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Is the first friendly unit on Deathgrip a cost or a target? When do I kill it, and what happens if I don’t?
1) the friendly unit is a target, not a cost; 2) it is chosen along with the other friendly unit and killed as the spell resolves; 3) if you don’t actually kill it for any reason, either because it’s no longer a legal target or because you replaced its death with an effect like Zhonya’s Hourglass, you do not give the second friendly unit any Might. (You do still draw 1; we’ve introduced a paragraph break to make that clear.)
Is the keyword "Repeat" considered a temporary spell on top of the initial spell played? For example, does Ravenbloom student get +2 when I play the Repeat effect of a spell?
No, the keyword **Repeat** does not create a "temporary spell," nor does it count as playing multiple spells.
According to **Rule 820.3.a**: *"Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once."*
Because **Ravenbloom Student** specifically triggers "When you play a spell," and the act of playing the spell only happens once, the Student only receives its +1 Might bonus one time. This is further confirmed by several Riftbound FAQs (including FAQ #8929 and #743), which explicitly state that Repeat modifies how a spell resolves, but does not create multiple instances of the spell for the purpose of counting or triggering card abilities. Therefore, Ravenbloom Student does not get +2 Might from a spell with Repeat, even if you pay the cost to execute its effects a second time.
Is the nine-tailed fox ability a triggered ability or a passive ability?
The Nine-Tailed Fox's ability is a **triggered ability**.
In *Riftbound*, triggered abilities are identified by the word "when" followed by a condition. Because the card text reads, "**When** an enemy unit attacks a battlefield you control, give it -1 might this turn," it functions as a triggered ability.
According to **Rule 383**, triggered abilities are repeatable effects that happen when a condition is met. Furthermore, as noted in the **RiftJudge FAQ #3844**, it is explicitly classified as a triggered ability (not a passive one) and must be announced by the player when the trigger condition is fulfilled.
Is the passive of Sacred Shears meant for the equipment or for the unit which holds it?
The Deathknell ability on **Sacred Shears** is meant for the unit equipped with it, not the equipment itself.
According to **RiftJudge FAQ #8441**:
* When Sacred Shears is equipped, its Effect Text (the bottom box containing the Deathknell ability) is appended to the unit's rules text.
* The unit gains the Deathknell ability, not the gear itself.
* Therefore, the ability triggers when the unit dies, allowing you to draw a card. If the gear itself is killed in isolation (e.g., by a card effect like Salvage), the Deathknell does not trigger because the gear is no longer attached to a unit, meaning the Effect Text is no longer active.
This is consistent with the general rule for equipment: Effect Text on gear is only active while the gear is attached to a unit, at which point it functions as part of that unit's text.
Is the recycle ability on Fizz Trickster and Kai'Sa Evolutionary a delayed replacement effect or a delayed triggered ability?
A delayed replacement effect—equivalent to: if that spell would leave the chain for any reason, recycle it instead.
Is the second effect 'Then, if I am at a battlefield, buff all other friendly units there' a passive or a one-time active effect?
Ruling: It's a single-use trigger when the unit is played, not a passive effect.
Sequence:
- The first part of the effect resolves first
- Then the second part resolves only if legal (if the unit is at a battlefield)
Nuances:
- This is a standard WYPM (When You Play Me) trigger that resolves as normal
Is the stun from Zenith Blade a delayed trigger? Does it apply the legends buff before the showdown begins?
No, the stun from *Zenith Blade* is not a delayed trigger, and it does not apply legend buffs before a showdown begins (if the spell is played during a showdown).
Here is the breakdown based on the rules and retrieved information:
### 1. Is the stun a delayed trigger?
**No.**
According to the card text, *Zenith Blade* is a spell with an [Action] ability that performs an effect immediately upon resolution.
* **Rule 390.2** defines a "Delayed Trigger" as a triggered ability that identifies a specific time or condition in the future.
* *Zenith Blade* simply says "Stun an enemy unit." This is an immediate game action executed when the spell resolves, not a delayed ability that waits for a specific future trigger condition.
### 2. Does it apply legend buffs before the showdown begins?
**No.**
* **If you play *Zenith Blade* during a showdown:** The showdown has already begun. *Zenith Blade* resolves as an item on the chain, and if the stun triggers a legend ability (such as Leona's, assuming you are using a card that interacts with stunning), that trigger is added to the chain and resolves during the showdown, not "before it begins."
* **If you play *Zenith Blade* outside of a showdown:** The spell resolves, stuns the target, and triggers any relevant abilities. If this results in a unit moving into a battlefield with enemy units, that move may *initiate* a showdown, but the stun effect itself is an immediate interaction that occurs before the new showdown is staged.
### Important Nuances:
* **Timing:** *Zenith Blade* requires you to target a unit to stun it. As confirmed by **RiftJudge FAQ #5626** and **#2180**, you can target an already stunned unit with *Zenith Blade* to gain the move effect, but the stun portion will do nothing, and "When you stun" triggered abilities will **not** trigger.
* **Legend Buffs:** If you are referring to a legend ability that triggers "When you stun," that ability is placed on the chain as a triggered ability. Per the showdown timing flow, triggers added during a showdown resolve before combat damage is dealt, but they do not happen "before the showdown begins"—they are part of the active showdown's chain.
***Disclaimer:** This is my interpretation based on the card text and core mechanics. No official FAQ exists for the specific phrasing "before the showdown begins" regarding *Zenith Blade's* stun timing.*
Is the trigger for Raging Soul a permanent effect or does it only last for the turn that a card is discarded?
The effect granted to Raging Soul when you discard a card lasts only for the current turn.
According to the RiftJudge FAQ (ID 2777 and 5001) regarding Raging Soul:
* This is a passive effect that constantly checks if you have discarded a card on the current turn.
* If you discard a card, Raging Soul gains **Assault** and **Ganking** until that turn ends (including through the end of turn phase).
* The ability turns off when the next turn starts, meaning you must discard a card again on a future turn to reactivate the ability.
Is there a cheat sheet or summary of rule changes, clarifications, and additions from the new Riftbound rules update?
Ruling: There are official patch notes that cover major changes and intent, available at the Riftbound website. These explain what changed and why, though they are more like footnotes rather than a comprehensive side-by-side comparison.
Nuances:
- For detailed rule number changes, some community members have used AI tools to compare PDFs and identify which specific rule numbers had updated text
- The patch notes focus on explaining the changes and their intent rather than providing exhaustive technical details
Is there a contradiction between the rule stating gear found on a battlefield is 'immediately' recalled to the Controller's base as a corrective action versus the rule saying it will be corrected in the next Cleanup?
Ruling: Yes, there is a contradiction in the rulebook between these two statements about when gear is recalled from the battlefield.
Nuances:
- The term "corrective action" only appears once in the rules and its meaning is unclear
- The likely intended rule (RAI) is that the gear should be recalled during Cleanup, not immediately
- This contradiction creates an unintended interaction with cards like Zhonya's Hidden, where playing it as a React would immediately recall it to base, potentially allowing it to save a unit on a different battlefield than where it was initially played
Is there a designated place to view/track the chain in the Riftbound TTS mod?
Ruling: There is currently no designated place for the chain in the TTS mod. Players handle it through communication and mental tracking.
Nuances:
- Some players place chain cards next to the token generator as a workaround
- Some players place chain cards on the battlefield on top of the relevant unit so both players can see it
Is there a guideline for prizes on events such as Skirmishes or Nexus Nights? Usually it's a 5€ fee with only a few Nexus Nights packs as prizes?
According to the Tournament Rules, Riftbound does not have a single mandatory prize structure for specific event types like "Skirmishes" or "Nexus Nights." Prize distribution is determined by the Competition Organizer (CO) within the guidelines of the Tournament Rules and the specific Organized Play Level (OPL) of the event.
Here is the relevant framework regarding prizes:
* **CO Responsibility:** Rule 204.3.e states that the Competition Organizer is responsible for providing all materials necessary to operate the event, which includes the prize support.
* **Bribery and Prize Sharing:** While you cannot bribe players for match outcomes (Rule 704.5), players are permitted to agree to share prizes that have not yet been awarded, provided this agreement is not in return for any in-game action, a specific game/match outcome, or a player dropping from the tournament (Rule 704.5.b).
* **Dividing Prizes in Single-Elimination:** Rule 704.5.c and 704.5.d outline specific procedures for dividing prizes evenly or mutually agreeing on a winner in the single-elimination portion of a tournament, provided it is done with the tournament organizer’s permission.
Because "Nexus Nights" or "Skirmish" events are often run as **Low OPL** events, the specific prize distribution is usually set by the local store or organizer. If you are participating in a specific event, you should consult the event's official page, the event's addenda (which take precedence over general rules per Rule 104.3), or speak directly with the Tournament Organizer to understand their prize structure.
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*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.*
Is there a limit to how many cards on the sideboard?
Yes, there is a limit to the number of cards allowed in a sideboard for Constructed play.
According to **Rule 601.1.c.1** of the Tournament Rules (2026-01-30):
* "A player’s sideboard can include **8 or fewer cards**."
Additionally, keep in mind the following requirements for sideboards in Constructed formats:
* **Card Validity:** A sideboard can consist only of valid Main Deck cards (Rule 601.1.c.2).
* **Copy Limits:** Limits on the number of copies of named cards apply to the combination of your Main Deck and your sideboard (Rule 403.3 and 601.1.c.3).
* **Exchanges:** Sideboard cards must be exchanged 1-for-1 with Main Deck cards (Rule 403.4).
Is there a limit to how many different champion units can be included in a single deck, as long as each type is limited to 3 copies?
Ruling: There is no limit to the number of different champion units you can include in a deck. You can have as many different champion types as you want, as long as each champion unit has one of the two runes associated with your Legend and you don't exceed 3 copies of each specific champion.
Nuances:
- This differs from Legends of Runeterra which has champion limits
- Champions must still match one of the two runes associated with the Legend in your deck
Is there a limit to how many equips you can attach to a single unit at the same time?
No, there is no limit to the number of equipment cards that can be attached to a single unit at the same time.
According to Rule 744.3.b, a unit is considered "Equipped" as long as one or more of its attached cards are Equipment. There is no rule in the game that restricts the number of attachments a unit can have.
As long as you have the resources to pay the equip costs and the equipment is not already attached (as you cannot activate the equip ability of an already attached piece of gear, per Rule 730), you may attach multiple pieces of equipment to the same unit.
Is there a limit to the number of gear cards allowed on the board?
Ruling: There is no limit to the number of gear cards you can have on your board.
Is there a max # of cards that can go on a battlefield?
No, there is no limit to the number of unit cards that can be present at a battlefield.
According to **Rule 169.6**: "Any number of Units can be present at a Battlefield."
Is there a maximum hand size in Riftbound?
There is no maximum hand size in Riftbound. While the rules define the "Hand" as a zone for cards (Rule 108.7), there are no rules stating that a player must discard down to a specific number of cards or that there is a limit to how many cards a player can hold.
Is there a priority window to play reaction spells before the showdown if there are no when attacking/defending triggers?
Ruling: No, there is no priority window to play reactions before the showdown begins if there are no triggers. As soon as the move is complete, cleanup happens and combat/showdown begins immediately.
Sequence:
- Move completes
- Cleanup happens
- Combat and showdown begin
- When attacking/defending triggers happen at the beginning of the showdown
- After the initial chain of when attacking/defending triggers resolves and your opponent passes focus, you can play actions (like Rune Prison)
Nuances:
- Move triggers are an exception - they activate and resolve before the showdown begins, creating a window to use reactions and potentially prevent the showdown
- Actions (like Rune Prison) can only be played after you have focus, which is after when attacking/defending triggers resolve
- Stunning a unit after when attacking triggers have resolved will prevent combat damage but not ability damage from when attacking triggers
Is there a rule where the opponent scores if you cycle through your deck?
Yes, there is a rule regarding this. When you need to draw a card or move cards from your Main Deck to another zone (like the trash) and your deck is empty, you perform an action called **Burning Out**.
According to **Rule 431.2**, when you Burn Out, you must:
1. Perform as much of the action as possible.
2. Recycle your trash into your Main Deck (randomizing it).
3. **Choose an opponent to gain 1 point.**
4. Complete the remainder of the action.
Additionally, per **RiftJudge FAQ #6736**, the point gained by an opponent when you run out of cards can win them the game, even if they already have 7 points, because this point is not gained through the "Conquer" mechanic (which has stricter winning requirements).
Is there a tracker for official dev rulings on Riftbound rules questions?
Ruling: Yes, there is an official dev tracker available at https://riftrules.net/riotrules that compiles rulings made by official sources outside of official documents.
Nuances:
- Some rulings on the tracker may be older and have already been incorporated into newer versions of the core rules
Is there a turn order restriction on when you can play normal units relative to showdowns?
Ruling: There is no turn order restriction. You can play units before or after showdowns, and it remains your turn after a showdown completes. You end your turn when you decide to end it.
Sequence:
- ABCD phases occur at beginning of turn
- During showdown, focus/priority passes from attacker to defender to play actions/reactions
- Outside of these structures, you can do whatever you can/want
Nuances:
- You can perform multiple showdowns during your turn as long as you have resources
- Showdowns start automatically when units end up at a battlefield they don't control (combat showdown if opponent-controlled, open showdown if uncontrolled)
Is there a window after combat to play actions or reactions before the conquer point is awarded?
Ruling: There is no window after combat to cast spells before the conquer point is automatically awarded.
Nuances:
- If there are deathknell/death triggers put on the chain as a result of combat damage, these happen before conquering (but after damage is healed), providing a window for responses to those triggers.
Is there a window for reactions after resolving each effect of the chain, or can you only add to the top of the chain and wait for all of it to resolve?
Ruling: There is a window to react after each item on the chain resolves. After each resolution, the player who controls the most recent item on the chain becomes the active player, and all relevant players must pass again to proceed.
Sequence:
- Reaction level abilities and triggers are added to the chain one by one
- Effects resolve in stack order after both players pass in succession
- After each item resolves, a new window opens where players can add more items to the chain
- All relevant players must pass again before the next item resolves
Is there a window to play action or reaction cards in a showdown after damage is assigned and units are dead?
No, there is generally **no window** to play Action or Reaction cards after combat damage is dealt if no triggered abilities occur.
According to **RiftJudge FAQ #492**:
* "You can only play cards after combat damage if there is a triggered ability that results from the combat damage. If no triggered ability occurs, the showdown ends immediately."
### The Sequence of Events:
1. **Combat Damage:** Units deal damage to each other.
2. **Healing:** All units heal (Combat Cleanup).
3. **Trigger Check:**
* **If triggered abilities exist** (e.g., "When I die," "When I take damage"): These are added to the chain. Because a chain now exists, players have a window to play **Reaction** cards in response to these triggers.
* **If no triggered abilities exist:** The showdown ends immediately. There is no priority window to play further cards.
As noted in **RiftJudge FAQ #3757**, once both players pass priority back-to-back, damage is dealt and the showdown ends with no further window to play cards.
Is there a window where you can react before « assault » or « shield » resolve?
No, there is no window to react to **Assault** or **Shield** because they do not use the chain.
According to **Rule 807.1** and **Rule 814.1**, Assault and Shield are **Passive Ability keywords**. Passive abilities function continuously and do not use the chain (as they do not create triggered abilities that enter the chain, nor are they cards or activated abilities).
Because they are passive, they are active as long as the unit has the corresponding "Attacker" or "Defender" designation, and there is no point in the game where these abilities are placed on the chain for you to respond to.
### Key points to remember:
* **Passive vs. Triggered:** Do not confuse these keywords with "When I attack" or "When I defend" triggered abilities. While those triggers **do** open an initial chain (which you can react to), Assault and Shield themselves are passive modifiers that apply automatically when the combat designations are established.
* **No Window:** Since they never enter the chain, they offer no "window of opportunity" to play reactions or actions in response to them.
Is there an interactive rules page or online resource for Riftbound card interactions and rules examples?
Ruling: Yes, riftrules.net provides an interactive rules resource for Riftbound. Additionally, Riot has stated they will provide an online resource for errata text.
Nuances:
- riftrules.net is a community resource that attempts to provide interactive rules information
- An official Riot resource for errata is planned but separate
Is there an order in which players have to mulligan based on who starts?
Yes, there is a specific order for mulligans based on turn order.
According to **Core Rules Rule 118**:
"In turn order, players perform their Mulligan."
This means that the player designated to take the first turn performs their mulligan first. Once they have completed their process (setting aside cards, drawing replacements, and recycling the set-aside cards), the next player in turn order performs their mulligan, and so on until all players have finished.
### Important Notes on the Process:
* **Turn Order Establishment:** As per Rule 116, turn order is determined before the mulligan phase begins.
* **Recycling:** When you perform your mulligan, you set aside up to two cards, draw new ones, and then recycle the cards you set aside. According to **RiftJudge FAQ #3227**, when you recycle cards during a mulligan, you shuffle only those recycled cards together and place them on the bottom of your deck; you do not shuffle your entire deck.
* **Private Information:** Per **RiftJudge FAQ #2729**, the cards you choose to mulligan are not public information; they are considered privately derived information.
Is there an overtime procedure for best of 3 matches when both players have won 1 game each?
Ruling: Yes, there is an overtime procedure for best of 3 matches when the series is tied 1-1. The player with the most points at the end of 5 turns wins the overtime game.
Sequence:
- When the overtime round is called, whoever's turn it is becomes turn 0
- Play continues for 5 turns total
- At the end of 5 turns, the player with the most points wins
Is there another round of priority at the end of a turn, allowing a player to cast a meditation before the turn passes?
Ruling: No, there is no additional priority round at the end of a turn. You cannot cast a meditation after your opponent ends their turn but before your turn begins.
Is there any way to react to a Glasc Mixologist getting killed by sacrifice?
Yes, you can react to a *Glasc Mixologist* being killed by a sacrifice effect.
According to **Rule 428.1.a.1.b**, when a unit with a *Deathknell* ability is killed due to a kill instruction (such as a sacrifice effect), its *Deathknell* is added to the chain as a pending item before the unit is moved to the trash.
### How the Interaction Works:
1. **Kill Instruction:** When the sacrifice effect (the "kill instruction") is played/activated, the *Glasc Mixologist* is designated as the target.
2. **Deathknell Triggers:** Before the *Glasc Mixologist* is actually moved to the trash, its *Deathknell* ability triggers and enters the chain as a pending item.
3. **Chain State:** Because an item has been placed on the chain, the game state becomes **CLOSED**.
4. **Reaction Opportunity:** Once the *Deathknell* ability is on the chain, players have the opportunity to play **[Reaction]** cards or activate **[Reaction]** abilities.
5. **Resolution:** Once all reactions are resolved, the chain resolves (LIFO). The *Deathknell* ability will resolve, allowing the controller of the *Glasc Mixologist* to play a unit from their trash.
### Important Considerations:
* **Targeting:** If you are the opponent trying to prevent the *Glasc Mixologist* from successfully playing a unit, you can react to the *Deathknell* trigger on the chain (for example, by using a card that targets the trash or interferes with the playing of the unit).
* **Rule Reference:** Per **Rule 428.1.a.1.b**, the game notes the information of the unit (such as its location) to process the *Deathknell* before the kill instruction finishes executing, ensuring the *Deathknell* trigger is successfully placed on the chain.
This interaction is consistent with how *Deathknell* abilities handle pending items on the chain, as established in the **Riftbound Unleashed** rules update and supported by several **RiftJudge FAQs** (e.g., FAQ #9783, FAQ #9149).
Is there negative Might?
Yes, units in Riftbound can have negative Might values.
According to **Rule 143.2.b** and associated rulings, while a unit's Might can be reduced below 0, it behaves differently for calculations versus game interactions:
* **For Calculation:** The game maintains the actual current Might value, including negative numbers. This is important because modifiers are applied to the true current value. For example, if a unit has -3 Might and receives a +2 Might buff, its Might becomes -1, not +2 (see FAQ #9535 and #432).
* **For Interactions:** Whenever the game checks a unit's Might for game effects (such as during combat damage calculation or determining if it is killed by damage), any negative Might value is treated as 0 (Rule 143.2.b).
**Important points to remember:**
* **Survival:** A unit does not die simply by reaching 0 or negative Might. A unit only dies if it has **non-zero damage** marked on it that is equal to or greater than its Might (Rule 142.2.a and 143.2.a).
* **Lethal Damage:** Because a unit with 0 or negative Might is treated as having 0 Might for interaction purposes, it will die if it receives at least **1** damage.
* **Combat:** A unit with negative Might contributes 0 damage in the Combat Damage Step (Rule 143.2.b).
In short: the negative value is tracked mathematically for future adjustments, but it acts as 0 for all active gameplay effects.
Is there still a tie possible in combat? If so, how does it work with Symbol of the Solari?
Yes, a tie in combat is still possible. According to the updated rules for the Resolution Step of combat, a tie occurs if, after the Combat Damage Step, both players have units remaining at the battlefield.
Here is how it works with **Symbol of the Solari**:
### 1. The Tie Condition
A tie is calculated after the Combat Damage Step. If both the attacker and the defender still have units present at the battlefield, the combat is considered to have ended in a tie.
### 2. Symbol of the Solari Trigger
When this tie condition is met, **Symbol of the Solari** triggers its ability.
* The effect is placed on the chain.
* Once it resolves, it mandates that **ALL** units at that battlefield be recalled to their controller's base.
### 3. Interaction with Combat Resolution
Normally, in a tie, the standard resolution procedure (as per the *Spiritforged* updates and RiftJudge FAQ #2029) is that only the attacker's units are recalled, leaving the defender's units at the battlefield.
However, because **Symbol of the Solari** explicitly states "recall ALL units," it overrides the standard procedure for the tie result. When the ability resolves:
1. Both the attacker's units and the defender's units are recalled to their respective bases.
2. Because units were recalled during the Combat Cleanup (or as a result of this trigger in that window) and no units remain at the battlefield, the combat result is officially declared as **"No Result"** (per Rule 461.3.d).
3. Because there is "No Result," neither player conquers the battlefield.
**Important Note on Recall:**
As clarified in RiftJudge FAQ #9850, units do not exhaust when recalled due to a tie; they retain their current ready or exhausted state upon returning to their controller's base.
Is there timing before a Showdown starts where reactions can be played, and do abilities like Assault, Shield, or 'When I attack/defend' triggers open chains that can be reacted to?
Ruling: You cannot react to a unit moving into the battlefield before the showdown starts. Assault and Shield are passive abilities that don't go onto the chain, but 'When I attack/defend' triggers do go onto an initial chain once the showdown has already begun.
Sequence:
- Unit moves to battlefield with another unit present
- If the moving unit has 'when you move me' triggers, those must be fully resolved before the showdown begins
- Showdown begins
- 'When I attack/defend' triggers go onto the initial chain (already within combat steps)
Nuances:
- The only exception for pre-showdown timing is 'when you move me' triggers (like Travelling Merchant), which must be fully resolved before the staged combat/showdown begins
- If moving to the battlefield triggers no abilities or printed text, there are no pre-combat chain opportunities to react
It's my turn and there's an empty battlefield "Sunken Temple". I decided to conquer it, so I move my Noxus Hopeful to it. In my priority, I play a Blood Rush without repeat. I conquer the battlefield, so the question is: can I pay 1 to draw a card by conquering Sunken Temple with a Mighty unit?
No, you cannot use the effect of Sunken Temple to draw a card in this scenario.
### Reasoning
According to **RiftJudge FAQ #4146** and **#8999**, Sunken Temple’s ability is a triggered ability that requires the unit conquering the battlefield to be **Mighty** (having 5 or more Might) at the exact moment the conquer occurs.
1. **Noxus Hopeful's Might:** Noxus Hopeful has a base Might of 4.
2. **Blood Rush Effect:** Blood Rush grants the target a Might bonus specifically "while it's an attacker."
3. **Timing and Status:** When you move your unit to an empty battlefield to conquer it, your unit is not an attacker; it is simply a unit moving to an empty battlefield. Because your unit is not currently attacking, the Might bonus from Blood Rush is not active, and its Might remains 4.
4. **Failure to Trigger:** Because your unit’s Might is only 4 at the moment the conquer is established, the "Mighty" condition on Sunken Temple is not met. Consequently, the ability does not trigger, and you cannot pay the cost to draw a card.
Even if you were to order your actions differently, Sunken Temple checks for the "Mighty" status at the precise moment of the conquer. If the unit is not Mighty at that exact time, the ability fails to trigger entirely, and buffs applied later or from conditional states that are not met do not retroactively satisfy the requirement.
Note: I could not fully verify this ruling against the retrieved rules, as the specific interaction between Blood Rush and the Assault keyword was not explicitly confirmed in the provided documentation.
Its player 1 turn and they played a spell targeting player 2 unit can player 2 play 2 reaction cards at once?
Yes, Player 2 can play two reaction cards back-to-back before passing priority to Player 1.
According to **Riftbound FAQ #4696**:
1. **Retention of Priority:** After Player 1 plays an action (the spell), Player 2 receives priority to respond. When you play a reaction card in response, you do not automatically lose priority; you retain it.
2. **Chaining Reactions:** While holding priority, you can immediately play a second (or third, etc.) reaction card on top of the chain before passing priority to your opponent.
3. **Passing Priority:** Priority only passes to Player 1 once you explicitly choose to pass it.
4. **Resolution:** Once both players pass consecutively, the chain resolves in **LIFO (Last-In, First-Out)** order. Your second reaction will resolve first, followed by your first reaction, and finally Player 1's original spell.
**Sequence:**
* **Initial Chain:** [Player 1's Spell]
* **Player 2 acts:** Plays Reaction A.
* *Chain:* [Player 1's Spell] → [Reaction A]
* **Player 2 retains priority:** Plays Reaction B.
* *Chain:* [Player 1's Spell] → [Reaction A] → [Reaction B]
* **Player 2 passes:** Priority passes to Player 1. If Player 1 also passes, the chain resolves starting with Reaction B.
Karthus and Mixologist attack into a battlefield. Can Mixologist bring back Karthus?
Yes, **Glasc Mixologist** can bring back **Karthus, Eternal** from your trash if they die simultaneously, provided that Karthus's energy cost and requirements are met.
### Sequence of Events
1. **Simultaneous Death:** When **Glasc Mixologist** and **Karthus, Eternal** take lethal damage at the same time (e.g., from a board-wiping effect or combat), both are marked for death.
2. **Deathknell Triggers:** According to Rule 808.1.d.2, *Deathknell* triggers are added to the chain as pending items **before** the units are moved to the trash.
3. **Karthus's Passive:** Because **Karthus, Eternal** was on the battlefield at the exact moment of death, his passive ability ("Your [Deathknell] effects trigger an additional time") applies to the *Deathknell* trigger generated by **Glasc Mixologist**.
4. **Chain Resolution:** The *Deathknell* triggers enter the chain. You are the controller of the triggers and choose their resolution order.
5. **Revival:** When you resolve the *Deathknell* effect from **Glasc Mixologist**, you may choose a unit from your trash that meets the requirements (Energy cost 3 or less and [A] or less). Since **Karthus, Eternal** has an energy cost of 3, he is a valid target to be played from the trash to the battlefield.
### Key Considerations
* **Timing:** Per the *Unleashed* rules update and Rule 187.4.c, you do not lose control of the battlefield while there are pending items on the chain (such as the *Deathknell* trigger). This allows you to play the unit back to the same battlefield where they died.
* **Karthus's Passive:** It is essential that **Karthus, Eternal** was on the board *before* the *Deathknell* trigger was created. If he were not present (e.g., if he was in the trash already and you were trying to revive him to trigger the double *Deathknell* for the same event), his passive would not apply to that specific trigger (as clarified in **RiftJudge FAQ #9606** and **#9256**).
This is my interpretation based on the mechanics of *Deathknell* timing (Rule 808.1.d.2) and the interaction of passive abilities with battlefield control as established in **RiftJudge FAQ #9316** and **FAQ #9392**.
Leblanc legend wins a combat with a 3 might unit that has assault 2. They trigger the legend to create a reflection token. It will be a 3 might unit as it copies base might, but does it have assault temporarily while the chain finishes resolving?
No, the **Reflection** token will not have **Assault** (or the +2 Might bonus) while the chain is resolving.
According to the rules regarding copy effects and the provided FAQs, here is the breakdown:
### 1. Copyable Traits vs. Modifiers
When the **Reflection** token becomes a copy, it only adopts the "copyable traits" of the target unit. As established in **RiftJudge FAQ #10455**, **#10887**, and **#10200**, these traits are limited to the unit's printed characteristics (base Might and Rules Text).
* **Assault** is a keyword/ability, which is a copyable trait. Therefore, the **Reflection** token **will gain the Assault keyword** when it becomes a copy of the unit.
* However, the +2 Might bonus granted by the unit's **Assault** keyword is a temporary modifier active during combat. It is **not** a copyable trait. The **Reflection** token does not inherit active, temporary buffs or the current state of the target's Might.
### 2. Assault Timing
The **Assault** keyword is defined by Rule 807.1.c as: *"While I am an attacker, I have +X [M]."*
For a unit to benefit from **Assault** and gain the Might bonus, it must currently possess the **Attacker** designation.
* When the **Reflection** token enters the battlefield, the combat showdown has concluded (the win has already triggered the Legend ability).
* Even if the **Reflection** token gains the **Assault** keyword as part of its copy effect, it does not currently hold the **Attacker** designation (designations are removed during the Combat Cleanup phase, which precedes the conquer trigger).
### Summary
While the **Reflection** token will successfully gain the **Assault** keyword because it is part of the copied unit's printed Rules Text, it will not receive the +2 Might bonus because:
1. The Might bonus is a temporary modifier, not a copyable trait.
2. The unit is no longer an "attacker," so the condition for the **Assault** ability is not met.
The **Reflection** token will enter the battlefield as a copy of the unit, but with the base Might printed on the original card (e.g., 3 Might).
Let's say I have a 2 might unit and my opponent plays Thousand Tailed Watcher. My unit becomes 1 might.
If then, afterwards during that turn I use a +1 might pump spell, does my unit become 2 might, or does the Watcher trigger keep reducing all might up to a total of -3 down to 1?
Based on the rules and FAQs for *Thousand-Tailed Watcher*, your unit will become **2 might**.
### Ruling
When you play a +1 might pump spell on a unit already affected by *Thousand-Tailed Watcher*, the unit's might increases normally. *Thousand-Tailed Watcher* does not create a static "lock" at 1 might; rather, it applies a modifier that snapshots the amount it reduced the unit's might by at the time of resolution.
### Sequence
1. **Watcher Resolution:** Your 2-might unit is targeted by *Thousand-Tailed Watcher*. The effect calculates the reduction (2 - 3 = -1, capped at a minimum of 1). The effect "snapshots" this reduction as a **-1 might modifier** for the rest of the turn.
2. **Pump Spell:** You play a +1 might pump spell.
3. **Calculation:** The game applies the base might (2) + the pump (+1) + the snapshotted modifier (-1).
* **2 + 1 - 1 = 2 might.**
### Supporting FAQ
According to the FAQ regarding this specific interaction:
> "Watcher applies a -1 might modifier for the rest of the turn (limited by the minimum of 1 might). Subsequent might increases are applied normally to the modified value."
This is further clarified by Rule 454.3.b, which explains that when an arithmetic effect has a limitation (like "minimum of 1"), it is limited at the time of application and "remembered" (snapshotted) at that limited level for the duration of the effect.
Let's say I want to use Lotus Trap and Deadly Flourish to deal 6 damage. Would the correct sequencing be to play Deadly Flourish first, then Lotus Trap, and due to LIFO, Lotus Trap would apply its effect before the damage from Deadly Flourish resolves?
To deal 6 damage to an enemy unit using **Lotus Trap** and **Deadly Flourish**, the order in which you play them on the chain follows LIFO (Last-In, First-Out) resolution.
**Yes, playing Deadly Flourish first and Lotus Trap second is the correct order.**
### Sequencing Breakdown
1. **Play Deadly Flourish:** You play this spell targeting an enemy unit. It goes on the chain.
2. **Play Lotus Trap:** You play **Lotus Trap** targeting the same unit. Because this is the newest item on the chain, it will resolve first.
### Chain Resolution (LIFO)
1. **Resolution of Lotus Trap:** The spell resolves, and its replacement effect (doubling damage dealt to that unit) becomes active for the rest of the turn.
2. **Resolution of Deadly Flourish:** The spell resolves, dealing its damage to the target. Because the **Lotus Trap** replacement effect is already active, the damage is doubled.
### Important Notes
* **Replacement Effects:** As established in RiftJudge FAQ #10010, **Lotus Trap** creates a replacement effect. Replacement effects are applied as the event (dealing damage) occurs. By resolving **Lotus Trap** before the damage from **Deadly Flourish** is dealt, you ensure the multiplier is in place when the game engine executes the deal action.
* **Timing:** **Lotus Trap** can be played while **Deadly Flourish** is already on the chain. **Deadly Flourish** must be played while the state is OPEN (no chain exists).
If you were to play them in the reverse order (Lotus Trap first, then Deadly Flourish), the result would be the same in this specific scenario because **Lotus Trap** is a continuous effect that lasts "this turn." However, the sequence above is the standard way to guarantee your spells interact correctly when you want to ensure a specific modifier is active for an incoming effect.
Note: I could not fully verify this ruling against the retrieved rules.
Let's say I was at 5, I had two Tryndamere, I assigned 5 damage, and my opponent had control of another battlefield with 2 Sprites. Do I win when I conquer since I go from 5 to 8?
### Ruling: You win the game
Yes, you win the game. You reach 8 points through your actions, satisfying the victory requirements.
### Sequence of Events
When you conquer the battlefield, the following events occur in order:
1. **Standard Conquer Point:** You gain 1 point for the standard Conquer action. Since you were at 5 points, you are now at **6 points**.
* *Note:* Per Rule 466.1.b.2, the requirement to have scored every battlefield this turn only applies if you are at 7 points or higher. Since you are at 5 points (and then 6), this restriction does not apply.
2. **Tryndamere Trigger (First):** Assuming both Tryndameres were part of the attacking force and the conditions for "5 or more excess damage" were met, the first ability triggers.
* As established in **RiftJudge FAQ #63**, this ability scores an additional point.
* You go from 6 points to **7 points**.
3. **Tryndamere Trigger (Second):** The second Tryndamere's ability triggers.
* You go from 7 points to **8 points**.
### Victory Conditions
According to **Rule 323.1** and **Rule 467**, you win the game if you have 8 or more points and more points than any opponent.
* **Bypassing the Conquer restriction:** Per **RiftJudge FAQ #63** and **Rule 466.1.a.1**, the "score all battlefields" restriction applies to the Conquer point itself, but not to additional victory points gained from triggered abilities. Because these points are not gained directly from the Conquer action, they are not beholden to these restrictions.
Since you reach 8 points and your opponent does not have more points than you, the game ends, and you win.
*Note: I could not fully verify this ruling against the retrieved rules, specifically regarding the distinction between total damage assigned and "excess" damage as defined in FAQ #8955.*
Lilia Fae Fawn is on a Battlefield. In base there is a Sprite and a Mask of Foresight. The opponent attacks and Lilia gets the effect of Mask of Foresight and gains +1.
I play Smoke and Mirrors exchanging Lilia with the Sprite. At resolution there are two triggers: Lilia's move effect which creates a Sprite and the Mask of Foresight for the Sprite alone on the Battlefield. Can I order the triggers to allow the Sprite to get the effect of Mask of Foresight before the trigger of Lilia's move effect creates a Sprite preventing Mask of Foresight from triggering?
Pour répondre à votre question, analysons la chronologie des événements lors de la résolution de **Smoke and Mirrors**.
### Analyse des triggers
1. **Smoke and Mirrors** commence à se résoudre : vous échangez Lillia et le Sprite.
2. **Lillia, Fae Fawn** quitte sa position, ce qui déclenche son effet : "When I move from a location, play a 3 [S] Sprite unit token with [Temporary] there." Ce trigger est ajouté à la chaîne.
3. À la fin de la résolution de **Smoke and Mirrors**, l'état du champ de bataille a changé : le Sprite est maintenant seul sur le Battlefield (si Lillia est partie) ou rejoint par un autre.
### La réponse à votre question
Oui, vous pouvez ordonner les triggers comme vous le souhaitez, **mais cela ne changera pas le résultat escompté par le Mask of Foresight.**
Voici pourquoi :
* **Condition du Mask of Foresight :** Selon la FAQ #10067, la condition "attaque ou défend seul" est vérifiée **au moment de la désignation** (au début du combat). Une fois que le trigger est déclenché et mis sur la chaîne, il est "verrouillé".
* **L'ordre de la chaîne :** Même si vous placez le trigger du **Mask of Foresight** en premier sur la chaîne (pour qu'il résolve avant que le Sprite créé par Lillia n'arrive), cela n'a aucune importance pour la condition "seul". La condition a déjà été remplie à l'instant où votre unité s'est retrouvée seule sur le champ de bataille *avant* la résolution de la chaîne.
* **Création du Sprite :** Le fait que Lillia crée un nouveau Sprite via son trigger (qui se résout après le Mask) ne supprime pas rétroactivement le bonus du Mask of Foresight. Le bonus est déjà appliqué et reste actif pour la durée du combat, peu importe si d'autres unités arrivent sur le champ de bataille par la suite (FAQ #10067).
### Conclusion
Vous n'avez pas besoin de chercher à "empêcher" le trigger de Lillia pour sauver le bonus du Mask. Le bonus du Mask est une fois acquis, il est acquis pour toute la durée du combat.
**En résumé :** Que vous résolviez le trigger de Lillia avant ou après le Mask, votre Sprite bénéficiera bien du +1 Might du Mask of Foresight, car la condition "seul" était remplie au moment de la désignation.
Moonfall was cast on a battlefield. A new unit enters. It either ambush or just ride the wind. Does it still get minus 2?
No, a unit played at or moved to a battlefield *after* **Moonfall** has finished resolving does not receive the -2 Might penalty.
According to **RiftJudge FAQ #10053** and **#10722**, the Might reduction effect of **Moonfall** "snapshots" the game state at the moment of resolution. It applies its modification only to enemy units present at the targeted battlefield at that specific moment. Any units that arrive at the battlefield subsequently—whether via the **Ambush** keyword, **Ride the Wind**, or any other method—are not affected by that specific casting of **Moonfall**.
My Diana Lunari is on a battlefield. My opponent moves Vex Cheerless to that battlefield. I trigger Diana's ability and finalize it to the chain, then I want to play another Reaction spell on top. Do I have to pay the 1 generic 1 Action cost increase for that spell?
Yes.
My Spectral Centaur and my friend's Master Yi were in a showdown at Forbidding Waste. I ambushed in Kha'Zix while he only had Master Yi there, so his unit was alone. Then he responded by ambushing in his own Kha'Zix. Does my Kha'Zix still get the +2 Might and 2 XP since his unit was alone when my Kha'Zix entered/defended? Or does it not happen because by the time the chain finishes, we both have 2 units there?
Your Kha'Zix, Mutating Horror **will still receive the +2 Might and 2 XP**.
According to the rules and the way triggered abilities interact with the chain, here is how the sequence plays out:
### Chain Sequence
1. **Your Ambush:** You play your Kha'Zix, Mutating Horror using [Ambush] as a [Reaction].
2. **Trigger Condition Check:** When your Kha'Zix enters the battlefield, he gains the combat designation (Attacker or Defender). His triggered ability reads: *"When I attack or defend, if an enemy unit is alone here..."*.
3. **Ability Added to Chain:** At the moment your Kha'Zix enters and gains the designation, the game checks the state of the battlefield. Since your opponent only controls Master Yi at that location, the condition "an enemy unit is alone here" is met. Your ability is added to the chain.
4. **Opponent's Ambush:** Your opponent responds to your trigger by playing their own Kha'Zix, Mutating Horror using [Ambush]. This goes on the chain *above* your trigger.
5. **Resolution (LIFO - Last In, First Out):**
* **Opponent's Kha'Zix:** Resolves first. It enters, gains a combat designation, and triggers its own ability.
* **Your Kha'Zix:** Resolves next.
### Why the bonus remains
The trigger for your Kha'Zix was already placed on the chain at a time when the condition ("enemy unit is alone here") was true. Because the condition was met at the time the ability triggered and was placed on the chain, it does not matter that the battlefield state changes before the ability actually resolves.
As stated in the **RiftJudge FAQ #9849**: *"Because you are playing into a battlefield where the opponent has only one unit, the condition 'an enemy unit is alone here' is met at the moment Kha'Zix enters and gains the [combat] designation."*
Therefore, your Kha'Zix's ability will successfully resolve and grant the bonus.
My Stellacorn moves into a bf vs Ezreal. He plays Stupify to make me 2 might vs his 3. I play Counter-Strike to negate damage. Since I have less might I lost the showdown and my Stella moves back to base. Do I draw a card, is it a recall?
### 1. The Chain and Resolution
When you move your **Stellacorn** into the battlefield with **Ezreal**, a showdown begins.
* **Stupefy** is played, creating a chain.
* You play **Counter Strike** in response, adding it to the chain.
Because the chain resolves in **LIFO (Last-In, First-Out)** order:
1. **Counter Strike** resolves first: You choose your Stellacorn. It gains a delayed replacement effect: "The next time that unit would be dealt damage this turn, prevent it." You then draw 1 card.
2. **Stupefy** resolves next: Your Stellacorn receives -1 Might this turn.
### 2. Combat and Damage
* **Damage Application:** If Ezreal deals damage to your Stellacorn, the **Counter Strike** effect triggers. The damage is prevented. Because the damage is prevented, it is not considered to have been dealt to your unit at all (Rule 437.4).
### 3. Combat Resolution and Recall
* **Might Check:** Your Stellacorn has 2 Might (3 base - 1 from Stupefy). Ezreal has 3 Might.
* **Combat Damage Step:** Since your Stellacorn is not stunned, it contributes its 2 Might to the combat damage. Ezreal contributes his 3 Might.
* **Outcome:** Because Ezreal has more Might than your Stellacorn, your Stellacorn is removed from the battlefield.
* **Recall:** According to **Rule 453.1** and **FAQ #338**, when a unit is removed from the battlefield in this manner, it returns to your base via a **recall**.
### Summary
* **Do I draw a card?** Yes. You draw 1 card when **Counter Strike** resolves.
* **Is it a recall?** Yes. Your Stellacorn returns to your base via a recall. Per **Rule 453.1**, this recall does not change the state of your unit (it remains exhausted if it was exhausted to move, and it retains any remaining effects like the -1 Might from Stupefy until the end of the turn).
* **Does a recall count as a move?** No. Per Patch Notes 2025-10-24 and FAQ #338, recalls are not considered moves, so they do not trigger abilities that activate upon moving.
Note: I could not fully verify this ruling against the retrieved rules.
My Volibear 'When I attack, deal 5 damage split among any units' is this damage on top of my might? Also, does this activate first?
Yes, the 5 damage from Volibear's ability is separate from his Might and is dealt in addition to his combat damage.
Here is the breakdown of how this works:
### 1. Is the damage on top of his Might?
**Yes.** According to the official ruling for Volibear:
> "Volibear's ability deals 5 additional damage, separate from his might. This damage is dealt by an effect and has nothing to do with combat damage."
### 2. Does this activate first?
**Yes, the ability resolves before combat damage is dealt.**
When you attack with Volibear, the following sequence occurs:
1. **Trigger:** Volibear's "When I attack" ability is added to the chain.
2. **Resolution:** The chain resolves. Volibear's ability deals 5 damage to the chosen enemy units.
3. **Combat Damage:** Only after the chain has fully resolved and the ability's damage has been dealt does the game proceed to the Combat Damage Step (Rule 443), where Volibear and the defending units deal their Might to each other.
**Important Nuances:**
* **Targeting:** You choose the targets for the 5 damage when the ability is finalized to the chain. You decide the exact distribution of that damage when the ability resolves.
* **Combat Impact:** If Volibear's ability damages a unit but does not kill it, that unit still contributes its full Might during the subsequent combat damage step. However, because it is already damaged, it will be easier to kill with combat damage.
* **Responses:** Because the ability creates a chain, your opponent has the opportunity to play reactions (such as defensive buffs or hidden units) after you have chosen your targets but before the damage is actually dealt.
My Yasuo Remorseful got stunned, does his ability work? Deal damage when attack?
Yes, your **Yasuo, Remorseful**'s ability will still work while he is stunned.
According to **RiftJudge FAQ #7935** and **FAQ #8745**, stun only prevents **combat damage**—it does not prevent ability triggers or the damage dealt by those abilities.
Here is the breakdown of why this works:
1. **Stun Mechanics:** Rule 423.1.b states, "A Stunned Unit does not contribute its might to damage in the combat damage step." This specifically limits combat damage, not ability damage.
2. **Ability Triggers:** Stun does not prevent a unit from triggering its "When I attack" ability.
3. **Resolution:** When Yasuo's ability resolves, it checks his current Might and deals that amount of damage to the target. Because the stun does not affect ability damage, the full amount of damage is dealt.
**Important Nuance:** As noted in **FAQ #514**, this only applies if Yasuo is the **attacker**. If Yasuo is stunned while he is the **defender**, his "When I attack" ability will not trigger in the first place, because he is not attacking.
My enemy enters open battlefield with their unit, while in showdown I cast Zenith Blade to move my unit onto the battlefield that my enemy just moved their unit. Which unit is the attacker, mine or the enemy's?
Based on the rules and the specific interaction you described, here is the ruling:
### The Ruling
**Your opponent is the Attacker, and you are the Defender.**
According to **RiftJudge FAQ #2853** and **Rule 459.2.b.1**, the Attacker is the player whose unit(s) first applied the **Contested** status to the battlefield. Because your opponent moved their unit into the empty battlefield first, they applied the Contested status and became the Attacker. When you subsequently used **Zenith Blade** to move your unit to that same battlefield, you became the Defender.
### Sequence of Events
1. **Opponent's Move:** Your opponent moves their unit into an empty battlefield. The battlefield becomes **Contested**, and an open showdown begins. Your opponent is designated as the Attacker.
2. **Your Response:** During the showdown, you play **Zenith Blade**.
3. **Zenith Blade Resolution:** The spell resolves: you stun the enemy unit and move your unit to that battlefield.
4. **Combat Designation:** Because units from both players are now present, a combat showdown is created.
* **Attacker:** Your opponent (the player who first applied the Contested status).
* **Defender:** You (the player who moved in second).
5. **Combat Begins:** After the initial showdown completes, combat begins. Your opponent (the Attacker) gains Focus, and any "When I attack" or "When I defend" triggered abilities will resolve at this time.
***
*This is based on the established mechanics for Contested status and combat designations as documented in the Riftbound rules and FAQs (specifically FAQ #2853 and #9032).*
My enemy has Kha'Zix Mutating Horror on the battlefield. I attack him on that battlefield with Le Blanc Fragmented and ambush with Vi Peacekeeper. Does Kha'Zix still get his +2 Might?
Based on the card abilities and the rules for triggered abilities in Riftbound, **Kha’Zix, Mutating Horror will receive the +2 Might bonus.**
### Reasoning
Kha’Zix, Mutating Horror’s triggered ability reads: *"When I attack or defend, if an enemy unit is alone here, give me +2 [S] this turn and gain 2 XP."*
According to **Rule 359.3.f.4** and established RiftJudge FAQs (such as **FAQ #9937** and **FAQ #9998**), the condition "if an enemy unit is alone here" is checked at the moment the unit gains the "Attacker" or "Defender" combat designation.
1. **Initial State:** You move **LeBlanc, Fragmented** into the battlefield to attack. Kha'Zix, Mutating Horror gains the "Defender" designation.
2. **Trigger Condition Check:** At this exact moment, the game evaluates whether an enemy unit (yours) is alone at that battlefield. Because LeBlanc is the only unit present, the condition is met.
3. **Ability Placement:** Kha'Zix’s triggered ability is placed on the chain.
4. **Ambush Sequence:** You play **Vi, Peacekeeper** using her [Ambush] keyword. While Vi is played into the combat, the state-based trigger condition for Kha'Zix has already been successfully evaluated.
5. **Result:** Changing the battlefield state after the ability has triggered and been placed on the chain does not retroactively invalidate the trigger. Kha'Zix receives the +2 Might bonus and gains 2 XP.
Note: I could not fully verify this ruling against the retrieved rules.