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Riftbound Frequently Asked Questions

Search verified questions and answers.

If you use Hidden Blade on your own unit and then use Sett Legend ability to protect it from dying, do you still draw 2 cards?
Ruling: Yes, you still draw 2 cards. Hidden Blade's text consists of two independent effects: killing a unit and drawing 2 cards. The drawing occurs regardless of whether the death is prevented. Sequence: - Hidden Blade resolves: Kill a unit at a battlefield - Sett's replacement effect can prevent the death - The controller draws 2 cards (this happens whether or not the death was prevented) Nuances: - If Hidden Blade hypothetically read "Kill a unit at a battlefield. When it dies, its controller draws 2" then the effects would be conditional and drawing wouldn't happen if the death was prevented - If two Hidden Blades target the same unit, you only draw 2 from the first one that resolves, because the second one has no valid target (the unit no longer exists) - The only way to draw 4 from two Hidden Blades on the same unit would be to prevent the first death using Sett or similar effects, keeping the unit as a valid target for the second Hidden Blade - Sett's ability functions as a replacement effect that intercedes during Hidden Blade's resolution, not as a triggered ability that uses the chain (despite current card text suggesting otherwise)
If you use LeBlanc's legend to mirror a unit on Harnessed Dragon, does the new one count as played and reactivate the 'When you play me, kill an enemy unit'?
No, the new unit created by LeBlanc’s legend (**Deceiver**) will not trigger the "When you play me" ability of Harnessed Dragon. ### Why it does not trigger: 1. **"Played" vs. "Created":** In Riftbound, the "When you play me" triggered ability specifically requires the card to be **played** from your hand. LeBlanc’s legend ability **creates** a unit token (the "Reflection" token) and then applies a copy effect to it. Even though the legend ability uses the word "play" when placing the token on the chain, this is a token creation effect, not the act of playing a card from your hand. 2. **Copying Abilities:** When an object becomes a copy of another, it gains the copied unit's abilities (in this case, "When you play me, kill an enemy unit"). However, since the token was never "played" from your hand, the condition for that triggered ability ("When you play me") is never met. As clarified in **RiftJudge FAQ #10362** regarding copy effects: > "The 'When you play me' trigger only triggers at the specific moment the original... card is played from your hand. When LeBlanc creates a copy... that token is not being 'played' from your hand in the way required to trigger that ability. Therefore, the effect will not occur." This is my interpretation based on the standard rules for copy effects and triggered abilities; no official FAQ exists specifically for the Harnessed Dragon interaction, but it follows the established ruling for LeBlanc's copy effects.
If you use Mystic Reversal on a card that says 'Take a turn after this one', do you get two turns or just one?
Ruling: The rules do not currently define how extra turns interact with Mystic Reversal, so this is a judge's discretion call at the local level. The judge should announce their ruling before the event begins and explain that the rules are ambiguous on this interaction. Nuances: - The natural language of "after this one" (referring to the opponent's turn) is ambiguous - Judges should be upfront with players that there is no official ruling and align expectations before play begins - One reasonable interpretation is that you only get one extra turn because "this one" refers to the opponent's turn
If you use Mystical Reversal to steal an opponent's spell, does the opponent still get their Legion trigger?
Ruling: No, the original caster does not get Legion when their spell is stolen by Mystical Reversal. A spell counts as played when it fully resolves under one's control, so the stolen spell counts as being played by the person who cast Mystical Reversal, not the original caster. Nuances: - If the stolen spell itself has Legion (like Noxian Guillotine), the Legion trigger activates for the person who played Mystical Reversal, not the original caster - The spell is not countered, but it changes who is considered to have played it
If you use Ornn Fire Below the Mountain ability on turn 1 does the added power stay on your next turns?
No, the power added by Ornn's "Fire Below the Mountain" ability does not stay in your rune pool for your next turn. According to **Rule 163** and **Rule 163.1**: > "Every player's Rune Pool empties at the end of each player's draw phase and the end of each player's turn. Any unspent Energy or Power are lost." ### Sequence of Events: 1. **Activation:** You activate the ability on Ornn, "Fire Below the Mountain." 2. **Resolution:** The ability adds the specified power to your rune pool. 3. **Usage:** You may spend that power during your turn to play gear or use gear abilities, as restricted by the card's text. 4. **End of Turn:** When your turn ends, your rune pool empties, and any unspent power—including any power added by Ornn's ability—is lost. Because the rune pool is cleared at the end of every turn, you cannot accumulate power from this ability to use on subsequent turns. Note: I could not fully verify the activation method of this ability against the retrieved rules.
If you use Portal Rescue on a Token, will it result in a token played in your base?
Ruling: No. When Portal Rescue banishes a token, the token ceases to exist when it enters the banished zone (a non-board zone), so there is nothing left to play to your base. Sequence: - Portal Rescue banishes the token - The token enters the banished zone (a non-board zone) - The token ceases to exist immediately - The "play it to your base" effect has no valid target and does nothing Nuances: - You can technically target a token with Portal Rescue, but it will simply disappear rather than achieving the intended effect
If you use Ride the Wind during a showdown on your opponent's turn to move a unit into a battlefield and win the combat, do you conquer that battlefield and score a point?
Ruling: Yes, you conquer the battlefield and score a point when you use Ride the Wind during a showdown on your opponent's turn to move a unit into the battlefield and win the resulting combat showdown. Sequence: - Opponent moves a unit into an open battlefield, triggering a showdown - During your priority in the showdown, you play Ride the Wind to move your unit into the battlefield - This turns it into a combat showdown - Whoever wins the combat showdown conquers the battlefield and gains a point - If you win, you conquer on the opponent's turn and then hold it on your next turn Nuances: - This cannot be used to score the 8th point (winning both battlefields), because the 8th point requires you to score from both battlefields in the same turn, not just control them
If you use Ride the Wind on your opponent's turn to move to an empty battlefield, do you get the conquer point?
Ruling: Yes, you score the conquer point when you use Ride the Wind to move to an empty battlefield on your opponent's turn. You can also score the hold point if you still control it at the start of your next turn. Sequence: - You can score a conquer point on a battlefield during your opponent's turn if you gain control - The scoring limit is per turn, so you can score on your opponent's turn and again on your own turn - If you start your opponent's turn on a battlefield, move off it, then Ride the Wind back to it (making it empty), you can score the conquer point again - If you maintain control until the start of your next turn, you score the hold point Nuances: - You can score more than 2 points per turn cycle by scoring on both your turn and your opponent's turn - You cannot move a unit to the battlefield it's already at (can't use Ride the Wind as just an untap effect) - When moving to a contested empty battlefield, whoever applied contested status first is the attacker; the player moving in second is the defender - To win the game (8th point) on opponent's turn using Ride the Wind, you must score on all other battlefields that turn - you would need to Ride the Wind to multiple battlefields or find another way to control both
If you use Ride the Wind to open a battlefield during combat on another battlefield, what happens? Can you score during your opponent's turn?
Ruling: When you use Ride the Wind to open a battlefield during combat at another battlefield, a showdown will become staged at the new battlefield but won't begin until the first showdown finishes. After the first showdown ends, the second showdown immediately starts, and you can score a point during your opponent's turn if you win. Sequence: - First showdown (combat) finishes at the original battlefield - Second showdown immediately begins at the battlefield opened by Ride the Wind - If you win the second showdown, you score during your opponent's turn Nuances: - Only one showdown may happen at a time - You can only score each battlefield once per turn (so if you already scored for holding a battlefield on your turn, you cannot score it again that same turn even if you recapture it)
If you use Snapvine on a unit at a battlefield and the opponent uses Fight or Flight to move it back to base, do the units still fight each other?
Ruling: No, they do not fight. When Snapvine's trigger resolves, it looks for the enemy unit "at a battlefield" but cannot find it, so the effect fails. Sequence: - Snapvine's trigger goes on the chain - Opponent uses Fight or Flight to move their unit away from the battlefield - When Snapvine's trigger resolves, it cannot find the target unit at a battlefield and fails to execute
If you use Stacked Deck and see a Nocturne, don't choose to put it in your hand. Can you play it for one recycled rune?
Yes, you can play Nocturne in this scenario. According to the FAQs for this interaction (FAQ 8948, 8822), when you reveal Nocturne while looking at the top cards of your deck with **Stacked Deck**, his ability triggers, allowing you to banish him and play him for [A] (any rune). Here is the breakdown of how this works: 1. **Stacked Deck Resolution:** As Stacked Deck resolves, you look at the top 3 cards of your Main Deck. 2. **Nocturne's Ability:** Because you are "looking at" Nocturne, his ability triggers. You may choose to banish him. 3. **Playing Nocturne:** If you banish him, you may play him for [A]. He is placed on the chain pending. 4. **Completing Stacked Deck:** Stacked Deck finishes resolving. You choose one of the remaining cards to put into your hand and recycle the rest. Playing Nocturne does not count as the card you put into your hand from Stacked Deck. 5. **Finalizing:** After Stacked Deck finishes, you pay the cost ([A]) to finalize Nocturne. **Important Nuances:** * **Cost Payment:** You cannot exhaust runes to float energy *during* the resolution of Stacked Deck. You exhaust runes to pay for Nocturne *after* Stacked Deck finishes resolving and you are prompted to pay the cost to finalize the unit (FAQ 1157). * **Not a Hand Card:** Per FAQ 6744, playing Nocturne this way does not count as the one card you are allowed to put into your hand from Stacked Deck. * **Nocturne's Cost:** Note that Nocturne's ability allows you to play him for [A] (any rune), not specifically a "recycled rune." You pay this cost by exhausting a rune from your Rune Pool when he finalizes.
If you use Wind Wall to block Bullet Time, does Wind Wall happen before or after the player using Bullet Time has chosen how much power they intend to use?
Ruling: Wind Wall happens before the Bullet Time player chooses how much power to pay. The player using Bullet Time pays no extra power because the amount is chosen during resolution, not when the card is played. Sequence: - Bullet Time is played and put on the chain (paying only its base cost and declaring the battlefield as target) - Opponent can respond with Wind Wall or other reactions - If no responses, Bullet Time resolves - During resolution, the Bullet Time player chooses and pays any amount of power - Bullet Time's effect fully resolves - Opponent can then play cards after full resolution Nuances: - The power payment is part of Bullet Time's effect, not an additional cost - Opponents cannot respond during resolution (including after seeing how much power is paid) - The target of Bullet Time is the battlefield, declared when played
If you use Zenith Blade to move into a showdown, and that movement causes a unit you control to enter another battlefield with enemy units, does that create a second showdown that resolves after the first?
Ruling: Yes, moving a unit you control into another battlefield with enemy units creates a second showdown. Sequence: - The first showdown begins - The second showdown waits for the first one to finish - After the first showdown resolves, the second showdown resolves
If you use Zenith Blade to move your attacking unit to a different battlefield during combat, does the first combat showdown resolve before the second one begins?
Ruling: Yes, the first combat must fully resolve through all its steps before the second combat begins. When you play Zenith Blade during combat, the second combat is staged (put on hold) until the current combat closes completely. Sequence: - First combat continues through all normal combat steps - If the attacking unit moves out before damage, the damage step is skipped but still occurs as a step - First combat closes and units heal during cleanup - Game returns to neutral open state - Second staged combat then initiates at the new battlefield Nuances: - You cannot avoid damage from the first combat and immediately start a fresh combat elsewhere - the first combat must complete first - Even if units are killed or moved out early, all combat steps must still be processed - Zenith Blade has the action keyword, so you need focus to play it (must wait for your turn to start a chain during showdown) - Any damage taken in the first combat will heal before the second combat begins
If you use sacrifice on a unit with deathknell, can you stack the trigger? Or do they go off in a specific order?
When you use **Sacrifice** to kill a friendly unit that has a **Deathknell** ability, the effects do not "stack" into a single combined trigger. Instead, they are processed as two separate events that are placed on the chain. According to the rules and related FAQs (specifically **RiftJudge FAQ #9787**), here is the breakdown of how the sequence works: ### The Sequence of Events: 1. **Playing the Spell:** You announce **Sacrifice** and choose your Mighty unit as the target to satisfy the "kill" cost. 2. **Paying the Cost:** You kill your unit. This action fulfills the requirement for the spell, and simultaneously triggers the unit's **Deathknell** ability. 3. **Deathknell as Pending:** Because the unit was killed, its **Deathknell** trigger is created. Per **Rule 808.1.d.2**, it is added to the chain as a **Pending Item**. 4. **Resolution of Sacrifice:** **Sacrifice** finishes its resolution: you draw 2 cards and channel 1 rune. 5. **Finalization:** With **Sacrifice** now fully resolved, the game moves to the **Finalize** step. The pending **Deathknell** trigger finalizes and is placed onto the chain as a standard chain item. 6. **Resolution of Deathknell:** You now have priority to resolve the **Deathknell** trigger. ### Summary You cannot change the order of these two specific events: **you will always draw the cards from Sacrifice before the Deathknell ability resolves.** * **Rule Reference:** Per **Rule 808.1.d.2**, the Deathknell trigger is added as a pending item the moment the unit is killed as a cost. It cannot be placed on the chain until the spell currently being resolved (the one that triggered the death) has finished its resolution. * **FAQ Reference:** This interaction is explicitly confirmed in **RiftJudge FAQ #9787**, which clarifies that triggers resulting from costs paid for a spell are treated as pending and only resolve after the spell has completed its effect.
If you're at 6 points on your turn and conquer two battlefields in the same turn, do you win or draw?
Ruling: You win. The condition for winning through conquering is that you have scored both battlefields in the same turn. Nuances: - Your total point count (6, 7, or 8) doesn't matter for the conquest victory condition - What matters is conquering both battlefields within the same turn
If you're at 7 points and hold one battlefield, can you conquer the other battlefield to win?
Ruling: Yes, you can hold one battlefield and conquer another battlefield to win when at 7 points. To score the final point and win, you must either: hold a battlefield at the start of your turn, OR score all battlefields in a single turn, OR gain a point through other card abilities. Sequence: - If at 6 points: Hold one battlefield at start of turn (scores to 7), then conquer another battlefield during that turn (scores to 8 and wins) - If already at 7 points: Simply holding one battlefield at start of turn is enough to win - Holding always gives you a point with no restrictions Nuances: - Only conquering has the restriction that you must score ALL battlefields in a single turn to win - You can use movement abilities (like Ganking or Ride the Wind) to move to an empty battlefield and conquer it for the winning point in the same turn you held another battlefield - Opponents can still respond to prevent the conquer (e.g., with Gust)
If you're defending, can you use Arcane Shift to banish and replay Blue Ahri from/onto the same battlefield to trigger her 'When I Defend' ability a second time in the same combat?
Ruling: Yes, you can trigger the 'When I Defend' ability a second time. When a unit is banished and replayed, it becomes a new game object that never saw the first trigger happen, so it can trigger again even in the same combat. Nuances: - While units normally only trigger their 'When I attack/defend' abilities the first time they gain the attacker/defender designation in a combat, banishing creates a new game object that is treated as never having triggered before - This interaction is a core combo for cards like Watcher when defending
If you're not so fast a Deathknell ability but they have Karthus, does it cancel only one trigger or both?
If you have a unit with a **Deathknell** ability and you control **Karthus, Eternal**, the Deathknell will trigger **twice** (the base trigger + one additional trigger from Karthus). If an effect "cancels" one of those triggers, it depends on how the cancellation is worded, but generally: 1. **If the effect cancels "a Deathknell trigger":** It will cancel only one of the two triggers. The other trigger will still resolve normally. 2. **If the effect cancels "all Deathknell triggers" or "the Deathknell effect":** It would cancel both. ### Why this happens: According to **RiftJudge FAQ #8383** and **FAQ #494**, Karthus's ability is a **passive ability** that adds an additional instance of the trigger to the chain. Because these are treated as separate trigger events on the chain, a card that targets or cancels "a trigger" will only affect the specific instance it targets. **Key points:** * **Passive Ability:** Karthus does not "double" the effect; he causes the ability to trigger an additional time. * **Separate Triggers:** Each trigger is an individual item on the chain. If you have an effect that says "Counter target triggered ability," you would have to use it twice to stop both triggers. If you have a specific card in mind that is doing the "canceling," please provide its name so I can confirm exactly how it interacts with the chain!
If you're not so fast an overzealous fan, does the fan still die from defending?
Yes, if you use *Not So Fast* to counter *Overzealous Fan's* triggered ability, the *Overzealous Fan* still dies. According to **RiftJudge FAQ #8702** (which reflects the current Unleashed rules update), the "kill me" instruction in *Overzealous Fan's* text is a **cost within instructions** that must be paid upfront to finalize the ability onto the chain. ### Sequence of Events 1. **Trigger Condition Met:** *Overzealous Fan* gains the Defender designation and the ability triggers. 2. **Payment and Finalization:** To place the ability on the chain, its controller must pay the cost by killing the *Overzealous Fan*. The fan is now in the trash. 3. **Ability Added to Chain:** With the cost paid, the triggered ability is finalized and placed on the chain as a pending item. 4. **Reaction Phase:** The opponent (or the active player) may now play *Not So Fast* to target and counter that triggered ability. 5. **Resolution:** *Not So Fast* resolves, countering the *Overzealous Fan's* ability. The ability is cleared from the chain and its effect (moving an attacking unit) does not happen. ### Key Clarification Because the "kill me" requirement is a mandatory cost paid to put the ability onto the chain, **the *Overzealous Fan* is already dead** by the time your opponent has the opportunity to play *Not So Fast*. Countering the ability prevents the *effect* (moving the attacking unit) from occurring, but it does not "bring back" or save the *Overzealous Fan* that was already killed to pay the cost.
If your opponent is at 7 points and plays Ride the Wind on your turn to score the other battlefield, do they draw a card or win the game with 8 points?
Ruling: The opponent draws a card but does not win the game. To win by conquer, you must score both battlefields on the same turn, which is a requirement that must be met. Nuances: - Even if reaching 8 points, the win condition requires scoring both battlefields in the same turn - Scoring a battlefield on the opponent's turn (via Ride the Wind) does not fulfill the conquer victory condition
If your opponent moves into an empty battlefield and you respond with Ride the Wind to move a unit in, do you score a point for conquering even though you are the defender?
Ruling: Yes, you score a point for conquering the battlefield even though you are the defender in the showdown. The defender can conquer a battlefield. Sequence: - Opponent moves into empty battlefield, opening a showdown and becoming the attacker - You play Ride the Wind to move your unit in during the showdown - If the showdown already started, it first finishes without combat - A combat showdown then begins where you are still the defender (opponent applied the contested status) - If you win the showdown, you conquer and score the point Nuances: - You remain the defender throughout because your opponent applied the contested status to the battlefield - The battlefield remains contested until control is established or re-established - You can only score a battlefield once per turn, even on your opponent's turn - If you instead used Ride the Wind to move into a different battlefield, you would be the attacker there in a separate combat showdown
If your opponent pulls your unit to a battlefield but you end up winning the showdown, do you get a point for conquering?
Yes, you can score a point for conquering a battlefield on your opponent's turn if you win the showdown there, provided you haven't already scored that battlefield earlier in the same turn. According to **RiftJudge FAQ #3657** and **FAQ #5834**: * You are eligible to score 1 point for conquering a battlefield per turn, regardless of whose turn it is. * If your opponent pulls your unit to a battlefield (e.g., using *Charm*) and you win the resulting showdown, you establish control of that battlefield. * If you have not already scored that specific battlefield during the current turn (either via *Hold* at the start of your turn or a previous *Conquer*), winning that showdown constitutes a **Conquer** action, and you will score a point. **Important Nuance:** Per **Rule 465**, you can only score each battlefield once per turn. If you held that battlefield at the start of your turn (Scoring via *Hold*), you cannot score it again via *Conquer* later that turn, even if your opponent moves your unit away and you win it back.
If your opponent steals control of a gear you own, is that gear still considered 'friendly' to you?
Ruling: If your opponent controls the gear itself, it is no longer friendly to you. If your opponent only controls the unit that your gear is attached to, the gear remains friendly to you. Nuances: - Gaining control of a unit does not grant control of its attached gear - A gear that remains friendly to you (even while attached to an opponent's unit) can still be moved by effects like Weaponmaster - Akshan is the only way to gain control of a gear itself
If your opponent targets your unattached Hexdrinker, do they need to pay the Deflect cost?
Ruling: No, Hexdrinker does not have Deflect while it is unattached. Your opponent does not need to pay the Deflect cost to target it. Sequence: - Hexdrinker's Deflect keyword is located in the Effect box, not the Rules Text box - Effect Text is Inactive unless the card is attached to a unit - When unattached and sitting on the board as a Gear, Hexdrinker's Deflect ability is Inactive - Once attached to a unit, the Effect Text (including Deflect) becomes active Nuances: - Effect Text and Rules Text are distinct categories on equipment cards with different activation conditions - When equipment detaches, its Effect Text becomes Inactive and its Rules Text ceases being Inactive
In 1v1 Riftbound, do you randomly pick your battlefield or can you choose what you want?
Ruling: In a best-of-1 (single duel), the battlefield is random. In a best-of-3 match, you pick your battlefield. Sequence: - Battlefields are revealed before drawing cards and mulligans - In best-of-3, the battlefield is discarded going into game 2 and cannot be reused in the current match Nuances: - The distinction between single duel and match format determines whether battlefields are random or chosen
In 1v1 Riftbound, does the player going first skip their draw on the first turn?
Ruling: In 1v1 formats, all players draw a card during the draw phase of their turn, including the first turn. Only in multiplayer formats does the first player skip their first draw phase. Nuances: - The multiplayer rule (first player skips first draw) does not apply to 1v1 formats - This is a format-specific rule difference between 1v1 and multiplayer
In 1v1 best of three do we pick our battlefields or are they random?
In a 1v1 best-of-three match, you **choose** your battlefields. According to Rule 481.5 and the associated RiftJudge FAQs, the setup process for a best-of-three match is as follows: * Each player brings three battlefields as part of their deck. * For each game in the match, players select one of their three battlefields to use. * Battlefields are revealed simultaneously by both players before determining turn order. * Once a battlefield has been used in a game, it is removed and cannot be selected again for the remainder of that match. You must choose from the remaining battlefields you set aside. This differs from a best-of-one duel, where battlefields are selected randomly (Rule 480.5).
In 2v2 Magma Chamber, does your team earn a point when it becomes your turn and your teammate is holding a battlefield?
Ruling: No, you do not earn a point. A battlefield becomes ineligible for any scoring that turn from your team if you start your turn and your teammate holds that battlefield. Nuances: - You can still win by conquering the remaining battlefields not held by your teammate (e.g., conquering the other two battlefields, or one if your teammate is holding two)
In 2v2 Riftbound, can players play normal/base speed spells during their teammate's turn?
Ruling: Yes, teammates can play untagged (base speed) spells during their teammate's turn, but not permanents or activated abilities. Sequence: - When both the turn player and their teammate want to play something at the same time, the turn player takes precedence - The turn player's action happens first - The teammate can play their spell afterwards once everything resolves and timing allows, provided the turn player doesn't want to do anything further first Nuances: - This applies to spells only, not activated abilities - Normal timing restrictions still apply - Permanents cannot be played during a teammate's turn
In 2v2 Riftbound, does a player need to conquer all 3 battlefields (with their ally controlling none) to win without holding, given that players cannot share battlefields?
Ruling: To win in 2v2, you need to conquer every battlefield ignoring those your ally controls. Nuances: - Players in 2v2 are friendly but do not share battlefields or resources - Players cannot share battlefields with their ally - Your ally's controlled battlefields do not count against your conquest victory condition
In 2v2 Team Format, can an opponent use Charm or Dragon's Rage to move my unit to my teammate's battlefield, and what happens if they try?
Ruling: No, it is illegal to move a unit to a teammate's battlefield for any reason. Teammates can never have units at the same battlefield. Nuances: - A maximum of two players can have units at a battlefield, and those players must be opponents - This restriction makes a teammate's battlefield an illegal destination for movement effects like Charm or Dragon's Rage
In 2v2 format, does Ahri Legend -1 count when your team mate is defending?
No, Ahri's legend ability (Nine-Tailed Fox) does not trigger when your teammate is defending. According to the card text, the ability triggers "When an enemy unit attacks a **battlefield you control**." In the 2v2 format, you and your teammate are distinct players, and you each control your own battlefields. Therefore, an attack on your teammate's battlefield is not an attack on a battlefield you control, and your Ahri legend ability will not trigger.
In 2v2 games, can a player hide a card on a battlefield controlled by their partner?
Ruling: No, you cannot hide a card on a battlefield controlled by your partner. Hidden requires you to control the battlefield, and control is per player, not per team. Nuances: - Control is determined per player, not shared between teammates in 2v2 games
In 2v2 games, can teammates show their hands to each other, or is hand information kept private between teammates?
Ruling: Teammates can show their hands to each other at any time in 2v2 games. Players can show any card to any player at any time, and teammates can permanently show their private information to each other. Nuances: - Showing cards to another player is different from the "reveal" game mechanic - When you show a card, it does not count as a "reveal" for game effects that trigger on revealing cards - Players cannot choose to look at opponents' cards, but you can voluntarily show your cards to anyone
In 2v2 games, can you show your hand to your teammate?
Ruling: Yes, you can show your hand to your teammate freely in 2v2 games. This is not considered "revealing" cards for the purposes of card effects that care about when cards get revealed. Nuances: - Hands are still considered private information under the rules - You can even show your hand to your opponents if you want to - Showing cards from your hand is different from "Revealing" cards (which is a specific game term for card effects)
In 2v2 games, do teammates share a base?
Ruling: No, bases are not shared between teammates in 2v2. Each player has their own base and cannot move into another player's base regardless of whether they are teammates or opponents. Nuances: - Some cards received errata specifically because of this rule (e.g., The Syren)
In 2v2 games, if I use Portal Rescue on my teammate's Mindsplitter, will the 'When you play me' effect trigger?
Ruling: Yes, the 'When you play me' effect will trigger. The owner (your teammate) is the one playing it, and it is getting played. Nuances: - Portal Rescue was errata'd to include 'owner' text, clarifying that the owner of the card is the one playing it even when another player uses Portal Rescue on it
In 2v2 mode, can a defending player flash their unit out and have a teammate ride the wind in to defend during the same combat?
Ruling: No, during a combat, a player cannot move a unit to that location unless they already have a unit there. The combat is locked to only the two original combatants until it finishes. Sequence: - When combat begins, only the two players with units at that location can participate - If one player moves all their units out during the combat, other players still cannot move units in - The combat remains locked between the original two combatants Nuances: - This rule also prevents a player from moving back into a combat they originally participated in (in multiplayer games) if they've moved all their units out - If a combat is pending due to an ongoing combat at another battlefield, once the defender leaves, it becomes a contested location (not a pending showdown), and then other players could move in - When the game returns to neutral/open, a showdown will automatically begin at the contested location
In 2v2, can I play cards that say 'your base' to my friend's base?
Ruling: No, your friend's base is not your base. You cannot play cards that reference "your base" to your teammate's base. Nuances: - If you attempt to move a unit controlled by another player into your base, it just doesn't move (though this may be changed in the future so it goes to their base instead) - Yasuo will receive errata to clarify that he moves friendly units to their controller's base
In 2v2, can teammates combine their battlefield holds and scores in the same round to win the final point, or does one player need to score all battlefields themselves?
Ruling: In 2v2, when scoring the final point from Conquer, a player must score each battlefield in the same turn, except for any battlefields that were occupied by their ally during that turn's Beginning Phase. Battlefields held by your teammate count as "phantom points" - you don't need to score them yourself. Sequence: - At 10 points, if your ally is holding one or more battlefields, you only need to score the remaining battlefields (those not held by your ally) in a single turn to win via Conquer - Alternatively, either player can win by holding a battlefield when their turn comes back around - You cannot score a battlefield your teammate is occupying Nuances: - If your ally holds 1 battlefield, you only need to score the other 2 to win - If your ally holds 2 battlefields, you only need to conquer 1 to win - For a hold victory at 10 points, it must come back to that specific player's turn
In 2v2, can you cast cards without action or reaction cost on your teammate's turn?
Ruling: Yes, you can cast base speed spells (cards without action or reaction cost) on your teammate's turn at legal timing. Nuances: - Rule 312.1 (as of version 1.2) appears to contradict this, but this is likely a misalignment between rule iterations - The intent is clear that base speed spells grant limited priority to cast on your teammate's turn - The exact comprehensive rules mechanism may be refined in future versions
In 2v2, during a showdown, can a third player (not involved in the showdown) activate a reaction?
Ruling: In 2v2, every player is always relevant, so a third player can activate a reaction during any showdown. Nuances: - In FFA (3 or 4 players), outside parties need to be invited into a Combat Showdown to participate - In open showdowns in FFA, outside players can participate without invitation - The 2v2 rule differs from FFA rules regarding player relevance
In 2v2, if I target a teammate's unit with Portal Rescue, what base does it get played on and who counts as playing the card?
Ruling: The unit gets played to its owner's (your teammate's) base, and the teammate counts as playing the card, not you. Nuances: - This card will receive errata to clarify that the unit's owner plays it to their base - Ownership does not switch (unlike Possession)
In 2v2, if I win the dice roll to determine turn order, can I choose which position my team goes in, and can I make my teammate (Player B) go last instead of myself (Player A)?
Ruling: When you win the dice roll in 2v2, you choose whether your team goes first or second overall. Player A always goes before Player B within each team, so the turn order is either 1a-1b-2a-2b (your team first) or 2a-2b-1a-1b (your team second). Sequence: - Teams designate Player A and Player B during signup - Use a random method (dice roll) to determine which team chooses turn order - Winning team chooses to go first or second as a team - Player A from each team always goes before Player B from that same team Nuances: - "First or last" in the rules means first or last team-wise, not individual player position - You cannot make Player B go last if you want your team to go first, since Player A always precedes Player B within a team - To get Player B in the last position overall, your team must choose to go second
In 2v2, if my team is at 9 points and I control 2 battlefields at the start of my turn, do I immediately win by holding both to reach 11 points?
Ruling: Yes, you immediately win. You gain 1 point for holding each battlefield (going from 9 to 10 to 11), and the restrictions on scoring the final point only apply to conquering, not holding. Sequence: - Hold first battlefield, gain 1 point (9 → 10) - Hold second battlefield, gain 1 point (10 → 11) - Game ends immediately at 11 points Nuances: - The restriction for the final point only applies to conquering battlefields - When conquering for your 11th point in 2v2, you cannot conquer battlefields that your teammate controlled at the start of your turn
In 2v2, if my teammate controls a battlefield during an opponent's turn, loses control, and then I conquer it during that same opponent's turn (e.g., with Ride the Wind), do I score a point?
Ruling: Yes, you score a point. The rule preventing scoring on teammate-controlled battlefields only applies during your own turn, not during opponent turns. Nuances: - Rule 446.1.a (442.1.a in v1.1) appears to be missing the word "your" before "Beginning Phase" which creates ambiguity - Rule 466.8.b (462.8.b in v1.1) clarifies this only applies to the turn player's own turn - The intent is to prevent teammates from passing control between themselves on their own turns to double-score, not to prevent scoring during opponent turns - This has been added to the Official Rules Document (ORD) feedback for clarification
In 2v2, if my teammate controls one battlefield and I conquer the other two battlefields on my turn, do I win the game or do I need to personally conquer all three battlefields?
Ruling: If your ally controls a battlefield, you do not have to score it yourself to get the final point needed to win. You only need to conquer the remaining battlefields not controlled by your teammate. Nuances: - You cannot move onto a battlefield controlled by your teammate, but their control counts toward the team's victory condition.
In 2v2, if one player concedes, does their team lose, or does only that player lose?
Ruling: There is currently no rule that dictates a player conceding equates to their team conceding. Only the conceding player loses and removes their cards from the game. Nuances: - This allows strategies where one teammate can concede to remove their battlefield effects (like Aspirants of the Arena) to help the team win - This is very likely an oversight and expected to change in future rules updates
In 2v2, if you cast Time Warp on your teammate's turn, when does your extra turn occur and how does it affect turn order?
Ruling: When you cast Time Warp on your teammate's turn, you get the extra turn immediately after the current turn ends, then the regular turn order resumes. Sequence: - Teammate's turn completes (the turn when Time Warp was cast) - You take your extra turn - Turn order returns to normal sequence (whoever would have gone next in the original order) Nuances: - The extra turn is temporarily inserted into the existing turn order rather than permanently shifting it
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