied, one enemy) die simultaneously in combat, who scores the point? What happens if both players are at 7 points?
Ruling: When both Draven units die simultaneously in combat, both death triggers go on the chain. The turn player places their trigger first, then the non-turn player places theirs second. The chain resolves last-in-first-out, so the non-turn player's trigger resolves first, giving the turn player 1 point. If the turn player reaches 8 points from this, they win immediately before their own Draven trigger resolves.
Sequence:
- Both Draven units die simultaneously, creating pending triggers
- Turn player places their Draven death trigger on the chain first
- Non-turn player places their Draven death trigger on the chain second (on top)
- Chain resolves last-in-first-out: non-turn player's trigger resolves first
- Non-turn player chooses turn player as opponent; turn player scores 1 point
- If turn player reaches 8 points, they win immediately
- Turn player's own Draven trigger does not resolve if the game has ended
Nuances:
- Neither player scores from Draven's "win combat" ability because when both units die with no others remaining, the combat is a tie
- Draven's death trigger is not restricted by the "Final Point" rules that apply to Conquer/Hold actions, so it can score the 8th point
- At 7-7, the turn player wins because their opponent's trigger resolves first and brings them to 8
If two Lee Sins are buffing each other and one has 6 damage marked on it before combat, then during combat 9 damage is dealt to the first Lee Sin and 1 damage to the second, do both Lee Sins die?
Ruling: No, only one Lee Sin dies. The other survives because damage is cleared immediately after the first lethal damage check, before any subsequent lethal damage checks occur.
Sequence:
- All combat damage is dealt simultaneously
- Lethal damage is checked once (at this point both Lee Sins still have their buffs)
- Units with lethal damage die and are put into trash
- All damage is immediately cleared from all units
- Lethal damage is NOT rechecked between the death and damage clearing
- The surviving Lee Sin is no longer buffed, but the damage is already gone
Nuances:
- You cannot interrupt a cleanup - once you're in a cleanup, you must finish that entire cleanup (including healing) before any subsequent cleanups occur
- This differs from Magic: The Gathering, where damage remains on creatures until end of turn
- Units heal at the end of combat, but do NOT heal at the end of non-combat showdowns
If two Viktor units die at the same time, do their death-triggered abilities see each other die?
Ruling: When two Viktor units die simultaneously, they do not see each other die and their triggered abilities do not activate. Triggered abilities from permanents must meet their conditions and trigger while on the board, and units that die simultaneously are no longer present to see other units move zones.
Sequence:
- Multiple units take lethal damage (from combat, spells, or abilities)
- All units marked with lethal damage are killed at the same time during cleanup
- Triggered abilities check, but the dead units are no longer on the board to trigger
Nuances:
- This applies even when damage is dealt in multiple instances by a single spell (like Falling Stars or Singularity) - units still die simultaneously during cleanup after the spell fully resolves
- Units can see each other die if they die at different times, but this never happens during a single resolution step
- Even abilities that directly kill units (like Warwick) result in simultaneous deaths
- Riftbound does not use "last known information" rules that exist in other TCGs like MTG
If two units with Backline Attack a battlefield, what happens with damage assignment?
When multiple units with **Backline** attack a battlefield simultaneously, the standard rules for combat damage assignment apply with the specific restriction that Backline imposes.
According to **Rule 826.4.b**:
* Units with **Backline** are considered invalid assignments for enemy damage until all units without Backline have received lethal damage.
* If you are the defender assigning damage to multiple attackers, and those attackers include two units with **Backline** (and no other units attacking that are not Backline), you may assign damage to either of them.
### Key points for damage assignment:
1. **Sequential Assignment (Rule 460.2.c.3):** You must assign lethal damage to one unit in full before moving on to the next.
2. **Backline Priority (Rule 826.3):** Backline effectively means "I must be assigned lethal damage after any other unit... that does not have Backline."
3. **Multiple Backline Units (Rule 826.4.b):** If the only units present are those with Backline, they are all "eligible" because all units without Backline (of which there are zero) have already been satisfied. Therefore, you may choose to assign lethal damage to either of the Backline units first.
**Example:**
If an opponent attacks with two units, both having Backline, and you are the defender assigning damage:
* You must assign full lethal damage to the first chosen Backline unit before you can assign any damage to the second unit.
* Because both units have Backline, they share the same priority level, and you are free to choose which one to target first.
*This is my interpretation based on the Backline keyword rule (Rule 826) and the general combat damage assignment rules (Rule 460.2). No official FAQ exists for this specific interaction.*
If units at both battlefields are damaged by Flurry of Blades, then a showdown starts at battlefield A, are units at battlefield B healed?
Ruling: Yes, when a combat showdown occurs at battlefield A, units everywhere (including battlefield B) are healed at the end of combat.
Sequence:
- Flurry of Blades deals 1 damage to all units at both battlefields
- A combat showdown starts at battlefield A
- At the end of the combat, units everywhere are healed (including those at battlefield B)