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In a showdown, does the attacker or defender get focus first, and how does the action/reaction card speed system work when passing focus?
Ruling: The attacker always gains focus first in a showdown. When a player passes focus without playing a card, the opponent can then start a chain with either action or reaction cards, but the passing player can only respond with reaction cards.
Sequence:
- Attacker declares showdown and gains focus first
- Attacker can play action or reaction speed cards
- If attacker plays a card, defender can only respond with reaction cards
- If attacker passes focus, defender can then play action or reaction cards
- When defender starts a chain after attacker passes, attacker can only respond with reaction cards
Nuances:
- The ability to play action speed cards is only available to the player who currently has focus and hasn't passed it yet
- Once you pass focus, you can only respond with reaction speed cards to any chains your opponent starts
In a showdown, if Player A casts Smokescreen on Darius, Player B casts Retreat on Darius, can Player A then cast Fox Fire (from hand) on the Dreaming Tree before the stack resolves?
Ruling: No. Fox Fire played from hand is an Action and can only be played when nothing else is on the stack. Actions must be the first item on the stack, while Reactions can be added anytime during resolution.
Sequence:
- Retreat resolves first (removing Darius)
- Smokescreen fizzles because Darius is gone
- Player B must pass focus (because Player A started the chain)
- Only then can Player A play Fox Fire as an Action
Nuances:
- After each spell resolves in a chain, there's a window for players to add Reactions to the stack before the next item resolves
- Players pass priority after each resolution, allowing opportunities to play additional Reactions
- "When you play" triggers occur when spells resolve, not when they're added to the stack (there are no "on cast" triggers in Riftbound)
In a showdown, if a player has focus and priority, uses an action to start a chain, and that chain resolves, does focus automatically pass to the opponent or can the original player start another chain?
Ruling: After a chain resolves in a showdown, focus automatically passes to the opponent in turn order. The player who started the chain cannot start another chain consecutively unless the opponent chooses not to act.
Sequence:
- Player with focus starts a chain with an action
- Chain resolves and closes
- Focus automatically moves to the opponent
- Opponent now has permission to start a new chain
Nuances:
- Focus can be thought of as "the permission to start a chain during a showdown"
- A player does not choose whether to pass focus after their chain resolves - it passes automatically
- Neither player can start two chains consecutively unless the opponent agrees by not doing anything
In a showdown, if my opponent casts Hexray (deal 3 damage) and then reacts to their own spell with Smokescreen (reduce might by 4), how does priority work?
Ruling: The player who cast Hexray retains priority after casting it and can immediately react with Smokescreen on the same chain. Then both players pass priority, Smokescreen resolves first, then Hexray resolves.
Sequence:
- Player A plays Hexray
- Player A retains priority and plays Smokescreen (reacting to Hexray)
- Player A passes
- Player B passes
- Smokescreen resolves
- Player A passes
- Player B passes
- Hexray resolves
Nuances:
- It would also work if they played Smokescreen after Hexray resolved as a separate chain, though this would allow the opponent to play an action in between
- When a chain fully resolves, focus and priority automatically pass to the player who did NOT play the last action
In a showdown, if the attacker passes priority and the defender plays a reaction (Shen), can the attacker play an action after the reaction resolves, or did they already pass their opportunity?
Ruling: When a reaction resolves in a showdown, priority returns to the attacker. Damage only occurs after both players pass priority consecutively without playing anything.
Sequence:
- Attacker has priority first and may play actions or pass
- If attacker passes, defender gets priority
- If defender plays a reaction (like Shen), after it resolves priority returns to the attacker
- Priority alternates between attacker and defender until both pass consecutively
- Only when both players pass in a row without playing anything does damage occur
Nuances:
- A single pass does not lock a player out of future actions in that showdown
- Priority alternates back and forth (attacker, defender, attacker, defender) until both pass consecutively
In a showdown, if the defender kills the attacker's unit triggering Phoenix, and then the attacker kills the defender's last unit before Phoenix resolves, can Phoenix only be played to the defender's base (assuming they don't control another battlefield)?
Ruling: Yes, if the defender kills your unit triggering Phoenix, and you then kill their unit on the battlefield before Phoenix resolves, Phoenix must be played to their base or another battlefield they control.
Sequence:
- Defender kills attacker's unit, triggering Phoenix
- With Phoenix trigger on the stack, attacker kills defender's last unit on the battlefield
- When Phoenix resolves, the defender no longer controls that battlefield
- Phoenix must be played to defender's base or another battlefield they control
In a showdown, is damage checked against might after each spell resolves, or only after the entire chain resolves?
Ruling: Damage is checked against might after each item in the chain resolves during a showdown, not after the entire chain completes.
Sequence:
- Each spell/effect resolves individually
- After each resolution, cleanup occurs (damage is checked against might)
- If a unit takes damage equal to or greater than its might, it dies before the next item in the chain resolves
Nuances:
- This follows the normal cleanup rules that apply during the showdown phase of combat
In a showdown, when do When I Attack/When I Defend abilities trigger, when can players play action cards, and what is the sequence before damage is assigned?
Ruling: During a showdown, When I Attack/When I Defend abilities trigger first on an initial chain where action cards cannot be played. After the initial chain resolves, the attacker gains focus and can play action cards to start new chains, then focus passes to the defender who can play action cards, and this continues until both players pass, after which damage is assigned.
Sequence:
- Initial chain forms with When I Attack/When I Defend triggers and any reactions (no action cards allowed)
- Initial chain resolves backwards
- Attacker gains focus and can play action cards to start new chains
- After attacker's chain resolves, defender gains focus and can play action cards
- Focus passes back and forth between attacker and defender
- Once both players pass, damage is assigned
Nuances:
- Action cards like Stand United or Falling Comet cannot be played during the initial chain with triggered abilities
- Only after the initial chain resolves can the attacker use action cards
In a showdown, who gets priority first (attacker or defender), and can players respond to action cards with other action cards?
Ruling: The attacker gets priority first to react to triggers on the initial chain, then gets focus and priority first to play Actions/reactions. Actions cannot be used to react to anything - they can only be played when the chain is empty.
Sequence:
- Attacker gets priority first to react to triggers on the initial chain
- Attacker gets focus and priority first to play Actions/reactions
- Focus passes around during a showdown every time a chain is finished
- Defender can play Actions on an empty chain once they gain focus
Nuances:
- Actions require an empty chain to be played; they cannot react to other cards
In a staged combat where both units become stunned during the noncombat showdown phase, which units get recalled?
Ruling: When both units are stunned during a staged combat's noncombat showdown phase, only the attacker's units get recalled. The defender gains control of the battlefield and scores a point.
Sequence:
- Player A moves a unit to an open battlefield
- Player B plays Zenith Blade, moves a unit to the same battlefield, stunning Player A's unit
- This creates a staged combat with a noncombat showdown
- Player A is the attacker (caused the contested status)
- Player A plays Rune Prison, stunning both units
- Attacker's units get recalled
- Player B gains control of the battlefield and scores a point
In a summoner skirmish, what are the rules on performing ABCD (Awaken, Begin, Channel, Draw) steps at the start of turn, including: 1) Does order matter? 2) Can you do steps in any order with hold battlefield triggers? 3) What happens if you forget to awaken a legend and realize mid-turn?
Ruling: You must perform ABCD steps in the correct order (Awaken, Begin, Channel, Draw). Holding battlefield triggers occur at the end of the Begin phase. If you skip a step and move to a later one, judges may not allow you to go back.
Sequence:
- Awaken
- Begin (hold battlefield triggers happen at end of this phase)
- Channel
- Draw
Nuances:
- Shortcutting is technically allowed if you explain it once and give your opponent time to react, but it's best practice to follow proper order to avoid issues
- At casual events like Nexus Nights, players are more lenient about shortcutting
- At competitive events, judges have ruled that skipping steps (like channeling before drawing, or drawing before performing Begin phase triggers) means you cannot go back
- If you forget to awaken a legend and catch it mid-turn, both players would likely receive a warning (the Kaisa player for General Error, the opponent for Failure to Maintain Game State) and play continues
In a surprise defense scenario (when a player moves a unit to an unoccupied battlefield and the opponent responds by moving a unit there with Ride the Wind), does the initial open showdown end immediately and combat start, or do players continue passing priority in the open showdown before combat begins?
Ruling: Players continue passing priority in the initial open showdown until both pass without starting a chain. Only after the open showdown ends naturally does combat begin.
Sequence:
- Player moves a unit to an unoccupied battlefield, starting an open showdown
- Opponent plays Ride the Wind, moving their unit to the battlefield (this stages a combat)
- Players can continue playing actions and passing priority during the open showdown
- Units do not gain attacker/defender designations yet during this open showdown
- Once both players pass without starting a chain, the open showdown closes
- During cleanup, the staged combat begins and units gain attacker/defender designations
- Combat proceeds normally
Nuances:
- Combat cannot start during a showdown - it requires a neutral open state (no items on chain and no showdown in progress)
- The patch notes clarification that "the current showdown will end and a second showdown will begin" is misleading - the showdown ends naturally through normal priority passing, not immediately
- The player who first applied contested status to the battlefield is the attacker; any units moved there afterward are defenders
- Abilities that trigger "when I attack" or "when I defend" trigger when combat begins and units gain those designations, not during the open showdown
In a surprise defense where both sides have surviving units, do both players recall their units to base?
Ruling: Only the attacking player recalls their units. The defending player does not recall.
Sequence:
- Attackers are recalled during combat cleanup
- Then the defender gains control of the battlefield and conquers it (since they didn't have control before)
Nuances:
- This applies even when the defending player moved to defend using cards like Ride the Wind
- The defender conquers the battlefield but does not "maintain control" since they didn't have control before the combat
In a three player game, does Sabotage reveal a hand to everyone, or just the person that played the Sabotage?
In a three-player game, when you play **Sabotage**, the opponent you choose reveals their hand to **everyone** at the table.
According to **Rule 411.1**, "Revealing is the act of presenting a card to all players from a zone that one or more players do not have access to the information of." Because the rule defines revealing as presenting the information to "all players," the information becomes public to everyone present, not just the player who played the card.
This is further supported by the **RiftJudge FAQ #4862**, which clarifies the sequence for Sabotage: "Once Sabotage begins to resolve, you reveal their hand, choose a card, and recycle it all as one action." Since the act of "revealing" is a game mechanic that presents information to all players, the hand is revealed to the entire table.
In an open showdown where Player A moves a unit to an open battlefield, then Player B plays Zenith Blade and moves Leona to that battlefield, does Player A control the battlefield at any point, are the units attackers/defenders, and does Leona trigger?
Ruling: Player A never controls the battlefield during the open showdown. The open showdown transitions to a combat showdown where Player A becomes the attacker (because they applied contested status) and Player B becomes the defender. Leona does not trigger because she is a defender, not an attacker.
Sequence:
- Player A moves unit to open battlefield, starting an open showdown
- Player B plays Zenith Blade and moves Leona to the battlefield during the open showdown
- The open showdown becomes a combat showdown
- Player A is designated attacker, Player B is designated defender
- At the end of the showdown, all attackers are recalled if defenders are still present
- The defender's units remain and the defender gains control of the battlefield
Nuances:
- Attacker and defender designations only happen during a combat showdown, not during an open showdown
- The player who applied contested status to the battlefield becomes the attacker
- Leona gets +1 for shield as a defender
- The outcome depends on the might comparison between the units
In an uncontested showdown (when a player moves to an unoccupied battlefield), is the team that moved there still considered an attacker?
Ruling: No, there is no attacker or defender in an uncontested showdown. The attacker and defender designations only exist during combat.
Nuances:
- When a player moves to an unoccupied battlefield, this triggers what is called an "Open Showdown" rather than an uncontested showdown, since all showdowns require Contested status to start
- Even without attacker/defender designations, all players still get an opportunity to play actions and reactions during the showdown
- Players alternate playing actions/reactions when they have focus, with both players needing to pass before resolving each item on the chain
In best-of-3, do you reveal the location/battlefield before you choose who goes first?
Ruling: Yes, you reveal the battlefields first, then roll to determine who goes first.
Sequence:
- Step 1: Reveal the battlefields
- Step 2: Roll to see who goes first
In combat between Ahri and Wielder of Water, who wins and does turn order matter?
Ruling: Ahri wins the combat regardless of who is the attacker. Wielder of Water starts at 4 might but Ahri reduces it to 2, making Ahri the winner.
Sequence:
- Wielder of Water gets +2 might when showdown opens (passive ability)
- Ahri's "When I Attack" trigger goes on the initial chain
- Ahri's ability resolves, reducing Wielder's might by 2
- Final might: Ahri wins vs Wielder at 2 might
Nuances:
- This interaction is not turn player dependent because Wielder's ability is passive (applies when showdown opens), while Ahri's is a triggered ability
- If Wielder had a "When I Attack" or "When I Defend" trigger instead, it would be turn player dependent, with triggers going on the initial chain in order: When I Attack, then When I Defend, resolving in reverse order
In combat if both sides do not deal enough damage to kill all the opponents on one side, how does combat/damage resolve and who gets priority?
In a combat showdown, combat damage is dealt simultaneously, and the game proceeds to the Resolution Step once both players pass priority consecutively with an empty chain.
Here is the breakdown of how this resolves and how priority works:
### 1. Damage Assignment and Resolution
According to **Rule 460.2.c** and **FAQ #1077**, damage is not dealt until both players have finished assigning their total might to the opponent's units.
* **Assignment:** The attacker assigns their total might to the defender's units first, then the defender assigns their total might to the attacker's units.
* **Dealing:** Once all assignments are locked in, all damage is dealt simultaneously (**Rule 460.2.c.1.a**).
* **Survival:** If units remain on both sides after damage is dealt, they stay on the battlefield. Combat does not end simply because units survived; it continues until the Resolution Step.
### 2. The Resolution Step
After damage is dealt, the game proceeds to the **Resolution Step** (**Rule 461**). This step follows a specific sequence:
1. **Combat Cleanup:** All units are healed, and attacking units are recalled to their controller's base if defenders are still present (**Rule 461.1.a**).
2. **Determine Combat Result:**
* If units from only one player remain, that player wins.
* If units from **both** players remain (or neither player has units), the result is **"No Result"** (**Rule 461.3.d**).
* **Crucially:** If "No Result" is reached and both players still have units at the battlefield, a new combat is staged at that location (**Rule 461.3.d.1**).
### 3. Priority and Focus
Priority during a showdown is governed by the state of the chain and the "Focus" designation:
* **During the Showdown:** As long as the chain is empty, players alternate having "Focus." The player with Focus has the priority to start a new chain. If a player adds an item to the chain, the state becomes "Closed," and players alternate adding reactions until both pass.
* **After Damage:** Damage assignment and dealing occur as part of the combat resolution process, not as items on the chain. Once damage is dealt, the chain is empty, and the players continue to alternate priority/focus to play further actions or reactions until both pass consecutively.
* **Combat Ends:** Combat only ends when both players pass priority consecutively while the chain is empty, leading to the Resolution Step described above.
**Summary:** If units survive on both sides, the combat will conclude with "No Result" during the Resolution Step, and a new combat will be staged at that battlefield. Priority throughout this process is managed by the alternating Focus system; you and your opponent will continue to have opportunities to play cards until you both pass consecutively.
In combat with 18 might vs 9 might, does the player with 9 might still kill some units if the opponent has small units with 3 and 2 health?
Ruling: Yes, both players distribute their might as damage to enemy units regardless of who has more might. Each player decides how to distribute their own damage.
Sequence:
- Each player sums their might
- Each player distributes their might as damage to enemy units with restrictions:
* Must obey ordering from abilities like Tank
* Must assign lethal damage to one unit before assigning to the next unit
* Cannot overassign damage unless it's the last unit
- All units with lethal damage die simultaneously
- Attacker states damage dealt first
Nuances:
- Combat is not "winner takes all" - both players deal damage even if one has significantly more might
- At the end of most combats only one player remains, but there are some exceptions
In combat with Reavers Row, is there a round of priority after the Reavers Row trigger resolves (where the defending player chooses whether to move a unit) but before combat damage is assigned?
Ruling: Yes, there is absolutely a round of priority between when the Reavers Row trigger resolves and when combat damage is assigned. Combat damage assignment doesn't begin until all players stop playing actions and reactions (pass priority and focus without playing any cards).
Sequence:
- Attack is declared with one unit into a battlefield with one unit
- Reavers Row trigger goes on the stack
- Both players pass priority
- The trigger resolves and the defending player decides whether to move their unit
- Players now have another opportunity to play actions (starting with the attacker) or reactions
- Once both players pass priority without playing anything, combat damage is assigned
Nuances:
- On the initial Reavers Row trigger chain, players can only play Reactions
- After the trigger resolves, both players can play Actions or Reactions on the empty chain
- The attacker has priority first after the trigger resolves
- "When I attack" and "When I defend" triggers create the first of potentially many chains that can be created in a showdown
In combat, I'm attacking with 2 units. One of them has an equipped Last Rites. I win the combat, but my opponent kills the unit equipped with Last Rites. Do I still trigger the conquer effect of the gear?
No, the conquer effect of the gear will not trigger.
According to **RiftJudge FAQ #3012**, conquer effects require the source of the ability to be present on the battlefield at the moment control is established (which occurs after the showdown or combat ends). If the unit equipped with the gear dies during the combat, it is no longer on the board to "see" the conquer event, and therefore its abilities cannot trigger.
### Sequence of Events:
1. **Combat/Showdown occurs:** Damage is assigned and resolved.
2. **Unit Death:** The unit equipped with *Last Rites* is killed during the combat resolution.
3. **Cleanup:** The unit leaves the board.
4. **Control Established:** Control of the battlefield is determined after the combat ends.
5. **Trigger Check:** Because the unit (and the attached gear) is no longer on the board, the "When I conquer..." trigger condition is not met.
Death triggers resolve during the resolution step of combat, before the battlefield is officially conquered. Since the gear is attached to the unit, it is removed from the board along with the unit when it dies, preventing it from triggering when the conquer event finally occurs.
Note: I could not fully verify the reference to FAQ #7489 against the retrieved rules.
In combat, can a 6 Might unit kill two 5 Might units that each have 2 damage already marked on them by assigning 3 damage to each (for a total of 5 damage on each unit)?
Ruling: Yes, you can assign 3 damage to each unit to kill both. When assigning damage, you only need to assign enough damage so that the total marked damage (including previously marked damage) equals or exceeds the unit's Might.
Nuances:
- The rule does not distinguish between damage being assigned and damage already marked on the unit
- You cannot assign more damage than would result in lethal damage to a unit before moving to the next unit
- Imperial Decree does not change the math for lethal damage assignment - the game cannot look ahead to delayed triggers when determining what counts as lethal damage
In combat, can you assign more damage than a unit's Might (overkill) to avoid assigning damage to other units?
Ruling: You cannot assign more damage to a unit than its Might in combat. You must assign lethal damage (damage equal to the unit's Might) to units before moving to the next target.
Sequence:
- Assign damage equal to the first unit's Might (lethal damage)
- Move to the next unit if you have remaining damage
- Continue until you run out of units or damage
Nuances:
- You can assign all your damage to a single unit if your total damage is less than or equal to that unit's Might (e.g., assigning 3 damage to a 3+ Might unit)
- This prevents triggering death effects on other units if you don't have enough damage to kill the first unit
- The rule text saying "equaling or exceeding" for lethal damage does not mean you can assign more than a unit's Might; Riot confirmed this will be clarified in the next rules document
In combat, must a player assign might/damage if they have units with might, or can they choose not to assign any damage?
Ruling: Players must assign damage in combat if they have any might available. You cannot choose to take damage without assigning damage back if you have at least one might.
Nuances:
- You must assign lethal damage to all units if possible
- Even if assigning damage would kill an opponent's unit (like Kogmaw with a death trigger), you cannot avoid assigning the damage
In game three, we went to time, we played three turns and player one ended on 6 points and I ended on 4. Does player one win due to being 2 points ahead?
Yes, Player 1 is declared the winner of that game, and consequently the winner of the match.
According to **Tournament Rule 408.2.b**:
> "If the game is incomplete at the end of the additional turns, a player is declared the winner of the game if they have a point lead of two or more. If no player has a point lead of two or more, the game is a draw."
Since Player 1 has 6 points and you have 4 points, they have exactly a **two-point lead**, which satisfies the requirement to be declared the winner of Game 3.
Because this was Game 3 of a Best-of-3 match:
1. **Game 3 Result:** Player 1 wins.
2. **Match Score:** Player 1 now has 2 game wins to your 1 game win.
3. **Match Result:** Player 1 wins the match (per **Rule 408.3.a**, which states the player with more game wins wins the match if the end of match procedure is completed).
In high OPL, does rule 702.2.f.2 (opponent chooses whether to resolve a missed trigger) only apply during the same turn the trigger was missed, with 702.2.f.1 (continue playing) applying if noticed in a later turn?
Ruling: Yes, rule 702.2.f.2 only applies if the missed trigger is noticed during the same turn it was missed. If the trigger is noticed in a subsequent turn, rule 702.2.f.1 applies and play simply continues.
Sequence:
- If trigger is missed and noticed in the same turn: The next opponent in turn order chooses whether to resolve it or miss it (702.2.f.2)
- If trigger is missed and noticed in a later turn: Play continues without resolving the trigger (702.2.f.1)
Nuances:
- Triggers can be considered missed very quickly in high OPL - even between resolving one effect and asking for reactions
- Missing a trigger that would have been bad for you results in a warning
- Missing a trigger that would have been good for you results in no penalty
- Opponents are not obligated to remind you of your triggers
- At low OPL, judges have more discretion to allow missed triggers to be placed on the chain
In limited mode drafting, can you include a signature spell if you only have one of its two required domains?
Ruling: You need both domains to include a signature spell while drafting in limited mode.
Nuances:
- This applies even if you are drafting colors that include one of the required domains (e.g., drafting red-blue-green does not allow you to include Dragon's Rage, which requires the orange domain in addition to red)
In multiplayer showdowns, can non-combatting players play actions/reactions, and do they need to be 'invited' by the attacker or defender?
Ruling: The "invited" rule has been removed from the current rules. Priority passes clockwise during showdowns, allowing all players to participate without needing an invitation.
Nuances:
- The Tabletop Simulator rulebook contains outdated rules that still reference the invitation system
- The official core rules no longer include the invitation mechanic
In multiplayer, do you need to conquer all 3 battlefields to win at 7 points, or just one additional battlefield?
Ruling: To win via conquest, you must have scored all the battlefields, not just one additional battlefield when you reach 7 points.
Nuances:
- In 2v2, turn order alternates between teams, so teammates never take consecutive turns
- Players cannot share battlefields and score them individually
- Teammates do not score points for battlefields controlled by their teammate
- A teammate could move away from a battlefield and allow their teammate to conquer it on their turn
In team play, when does a team score points from controlling a battlefield - on both teammates' turns or only on the controlling player's turn?
Ruling: A team only scores points from a battlefield at the beginning of the turn of the player whose unit controls that battlefield. If your teammate controls a battlefield, your team does not score during your turn.
Nuances:
- If a teammate's unit is moved off a battlefield during your turn, you cannot score by moving onto that battlefield (you can move there, but get no point)
- Neither player on a team can score on a battlefield if their team already controls it at the beginning of their turn
In the beginning of the game, after you roll to see who goes first, are the battlefields revealed and then the winning player picks who goes first? Or what is the order of beginning a game?
According to the official rules, battlefields are revealed **before** determining turn order. The winning player of the "roll to go first" (or any other fair random method) then chooses whether they wish to play first or last.
Based on the **Core Rules** and official FAQs, here is the official Start of Game sequence:
1. **Legend selection**
2. **Champion selection**
3. **Battlefield selection and placement:** Battlefields are chosen and placed face-up in the Battlefield Zone simultaneously. They are public information once placed.
4. **Determine turn order:** Players use a fair random method (such as a dice roll) to designate the first player.
5. **Choose play order:** The designated player chooses whether they wish to go first or last.
6. **Draw cards** (each player draws 4).
7. **Mulligans** (starting with the player going first).
**Important Clarification:**
As noted in the RiftJudge FAQs, it is a common error to hide battlefields until after determining turn order, but this is incorrect. Because battlefields are public information as soon as they are placed, they must be revealed before anyone makes the decision to play first or last. If you are playing a Best of 3 match, this procedure is repeated for every game, with the loser of the previous game being the one who makes the choice of play order (after battlefields are already revealed).
In the end step, do players have the chance to play reactions?
Ruling: Players cannot play reactions during the end step unless something triggers that creates a chain. Phase changes do not grant priority on their own.
Sequence:
- During your turn, you can play actions/reactions when you have priority
- When you pass turn, phase changes (including to end step) do not grant priority to either player
- Priority is only granted off-turn during chains (passing priority) or showdowns (passing focus/priority)
- If a triggered ability occurs in the end step, it goes on the chain and creates reaction windows
Nuances:
- Playing units or gear does not create a priority window for the opponent
- Some cards like Annie legend or Jinx legend always go on the chain at their respective phases, which would create reaction windows
- You must have priority to play cards, and off-turn you only get priority during chains or showdowns
In the initial showdown chain I'm attacking so I move my unit to the battlefield, the when attacking and when defending actions go onto the chain my opponent does not play a reaction. Does that initial chain resolve automatically or can I still react and play a spell that will trigger before the on defend trigger?
The initial showdown chain does not resolve automatically; instead, it follows a specific priority process once the triggers are placed on the chain.
According to **Rule 459.2.d.1** and **RiftJudge FAQ #6641**, when a showdown begins:
1. "When I attack" triggers are placed on the chain first.
2. "When I defend" triggers are placed on the chain last.
Because the "When I defend" triggers are placed last, they are the topmost items on the chain. **Rule 340.4** and **RiftJudge FAQ #6641** dictate that the controller of the topmost item on the chain (the defender) receives priority first.
### How you can react
Even though you are the attacker, you cannot simply force your spell to trigger "before the on defend trigger" if the defender has priority and chooses to let the chain begin resolving. Here is how the sequence works:
1. **Triggers are placed:** All "When I attack" and "When I defend" triggers are added to the chain. The state becomes **Closed**.
2. **Priority starts:** The defender, as the controller of the topmost item, gains priority first. They can play **Reaction** speed spells or pass.
3. **Alternating Priority:** If the defender passes, you (the attacker) gain priority and may play a **Reaction** speed spell. If you do, your spell goes on *top* of the chain (becoming the new topmost item), and the defender gets priority again.
4. **Resolution:** Once both players pass priority consecutively, the topmost item on the chain resolves (LIFO - Last In, First Out).
**Crucially:** You can only play a spell "before the on defend trigger" if you are able to add it to the chain *above* that trigger. If the defender passes priority to you, you can play a Reaction spell, which will place your spell on top of the "When I defend" trigger. That spell will then resolve *before* the trigger.
**Summary:** You cannot force this automatically; you must wait for the defender to pass priority to you. If they pass, you can play a **Reaction** spell to place your effect on top of the chain, ensuring it resolves before the "When I defend" trigger. You **cannot** play Action speed spells at this time; only Reactions are allowed during the initial trigger chain (**RiftJudge FAQ #6677, #8384**).
In the same Guardian Angel and Nidalee combat scenario, I also have Symbol of the Solari in play. Does my opponent's Nidalee Cat Form get recalled?
No.
In what instance would you have surviving attackers after combat, given that might is summed and compared?
Ruling: Surviving attackers occur when units have the Stun ability, which prevents them from being destroyed in combat despite the might comparison.
Nuances:
- Under normal circumstances where might is simply summed and compared, there would only be one side remaining
- Stun is the exception that allows attackers to survive even when they would normally be destroyed
In what order do attacker and defender abilities resolve during a showdown, and how do layers interact with this timing?
Ruling: When a showdown occurs, "when you defend" triggers go on the chain after "when you attack" triggers, meaning defender abilities resolve first, then attacker abilities resolve. Layers do not affect this timing.
Sequence:
- The defending player's triggers (Ahri's ability and Fortified Position) go on the chain in whatever order that player chooses
- The attacking player's triggers (Yasuo's ability) go on the chain after
- The chain resolves in reverse order: Yasuo's ability resolves first, then the defender's abilities
- Wait, correction: "When you attack" triggers go on the chain BEFORE "when you defend" triggers
- This means defender triggers resolve first (last in, first out)
- So: Ahri gives Yasuo -1 Might, then Fortified Position gives Shield 2, then Yasuo deals damage
Nuances:
- The defending player can choose the order for their multiple triggers (Ahri and Fortified Position)
- Layers (trait altering, ability altering, arithmetic) are separate from trigger timing and don't affect when abilities go on the chain
In what order do movement triggers and attack triggers resolve during a showdown - can you resolve attack damage first and then move a unit, or must all movement triggers resolve before the showdown begins?
Ruling: All movement triggers must be declared and resolved first as part of moving into the battlefield, before the combat showdown begins and any attacker triggers resolve.
Sequence:
- Movement effects happen and resolve completely
- Combat showdown begins
- Attacker triggers (like damage abilities) resolve as part of the initial chain during combat
Nuances:
- You cannot choose to resolve attack triggers before movement triggers - movement always comes first
In what order do players choose battlefields and determine turn order across games in a best of 3 match?
Ruling: For all games in a match (games 1, 2, and 3), battlefields are revealed simultaneously by both players before turn order is determined. After battlefields are chosen, players then decide who goes first/second, followed by draw/mulligan.
Sequence:
- Both players select and reveal their battlefields simultaneously
- Determine turn order (first/second)
- Draw and mulligan
In what order do triggered abilities resolve when both the turn player and non-turn player have triggers at the same time?
Ruling: The turn player's triggers go on the stack first, then the non-turn player's triggers go on top. This means the non-turn player's triggers resolve first (last in, first out).
Sequence:
- Turn player's triggers go on the stack (they order their own triggers)
- Non-turn player's triggers go on the stack on top (they order their own triggers)
- Stack resolves: non-turn player's triggers resolve first, then turn player's triggers resolve
Nuances:
- Each player orders only their own triggers, not their opponent's triggers
In which scenarios can Immortal Phoenix (OGN-037) be played from trash after being destroyed?
Ruling: Immortal Phoenix can be played from trash when destroyed by a spell (including your own spells), but not when destroyed by unit damage (Challenge, Combat) or by stat reduction effects.
Sequence:
- If a spell deals damage that destroys Phoenix, it can be played from trash
- If unit damage (Challenge/Combat) destroys Phoenix, it cannot be played from trash
- If a spell deals partial damage then unit damage finishes it, it cannot be played from trash
- If a spell deals partial damage then another spell finishes it, it can be played from trash
Nuances:
- Vengeance counts as a spell for this purpose (can revive)
- Challenge and Last Breath damage is dealt by units, not spells (cannot revive)
- Stat reduction (reducing Might) that causes destruction during cleanup does not count as spell damage (cannot revive)
- This applies whether the stat reduction comes from a spell or gear
- Phoenix can see itself being killed by your own spells and still trigger
- If Phoenix is already on board and you kill another Phoenix with your spell (like Flurry of Blades dealing final damage after Challenge damage), it should trigger
Is "When you play me" considered a trigger ability, and can its order be determined by the player when it triggers alongside "When you play another unit" abilities?
Ruling: Yes, "When you play me" is a trigger ability, and when it triggers simultaneously with "When you play another unit" abilities, the player can determine the order of resolution.
Nuances:
- When the "When you play me" ability triggers, the unit is already in play
Is 'Defending' a permanent state for a card at a battlefield, or does it only apply during showdowns?
Ruling: A unit is only defending when it is in a Combat Showdown, not as a permanent state while at the battlefield.
Nuances:
- Effects like Mask of Foresight trigger when a unit is designated as a defender and is alone during the showdown, not continuously while at the battlefield.
Is 'when I move' considered an ability that creates a chain and gives the opponent an opportunity to react, such as when moving a Merchant from a battlefield to your base?
Ruling: Yes, 'when I move' is a triggered ability that is placed on the chain, giving the opponent an opportunity to react when a unit like Merchant moves from one battlefield to your base.
Nuances:
- Triggered abilities wait for something to happen and then do something, and they create chains
- Activated abilities (those you choose to activate by paying a cost) also create chains
- You cannot respond to a unit being played itself, only to abilities that play a unit or abilities that unit has that trigger when it's played
Is Accelerate free on Rek'Sai Breacher?
No, **Accelerate** is not free when you have **Rek'Sai, Breacher** on the field.
According to **RiftJudge FAQ #9725** and **Rule 805.1.a**, **Accelerate** is an optional additional cost. When **Rek'Sai, Breacher** grants the **Accelerate** keyword to a unit (such as a token played from an ability), it gives you the **option** to pay that cost to have the unit enter the board **ready**.
Here is how it works:
* **The Cost:** The cost for **Accelerate** is **[1] Energy and 1 Power**.
* **Optional:** You are not required to pay this cost. If you choose not to pay it, the unit will simply enter the battlefield **exhausted** (the default state).
* **Payment:** If you want the unit to enter **ready**, you must pay the [1] Energy and 1 Power during the "Pay Costs" step of playing that unit.
In summary, **Rek'Sai, Breacher** allows you to use the **Accelerate** mechanic on units that wouldn't normally have it, but you must still pay the required cost if you want the benefit of the unit entering the board ready.
Is Battlefield to hand considered a move?
No, moving a permanent from a battlefield to your hand is **not** a move.
According to **Rule 442.3**, only units are capable of performing a "Move" action, and by definition, a Move action specifically refers to relocating a permanent between locations on the board (e.g., from base to a battlefield or between two battlefields).
Relocating a card from the board to your hand is typically referred to as "returning to hand" or "bouncing," which is a distinct game action from a "Move."
Is Blitzcrank's hold effect (returning to hand) required or optional?
Ruling: Blitzcrank's hold effect is required. You must return him to hand when the effect triggers.
Nuances:
- If the effect said "you may..." then it would be optional, but it would still go on the chain and resolve without effect if you chose not to return it
Is Carnivorous Snapvine's fight ability mandatory if there is a valid target (8+ might unit) on the battlefield?
Ruling: Yes, the ability is mandatory if there is at least one valid target.
Nuances:
- The ability must be used if there is at least one unit with 8+ might on the battlefield
Is Darius trifarian's a trigger effect or a mandatory effect?
Darius, Trifarian's ability is a **triggered ability**, and it is **mandatory** to place on the chain if the condition is met.
According to the core rules and the specific mechanics of Darius, Trifarian:
* **Triggered Ability:** Darius's ability is a triggered ability because it uses the "When..." structure ("When you play your second card in a turn...").
* **Mandatory:** Unlike triggered abilities that include the word "may" (which are optional), Darius's ability does not contain "may." Therefore, when the condition is met (the second card of the turn is played), the ability must be placed on the chain.
**Important Nuances:**
* **"Played" means resolved:** A card is considered "played" once it has fully resolved on the chain.
* **Darius counts himself:** If you play Darius as your second card of the turn, he sees himself as the second card, and his ability will trigger.
* **Once per turn:** This ability only triggers once per turn, specifically when the second card is played. It does not trigger for the third, fourth, or subsequent cards.
* **Accountability:** As the controller of Darius, you are the "accountable player" responsible for acknowledging this trigger. If you fail to acknowledge it before a new game action is taken, it is considered "forgotten" and will not resolve (Rule 506.3).
Is Deathknell mandatory, or can you choose not to use the effect?
Ruling: The Deathknell trigger is mandatory and the effect is also mandatory unless it uses the word "may".
Nuances:
- In situations where the Deathknell trigger would do nothing, it still happens but just does nothing.