Can a unit with Weaponmaster attach an Equipment card that has no Equip cost?
Ruling: All Equipment cards in Riftbound currently have an Equip cost, so this situation does not occur in practice. If a card without an Equip cost were ever printed, Weaponmaster would be unable to attach it because the cost cannot be paid.
Nuances:
- Cards like Last Rites and Blade of the Ruined King do have Equip costs, despite different templating
- The templating difference ("Equip [symbol]" vs "Equip - [cost]") is purely a formatting choice: simple power-only costs are included in the symbol, while complex costs (power + additional costs) are spelled out separately
- Reminder text formatting can be confusing but doesn't affect the actual rules
Can a unit with Weaponmaster equip an equipment when played during a reaction/action window?
Ruling: Yes, you can equip an equipment when playing a creature with Weaponmaster during a reaction/action window.
Nuances:
- Weaponmaster functions as a trigger on play ability, which can be activated even when the unit is played during a reaction/action window.
Can a unit with Weaponmaster equip multiple gears at reduced cost (e.g., 2-3 equipments that cost 1 power for free)?
Ruling: No. Weaponmaster allows you to choose one equipment and use its equip ability with a cost reduction of 1 power. A single instance of Weaponmaster does not allow you to choose multiple equipment.
Nuances:
- If a unit had multiple instances of the Weaponmaster keyword, each instance would trigger separately and you could choose one equipment for each trigger.
Can a unit without Ganking in Vilemaw's Lair be charmed to another battlefield?
Ruling: Yes, a unit without Ganking in Vilemaw's Lair can be charmed to another battlefield. Ganking only affects standard moves between battlefields, not other types of movement like Charm.
Nuances:
- Vilemaw's Lair only prohibits moving to base, not to other battlefields
- You can target a unit in Vilemaw's Lair to move it to base (though the spell will resolve with no effect since the movement is prohibited)
Can a unit's might be reduced to 0 or negative values, and when does a unit with 0 or negative might die?
Ruling: A unit's might can be reduced to 0 or negative values. Units with negative might are treated as 0 might for interactive purposes (like dealing damage), but remain negative for calculation purposes. A unit with 0 or negative might only dies when it takes damage (non-zero lethal damage), not from having 0 might alone.
Sequence:
- Might can be reduced below 1 (to 0 or negative)
- Negative might is treated as 0 when referenced for effects (like dealing damage in combat)
- Negative might remains negative for calculations (like further reductions or increases)
- Unit dies only when it has both 0 or negative might AND has taken damage
Nuances:
- Challenge causes a -2 might unit to deal 0 damage (treated as 0 for interaction)
- Discipline leaves a -2 might unit at 0 might, not +2 might (the negative value matters for calculations)
- Origins cards often said "to a minimum of 1" as a preemptive measure to prevent confusion, but this wording was removed in Set 2
- 0 might alone is never a lethal condition; the unit must also have nonzero damage to die
Can action spells be played during showdowns, and what are the timing restrictions?
Ruling: Action spells can be played during showdowns (including on your opponent's turn), but only when the chain is empty and you have focus. You cannot chain action spells to other abilities.
Sequence:
- When you gain focus during a showdown, you can play an action spell as the first link in a new chain
- If your opponent has focus, they must pass it to you without activating anything before you can play an action
- After an action spell resolves, the chain ends and focus passes around
- Reactions can be played in response to triggers, but actions require an empty chain
Nuances:
- The card text "play on your turn or in showdowns" allows actions during any showdown, even on opponent's turns
- The opponent with priority has the first chance to play an action spell
- After their action resolves and the chain is empty, you can then play an action spell in a new chain
Can action spells be played when an enemy moves a unit into an open battlefield to prevent them from taking the point?
Ruling: Yes, you can play action spells during an open showdown when an enemy moves a unit into an open battlefield.
Nuances:
- The thread references additional information in another Discord thread for more details about playing actions during open showdowns.
Can actions and reactions be activated at the end of an opponent's turn in Riftbound, or are they tied specifically to showdowns on opponent's turns?
Ruling: Phase changes do not grant priority windows in Riftbound. You cannot play actions or reactions at the end of an opponent's turn unless there is a trigger (such as an end-of-turn effect) that goes on the chain.
Sequence:
- Phase changes happen without priority windows
- If an end-of-turn trigger occurs, it goes on the chain
- Players can then react to that trigger
Nuances:
- Everything in Riftbound is base speed (similar to sorcery speed in MTG) unless explicitly tagged otherwise
- Only cards specifically tagged as "Reaction" can be used during reaction windows
- Activated abilities on permanents (like Lee Sin's buff ability) are base speed unless tagged as reactions
- The term "action" only applies to things that specifically say "action" - most things are simply base speed
Can actions and reactions be played before or after "when attack" and "when defend" effects resolve?
Ruling: Only reactions can be played in response to "when I attack/defend" triggers. After those effects resolve, both actions and reactions can be played (when no chain is present).
Sequence:
- "When I attack/defend" effects trigger
- Only reactions can be played in response to these triggers
- After the "when I attack/defend" effects resolve, actions and reactions can be played (if no chain is present)
Can actions be played in the middle of a chain, or only reactions? How does the pass/play priority system work when resolving chains?
Ruling: Actions can only BEGIN a chain, not be played in the middle of one. Once a chain exists, only reactions can be added to it. Both actions and reactions can be played when you have focus during a showdown (attacker first, defender second).
Sequence:
- An action or reaction is played, beginning a chain
- Players alternate adding reactions to the chain when they have priority
- When both players pass consecutively, the top effect on the chain resolves
- After an effect resolves, players again have the opportunity to add reactions before the next effect resolves
- This continues until all effects on the chain have resolved
Nuances:
- The chain does not resolve all at once when both players pass - only the top effect resolves, then priority passes again before the next effect resolves
- This is similar to Magic: The Gathering's stack system, not like Yu-Gi-Oh where the entire chain resolves at once
Can activated abilities be activated during an open showdown state as long as it is your turn?
Ruling: No, activated abilities cannot be activated during a showdown even on your turn unless the activated ability has the action keyword. The base speed of activated abilities is during your action phase in a neutral open state.
Nuances:
- The rule text saying "open showdown state" should be "neutral open state" - this was identified as unintentional wording that needs correction
- Rule 142.2 specifies units as not during a showdown, but this principle applies to all activated abilities
Can activated abilities be used during combat/showdown if the state is open and it's your turn?
Ruling: During a showdown, only Action and Reaction abilities can be activated. Regular activated abilities (without Action or Reaction keywords) cannot be used during combat/showdown, regardless of whether the state is open or it's your turn.
Nuances:
- "Open state" and "showdown open" are different things - activated abilities require a neutral open state, not just any open state
- Reaction abilities can be activated during closed states as an exception via the Golden Rule
- The rules for activated abilities don't change based on what card type (unit, gear, or legend) has the ability - all follow the same restrictions
Can activated abilities from Yasuo Legend and Vi be played at action speed, and can Vi's ability be used multiple times per turn?
Ruling: Activated abilities are base speed (your turn, no showdown) unless otherwise specified. Vi's ability can be used as many times as you can pay the cost of recycling during one turn.
Sequence:
- Activated abilities can only be used during your turn when no showdown is occurring
- Vi's ability can be activated multiple times in the same turn
- Each activation requires paying the recycling cost
Can activated abilities on cards be used during an opponent's turn, and what timing restrictions apply?
Ruling: Activated abilities follow the same timing logic as spells. Abilities with "Reaction" or "Action" speed tags can be used during any appropriate timing window on any player's turn. Abilities with no speed tag can only be used on your own turn outside of combat.
Sequence:
- Check if the activated ability has a speed tag (Reaction or Action)
- If it has Reaction, it can be used during any reaction timing window on any turn
- If it has Action, it can be used during any action timing window (like during a showdown) on any turn
- If it has no speed tag, it can only be used on your own turn outside of combat
Nuances:
- Different abilities may have different speed tags, so not all abilities on different cards can be used at the same timing
- Action speed abilities like Malzahar can be used during showdowns on the opponent's turn when you have priority
Can an Action Spell be played during a showdown on defense after the attacker's spell has resolved?
Ruling: Yes, after an attacker's spell has resolved during a showdown, you can play an Action Spell. You can only respond to an action with a Reaction before it resolves, but once their action resolves, you return to Showdown Open state and can play your own Action.
Sequence:
- Attacker plays an Action Spell (creates a chain, entering Showdown Closed state)
- Defender can only respond with Reactions while the chain exists
- Once the attacker's spell resolves and the chain completes, the showdown returns to Open state
- Defender can now play their own Action Spell, starting a new chain
Nuances:
- Action Spells can be played during showdowns in both offense and defense positions
- The key distinction is between Showdown Open state (no chain exists, Actions allowed) and Showdown Closed state (chain exists, only Reactions allowed)
- When focus is passed to you during a showdown, you can play an Action
Can an Evangel with Imperial Decree resolved assign 1 damage to each of 4 defending creatures (3 Ravenblooms and 1 Recruit)?
Ruling: No. Imperial Decree does not change the meaning of "lethal damage" - you must still assign enough damage to a unit so that its total damage equals its might value before moving to the next unit during combat damage.
Sequence:
- Assign damage to the first defending unit until total damage on it equals its might
- Only then can you move to the next unit
- Continue until all damage is assigned or all units have lethal damage
Nuances:
- If a unit already has damage marked on it, you only need to assign enough additional damage to bring the total up to its might value
- With Imperial Decree, it's better to move units in one at a time so you can individually target the units you want to destroy
Can an action card be played in response to another action card, or can only reaction cards be chained on top of action cards?
Ruling: Only reaction cards can be played in response to action cards. Action cards cannot be played in response to other action cards.
Sequence:
- When an action card is played, opponents can only respond with reaction cards
- Action cards can only be played when a player has priority during normal timing
- During a showdown, only cards with the keyword "action" or "reaction" can be played
Nuances:
- Hidden cards gain the keyword "reaction" while hidden, so a hidden card like Hidden Blade could be played in response if it was already hidden
- Hidden Blade cannot be cast as an action from hand while another card (like Disintegrate) is trying to resolve
Can an attacker play an action spell (like Cleave) after a Reaver's Row 'When I Defend' trigger resolves, even if the defender chose not to retreat their unit?
Ruling: Yes, the attacker can play action spells after Reaver's Row resolves. The attacker retains focus after the initial chain (When I Attack/When I Defend triggers) resolves, and can then play actions before combat damage occurs.
Sequence:
- Attacker declares attack, initiating combat
- When I Attack triggers go on chain (bottom)
- When I Defend triggers (including Reaver's Row) go on chain
- Players may add reactions to the chain
- Chain resolves in reverse order: When I Defend (defender chooses whether to move unit when RR resolves), then When I Attack
- After initial chain fully resolves, attacker still has focus
- Attacker can now play action spells (like Cleave)
- Players alternate playing actions/reactions until both pass consecutively
- Only then does combat damage occur
Nuances:
- You choose which unit to target with Reaver's Row when the trigger is put on the chain, but decide whether to actually move it when the trigger resolves
- Actions can only be played when the chain is empty, but reactions can be played in response to things on the chain
- Multiple actions can be played during a single showdown as long as players keep taking turns with focus
- Showdowns don't automatically end when units leave - both players must pass focus consecutively
Can an enemy use a spell to move a unit to a battlefield that unit's teammate already occupies?
Ruling: No, this situation cannot occur. Teammates can never have their units occupy the same battlefield.
Sequence:
- If such a move is attempted, it creates an illegal state
- The action is rewound
Nuances:
- This is an absolute rule with no exceptions for how the movement is initiated (including enemy spells)
Can an exhausted unit retreat from Reaver's Row when an opponent moves there to start a showdown?
Ruling: Yes, an exhausted unit can retreat from Reaver's Row. Effects and abilities that move a unit do not require the unit to be ready and will not change its orientation (exhausted/ready status).
Can an opponent always kill Zhonya with Salvage before combat starts, preventing it from saving a unit that would die in combat?
Ruling: Yes, if Zhonya is face-up in play, the opponent can wait until they have Focus and use Salvage to destroy it before combat begins. If Zhonya is Hidden, you can play it at Reaction speed during a chain or after your opponent has played their last card or is out of resources, but if you play it just to get it in play, the opponent can Salvage it the next time they have Focus.
Sequence:
- If Zhonya is face-up, opponent can destroy it with Salvage when they have Focus before combat
- If Zhonya is Hidden, you can play it at Reaction speed during a chain to immediately save something
- If you play Hidden Zhonya just to get it in play (not reactively), opponent can Salvage it next time they have Focus
Nuances:
- You cannot react to combat itself, only to spells on the chain
- Playing Hidden Zhonya at Reaction speed during a chain can immediately save a unit before opponent can respond
- If opponent is holding up 2 energy and knows you have Zhonya, they can wait to Salvage it
Can an opponent assign 4 damage to a single Watcher (with Sentry Deathknell) to prevent the draw trigger, even if it's non-lethal damage?
Ruling: Yes, an opponent can assign non-lethal damage to one unit as long as they only apply it to that one unit.
Nuances:
- This can be used strategically to prevent triggered abilities like Sentry Deathknell from activating by assigning all damage to a single blocker instead of distributing it.
Can an opponent force a hidden Zhonya's Hourglass to save a specific unit (Poro) instead of another unit (Blitzcrank) when multiple units are dying?
Ruling: If multiple units are dying simultaneously from combat damage, the Zhonya's controller chooses which unit gets saved. However, if the opponent uses a spell to kill a specific unit before combat, they can force Zhonya's to save that unit instead.
Sequence:
- If all units die simultaneously from combat: Zhonya's controller chooses which unit to save
- If opponent plays a kill spell on a specific unit (e.g., Poro) before combat: That unit dies first, and Zhonya's must replace that death if activated
- To force a save on a specific unit during spell resolution: Opponent casts kill spell on primary target (Blitzcrank), controller flips Zhonya's, then opponent responds with another spell targeting the unit they want saved (Poro). The most recent spell resolves first, killing the Poro which gets saved, then the original spell kills Blitzcrank
Nuances:
- Since Zhonya's is hidden, the controller can choose not to activate it in response to the first spell
- Units dying at the same time (like from combat damage) give the Zhonya's controller choice
- Zhonya's does not target
Can an opponent play Fight or Flight to bounce back Primal Strength after both players have passed priority, but before combat damage?
Ruling: After Primal Strength resolves, there is a new opportunity for both players to play spells before moving to combat. Fight or Flight can be played at this point if the opponent has focus. However, if both players pass priority again after Primal Strength resolves, you move to combat and no further spells can be played.
Sequence:
- Player A plays Primal Strength
- Both players pass priority (no reactions played)
- Primal Strength resolves
- Player B gets focus and can play Fight or Flight (from hidden or hand)
- If both players then pass priority again, you move to combat with no further spell opportunities
Nuances:
- If Fight or Flight is not hidden (only an action, not a reaction), it cannot be played until Primal Strength resolves first
- Waiting to play Fight or Flight after resolution can be used to fish for additional actions or reactions from the opponent
Can an opponent play Get Excited in response to Last Breath being played?
Ruling: Get Excited cannot be played in response to Last Breath because Get Excited is an Action spell, not a Reaction spell. Only Reaction spells can be played in response to other spells.
Nuances:
- Only Reactions can respond to Actions or other Reactions
- If Last Breath's target dies before it resolves, Last Breath will not do anything
Can an opponent play Gust in response to Wielder of Water attacking alone, or does Wielder of Water's 'while I'm attacking' ability make it count as 4 might immediately?
Ruling: Wielder of Water's "while I'm attacking" ability is a passive ability that applies immediately when attacking, so the opponent cannot react with Gust before it takes effect.
Nuances:
- "While I'm attacking" abilities are passive and always active during the attack, similar to assault tags
- This is different from "When I attack" abilities, which are triggered abilities that start a chain and allow responses
Can an opponent play Siphon Power after damage has been assigned during the showdown damage step, and would that require re-arranging the damage spread?
Ruling: Once players pass priority in succession during showdown and reach the damage calculation step, no more spells or effects can be played. The opponent must activate Siphon Power before the damage calculation step is reached.
Sequence:
- During showdown, players have priority to play spells/effects
- Once all players pass priority in succession, damage is divided
- After damage division begins, no more spells or effects can be played
- Any spell like Siphon Power must be activated after the attacker passes priority but before reaching the damage calculation step
Can an opponent play a reaction card (like Stupefy) in response to a 'when you play me' triggered ability on a unit (like Faithful Manufactor)?
Ruling: Yes, triggered abilities use the chain and each player gets an opportunity to react before the ability resolves, starting with the controller of the next ability.
Sequence:
- Unit with 'when you play me' ability is played
- Triggered ability goes on the chain
- Players get opportunity to respond (starting with the controller of the next ability)
- If no responses, the triggered ability resolves
Nuances:
- Opponents cannot react after the triggered ability resolves, so they cannot target units or effects created by that ability
Can an opponent play a reaction during my turn when I play a unit with no triggers (Wizened Elder) and then buff it with Lee Sin's legend ability?
Ruling: The opponent can react to Lee Sin's activated ability, but cannot react to playing Wizened Elder since it has no triggers.
Sequence:
- Wizened Elder is played (no reaction window since no triggers)
- Lee Sin's legend ability is activated (opponent can react to this)
- Turn is passed
Nuances:
- Activated abilities create reaction windows for opponents
- Simply playing a unit without triggers does not create a reaction window
Can an opponent play multiple Cleaves on a unit that was Charmed into battle?
Ruling: Yes, the opponent can play all three Cleaves (assuming the unit survives) on a unit that was Charmed into battle.
Sequence:
- Player A plays Charm
- Player A passes
- Player B passes
- Charm resolves, showdown begins
- Player B has focus first (as the attacking player)
- Player B plays Cleave and passes
- Player A passes
- Cleave resolves
- Player A passes focus
- Player B can play another Cleave
- This repeats until Player B is out of Cleaves or chooses not to play more
Nuances:
- Player A has focus between each Cleave and can start chains by playing appropriately timed cards or activating abilities
- Ravenbloom does not trigger from Defied spells
- Countered spells do not count as being played; cards are considered played after they resolve
Can an opponent play reactions when you play a creature or permanent without an on-play ability, and can you react to spells being played?
Ruling: Players cannot react to a permanent (like a creature) being played unless that permanent triggers an ability. Players can always react to a spell being played, which goes on the chain and only resolves when all relevant players consecutively pass.
Nuances:
- Accelerate is an additional cost, not a triggered ability, so paying accelerate does not pass priority or open a window for opponent responses
- Priority is never passed when playing a permanent without triggered abilities
Can an opponent react to Forge of the Future by casting a reaction that kills a unit to bring back Immortal Phoenix from trash before the recycle resolves, and would they then get to target a new card in trash?
Ruling: Yes, opponents can react to Forge of the Future's activation before it resolves. If they kill a unit with a reaction spell, Phoenix's trigger is added to the chain immediately and will resolve before Forge can, allowing Phoenix to be played from trash. However, the cards targeted for recycling are chosen on activation and cannot be changed - if Phoenix was declared as a recycle target and gets played, you lose that recycle.
Sequence:
- Forge of the Future activates and targets cards in trash for recycling
- Opponent can react to the activation before it resolves
- If opponent kills a unit with a reaction spell, Phoenix's trigger is added to the chain immediately
- Phoenix's trigger resolves before Forge resolves
- Phoenix is played from trash
- Forge resolves, but if Phoenix was targeted for recycle, that recycle is lost
Nuances:
- Phoenix doesn't specify enemy unit, so you can kill your own units to trigger it
- You could hypothetically react to Forge with a spell on your own unit to trigger Phoenix
Can an opponent react to Sett's Legendary Ability (which recalls a unit with a buff when it dies during Showdown) with an action card like Gust?
Ruling: No, Sett's Legendary Ability is a replacement effect and cannot be reacted to.
Nuances:
- If the ability were reactable, it would create situations where a unit could be killed twice before a replacement effect like Zhonyas could save it
Can an opponent react with hidden cards (cards from hand) when Brynhir's ability resolves, and does this create a chain reaction?
Ruling: Yes, Brynhir is a triggered ability that gives the opponent an opportunity to react before it goes into effect as it resolves. However, once Brynhir fully resolves, the opponent cannot use any actions/reactions from their hand.
Sequence:
- Brynhir's triggered ability goes on the chain
- Opponent has opportunity to react with hidden cards before it resolves
- Once Brynhir resolves, opponent cannot play cards from hand
- Any abilities already on the chain will continue to resolve
Nuances:
- "Playing a card" refers to the discretionary action of playing from hand, and a card is considered played when it has finished resolving
- If attempting a showdown after Brynhir resolves, opponent cannot use actions/reactions from hand
Can an opponent respond to Charm (which moves their unit from battlefield B to battlefield A) by playing Fight or Flight hidden at battlefield B to move the caster's unit at battlefield A back to their base?
Ruling: No, played-from-hidden cards have additional targeting restrictions. Fight or Flight hidden at battlefield B can only target a unit at battlefield B.
Nuances:
- If the opponent's unit at battlefield B was Travelling Merchant, they could respond to Charm by using Fight or Flight to move Travelling Merchant to base before it gets moved to battlefield A, effectively getting two triggers instead of one.
Can an opponent respond to a buff being applied to a unit when cards like Rookie or Cynthia are played?
Ruling: Yes, opponents can respond to buffs from cards like Rookie or Cynthia because "When..." triggers create a chain that allows responses.
Sequence:
- Card is played
- "When..." trigger creates a chain
- Opponent can respond during the chain
Can an opponent respond to playing Thundersong with reactions?
Ruling: Yes, opponents can respond to Thundersong with reactions. While units themselves cannot be responded to, the 'when you play me' trigger can be responded to.
Nuances:
- Brynhir doesn't prevent any already-finalized items on the chain from resolving, even if her effect is ahead of them on the chain.
Can an opponent target Teemo, Scout with a reaction spell/ability after Teemo is revealed from hidden but before the chain resolves?
Ruling: Yes, opponents can cast reaction spells targeting Teemo, Scout after he is revealed from hidden. When Teemo unhides as a reaction, it starts a chain, and opponents can respond with their own reactions (but not actions).
Sequence:
- Teemo, Scout is played from hidden as a reaction, starting a chain
- Opponent can respond with reaction spells/abilities (cards that say "Reaction")
- The chain resolves in reverse order
- If opponent's reaction resolves first (like Gust), it can affect Teemo before his trigger completes
Nuances:
- Actions (like Void Seeker) cannot be played during a chain - only reactions can respond to reactions
- The opponent must wait for their turn or a showdown to play action spells
Can an opponent use Charm to move a piece to a battlefield where Master Yi just moved (before the showdown begins)?
Ruling: Charm cannot be played immediately after Master Yi moves to a battlefield because a showdown begins instantly, and Charm has base speed (not action/reaction speed). The opponent must first win the initial showdown, gain control of the battlefield, then can use Charm to move a unit there and begin a new combat showdown.
Sequence:
- Player B plays Master Yi Hones and moves Yi to a battlefield
- Showdown begins immediately
- Charm cannot be played during showdown (base speed, not action/reaction speed)
- If both players pass, Player B wins the showdown and gains battlefield control
- Player B can now use Charm to move opponent's unit to that battlefield
- A new combat showdown begins
Can an opponent use Charm to move my unit back to base after I move it to an empty battlefield, preventing me from conquering it?
Ruling: No, Charm cannot be used in this scenario because it is a base speed spell that can only be played on your own turn and outside of showdowns.
Nuances:
- You can only conquer the battlefield after showdown has completed
- If the opponent plays action/reaction speed spells (like Fight or Flight or Gust) during the showdown, then you don't conquer
- The opponent cannot react to you moving the unit to the battlefield unless the move triggered an ability; they must wait for their priority during the showdown following the move
Can an opponent use Gust to remove the target unit when playing Cruel Patron, and if so, does Cruel Patron still resolve?
Ruling: Cruel Patron cannot be responded to with Gust. Killing a unit is an additional cost paid when playing Cruel Patron, so the unit is already dead before any player can react. Additionally, as a permanent without triggered abilities, Cruel Patron enters and leaves the chain immediately without giving priority to either player.
Sequence:
- You begin playing Cruel Patron
- You choose the location for Cruel Patron
- You pay costs (including killing a unit as an additional cost)
- Legality is checked after costs are paid
- Cruel Patron enters play immediately without priority being given
- No opportunity exists to react with Gust
Nuances:
- If there is no legal unit to kill when finalizing the play (after costs are paid), Cruel Patron fails to be played and returns to where it was before without entering the chain
- If playing Cruel Patron to a battlefield with only one unit and you kill that unit as the cost, the play becomes illegal and is undone since the battlefield must have an empty location
Can an opponent use a reaction to reduce a unit's might below 5 to prevent Volibear Relentless Storm's legend ability from triggering and channeling a rune?
Ruling: No, you cannot prevent Volibear's trigger by reducing a unit's might after it is played. When a mighty unit (5+) is played and enters the board, Volibear's triggered ability is added to the chain and will resolve even if the unit's might is later reduced below 5.
Sequence:
- A mighty unit is played and enters the board
- Any "Play" triggers (including Volibear's) enter the chain
- Players receive priority and can respond
- When Volibear's trigger resolves, you tap him and channel a rune regardless of the unit's current might
Nuances:
- Triggered abilities are checked only once (when they trigger), unlike targets which are checked twice (when added to chain and when resolving)
- This differs from Fox Fire, where changing a unit's might can invalidate the target because target legality is rechecked on resolution
Can an opponent use reactions (like Gust) during your turn if you only played units with no triggers and are passing turn?
Ruling: No, the opponent cannot use reactions during your turn if you only played units and passed turn without any triggers occurring. Reactions can only be played when a player has priority, which requires either a chain/stack of abilities or a showdown.
Sequence:
- You play units during your turn
- If those units have no "when I'm played" triggers, no stack is created
- You pass turn with no end-of-turn triggers
- No priority window exists for the opponent to react
- Turn passes to opponent
Nuances:
- Reactions can be played "at any time" on a player's own turn, but "any time" is defined as "when you have priority"
- Priority requires either triggered abilities going on the stack or a showdown
- Phase changes, placing units, moving, and adds cannot be reacted to unless accompanied by a triggered ability or showdown
- If units like Annie or Sona with end-of-turn triggers were played, that would create a priority window
Can an unready unit conquer an unconquered battlefield when moved by a spell?
Ruling: A unit being ready or unready does not matter for conquering. Most units are exhausted when they conquer because that's the cost for moving them, but readiness status itself doesn't prevent conquest.
Nuances:
- Units typically become exhausted during conquest due to movement costs, not as a requirement for conquering itself
Can another card spend Sett's buff to activate Sett's ability that gives +4 might?
Ruling: No, Sett must spend his own buff to activate his ability. Another card spending a buff (like Call to Glory) will not trigger Sett's ability.
Nuances:
- Using cards like Call to Glory to spend buffs will not trigger Sett's ability because Sett himself is not spending the buff
Can attack/defend triggers activate multiple times in the same combat, such as if a unit moves into a battlefield or arrives late?
Ruling: Each unit can only trigger their on attack or on defense trigger once per combat. If a unit arrives late to attack or defend during a combat, it does get the trigger the first time the attacker/defender status is applied to it in that combat.
Sequence:
- When a combat begins, units with attack/defend triggers can activate them
- If a unit arrives late to the combat, it triggers when attacker/defender status is first applied
- The same unit cannot trigger again in that same combat
- If the combat ends and a new combat starts, triggers can activate again
Nuances:
- This rule only applies to attack/defend triggers, not to other triggers like conquer triggers (such as Sett's)
- Conquer triggers can activate multiple times per turn if the condition is met multiple times
Can both aspects of Treasure Trove be reacted to - the 'Kill this' ability and the 'When this leaves the board' trigger?
Ruling: Yes, both aspects of Treasure Trove can be reacted to.
Sequence:
- The activated ability (Kill this) creates a chain to which Reactions can be played
- Once that ability resolves, the trigger from it leaving the board creates a new chain
- Reactions can be played to this second chain as well
Can both players reveal the same battlefield when starting game 3 in a best of 3 match?
Ruling: Yes, both players can reveal and use the same battlefield in a given game in 1v1 play. There is no rule preventing this.
Nuances:
- In 2v2 multiplayer, teammates cannot use the same battlefield
- The restriction on selecting different battlefields each match refers to a single player not selecting the same battlefield twice across games, not a restriction against opponents using the same battlefield
Can both players use the same legend and champion unit in a mirror match, or do the champion units need to be different?
Ruling: There is no restriction on chosen champion, legend, or battlefields between opponents. Players can use the same champion unit, legend, and even identical decklists.
Nuances:
- This applies to all deck construction choices, not just champions
Can card abilities be interrupted/reacted to like spells, and what types of abilities cannot be disrupted?
Ruling: Yes, most card abilities go on the stack and can be reacted to by opponents. Only Passive abilities and Replacement Effects (like Legion tags, Zhonya's Hourglass, etc.) cannot be reacted to. Permanents and Add abilities also cannot be reacted to.
Sequence:
- When an activated or triggered ability is used, it goes on the stack
- Target must be announced when the ability is activated
- Opponents can respond with reactions before the ability resolves
- If the target is moved off the battlefield before resolution, the ability resolves but does nothing
- If the source of an activated ability is moved, the ability still resolves (only needs to be valid at activation)
Nuances:
- Playing a card itself (the permanent entering play) cannot be reacted to, but triggered abilities from that card (like "Here" effects) can be reacted to
- Ability types: Passive, Replacement, Activated, Triggered, and Delayed - only Passives and Replacements cannot be reacted to
- Moving the source of an activated ability back to base does not stop it from resolving
- Moving the target of an ability causes it to resolve without effect