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Riftbound Frequently Asked Questions

Search verified questions and answers.

What happens when Hextech Ray is used on a 6 might unit with Zhonya's Hourglass, then Thousand Tailed Watcher is played afterwards?
Ruling: After Watcher's trigger resolves, the unit (now 3 might with 3 damage) will be healed and recalled to base by Zhonya's Hourglass. It will stay at 3 might until end of turn. Sequence: - Hextech Ray reduces the 6 might unit to 3 might and deals 3 damage - Thousand Tailed Watcher is played and its trigger resolves - Zhonya's Hourglass activates, healing the unit and recalling it to base - The unit remains at 3 might until end of turn
What happens when Hidden Blade is chained with Gust or Flash in different orders?
Ruling: When Hidden Blade's target becomes illegal before it resolves (due to being returned to hand by Gust or moved to base by Flash), Hidden Blade resolves with no effect and no one draws cards. When Hidden Blade resolves first (Chain 2), it kills the unit and the controller draws 2 cards, then the Chain 1 spell (Gust or Flash) resolves with no effect since its target is gone. Sequence: - Hidden Blade Chain 1, Gust Chain 2: Gust resolves first returning unit to hand, then Hidden Blade resolves with no effect (no draw) - Hidden Blade Chain 1, Flash Chain 2: Flash resolves first moving unit to base, then Hidden Blade resolves with no effect (no draw) - Gust Chain 1, Hidden Blade Chain 2: Hidden Blade resolves first killing unit and controller draws 2, then Gust resolves with no effect - Flash Chain 1, Hidden Blade Chain 2: Hidden Blade resolves first killing unit and controller draws 2, then Flash resolves with no effect Nuances: - When a spell resolves without a legal target, resources are still spent and the spell is discarded - A unit must be a legal target when the spell is cast, but may become illegal before resolution - Cards do as much as they can even if some parts aren't possible (e.g., Flash targeting two units would still move the other unit)
What happens when I play Long Sword with Quickdraw and my opponent reacts with a Gust?
To resolve this interaction, we look at the chain timing and the targeting requirements of *Gust*. ### The Sequence of Events 1. **Playing the Gear:** You play *Long Sword* from your hand. You pay its cost. It enters the battlefield at your base immediately. As established in **RiftJudge FAQ #9577**, playing a Gear card itself does not use the chain and cannot be reacted to. 2. **Triggered Ability:** The *Quick-Draw* keyword triggers: "When you play this, attach it to a Unit you control." This ability is placed on the chain and targets a unit you control. 3. **Reaction Window:** Because this triggered ability is now on the chain, your opponent gains priority and plays *Gust* as a reaction. 4. **Opponent's Target:** Your opponent targets your unit with *Gust*. For *Gust* to be a legal play, your unit must have **3 Might or less** (as stated on the *Gust* card text). 5. **Resolution (LIFO):** The chain resolves in Last-In, First-Out order: * **Gust Resolves:** *Gust* checks if its target is still on the battlefield and still meets its targeting requirement (3 Might or less). If it does, *Gust* returns your unit to your hand. * **Attachment Fails:** The *Quick-Draw* triggered ability then attempts to resolve. Because your unit is no longer on the battlefield, the target is now illegal/invalid. As established in **RiftJudge FAQ #9577**, the ability "whiffs" (resolves with no effect), and the *Long Sword* remains at your base unattached. ### Important Clarifications * **Targeting:** *Gust* requires the target to have 3 Might or less. If your unit has 4 or more Might, *Gust* is not a legal response to your *Quick-Draw* trigger. * **Failure to Attach:** The *Long Sword* is not destroyed or sent to the trash when the attachment fails; it remains at your base. You may use its *Equip* ability later to attach it to a unit. * **Legality:** According to **RiftJudge FAQ #36**, if a unit's Might were increased to 4 or higher in response to *Gust* (e.g., by a separate reaction), the *Gust* would effectively fizzle because the unit would no longer meet the targeting requirement upon resolution. Note: I could not fully verify this ruling against the retrieved rules.
What happens when Imperial Decree is played, then Bellows Breath with Repeat is cast on an opponent's Irelia who has Guardian Angel attached at a battlefield?
Ruling: Irelia will be killed. Guardian Angel saves her from the first kill trigger (destroying the Guardian Angel and recalling/exhausting/healing Irelia), but the second kill trigger from Imperial Decree will still find and kill her even though she's been recalled to base. Sequence: - Imperial Decree is played and resolves, creating an active effect for the turn - Bellows Breath with Repeat is cast targeting Irelia - Bellows Breath resolves, dealing 1 damage to Irelia - Imperial Decree triggers, placing a kill trigger on the chain - The Repeat deals 1 more damage to Irelia - Imperial Decree triggers again, placing a second kill trigger on the chain - The first kill trigger resolves: Guardian Angel replaces Irelia's death by being destroyed, and Irelia is healed, exhausted, and recalled to base - The second kill trigger resolves: Imperial Decree kills Irelia regardless of her location (even though she's now at base) Nuances: - Guardian Angel acts as a replacement effect that intercepts the first kill effect from Imperial Decree - Imperial Decree's kill effect does not require the unit to be at a specific location - it will kill the unit wherever it is - Damage is not checked for lethality until a spell finishes resolving, but Imperial Decree creates triggers during spell resolution when damage is taken
What happens when Kayn starts a showdown while invulnerable but there is more might on the board than Kayn's might?
Ruling: Kayn bounces to base, killing whatever he can during the showdown. Nuances: - Kayn's invulnerability lasts until the end of the turn, not just until the end of the combat - When attacking units survive combat (whether from another battlefield or not), they are always recalled to base, not back to their origin battlefield
What happens when a 4 might unit is sent to a battlefield with a stunned 5 might unit on it?
Ruling: The 4 might unit assigns 4 damage to the stunned 5 might unit. At the end of combat, both attackers and defenders remain, so attackers are Recalled. Sequence: - The attacking unit assigns 4 damage - At end of combat, attackers are Recalled (moved back to the base) Nuances: - Recall does not count as a move - Recall cannot be responded to using reactions
What happens when a Hidden Unit card is placed on Rockfall Path and someone tries to activate it?
Ruling: Hiding a unit card facedown on Rockfall Path is legal, but when you attempt to play that unit, it is an illegal activation. The play is rewound, the card must remain hidden and cannot be played, and it gets trashed when you lose control of the battlefield. Sequence: - Card is legally hidden facedown on Rockfall Path - When attempting to play the unit, the activation is illegal - The play is rewound to before the illegal activation - Card remains hidden and cannot be played - Card is trashed when control of the battlefield is lost Nuances: - If a spell or ability instructs you to play a unit to Rockfall Path, you can shortcut the instruction to simply not execute (the spell/ability resolves to no effect) - Such spells/abilities can still be played for purposes like triggering Ravenbloom Student or Darius Trifarian, they just resolve to no effect
What happens when a card requires you to discard but you have no cards in hand?
Ruling: When a card instructs you to discard but you have no cards in hand, you do as much as you can and then continue with the rest of the effect. Sequence: - Attempt to discard (if you have no cards, you discard nothing) - Continue with any remaining effects on the card Nuances: - Cards with "discard TO" wording (like Rocket) require the discard to happen in order to get the effect, unlike standard discard instructions
What happens when a player decks out in Riftbound? Do they lose, or does the game continue?
Ruling: When you deck out (burn out), you do not lose. Instead, you shuffle your trash into a new deck and choose an opponent to gain 1 point. Nuances: - The point gained by the opponent from your deck-out can be a winning point (the 8th point)
What happens when a player kills the controller's only unit at a Contested Battlefield during staged Combat (while the controller still has a Hidden card there), and when can the Hidden card be played?
Ruling: This is currently a hole in the rules. When the unit is killed, Combat stops being staged (since units from two opposing players are no longer present), but the Contested status remains with no mechanism to remove it. The battlefield becomes stuck in a state where it's controlled by one player, contested by another, but neither a Showdown nor Combat can be staged. Sequence: - Player A moves unit to Player B's controlled battlefield, applying Contested and staging Combat - Player A kills Player B's only unit (Poro) via Shakedown during the trigger reaction - During cleanup, Combat stops being staged (no units from two opposing players present) - Contested status remains but cannot be removed (only removed during Showdowns/Combats) - No Showdown stages (battlefield is controlled, not uncontrolled) - No Combat stages (only one player has units present) - Battlefield becomes stuck: controlled by B, contested by A, with no staged event Nuances: - The Hidden card cannot be played because there's no mechanism to progress the game state - A future rules update should remove Contested status when Combat stops being staged due to lack of opposing units - If Contested were removed and no units present, battlefield would become uncontrolled - If Contested were removed with units present, a new Showdown/Combat would stage
What happens when a player runs out of cards in their deck?
Ruling: When a player runs out of cards in their deck, they gain +1 point and recycle their deck. Sequence: - Player runs out of cards - Player gains +1 point - Player recycles their deck
What happens when a player uses a reaction (like Ride the Wind) to move their unit to a battlefield during an opponent's open showdown?
Ruling: When you move a unit to the battlefield during an opponent's open showdown, your unit will kill the opponent's unit (if it has higher might) and you score a point. Your opponent is the attacker and you are the defender. Sequence: - The open showdown plays out and completes as normal - At the end, your opponent won't conquer due to your units being present - A new combat showdown will then start Nuances: - You have chances to play actions before defend and attack triggers occur - The showdown doesn't change type mid-resolution; the open showdown completes first, then a new combat showdown begins
What happens when a unit moves during a showdown and opens a second one?
Ruling: Showdowns/combats cannot begin until the turn is in a neutral open state (no combat/showdown and nothing on the chain). The second showdown will be staged at that battlefield until the current showdown finishes. Sequence: - The current showdown must complete first - If multiple showdowns and/or combats are staged, showdowns are initiated before combats - If multiple showdowns are staged, turn player decides which to initiate first - If multiple combats are staged, turn player decides which to initiate first Nuances: - Conquer effects trigger when the unit is at the battlefield as you conquer it. If the unit leaves during the showdown, it won't be there when you conquer and won't trigger. - When a noncombat showdown occurs and a unit moves in creating a staged combat (surprise defense), that combat remains staged until the current showdown closes. - If a staged showdown and a staged combat both exist, the showdown happens first (not turn player choice).
What happens when an attacker attacks a stunned unit with more power than the attacker's power?
Ruling: If the attacker cannot kill the stunned defender and the attacker is still alive after combat, the attacker returns to base. The defender remains in place. Nuances: - This interaction is similar to how Kayn works: if any defending unit remains after combat, the attacker bounces to base - The defender does not move because they were not killed
What happens when an attacker survives a showdown at a battlefield but the defender also has surviving units?
Ruling: If after the damage step both players still have units alive at the battlefield, the attacking units are recalled back to the base. Sequence: - Showdown occurs at the battlefield - Damage is dealt (stunned units don't deal damage) - If both players have surviving units after damage, attackers are recalled to base - Recalled units remain exhausted if they were exhausted when they entered the showdown
What happens when an attacker's unit survives combat but cannot deal damage due to Rune Prison, and the defender's unit also survives?
Ruling: When the attacker is unable to gain control of the battlefield (because their unit cannot deal damage due to Rune Prison and the defender's unit survives), the defender retains control and the attacker's unit is recalled to base. Sequence: - Combat occurs with Rune Prison preventing the attacker's unit from dealing damage - Defender's unit survives (not enough power to kill attacker's unit) - Attacker fails to gain control of the battlefield - Defender retains control - Attacker's unit returns to base
What happens when an attacking unit (Leona) stuns a defending unit (Miss Fortune) but neither unit dies in combat?
Ruling: If both attacking and defending units remain alive after combat, the attacking units are recalled to base. Sequence: - Combat occurs with Leona stunning MF - Neither unit dies - Leona is recalled to base - MF remains stunned until end of turn, but damage is cleared after combat Nuances: - A stunned unit can still be killed by other effects in the same turn (like Solari Chief's ability) - When units are recalled, they retain their ready/exhausted status
What happens when an attacking unit stuns all defending units, leaving only attackers and no defenders alive? Also, what happens when a Kayne that takes no damage attacks a higher might unit?
Ruling: During combat cleanup, if units controlled by different players are still alive, the attacking units are recalled. The defender wins the showdown. Sequence: - Combat occurs - During combat cleanup, check if units from different players are still alive - If yes, attacking units are recalled Nuances: - When Kayne (who takes no damage) attacks a higher might unit, Kayne will "bounce off" and be recalled because he is the attacker - This applies even though Kayne survives combat - the attacker is still recalled if both units survive
What happens when an opponent plays Defy to Thrill of the Hunt? Do I pay the cost first (banish a unit) and then it can't come back because of Defy, or does the Defy stop me from banishing a unit? How can I know if a card is pay cost first or not?
When your opponent plays **Defy** in response to your **Thrill of the Hunt**, your spell is countered. Here is exactly how that sequence unfolds and why: ### The Sequence 1. **Playing Thrill of the Hunt:** You play the spell, paying its costs. It is placed on the chain as a **Finalized Chain Item**. At this point, you have **not yet banished a unit**. 2. **Opponent plays Defy:** Your opponent plays Defy, targeting your Thrill of the Hunt. Defy is placed on the chain on top of your spell. 3. **Resolution:** * **Defy** resolves first (LIFO — Last-In, First-Out). * It counters **Thrill of the Hunt**. * Per **Rule 425.1.a** and **Rule 425.1.b**, a countered spell is immediately cleared from the chain and is **not considered to have been played**. 4. **Result:** Because the spell was cleared from the chain, it never reaches the point where it executes its text. You **do not** banish a unit, and you **do not** get to play the unit back to a battlefield. ### Do you pay costs first? You already paid the cost to play *Thrill of the Hunt* (the 2 Energy and 1 Power) when you initially placed it on the chain in Step 1. Per **Rule 425.1.c**, **countering does not refund any costs paid.** You lose those resources. However, you do **not** banish a unit because the "banish a unit" instruction is part of the spell's effect, which is negated by *Defy*. ### How to tell if a cost is "pay first" or "part of effect": You can distinguish these by looking for a few specific indicators in the card text: * **Costs to play the card (The "Step 4" cost):** These are listed in the upper left corner of the card (Energy/Power). These are always paid when you first announce and place the card on the chain. * **"As an additional cost":** If a card says "As an additional cost to play me, [do X]," that action is a cost paid when you play the card. If the spell is countered, that cost is also gone (Rule 425.1.c.1). * **"When you play me" or instructions in the text box:** Anything written in the main text box of a spell is considered part of the **effect**. These effects happen **only when the spell resolves**. * *Thrill of the Hunt* says "Banish a friendly unit, then..." This is an instruction in the effect text, not an additional cost. Therefore, it only occurs if the spell successfully resolves. **In summary:** If it's written in the text box under "Ability" (except for specific keywords like "Equip"), it is an effect that happens on resolution. If an opponent counters the spell, the effect never triggers, and you don't have to perform the actions listed in that text.
What happens when an opponent uses Challenge and then you Rebuke the targeted card? Do actions resolve simultaneously, and would the unit still take damage?
Ruling: You cannot use Rebuke in response to Challenge because Rebuke is an action and cannot be used when something else is on the chain. Nuances: - You could use Gust (a reaction) instead if the unit is small enough - When using Gust, it would resolve first (most recently-added thing resolves first), and Challenge would do nothing since the challenged unit no longer exists
What happens when attacking with lower Might than a stunned defender, and how does target selection work with multiple defenders when one is stunned?
Ruling: You still need enough Might to get over stunned units even though they can't kill your units. With multiple defenders where one is stunned, you can choose to kill other unstunned units if your Might is sufficient. Sequence: - Determine if your attacking Might can overcome the defender's total Might - If multiple defenders exist and one is stunned, you may choose which unit(s) to kill based on your Might value - If neither side eliminates all opposing units, both players' units are recalled Nuances: - Stunned units still count toward the Might threshold needed to attack successfully - In the first example (attacking with 2 Might against stunned 4 Might), both units are recalled since neither side eliminates the other - In the second example (attacking with 5 Might against stunned 9 and unstunned 4), you can kill the 4 Might unit, but both sides are still recalled since you cannot eliminate all defenders
What happens when both mine and enemy units are stunned on Vilemaw's Lair?
If both the attacking and defending units are stunned at **Vilemaw's Lair**, the following occurs at the end of combat: 1. **Combat Damage:** Because the units are stunned, they do not contribute their might to damage (Rule 410.1.b). If no other non-stunned units are present to deal lethal damage, all units survive the combat step. 2. **Recall:** Since the defender still has units present at the battlefield, the attacking units must return to base. 3. **Vilemaw's Lair Interaction:** Even though Vilemaw's Lair states "Units can't move from here to base," the attacking units **are still successfully returned to base**. **The Ruling:** In Riftbound, **Recall is not a move**. Vilemaw's Lair only prevents the "Move" action. The cleanup step of combat that returns attackers to base is a recall effect, which bypasses the restriction on the card. According to official Rulings: > "The attackers return to base normally because recall is not a move, so Vilemaw's Lair's 'can't move' restriction does not prevent the recall."
What happens when defending and someone triggers Face Breaker in a 1v1 combat? Does the attacker go back to base?
Ruling: If a combat ends and units from 2 players are still present, attacker units are recalled. Nuances: - This applies specifically when Face Breaker triggers during 1v1 combat while defending
What happens when multiple units stay on the battlefield because my unit did not kill theirs and my unit took no damage because of Counter Strike?
When your unit survives combat alongside the defender's unit(s) after the damage step, the combat concludes with a "No Result," and your attacking units are recalled to your base. Here is the breakdown of how this sequence resolves based on the rules and the FAQ: ### 1. Combat Damage Step * **Counter Strike:** Because you played **Counter Strike**, the next time your chosen unit would be dealt damage, it is prevented. Since combat damage is dealt simultaneously (Rule 460.2.c.1.a), **Counter Strike** prevents all combat damage that would have been dealt to your unit by all opposing units at that battlefield (RiftJudge FAQ 8527). * **Damage Assignment:** Even though your unit takes no damage, the combat damage step still occurs. If the defender's units have Might, they will still assign and deal damage to your units (unless those units were also protected or killed). ### 2. Combat Cleanup (Resolution Step) After the damage step, the game checks the state of the battlefield: * **"No Result":** According to **Rule 461.3.d**, there is "No Result" if both players have units present at the battlefield during the resolution step. * **Recall:** According to **Rule 461.1.a.2** and **RiftJudge FAQ 9083**, if both players have units remaining at the battlefield after the damage step, the attacking units are recalled to their controller's base. ### Summary of Outcome 1. **Combat Damage:** Your unit takes no damage due to **Counter Strike**, but the combat proceeds normally. 2. **Recall:** Because both you and your opponent have surviving units at the battlefield, your attacking units are recalled to your base. 3. **Control:** The defender retains control of the battlefield because your units have been recalled and theirs remain (RiftJudge FAQ 9083). This is my interpretation based on the provided rules and FAQs. No official FAQ exists for this specific interaction involving *Counter Strike* specifically in a "No Result" scenario, but the rules for combat resolution and recall are clear.
What happens when my Dazzling Aurora triggers if I don't have any units left in deck?
Based on the Riftbound rules and FAQs regarding **Dazzling Aurora**, here is what happens if you have no units left in your deck when its end-of-turn trigger resolves: ### Ruling **Dazzling Aurora will not cause a Burn Out if you reveal your entire deck and find no units.** According to RiftJudge FAQ #3394 and #6488: * **No Burn Out:** A Burn Out only occurs if you attempt to draw or reveal from an already empty Main Deck (0 cards before starting the action). Because the revealed cards are still considered to be in the Main Deck zone while being revealed, the deck is never technically empty during the process. * **Recycle:** If you reveal your entire deck and find no unit, you simply complete as much of the instruction as possible, then recycle all the revealed cards back into your Main Deck. ### Sequence of Events 1. **Trigger:** At the end of your turn, Dazzling Aurora's ability triggers. 2. **Reveal:** You begin revealing cards from the top of your Main Deck one by one. 3. **Empty Deck:** If you reveal your entire deck without finding a unit, the instruction to "reveal until you find a unit" completes as much as possible. 4. **Recycle:** Since no unit was found, you shuffle all the revealed cards back into your Main Deck. 5. **No Burn Out:** Because the cards were never removed from the Main Deck zone during the reveal process, no Burn Out is triggered. *** *Note: This ruling is consistent with RiftJudge FAQs #2675, #3424, and #7300, which all confirm that revealing the entire deck without finding a target for Dazzling Aurora does not trigger a Burn Out.*
What happens when my Stalwart Poro with Guardian Angel equipped is targeted by Bellows Breath (with Repeat paid) after my opponent plays Imperial Decree?
Ruling: The Stalwart Poro will be killed. Imperial Decree creates two separate kill triggers (one for each instance of damage from the repeated Bellows Breath), and while Guardian Angel saves the Poro from the first kill trigger by recalling it to base, the second kill trigger still resolves and kills the Poro at its new location. Sequence: - Imperial Decree is played, creating a delayed triggered ability for the turn - Bellows Breath (with Repeat) is played targeting the Poro - Bellows Breath resolves: first instance deals 1 damage, triggering Imperial Decree - Bellows Breath continues resolving: second instance (Repeat) deals 1 damage, triggering Imperial Decree again - Bellows Breath finishes resolving, then both Imperial Decree triggers finalize onto the chain - Second kill trigger resolves first: Guardian Angel replacement effect activates, destroying the equipment and recalling the healed, exhausted Poro to base - First kill trigger resolves: finds and kills the Poro at base (Imperial Decree's trigger does not require the unit to remain at the same location) Nuances: - Triggered abilities created during spell resolution are added as pending items and cannot finalize onto the chain until the spell completely finishes executing all repeated instructions - Imperial Decree's kill trigger tracks the unit regardless of location changes, so recalling to base does not prevent the second trigger from resolving - This interaction works the same way with Zhonya's Hourglass as it does with Guardian Angel
What happens when there's 2 showdowns at the same time in different battlefields and how the order timings of this resolves?
In Riftbound, **only one Showdown can be active at any given time.** If multiple Showdowns (or Combats) are triggered, they cannot happen simultaneously; one must fully resolve before another can begin. Here is how the resolution and timing work when multiple Showdowns are pending: ### 1. The "Only One" Rule As established by RiftJudge FAQs, the game state must be in a "Neutral Open State" to start a new Showdown. This means the chain must be empty, and there must be no ongoing Showdown or Combat. * If a new Showdown is triggered while one is already in progress, the new one enters a **pending/staged state** and waits. * Once the first Showdown finishes completely (including combat resolution, conquering, and all "after" triggers), the game returns to a Neutral Open State, and the next pending Showdown can then begin. ### 2. Determining Order If multiple Battlefields become contested simultaneously (e.g., due to an effect that moves units to multiple locations), the turn player determines the order in which these events are processed. According to **Rule 456.1**: > "If more than one Battlefield has Units controlled by opposing players at it at the same time, the Turn Player decides which Combat to resolve first." ### 3. Typical Resolution Sequence When you have multiple Showdowns or Combats staged, the process follows this flow: 1. **Staging:** The player whose turn it is decides the order in which they wish to resolve the pending Showdowns/Combats. 2. **Resolution of First Showdown:** * The first chosen Showdown opens. * Players resolve the chain (if any). * Combat/Showdown steps resolve fully. * All cleanup tasks, triggers, and "conquer" effects from this specific Showdown must finish. 3. **Return to Open State:** Once the first Showdown is completely finished, the game returns to a Neutral Open State. 4. **Initiation of Second Showdown:** Only now can the second staged Showdown begin. **Important Note:** If you are using effects that trigger a second Showdown during an ongoing one (such as moving a unit with an ability during combat), the game waits until the current Showdown is completely over before the second one is allowed to start. *This is my interpretation based on the Core Rules 456.1 and established community-verified RiftJudge FAQs (e.g., FAQ 216, 4273, 7567). No official rule exists that allows simultaneous Showdowns.*
What happens when time runs out in a Riftbound match?
Ruling: When time is called during a round, the current turn becomes turn 0, followed by 5 additional turns. At the end of the 5th turn, whoever has the most points wins that game. The player with the highest match score (most games won) wins the match; if match scores are tied, the match is a draw. Sequence: - Current turn when time is called becomes turn 0 - Play 5 additional turns after turn 0 - At end of turn 5, player with most points wins that game - Player with most games won wins the match - If games won are equal, match ends in a draw Nuances: - These rules apply to all game modes including duel - It is possible to win game 1, have your opponent ahead in points in game 2 when time expires, resulting in a 1-1 match draw
What happens when units with equal Might face each other in a Showdown, and when does a Showdown occur?
Ruling: When units with equal Might face each other in a Showdown, both sides deal damage simultaneously equal to their total Might. All units that receive lethal damage go to trash. If both sides are destroyed, the battlefield becomes empty and control is lost. Sequence: - Showdown starts immediately when a unit or multiple units move to a battlefield - Multiple units can be moved to the same battlefield at once - Both sides deal their total Might as damage simultaneously - Damage must be lethal to an unit before damaging another - All units dealt lethal damage go to trash Nuances: - When multiple units defend against a single attacker, the attacker chooses which defending unit receives their damage - Equal Might results in mutual destruction with no conquest and no points awarded
What happens when you Hidden Blade a unit and then they react with Fight or Flight, retreating the unit to base?
When you use **Fight or Flight** to move a unit targeted by **Hidden Blade** back to its base in response, the unit survives and the controller of Hidden Blade does not draw any cards. Here is the breakdown of why this happens: * **Targeting Requirements:** Hidden Blade requires a target at a battlefield to resolve. * **Illegal Target:** When you play Fight or Flight in response, the unit moves from the battlefield to the base. Because the unit is no longer at a battlefield when Hidden Blade attempts to resolve, it becomes an illegal target. * **Resolution:** When a spell resolves, it checks if its targets are still legal. Since the target is now illegal, the spell fails to apply its effects. Consequently, the unit is not killed, and because the target is invalid, the game cannot reference the controller to trigger the draw effect. This is a valid and effective defensive play.
What happens when you conquer Aspirant's Climb with Green Father and brush the battlefield when both players are at 8 points?
To answer your question, we must look at how *Aspirant's Climb* functions as a passive effect and how the game handles victory conditions and battlefield replacements. ### The Ruling **The game does not end immediately.** Because *Aspirant's Climb* increases the victory score requirement, the players are not currently at the victory condition. 1. **Aspirant's Climb Effect:** According to **RiftJudge FAQ #7987**, *Aspirant's Climb* has a passive effect that is active simply by being in play. In a standard 1v1 game, it increases the victory points needed from 8 to 9. 2. **Current State:** If both players were at 8 points while *Aspirant's Climb* was in play, they were already in the middle of a game where the victory threshold is 9. Conquering the battlefield (and triggering *Green Father* to replace it with a *Brush* token) removes *Aspirant's Climb* from play. 3. **Removal of Passive Effect:** Once *Aspirant's Climb* is replaced by the *Brush* token, its passive effect ("Increase the points needed to win the game by 1") ceases to apply. 4. **Victory Check:** The victory condition immediately reverts to the standard 8 points. Because the players currently have 8 points, they now meet the updated victory threshold. According to **Rule 467**, a player wins if they have points greater than or equal to the victory score AND have more points than any opponent. Since both players are at 8 points, they are currently tied. **The game continues** because neither player has more points than the other, despite both meeting the new victory requirement. ### Summary of the Sequence * **Conquer:** You conquer the battlefield containing *Aspirant's Climb*. * **Trigger:** *Green Father* triggers, allowing you to replace the battlefield with a *Brush* token. * **Passive Effect Ceases:** *Aspirant's Climb* leaves the board; the victory threshold drops from 9 back to 8. * **State Check:** Both players are at 8 points. Because neither player has *more points than their opponent*, the game does not end in a win for either player. The game proceeds until one player can gain a point to break the tie. ***Note:** This interpretation is based on the interaction between passive battlefield effects and victory conditions. No official FAQ exists for this specific scenario involving a mid-turn removal of a victory-threshold-altering card.*
What happens when you conquer Aspirant’s Climb with Green Father and Brush the battlefield when both players are at 8 points?
If this is the first battlefield that player has scored, they'll draw 1 and the game will continue with both players at 8 points. If you replace Aspirant’s Climb with Brush via Green Father’s conquer or hold effect, the Victory Score will change immediately as the passive ability of Aspirant’s Climb is no longer in effect, bringing both players to the Victory Score simultaneously. Rules 323.1. and 467. define winning the game as happening during a cleanup when one player has points greater than or equal to the Victory Score and greater than any opponent. If both players are at 8 points, they have not fulfilled both requirements for winning the game. They will need to score additional points in order to win. When they do so, 466.1.b. says “when a player tries to gain a point through a Score, and their current point total is one point from the Victory Score for their Mode of Play or higher, do the following: …” If the point is from Conquering, they will draw 1 instead of gaining the point unless they have scored each battlefield that turn. In effect, every point at or above the Victory Score becomes the final point. Rule 323.1.: If a player has points greater than or equal to the Victory Score, and more points than any opponent, that player wins. Rule 467.: When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game.
What happens when you play Blind Fury in a closed showdown and choose to play Time Warp?
Ruling: Time Warp resolves normally and queues up an extra turn for you, but you don't get that extra turn right away. The entire current turn (including the showdown and combat) proceeds as normal regardless of when Time Warp is played during that turn. Sequence: - Blind Fury resolves and you play Time Warp - Time Warp resolves and queues up the next turn for you - The current showdown and combat resolve normally - After the current turn completes, you get your extra turn from Time Warp
What happens when you put Temporary on a unit with GA or Zhonya?
When a unit has the **Temporary** keyword and is protected by **Zhonya's Hourglass** or **Guardian Angel**, the interaction follows the rules for **Replacement Effects** (Rule 369/370). Here is the breakdown of how these interactions function: ### 1. Interaction with Zhonya’s Hourglass When a unit with **Temporary** triggers at the start of your Beginning Phase, it attempts to kill the unit (Rule 816.1.b). **Zhonya's Hourglass** acts as a replacement effect that intercedes during that "die" event (Rule 369.1). * **Result:** The unit survives the current turn. The replacement effect "replaces" the death with healing, exhausting, and recalling the unit to your base (Rule 369.1, FAQ #8940). * **Persistent Status:** The unit **retains the Temporary keyword** even after being saved (FAQ #8940). * **Subsequent Turns:** Because the unit still has the **Temporary** keyword, the effect will trigger again at the start of the next turn's Beginning Phase, and the unit will attempt to die again (FAQ #8940, FAQ #301). ### 2. Interaction with Guardian Angel **Guardian Angel** functions similarly as a replacement effect, but it is attached to a specific unit (unlike Zhonya's, which can protect any friendly unit). * **Result:** If the unit with **Temporary** would die, the effect is replaced by the destruction of the **Guardian Angel** instead. The unit is healed, exhausted, and recalled to your base (Rule 369.1). * **Persistent Status:** Similar to the Zhonya's interaction, the **Temporary** status remains on the unit. * **Subsequent Turns:** Since the unit still has the **Temporary** keyword, it will continue to trigger at the start of your future Beginning Phases. Unless another effect saves it, it will die the next time the **Temporary** trigger occurs (FAQ #301). ### Key Ruling Summary * **Temporary is a trigger:** It triggers at the start of each Beginning Phase. Saving the unit from one instance does not remove the keyword from the unit (Rule 816, FAQ #301). * **Replacement Effects take precedence:** Zhonya's and Guardian Angel successfully "replace" the death, but they do not clear the "Temporary" status (Rule 370). * **One attempt per phase:** The Temporary trigger occurs once per Beginning Phase. If you save the unit, it will not attempt to die again *until* the start of the *following* turn (FAQ #5544). *This interpretation is based on Rule 369/370 (Replacement Effects), Rule 816 (Temporary), and FAQ #8940, #5544, and #301.*
What happens when you run out of cards in your deck?
Ruling: When you need to draw a card and have no deck, you shuffle your Trash and it becomes your deck. Your opponent gets a point. Nuances: - The point gained from an opponent running out of cards can win the game even if they already have 7 points - The last point restriction (needing to score through conquering) only applies to conquering, not to points gained through other abilities
What happens when you run out of units in your deck while Dazzling Aurora's end of turn trigger is resolving?
Ruling: You reveal cards until you run out of cards to reveal, then shuffle your deck. You do not perform a Burn Out because the revealed cards are still considered part of the deck. Nuances: - You only perform a Burn Out if you would go to resolve Dazzling Aurora while you currently have 0 cards left in the deck before you begin revealing - Running out of cards during the reveal process does not trigger Burn Out since revealed cards are still part of the deck
What happens when you try to reveal/look at the top X cards of your deck but have fewer than X cards remaining?
Ruling: You reveal/look at as many cards as you can and resolve the effect normally. You do not deck out because the cards you're looking at are still part of your main deck. Sequence: - Reveal/look at as many cards as are available in your deck - Resolve the card effect with those cards - The revealed cards remain part of your main deck during this process Nuances: - You only deck out if there are 0 cards in your deck when you use the effect - The deck-out rule requires your main deck to be empty, which is not satisfied when cards are being revealed/looked at since they're still part of the deck
What happens when you use Ride the Wind to move a unit to another contested battlefield during a showdown?
Ruling: The new combat becomes 'staged' and waits for the first showdown to finish before resolving. Sequence: - The first showdown completes entirely - The staged showdown then begins Nuances: - A staged showdown can be either a staged open showdown or a staged combat, depending on what players are present when it stages - You cannot start a showdown if there is a chain - Units heal after combat damage is dealt (as part of combat cleanup), but only if the showdown is a combat - non-combat showdowns do not heal units - All units everywhere heal during combat cleanup, including units that moved away from that battlefield
What happens when you use repeated Hard Bargain targeting an opponent's Ride the Wind, and they respond with Defy?
Ruling: When you repeat Hard Bargain, it does not create a second item on the chain. Defy will counter the entire Hard Bargain spell, including the repeat effect. Sequence: - Hard Bargain is played with repeat - During finalization (step 2 of playing a card), you choose targets and pay costs - The repeated Hard Bargain does not add a second chain item - If Defy counters Hard Bargain, both the original and repeated effect are countered together Nuances: - Hard Bargain targets during finalization, not on resolution - Repeat does not create multiple chain items - it's all one spell
What happens with dazzling aurora if you find no units in your deck, does the opponent get a point for decking out?
No, your opponent does not get a point. According to **RiftJudge FAQ #3394**, **#3424**, and **#6488**, revealing your entire deck while resolving **Dazzling Aurora** does not cause a Burn Out. ### Why this happens: 1. **Zone Definition:** Cards being revealed are still considered to be in the Main Deck zone during the resolution of the effect. Therefore, the deck is never technically "empty" while you are revealing cards. 2. **Completing Instructions:** If you reveal your entire deck and find no units, you have completed as much of the instruction as possible. 3. **Recycle:** Once the effect finishes, you simply shuffle (recycle) all the revealed cards back into your Main Deck. 4. **No Burn Out:** A Burn Out (which awards your opponent a point) only occurs if you attempt to draw or reveal from a deck that is **already empty** before starting the action. In short: because you do not attempt to resolve the effect while the deck is already empty, and because the revealed cards remain in the deck zone until recycled, no Burn Out is triggered.
What if I cull the weak and both mine and enemy unit have deathknells? What is the order on the stack?
When you play *Cull the Weak* and both your unit and your opponent's unit have *Deathknell* abilities, they will die simultaneously when the spell resolves. Their *Deathknell* abilities will then trigger and be placed on the chain together. According to **Rule 376.3.b.1** and RiftJudge FAQ #9265, the order in which these triggers are placed on the chain is determined by the players, starting with the **Turn Player**. ### The Sequence of Events: 1. **Resolution of *Cull the Weak*:** The spell resolves and kills both units simultaneously. 2. **Triggering:** Both *Deathknell* abilities trigger simultaneously. 3. **Ordering on the Chain:** * The **Turn Player** chooses the order for their controlled *Deathknell* triggers first, placing them on the chain. * The next player in turn order then places their *Deathknell* triggers on the chain. 4. **Resolution (LIFO):** The chain resolves in Last-In, First-Out order. This means the triggers added to the chain last (by the non-turn player, if applicable) will resolve first. **Summary:** If you are the Turn Player, you place your triggers on the chain first, meaning your opponent’s triggers (placed after yours) will resolve first. If you are the non-turn player, your opponent places their triggers first, meaning your triggers will resolve first. If you control both units, you choose the order for both (as per FAQ #4235).
What if two 'When Play' effects are triggered at the same time?
When multiple "When you play" (Play Effect) abilities are triggered simultaneously, the order of resolution is determined by the player who controls those abilities. According to **Rule 376.3.b** and **Rule 376.3.b.1**: * **If you control all the triggered abilities:** You select the order in which they are placed on the chain. * **If multiple players control the triggered abilities:** The turn player orders their triggers first, followed by the non-turn player. Each player orders only the triggers they control. Once all triggers are placed on the chain, they resolve in a "Last In, First Out" (LIFO) manner. **Key Nuances:** * **Play Effects are Triggered Abilities:** As defined in **Rule 376.4.a**, "When you play me" (for units) or "When you play this" (for gear) are Triggered Abilities. * **Timing:** These abilities are put on the chain as pending items *after* the permanent has been finalized and has entered the board (**Rule 376.4.a.2**). * **Simultaneous Triggers:** If multiple triggers occur at the same time, the controller(s) of those abilities determine the order of the chain (**Rule 376.3.b**). This is consistent with the FAQ guidance: *"If multiple players separately control Triggered Abilities that are Triggered simultaneously, then starting with the Turn Player and proceeding in Turn Order, each player orders their Triggered Abilities on the Chain."*
What is 'floating mana' in Riftbound and how does it work?
Ruling: 'Floating mana' refers to exhausting a rune to gain 1 energy before recycling that rune. The energy persists for your entire turn and can be used at any point during that turn. Sequence: - Exhaust the rune to gain 1 energy - Recycle that same rune - Use the energy at any point later in your turn Nuances: - The rune must be exhausted before recycling it (you don't exhaust it after it's already been recycled) - Energy sticks around for your whole turn once generated
What is a valid location for playing a unit?
Ruling: You can play units either to your base or to a battlefield you control. Nuances: - The definition of valid location was accidentally deleted from the V1.1 rules and will be added back in V1.2 - This ruling is confirmed by the Patron example in the rulebook
What is a valid location for playing units, given that the updated Core Rules removed the definition?
Ruling: The removal of the definition for "valid location" was an error in the rules update. Units should be played to locations the player controls on the board (specifically battlefields they control), as stated in the previous version. Nuances: - The numbering gaps (462.8.h to 649) were intentional to allow for adding new rules in the future - The current rulebook incorrectly references "valid Location" without defining it - The previous version correctly specified "a Location the player Controls on the Board"
What is considered a damaged unit in Riftbound - is it a unit with lower might than original, or a unit that has received damage marked on it?
Ruling: A damaged unit is a unit that has damage marked on it (damage counters), not a unit that has had its might reduced. Might represents both attack power and maximum damage capacity, and dealing damage does not reduce might. Sequence: - When a unit takes damage, damage counters are placed on it equal to the damage dealt - The unit's might value remains unchanged - Damage counters accumulate until the unit dies or damage is cleared - Damage is cleared at the end of each round and at the end of combat - Damage is NOT cleared after individual showdowns at previously uncontrolled battlefields Nuances: - A unit can be buffed to higher might (e.g., 8 might) and still be considered damaged if it has any damage counters on it, even if those counters are less than its original unbuffed might - Reducing a unit's might through effects is different from dealing damage - might reduction affects both attack power and maximum damage capacity - All units on the board heal (clear damage) at the end of combat and at the end of each round, not after each individual showdown
What is the 'bench'?
Ruling: The "bench" is player terminology for the Base zone in Riftbound. Nuances: - The Base is the location where players deploy units and gear - The Base is separate from the three battlefields - "Bench" is informal terminology; the official zone name is "Base"
What is the Diana ruling for paying the energy, can I predict without paying the energy cost?
No, you cannot perform the [Predict] action without paying the energy cost. According to Diana, Lunari’s ability text: **"When a showdown begins here, you may pay [1]. If you do, [Predict], then reveal the top card of your Main Deck..."** This ability uses a "cost within instructions" structure, which is defined by the rules as an optional "do X to do Y" effect (Rule 742.1). Here is the breakdown of the ruling for this interaction: 1. **Optional Payment:** Because the text says "you may," paying `[1]` is entirely optional. 2. **Condition for Effect:** The instruction [Predict] is explicitly tied to the second part of the sentence: "If you do, [Predict]..." 3. **Dependency:** If you choose not to pay the `[1]`, the "If you do" condition is not met, and you do not perform the [Predict] action or the subsequent reveal/draw action. In summary, the payment is the mandatory "key" required to unlock the rest of the ability's effects. If you do not pay, the ability simply resolves without doing anything further.
What is the banlist and rotation policy for Riftbound?
Ruling: Riftbound will have yearly rotations starting in approximately 2 years (early 2028 with Set 10 release, removing Sets 1-5 from Standard), and cards will be banned when necessary. Sequence: - First rotation occurs at start of 2028 with Set 10 release - Sets 1-5 will be removed from Standard format at that time - Bans will happen as needed based on game balance Nuances: - Currently no banlist exists as only one set has been released - Rotation is approximately 2 years away from the time of this discussion
What is the chain when I play Arcane Shift on my Fizz?
When you play **Arcane Shift** targeting your own **Fizz, Trickster**, the resolution follows a specific sequence where the spell's instructions are executed, and Fizz's "When you play me" (WYPM) ability is added to the chain as soon as he enters the board. According to **Rule 336.1**, you must execute a chain item's game effects in their entirety. However, if an action during that resolution (like playing a unit) triggers another ability, that ability is added to the chain immediately as a pending item. ### The Resolution Sequence: 1. **Cast Arcane Shift:** You target your **Fizz** and an enemy unit. Arcane Shift becomes a **Finalized Chain Item** on the stack. 2. **Banish Fizz:** As Arcane Shift begins resolving, Fizz is moved from the board to the Banishment zone. 3. **Play Fizz:** Arcane Shift instructs you to play the banished unit. Fizz moves from Banishment back to a battlefield. * Per **Rule 356.2**, units leave the chain and become game objects immediately. They do not stay on the chain and cannot be reacted to. 4. **Fizz Triggers (WYPM):** The moment Fizz is played, his "When you play me..." ability triggers. This ability is added to the chain as a **Pending Item** on top of the still-resolving Arcane Shift. 5. **Deal Damage:** Arcane Shift continues its resolution, dealing 3 damage to the targeted enemy unit. 6. **Arcane Shift Banishes:** The final instruction of Arcane Shift is to banish itself. It moves from the chain to the Banishment zone. 7. **Fizz Ability Resolves:** Now that Arcane Shift has finished resolving and left the chain, Fizz’s WYPM ability is the newest item on the chain. You now choose a spell in your trash to play. ### Key Timing and Interaction Nuances: * **Targeting Arcane Shift:** You **cannot** use Fizz’s WYPM ability to play the Arcane Shift you just cast. Fizz’s ability requires you to "play a spell from your trash." Because Arcane Shift banishes itself as part of its resolution (Step 6), it never enters the trash. Even if it did, Fizz's ability targets upon resolution, and by the time you reach Step 7, Arcane Shift is already in the Banishment zone. * **LIFO and Triggers:** While Fizz's trigger is added to the chain in Step 4, it cannot begin its own resolution until the current item (Arcane Shift) finishes all its text. This is why the damage and self-banishing happen before you actually pick a spell with Fizz. * **Showdown Timing:** If this occurs during a Showdown, Fizz’s WYPM ability is a triggered ability that uses [REACTION] timing. It is added to the chain even while the state is **CLOSED**. Once the chain (including Fizz's ability) fully resolves and the chain is empty, the state becomes **OPEN**, and focus returns to the player who currently has it to start a new chain or pass.
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