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Riftbound Frequently Asked Questions

Search verified questions and answers.

Can Mistfall trigger by targeting an already buffed unit with a buff effect?
Ruling: No, Mistfall cannot trigger by targeting an already buffed unit with a buff effect. You must actually place a buff counter on a unit (i.e., the unit must not already have a buff) for Mistfall to trigger. Nuances: - Units with buff counters can still be chosen as targets for buff actions, but they will not be buffed as part of the execution - The trigger requires that buffing actually occurs (a buff counter is placed), not just that a "buff a unit" effect resolves - This is analogous to discard effects: if you have no cards to discard, "when you discard" triggers don't activate because you didn't actually perform the action
Can Monastery of Hirana spend an enemy buff?
Ruling: No, you cannot spend enemy buffs. Players may only spend buffs on units they control. Nuances: - The buff must be one you control - You can only control something in play, but it does not have to be a buff at a battlefield
Can Moonlight Affliction cause a card to have negative Might? What happens if I attempt to give that unit Might afterwards?
Yes, **Moonlight Affliction** can cause a unit to have negative Might. ### How it works: When Moonlight Affliction resolves, it applies a modifier of -10 Might to the target. If the unit's current Might is less than 10, the result of the calculation will be a negative number. For example, a unit with 3 Might would have -7 Might after the spell resolves. ### What happens if you give that unit Might afterwards? If you later apply a positive Might buff to that unit, the new modifier is added to the unit's current (negative) Might value. 1. **Calculation:** The game tracks the negative Might value for all calculations. If your unit is at -7 Might and you give it a +3 Might buff, the unit's Might becomes -4. 2. **"Treated as 0":** While the unit's internal Might value for calculations remains negative, per **Rule 143.2.b** and associated FAQs (e.g., FAQ #9535), whenever the game checks the unit's Might for interactive purposes—such as dealing combat damage or checking if it is lethal—the value is treated as 0 if it is negative. 3. **Lethality:** Because the unit is still effectively at 0 or negative Might, it remains highly vulnerable; it will die if it has any non-zero amount of damage marked on it. **In summary:** You must first "make up" for the negative Might before the unit's Might will rise above 0. Using our previous example, if you have a unit at -7 Might, you would need to provide a total of +8 Might in buffs to bring the unit up to 1 Might. *** *Note: This is my interpretation based on the rules regarding Might calculations (Rule 143.2.b) and the standard layering of Might modifiers. No official FAQ exists for this specific interaction with Moonlight Affliction, but it follows the same mechanics established for other Might-reducing effects.*
Can Moonlit Fae ready a unit that moved with her using her ready trigger effect?
Ruling: Yes, Moonlit Fae can ready a unit that moved with her. Exhausting units is a cost paid before the move happens, so when MF's ability triggers after moving, the unit that moved with her is already exhausted and can be targeted by her ready effect. Sequence: - MF and the unit are exhausted to pay the cost for standard move - MF and unit move together - MF's ability triggers - MF uses the ability on the currently exhausted unit
Can Mystic Reversal be played after the player who played Bullet Time has recycled X amount of runes?
Ruling: No. Mystic Reversal must be played before Bullet Time resolves. The power cost for Bullet Time (recycling runes) is paid during resolution, and you cannot play spells during another card's resolution as there is no priority window at that time. Sequence: - Bullet Time is played - Priority window exists where Mystic Reversal could be played - Bullet Time resolves (runes are recycled as part of resolution) - No priority window exists during resolution to play Mystic Reversal Nuances: - Reminder text on cards is not rule text and does not override priority window rules - You must play Mystic Reversal in a priority window before Bullet Time begins resolving
Can Mystic Reversal be used to take control of an opponent's spell when you have no valid targets, essentially nullifying it?
Ruling: You can cast Mystic Reversal even when you have no additional valid targets. When you take control of the spell, you don't have to make new target choices - you can leave the original targets. If those targets are now illegal for you, the spell resolves with illegal targets and has no effect. Sequence: - Cast Mystic Reversal on the opponent's spell - You become the controller of that spell - You may choose new targets if legal ones exist, or leave the original targets - If the targets are now illegal (e.g., the spell requires targeting opponent units but the original targets are your units), the spell resolves with no effect Nuances: - For spells with "up to X targets" (like Singularity with "up to 2"), you can choose fewer targets including zero when taking control - Making legal target choices is only required when initially putting a card onto the chain, not when taking control of an already-chained spell
Can Nocturne be played directly to a battlefield when revealed from the top of deck, and what are the valid locations?
Ruling: Nocturne can be played to any valid location you control (your base or a battlefield you control) when revealed from the top of your deck. You cannot play him to a battlefield you are currently attacking. Sequence: - Reveal Nocturne from top of deck (via card effect like Stacked Deck) - Finish resolving the card effect that revealed him - Play Nocturne to a valid location (base or battlefield you control) Nuances: - If defending a battlefield you control, you can play Nocturne there even during a combat showdown - If attacking a battlefield, you cannot play Nocturne to that battlefield (you don't control it) - Units can be played during a showdown
Can Nocturne be played directly to a defending battlefield after seeing it from Teemo's trigger on flip or when defending?
Ruling: Yes, Nocturne can be played directly to a defending battlefield after being revealed by Teemo's trigger. Nuances: - Teemo's trigger was errata'd to only trigger when defending, not when played or flipped from hidden - When Teemo is flipped from hidden while defending, it becomes a defender and the "when I defend" trigger activates - "When I attack/defend" triggers happen the first time each unit gets designated as attacker/defender in combat, regardless of when during that combat they first got designated - Units that arrive late to combat (by being played like Shen, Teemo, Nocturne, or by moving in like Ride the Wind) get those triggers when they arrive
Can Nocturne be played for [A] when drawn for turn, or only when looked at/revealed by a spell or ability?
Ruling: Nocturne can only be played for [A] when you look at or reveal it from the top of your deck through an effect, not when drawing it for turn. Nuances: - Effects like Vision or Candlelit Sanctum that look at (but don't draw) the top cards work with Nocturne - Invert Timelines does NOT work with Nocturne - Stacked Deck DOES work with Nocturne
Can Nocturne be played through look AND reveal or look only and no reveal?
Nocturne can be played through **both** looking at and revealing it from the top of your deck. According to the card's text and established rulings: * **Card Text:** "As you look at or reveal me from the top of your deck, you may banish me. If you do, you may play me for [A]." * **Ruling:** Nocturne's ability triggers when it is either looked at or revealed from the top of your deck. While "looking at" and "revealing" are technically different game actions (as defined in Rule 424), Nocturne's ability explicitly functions for both. **Important Nuances:** * **Draw for Turn:** You cannot play Nocturne for [A] when you draw it for your turn. The effect must be triggered by an ability or spell that specifically "looks at" or "reveals" the top card(s) of your deck (e.g., *Stacked Deck* or *Vision* effects). * **Errata/FAQ:** This interaction is confirmed by multiple RiftJudge FAQs (e.g., FAQ #1433, #2368, #4347), which clarify that both mechanics trigger the ability.
Can Not So Fast counter cards like Downwell or Thermo Beam that affect the whole board instead of targeting a single card?
Ruling: Not So Fast cannot counter Downwell or Thermo Beam because these cards do not choose targets. Nuances: - Not So Fast specifically requires the countered card to "choose" a target - Board-wide effects that don't target specific cards cannot be countered by Not So Fast
Can Not So Fast counter the Arcane Shift spell?
Ruling: Yes, Not So Fast can counter Arcane Shift. Sequence: - You target an enemy unit and a friendly unit when casting Arcane Shift - This targeting happens before the spell goes on the stack - Not So Fast can be activated to counter Arcane Shift at this point
Can Ornn Legend's generic power be used to pay the hidden cost of gear cards like Zhonya's Hourglass (similar to using Kai'Sa Legend for spells)?
Ruling: No, you cannot use Ornn Legend (or Kai'Sa Legend) to pay hidden costs. Hiding cards is not the same as playing them, and these legends only generate power for playing cards of their respective types. Nuances: - Hidden is not an ability keyword like deflect or ganking - Hidden effects are never active "on the board" and don't require declaring usage - It would be illogical to reveal a card you're about to hide just to check legality
Can Ornn equip gear to another unit during the opponent's turn, specifically if a unit equipped with gear is killed?
Ruling: No, Ornn cannot equip gear during the opponent's turn. Ornn's ability only creates Power and does not grant the Equip ability Reaction timing. Nuances: - You can equip during the opponent's turn if you have an equipment with the Quickdraw ability - You can equip during the opponent's turn if you have a unit with Weaponmaster - The Equip tag does not have Reaction on it, so it cannot be used at reaction speed unless specifically granted that timing
Can Pack of Wonders and cards with 'Spend my Buff' abilities be used at reaction speed, or only at sorcery speed on your turn?
Ruling: Pack of Wonders and 'Spend my Buff' abilities are activated abilities without the Reaction keyword, so they must be used at base speed on your turn, outside of combat, and while there is no open chain. Sequence: - Must be on your turn - Must be outside of combat - Must be while there is no open chain Nuances: - Rules text in Riftbound is literal - if there is no Reaction keyword listed, it cannot be used at reaction speed
Can Pack of Wonders return a trashed gear or unit back into the player's hand?
Ruling: Pack of Wonders cannot target cards in the trash. It can only affect objects in play on the board. Sequence: - Pack of Wonders can only target "friendly" units or gears - "Friendly" means something you control - You only control game objects that are on the board - Cards in the trash are not controlled by any player - Therefore, Pack of Wonders cannot target cards in the trash Nuances: - Unless otherwise stated, cards can only affect objects in play - While cards in the trash retain the properties of being a unit/gear (like might, cost, effects), they are treated as "cards" not as units/gears for targeting purposes - The properties are retained for the purpose of other effects that specifically target cards in the trash
Can Pack of Wonders target cards in the trash to return them to hand?
Ruling: Pack of Wonders can only target cards on the board (gear, units, or hidden cards), not cards in the trash. Nuances: - The card works with Treasure Chest because Treasure Chest triggers when it leaves the board (including when returned to hand), not when it goes to trash - The "owner's hand" specification in the card text refers to which hand the targeted card returns to, not which cards can be targeted - "Friendly gear, unit or hidden card" means friendly gear, friendly unit, or friendly facedown card
Can Pack of Wonders target cards in the trash?
Ruling: No, Pack of Wonders cannot target cards in trash. Cards can only target things on the board unless explicitly specified otherwise. Nuances: - Only cards that specifically mention trash can target cards in the trash - Targeting needs to be explicitly specified for any zone other than the board
Can Petal rescue bring back a unit from trash?
Ruling: No, Petal rescue cannot bring back a unit from trash. "Unit" refers to objects on the board unless specified otherwise, and the card does not specify a zone like "from your trash." Sequence: - When a card says "friendly unit" without specifying a zone, it refers only to units on the board - Units in trash are treated as cards and cannot be affected by spells or abilities that target units on the board - To target units in trash, the card text must explicitly specify the zone (e.g., "from your trash") Nuances: - Units retain the properties of being a unit while in trash, but are treated as cards similar to when in hand - The term "unit" in card text defaults to units on the board per the targeting rules - Actions like "Banish" can take cards from any zone, but the object being chosen ("a friendly unit") still must meet targeting requirements
Can Pickpocket kill a Gold token?
Yes, but we see why you’d ask. The rules use a “NULL” system for values that aren’t available, such as the Might of a unit that’s been removed from the board. The unit is gone and the information is missing, so you can’t do any calculations or comparisons with it (not even “is it no more than 1?”). That system could reasonably be applied to the costs of tokens, but we feel that results in unintuitive situations, like not being able to kill a Gold token with Pickpocket. After all, the token’s not missing; it just doesn’t have a cost because it doesn’t need one. We’ll be updating the rules to clarify that the cost of a token can be treated as 0 for all purposes.
Can Piercing Light repeatedly target two units on two different battlefields for 4 damage each?
Yes, you can target two units at different battlefields with a repeated *Piercing Light* to deal 4 damage to each. According to **RiftJudge FAQ #1752** and **FAQ #6490**, *Piercing Light* with [Repeat] is treated as a single spell that performs its instructions twice during resolution. When you pay the [Repeat] cost, you finalize the spell and choose targets for both executions. Here is how the damage is applied: * **First Execution:** You deal 2 damage to the first chosen unit and 2 damage to the second chosen unit. * **Second Execution:** You deal another 2 damage to the first chosen unit and another 2 damage to the second chosen unit. * **Total:** Each unit receives a total of 4 damage. **Key details to remember:** * **Targeting:** As per **FAQ #8481**, the "other" unit restriction only applies within a single resolution of the spell's text. Because [Repeat] executes the spell's instructions a second time, you may choose the same two units again for the second instance of damage. * **Battlefields:** As confirmed in **FAQ #5803**, the two targets do not need to be at the same battlefield; they can be at different battlefields or even in a base. * **Resolution:** All damage is dealt during the resolution of the spell. There is no cleanup between the instances of damage, so both units will receive the full 4 damage before any units are checked for death (Rule 715).
Can Piercing Light target the same unit or must they be two different units?
Piercing Light **must** target two different units if you choose to use both parts of the effect. The card text states: "Deal 2 to a unit at a battlefield, then deal 2 to up to one **other** unit." Because the second part of the instruction specifies an "other" unit, you cannot select the same unit that was targeted by the first instance of damage. **Key Details:** * **First Target:** Must be a unit at a battlefield. * **Second Target:** Can be any unit (at a battlefield or in a base) as long as it is not the first unit chosen. * **Optionality:** The phrase "up to one" means you can choose to deal the second instance of damage to zero units if you wish, but you still cannot choose the first unit again. * **Repeat:** If you pay the **[Repeat]** cost, you perform the entire instruction again. For the repeated instance, you may choose the same two units again, or two entirely different units, because the "other" restriction only applies within a single resolution of the spell's text.
Can Piercing Light target two units at different battlefields on the first cast (not counting Repeat)?
Ruling: Yes, Piercing Light can target two units at different battlefields on the first cast. The second target can be any unit anywhere that isn't the first unit. Nuances: - The targeting choices for Repeat instances are separate and not connected to the first instance - The second target is not restricted to units in base or at the same battlefield as the first target
Can Player 1 flip a hidden Zhonya's after damage has been assigned but before damage is dealt during combat?
Ruling: No, once you have moved to assigning damage there is no chance to react. Your last chance to flip Zhonya's is during the showdown phase before damage assignment. Sequence: - Last opportunity to flip Zhonya's is during showdown (before damage assignment) - Once damage assignment begins, no actions or reactions can be taken - Damage is dealt with no opportunity to respond Nuances: - If a unit with Deathknell dies in combat, this creates a chain after combat cleanup where you could flip Zhonya's to save it from being discarded (since hidden cards not belonging to the battlefield controller are discarded during cleanup), but this will NOT save any units from combat damage as they are already dead - The exact timing of when contested status is removed relative to Deathknell triggers is not officially confirmed in the current rules, though community consensus is that Deathknell creates a chain before contested is removed - This Deathknell timing interaction is a known rules gap awaiting official clarification
Can Player 2 play Stupefy in response to Arena Bar, let it resolve, and then play Gust on the now-reduced might unit before Player 1 can act?
Ruling: No. Once Player 1 passes priority after Stupefy is played, the chain resolves completely. Player 2 cannot play Gust targeting the reduced-might unit before the chain finishes resolving and the unit moves to the battlefield. Sequence: - Player 1 plays Arena Bar to buff a unit - Player 2 responds with Stupefy - Player 1 passes - Stupefy resolves, reducing the unit's might - The chain completes resolution - Only after the chain fully resolves can new spells be played Nuances: - You cannot cast Gust targeting a unit with more than 3 might and then hold priority to cast Stupefy, because Gust requires a legal target (3 might or less) at the time of casting - Legend abilities without Action or Reaction keywords cannot be used to respond to Action/Reaction speed spells
Can Player A play an Action (Cleave) after Player B plays a Reaction (Smoke Screen) in response to Player A's attack during a showdown?
Ruling: No, Player A cannot play Cleave immediately after Player B plays Smoke Screen. Player A can only play Reactions while Player B still has Focus and the chain exists. Sequence: - Player A attacks and passes priority (also passing Focus since chain is empty) - Player B plays Smoke Screen (Reaction) and now has Focus - Player A can only play Reactions at this point, not Actions - If both players pass priority in succession, Smoke Screen resolves - After Smoke Screen resolves as the last item on the chain, Priority and Focus automatically pass to Player A - Player A can now play an Action like Cleave since the chain is empty - The showdown only moves to damage step once both players pass Focus in a row without doing anything Nuances: - Actions can only be played while the chain is empty - When passing priority while the chain is empty, you also pass Focus - Priority passes automatically only when a chain item resolves - A player can play multiple cards during their own priority before passing
Can Player B play Find your Center after Player A conquers (when Player A has 4 points and Player B has 1 rune up)?
Ruling: No, Player B cannot play Find your Center after Player A conquers because it costs 3 runes and Player B only has 1 rune up. Sequence: - During a showdown, focus must pass between both players, and with focus you can play Find your Center - Conquering happens after a showdown ends - By the time Player A has conquered, it is too late to play Find your Center Nuances: - Even if timing allowed it, the player would still need sufficient runes to pay the cost
Can Player B play a reaction to Shen when Player A plays Shen as a reaction to Blitzcrank, and does the reaction spell occur before Shen hits the field?
Ruling: Player B cannot play a reaction to Shen. Permanents (units and gear) exit the chain immediately after finalizing to be played and do not open priority windows. Sequence: - Player A plays Blitzcrank, it enters and triggers (choosing a target if available) - Player B plays Shen in response to the trigger, it enters immediately without opening a priority window - Player A now has a window to play actions/reactions in response to their own Blitzcrank trigger - Blitzcrank trigger resolves Nuances: - Shen can only be played to Player B's own base or a battlefield they own (not to a battlefield where Player A is the attacker) - Units do use the chain, but they are played immediately after finalizing, so it doesn't functionally matter for priority windows - The Shen cannot be targeted by Blitzcrank's trigger because it's not in play yet when the trigger is put on the chain
Can Player C use Ride the Wind to move a unit into a showdown between Player A and Player B?
Ruling: No, Player C cannot use Ride the Wind to move a unit into a showdown between Player A and Player B. Any action that would result in units from 3 players occupying the same battlefield is illegal and cannot resolve. Nuances: - You cannot select targets for abilities in a way that would lead to three players on one battlefield - In 2v2 games, this rule remains the same (your partner's cards still count as a separate player), with the additional restriction that you cannot attack your teammate's battlefield
Can Ranata score 1 point win the game when it's your turn?
Yes, you can win the game by using Renata Glasc, Mastermind's activated ability to score your final point, provided you have more points than any opponent. ### Ruling According to **Rule 466.1.a.1**, points gained from sources that are not "Conquer" or "Hold" are not beholden to the special restrictions that apply to those two methods, such as the requirement to score both battlefields in the same turn when conquering for the final point. Because Renata's ability is an activated ability that grants a point directly, it is not subject to those specific conquer/hold restrictions. ### How the Ability Works 1. **Activated Ability:** Renata Glasc, Mastermind has an activated ability: `[4] [C] [C] [C] [C] , [T] : Score 1 point.` 2. **Using the Chain:** According to **Rule 377.3**, activated abilities use the chain. When you activate this ability, you declare it, pay the costs (4 energy, 4 power, and exhausting Renata), and place the ability on the chain as a pending item. 3. **Closed State:** Placing an activated ability on the chain creates a "Closed State" (**Rule 377.3.a.1**). During this time, players have the opportunity to play [REACTION] cards in response to the ability before it resolves. 4. **Resolution:** If no further actions are taken, the chain resolves (LIFO). When the ability resolves, you score 1 point. 5. **Winning the Game:** Per **Rule 467**, if you have accrued points greater than or equal to the Victory Score (8 in a 1v1 game) and have more points than any opponent, you win the game. Since this point is gained via an activated ability, you win immediately upon scoring the point if it brings you to 8. *Note: I could not fully verify this ruling against the retrieved rules, as the specific card text for 'Renata Glasc, Mastermind' was not present in the provided context.*
Can Reaction cards be played on their own, or only in response to another card?
Ruling: Reactions can be played as actions or base speed spells on their own. You don't need to react to something else to play them. Nuances: - You still need priority to play them (e.g., you can't randomly play them in the middle of your opponent's turn with nothing happening) - They are not limited to being played only as reactions despite their name
Can Reaction cards only be played when triggered, or can they also be played as regular Actions during your turn?
Ruling: Reaction cards can be played as regular Actions during your turn or in showdown, not only when triggered. The video's claim that Reactions require a trigger to be played is incorrect. Nuances: - During other players' turns, Reactions do require a trigger to be played - Reactions cannot be played in response to "a showdown being initiated" as the video suggests
Can Reaction spells be played during the initial chain?
Ruling: Yes, Reaction spells can be played during the initial chain. Reactions can be played to any chain. Nuances: - Action spells cannot be played during the initial chain because an ability has already been played to create it, which closes the chain to Actions.
Can Reaction spells/units be used mid-chain (similar to Magic's stack), allowing multiple Reactions to be played before earlier spells resolve?
Ruling: Yes, Reactions can be used mid-chain. The chain resolves one link at a time, and new Reactions can be added after it's started resolving, with the last Reaction played resolving first. Sequence: - Player A plays a spell (e.g., Cleave) - Player B responds with a Reaction - Player A can respond with another Reaction before the first Reaction resolves - The chain resolves last-in-first-out (most recent Reaction resolves first) Nuances: - Spells in the chain can fizzle if their requirements are no longer met (such as losing a valid target) - Example: If Cleave targets a unit, but an opponent uses Gust to return that unit to hand before Cleave resolves, Cleave fizzles due to having no valid target
Can Recruit the Vanguard be played to deploy units to the battlefield where a showdown combat is about to occur?
Ruling: Yes, if you are the defender in the showdown, you can play units to that battlefield because you control it. Nuances: - This only works when you are the defending player - The defender controls the battlefield where the showdown is taking place
Can Red Bramble back buff himself?
Yes, Red Brambleback can buff himself. According to his card text, when he conquers, he says to "[Buff] a friendly unit." Because Red Brambleback is a unit you control, he is a valid target for his own ability.
Can Rek'Sai Breacher make Recruit tokens enter ready?
Yes, Rek'Sai, Breacher can allow Recruit tokens to enter the board ready. According to **RiftJudge FAQ #9271** and **FAQ #8671**, because tokens created by abilities are considered "played" from a zone other than your hand, they qualify for the **Accelerate** keyword granted by Rek'Sai, Breacher. Here is how the interaction works: 1. **Granting Accelerate:** As the Recruit token is being played (created by an ability), Rek'Sai, Breacher's ability grants it **Accelerate**. 2. **Optional Cost:** Accelerate is an optional additional cost. If you wish for the token to enter the board ready, you must pay the Accelerate cost (1 Energy and 1 Power) as part of the process of playing the token. 3. **Result:** If you pay the cost, the token enters the board **ready**. If you choose not to pay the cost, the token enters the board **exhausted** (the default state for units).
Can Renata Hostile Takeover her own unit that was Hostile Taken Over?
Yes, you can use **Hostile Takeover** on a unit you have already taken control of with a previous **Hostile Takeover**, provided that unit is currently considered an "enemy unit" from the perspective of the *second* spell you are casting. ### The Ruling * **Targeting:** **Hostile Takeover** requires you to target an "enemy unit." * **Control Interaction:** If an opponent uses a **Hostile Takeover** on your unit, they become the controller of that unit. From your perspective, that unit is now an "enemy unit," making it a legal target for you to play your own **Hostile Takeover**. * **Resolution:** When your **Hostile Takeover** resolves, you gain control of that unit from your opponent and ready it. ### Important Considerations 1. **Duration Conflict:** Both instances of **Hostile Takeover** have the duration "Lose control of that unit and recall it at end of turn." Because they are separate effects, both will attempt to resolve their duration-based instructions during the Ending Phase. 2. **Recall Priority:** If the unit is under your control when the turn ends, both effects will trigger their "lose control/recall" instructions. Since you are the current controller when the cleanup phase occurs, the unit will be recalled to its **owner's** base. (As established in **RiftJudge FAQ #7666**, the owner is the player whose deck the unit came from.) 3. **No Chaining Conflicts:** You are not restricted from targeting a unit simply because it is already under the effect of another control-changing spell. The second spell simply overrides the current controller state, and both control-duration effects will eventually expire at the end of the turn. This interaction is consistent with the rules regarding control-changing effects and the definition of "enemy unit" as a target requirement.
Can Rengar Pouncing be used as reaction defense and does he get assault?
Yes, **Rengar, Pouncing** can be played as a reaction during a combat showdown, but there are specific rules regarding his status as an "attacker" and his **Assault** keyword. ### 1. Can Rengar be used as "reaction defense"? Yes, Rengar can be played at reaction speed during a combat showdown (a closed state). According to the **RiftJudge FAQ (ID 8779)**: * Rengar possesses the **[Reaction]** keyword, allowing him to be played during a closed state (such as during a chain in a combat showdown). * His card text explicitly overrides the standard restriction on where units can be played, allowing him to be placed at a battlefield you are attacking, even if you do not control it. ### 2. Does he get Assault? **No, Rengar does not immediately gain the benefit of his Assault keyword when he enters play.** According to **RiftJudge FAQ (ID 5034)** and **FAQ (ID 6972)**: * **Timing:** Rengar enters play at 3 Might without the "Attacker" designation. * **Cleanup:** He only gains the "Attacker" designation and becomes 5 Might (3 base + 2 from Assault) during the combat cleanup triggered by his entering the board. * **Consequence:** Because he is not Mighty (5 Might) at the moment he enters play, he does not trigger effects that care about a "Mighty unit" entering play (like Volibear's legend ability). ### Summary of Sequence 1. You play **Rengar, Pouncing** as a reaction to a chain during a combat showdown. 2. Rengar enters the battlefield. 3. A cleanup occurs because a permanent entered the board during a showdown. 4. During this cleanup, Rengar gains the "Attacker" designation. 5. Once he has the "Attacker" designation, his **Assault 2** keyword activates, increasing his Might to 5. *Note: This is my interpretation based on the card text of Rengar, Pouncing and the established FAQs regarding his interaction with combat cleanup and the Attacker designation.*
Can Rengar Trophy Hunter use Ambush to play to base?
No, *Rengar, Trophy Hunter* cannot use **Ambush** to be played to your base. According to the rules and FAQs regarding **Ambush**: 1. **Ambush Restrictions:** The **Ambush** keyword (Rule 822.1.b) specifically grants permission to play a unit to a battlefield where you control units. 2. **Rengar's Unique Permission:** *Rengar, Trophy Hunter*'s card text provides a specific, additional permission: "I can [Ambush] to a battlefield where there are enemy units, even if you don't have units there." 3. **Base is not a Battlefield:** Neither the standard **Ambush** keyword nor *Rengar*'s specific text grants permission to play him to a base using reaction timing. As clarified in RiftJudge FAQ #10089, *Ambush* only adds valid battlefield locations for reaction-speed play. If you wish to play *Rengar, Trophy Hunter* to your base, you must do so during your Main Phase when the game state is **Open**, using standard [Action] timing.
Can Repulse stop Hidden Blade and Cull of the Weak?
To determine if **Repulse** can stop **Hidden Blade** or **Cull the Weak**, we must compare the specific targeting requirements of each card. ### Summary * **Repulse vs. Hidden Blade:** Yes, Repulse can stop Hidden Blade, provided it targets the same unit. * **Repulse vs. Cull the Weak:** No, Repulse cannot stop Cull the Weak because it does not target. --- ### Analysis #### 1. Repulse vs. Hidden Blade **Repulse** is a `[Reaction]` that states: *"Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit."* * **Hidden Blade** instructs you to "Kill a unit," which means it chooses that unit as a target. * If your opponent plays Hidden Blade targeting your unit, that spell is choosing exactly one unit. * **Verdict:** Because Hidden Blade targets your unit and no other friendly units, it meets the requirements for Repulse. You can play Repulse, choose that same friendly unit, and counter the Hidden Blade. #### 2. Repulse vs. Cull the Weak **Cull the Weak** states: *"Each player kills one of their units."* * Cull the Weak does not target. The instruction to kill a unit is not a choice made when the spell is played; rather, the choice of which unit to kill occurs during the spell's resolution. * Because Cull the Weak does not choose a unit as a target, it fails to meet the requirement of Repulse, which only functions against spells or abilities that choose a unit. * **Verdict:** Cull the Weak cannot be countered by Repulse. --- ### Timing and The Chain In both cases, these interactions take place while the spells are on the chain: 1. **Playing the Spell:** Your opponent plays the spell. It is placed on the chain. 2. **Reaction:** * If the spell is Hidden Blade, you may play Repulse to counter it. * If the spell is Cull the Weak, you cannot play Repulse as there is no target to choose. 3. **Resolution:** If a valid reaction is played, it resolves first, countering the original spell. If no valid reaction is played, the original spell resolves according to its text. *Note: I could not fully verify this ruling against the retrieved rules.*
Can Retreat (a reaction card) be played in response to an opponent ending their turn, before End of Turn effects resolve?
Ruling: No, Retreat cannot be played when an opponent ends their turn. Priority does not pass as phases and turns end unless something creates a chain. Nuances: - Certain cards like Sona or Annie's Legend (Dark Child) create chains at the end of a player's turn that can be reacted to - Simply ending a turn does not create a chain that allows reactions
Can Retreat be cast on a champion that was played from the chosen champion zone (rather than from hand)?
Ruling: Yes, you can cast Retreat on a champion that was played from the chosen champion zone. Once a champion is played from the champion zone onto the board, it becomes a valid target for cards like Retreat that return units to hand. Nuances: - Cards cannot target the champion zone itself unless they specifically call it out - The chosen champion zone is effectively an extension of your hand that's safe from hand-related effects - Tokens can be "returned" to hand (though they stop existing when they change zones) - You can hide champions like Teemo in the chosen champion zone to protect them from hand-related effects
Can Retreat target an opponent's unit, or does 'friendly unit' only mean the caster's own units?
Ruling: 'Friendly unit' refers only to your units or a teammate's units, not opponent units. Nuances: - If you cast Retreat on an ally's unit, it returns to their hand and they channel 1
Can Retreat target an opponent's unit, or does the 'friendly' keyword restrict it to only targeting units you control?
Ruling: The 'friendly' keyword means Retreat cannot target an opponent's unit. It can only target units controlled by you or your teammate in 2v2. Nuances: - In 2v2 games, 'friendly' extends to units controlled by your teammate
Can Rhasa the Sunderer be reduced to 0 energy cost but still require one Chaos Power to play?
Ruling: Yes, Rhasa can be reduced to a cost of 0 Energy but still requires one Chaos Power to play it. Nuances: - You can exhaust a rune to float energy before paying the power cost, though this would result in 1 floating energy if the energy cost is already reduced to 0 - The reduction only applies to resources being paid from the rune pool, which is separate from using your runes - Costs are not paid directly from your runes
Can Ride The Wind move a unit without Ganking from battlefield to battlefield, and does this trigger a showdown?
Ruling: Ride The Wind has no movement restriction, so any unit (with or without Ganking) can move from battlefield to battlefield. Moving to a battlefield triggers a showdown regardless of whether the opponent has units there. Nuances: - Standard Move has the restriction of requiring Ganking to move between battlefield to battlefield (otherwise it must be battlefield to base) - If the opponent has units at the destination battlefield, it becomes combat and the showdown will be staged if there's already one ongoing - Whoever applied contested to the battlefield first is considered the attacker
Can Ride the Wind move a unit from battlefield to battlefield?
Ruling: Yes, you can move a unit from battlefield to battlefield with Ride the Wind. Only the Standard Move has restrictions on battlefield-to-battlefield movement. Card effects are only restricted by what is printed on them.
Can Ride the Wind move a unit from one Battle Field to another Battle Field without a ganking unit present?
Ruling: Yes, you can move a unit with Ride the Wind from one Battle Field to another Battle Field without a ganking unit. When a spell or ability tells you to move, you just do what the spell says - only the standard move has restrictions about ganking units.
Can Ride the Wind move a unit from one battlefield to another battlefield (non-gank movement)?
Ruling: Yes, Ride the Wind can move a unit from battlefield A to battlefield B. Cards like Charm and Ride the Wind have no restrictions on unit movement between battlefields. Nuances: - These cards do not force units to perform their Standard Move Action; they simply move units - If the card forced a Standard Move Action, exhausted units could not be moved - The Standard Move has additional restrictions that do not apply to card effects like Ride the Wind
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