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What rules make Phoenix a 'new' unit when revived from trash?
To clarify, there is no specific rule that makes Immortal Phoenix a "new" unit when it is played from the trash. In Riftbound, when a card moves from one zone (like the trash) to another (like the battlefield), it is treated as a new game object.
According to **Rule 351.1**, "Permanents become Game Objects when Played." When you play Immortal Phoenix from your trash using its triggered ability, it enters the battlefield as a new game object.
Here is how this functions in the game:
1. **Zone Change:** When a card moves from the trash to the battlefield, it loses its connection to its previous existence on the board. Any "this combat" effects, damage, or status alterations (like being stunned or buffed) that were applied to the Phoenix before it went to the trash do not persist when it is played again.
2. **Fresh State:** Because it is a new game object, it enters the battlefield with its base stats (3 Might) and no damage marked on it.
3. **Triggered Ability:** The ability that allows you to play it from the trash is a triggered ability that places the card onto the battlefield. Once it enters, it is a fresh unit.
**Important Note on "Responsibility":**
As noted in the **Patch Notes (2026-03-30)**, the rules regarding Immortal Phoenix were updated to clarify "responsibility" for kill actions. For the Phoenix to trigger, you must be responsible for the kill action, control the spell that instructed it, and the spell itself must have attribution for the kill action.
If you have further questions about how specific interactions work with the Phoenix, feel free to ask!
What signifies the end of combat, and when does healing occur if a unit moves into combat then uses Ride the Wind to leave an empty battlefield?
Ruling: Combat ends after the combat showdown ends (both players pass focus), the combat damage step occurs, and all end-of-combat steps are completed. Healing happens at the end of combat after all these steps.
Sequence:
- Both players pass focus, ending the combat showdown
- Combat damage step occurs (skipped if no opposing units remain)
- Resolution step and other end-of-combat steps occur
- After all end-of-combat steps complete, combat is over and healing occurs
Nuances:
- If there are no opposing units on the battlefield, the combat damage step is skipped, but you still proceed through all other combat steps
- Players pass focus (not priority) to end the showdown; priority is passed during a chain to allow reactions, while focus is passed when a chain resolves completely
What speed are Legend abilities (like Victor and Yasou) and when can they be activated?
Ruling: Legend abilities that don't say "Action" or "Reaction" are Base speed (also called "None" speed). They can only be activated on your turn in a neutral (non-showdown) and open (no chain) state.
Nuances:
- Base speed Legend abilities cannot be used on opponent's turns
- Base speed Legend abilities cannot be used during showdowns or in reaction windows
- This is equivalent to sorcery speed in Magic: The Gathering
What speed can Baited Hook be played at?
Ruling: Baited Hook is played at base speed because it does not have the Reaction keyword.
Nuances:
- In Riftbound, cards are literal with their timing - if a card doesn't have the "Reaction" keyword, it cannot be used as a reaction
- The tap symbol (turn sideways icon) does not indicate reaction or action speed by itself
- Hidden cards are an exception as they gain the Reaction keyword and can be flipped at reaction speed
What speed is Rocket Barrage? Can it be played as a reaction?
Rocket Barrage is a **Base Speed** spell.
In Riftbound, spells are considered Base Speed unless they explicitly have the **Action** or **Reaction** keyword printed on the card. Since Rocket Barrage does not have either of these keywords, it does not possess the inherent permissions to be played during a Showdown or in response to other effects on the chain.
### Key Rules Regarding Speed and Timing:
* **Base Speed:** Spells without the Action or Reaction keyword can only be played during your own turn in an Open State (when no chain exists).
* **Action Keyword:** Allows a spell to be played during Open States, including during Showdowns.
* **Reaction Keyword:** Allows a spell to be played at any time, including during Closed States (in response to other items on the chain).
Because Rocket Barrage lacks these keywords, it cannot be played as a reaction to other spells or abilities.
Note: I could not fully verify this ruling against the retrieved rules.
What speed/timing does a tappable ability like Lee Sin legend have compared to spells, actions, or reactions?
Ruling: All activated abilities are base speed (playable on your turn, outside of showdown, and with empty chain) unless specified otherwise.
Nuances:
- Base speed means the ability can only be used during your turn
- Cannot be used during showdown
- Requires the chain to be empty
What speed/timing does tapping runes use?
Ruling: Runes can be activated as a reaction to add resources. The patch notes were simply clarifying the speed at which tapping runes occurs.
Nuances:
- There is no mechanical difference between the old rule and new rule, just clarification of timing
What spells and abilities does Unyielding Spirit not prevent?
Ruling: Unyielding Spirit does not prevent damage from Challenge, Snapvine, Gentlemen's Duel, Dragon's Rage, and Last Breath effects because these cards have units deal the damage rather than the spell or ability itself dealing the damage.
Nuances:
- The key distinction is whether the unit deals the damage versus the spell/ability dealing the damage directly
What triggers first, an enemy's if it would die targeted to my unit or my unit's if I would die like Zhonyas?
When multiple replacement effects (such as *Zhonya's Hourglass* or other "if it would die" effects) would apply to the same event, the player who controls those effects chooses the order in which they are applied. If replacement effects controlled by different players would apply to the same event, the game rules for simultaneous effects (often involving turn player priority) determine which effect applies first.
According to **Rule 443.1.d.8** (which discusses the assignment of effects when multiple units are involved) and the general principles of replacement effects (**Rule 365**):
1. **Controller's Choice:** If you control multiple replacement effects that would apply to the same event (such as a unit dying), you choose the order in which they resolve.
2. **Replacement Logic:** Once the first replacement effect resolves (e.g., *Zhonya's* replaces the death with a recall), the unit is no longer "dying." Consequently, any subsequent replacement effects that were waiting for that death event no longer have a valid trigger condition and will not resolve.
3. **Simultaneous Events:** If multiple units die simultaneously, you (as the controller of the replacement effects) choose which death event each replacement effect applies to.
**Summary:**
If you have a *Zhonya's* and an opponent has a similar effect, the rules for who controls the effect determine the outcome. If you control both effects, you choose the order. If you and your opponent each control one, the game rules for simultaneous triggers and replacement effects dictate that the player whose turn it is (or the player who controls the specific effect) will have priority in ordering them.
What type of ability is the standard move?
Ruling: The Standard Move is a Discretionary Action, not one of the four main ability types (activated, triggered, passive, or replacement). The term "Inherent Ability" in the rules is using "ability" in the general sense to indicate all units can perform this action, not as a keyword or ability type.
Nuances:
- You cannot respond to a move and it does not start a chain
- The capitalization of "Inherent Ability" in the rules is not indicating a keyword despite appearing bolded
What types of cards can be played during showdown, both on your turn and when it's not your turn?
Ruling: During showdown, you can use both actions and reactions regardless of whose turn it is. For actions, the chain must be empty and you need Focus and priority (attacker has priority first, then defender).
Nuances:
- Spells with no action flag (base speed) can only be used on your turn, outside of showdown, when the chain is empty
- The same restriction applies to activated abilities unless they state otherwise
What would happen if I activated the effect of Baited Hook on a unit that was under the effect of Tactical Retreat?
If you activate **Baited Hook** targeting a friendly unit that is under the effect of **Tactical Retreat**, the unit will be saved, and you will not be able to play a unit from your deck.
According to **Rule 369.1** and **FAQ #4178**, **FAQ #8203**, and **FAQ #3536**, **Tactical Retreat** creates a replacement effect that intercedes during the resolution of the "kill" instruction. Because the replacement effect changes the "kill" action to a "recall" action, no unit is actually killed.
### Sequence of Events:
1. **Activation:** You activate **Baited Hook** by paying its costs and declaring a target friendly unit.
2. **Resolution:** **Baited Hook** begins to resolve and attempts to kill the targeted unit.
3. **Replacement:** **Tactical Retreat**'s replacement effect intercedes, replacing the "kill" with a "recall." The unit is sent to your base instead of the trash.
4. **Check:** **Baited Hook** looks for the Might value of the "killed unit" to determine what you can play. Because no unit was actually killed (the kill action was replaced), there is no Might value to reference (it returns "null").
5. **Finalization:** You look at the top 5 cards of your Main Deck, but because there is no valid Might value to compare against, you cannot play any unit. You then recycle all 5 cards.
**Summary:** You will look at the top 5 cards of your deck, but you will be unable to play any of them, and they will all be recycled. This is because **Baited Hook** specifically requires a "killed unit" to reference for its Might value, and the save effect from **Tactical Retreat** prevents that game action from occurring.
What's "Quick-Draw"?
Quick-Draw is a keyword found on certain Gear cards that allows you to play them from your hand at **Reaction** speed.
According to **Rule 819** and the associated FAQs, here is how it works:
* **Reaction Timing:** Cards with Quick-Draw inherently have the **Reaction** keyword, allowing you to play them at any time a Reaction can be played (Rule 819.1.b, 819.1.c).
* **Automatic Attachment:** Quick-Draw is functionally short for "[Reaction]" and "When you play this, attach it to a Unit you control" (Rule 819.1.d). When you play the Gear, it enters play and then its triggered ability goes on the chain to attach it to a unit you control.
* **Cost Savings:** When you play a Gear card with Quick-Draw from your hand, you must pay the Energy and Power costs printed in the top-left corner of the card. However, you **do not pay the Equip cost** listed in the card's text box for this initial attachment (RiftJudge FAQ #8900, #8463).
* **Mandatory Attachment:** If you have a legal target on the board when you play a Quick-Draw Gear, you must attach it; you cannot choose to leave it unattached (RiftJudge FAQ #8900). If you have no units on the board, the Gear will simply remain at your base (RiftJudge FAQ #438).
* **Subsequent Attachments:** Quick-Draw only applies to the initial play from your hand. If the Gear becomes unattached later and you wish to attach it to a unit again, you must use the standard **Equip** activated ability, which **does** require paying the Equip cost (RiftJudge FAQ #8900, #1989).
What's the maximum amount of cards you can have in your sideboard?
In competitions where a sideboard is allowed, a player’s sideboard can include **8 or fewer cards**.
According to Rule 601.1.c.1: "A player’s sideboard can include 8 or fewer cards." Additionally, all cards in the sideboard must be valid Main Deck cards, and the standard limits on copies of named cards apply to the combination of your Main Deck and sideboard.
When 2 Dazzling Auroras are on board and one triggers, finding a Deadbloom Predator that causes a Showdown, does the Showdown happen immediately or does the second Dazzling Aurora resolve first?
Ruling: The Showdown will not occur until the chain is empty. You must resolve the second Dazzling Aurora and any triggers from it before the Showdown starts.
Sequence:
- First Dazzling Aurora resolves, finding Deadbloom Predator
- Showdown becomes pending but does not start yet
- Second Dazzling Aurora resolves
- Any triggers from the second Aurora resolve
- Finally, the Showdown occurs
Nuances:
- Both Dazzling Auroras trigger at the same time at end of turn, and you can order them as you like
- You cannot place units found by the second Aurora onto the battlefield where Deadbloom Predator spawned because you don't control that battlefield
- If you found another Deadbloom Predator with the second Aurora, you could place it there
When 3c Ahri gives -2 to a target, does she choose a unit and pay deflect cost?
Ruling: Yes, Ahri chooses a unit and must pay the deflect cost if the target has deflect. You may choose not to pay the deflect cost, but if you don't pay it, the targeted unit will not get -2 from the ability.
When Adaptatron attacks and conquers a field where the defending player has Zhonyas in base and a 2m defender on battlefield, does Zhonyas or Adaptatron trigger first?
Ruling: Zhonyas applies before Adaptatron triggers because scoring happens after combat cleanup.
Sequence:
- Combat cleanup occurs
- Zhonyas applies (as a replacement effect, not a triggered ability)
- Scoring happens
- Adaptatron triggers
Nuances:
- Zhonyas is a replacement effect, not a triggered ability, so it doesn't use the chain and can apply in between resolutions or cleanups
When Adaptatron moves to an enemy base and kills a unit with Zhonya's Hourglass, does Adaptatron's trigger fizzle because Zhonya's saves the unit?
Ruling: Yes, Adaptatron's effect fizzles. The unit dies first, Zhonya's Hourglass saves it as a replacement effect (not entering the chain), then Adaptatron triggers but has no valid target since the unit was saved.
Sequence:
- Adaptatron moves to enemy base and would kill the enemy unit
- The unit dies
- Zhonya's Hourglass replacement effect activates and saves the unit
- Adaptatron's trigger goes on chain but fizzles because the unit is no longer KO'd
Nuances:
- Zhonya's Hourglass is a replacement effect and does not enter the chain
- Units die before conquer happens
- Adaptatron does not get a buff from this interaction
When Ahri (Legend) defends at Trifarian War Camp against attacking units, does her ability to reduce attacking units' might to 1 work, or does the War Camp's +1 might buff continuously override it?
Ruling: Ahri's ability successfully reduces the attacking units to 1 might. The War Camp's +1 might bonus allows Ahri's -1 might penalty to apply without violating the minimum might rule, and these effects counteract each other.
Sequence:
- War Camp gives attacking units +1 might (making them 2 might)
- Ahri's ability applies -1 might penalty
- The penalty locks in at -1 might
- Final result: Units have 1 might (the bonuses cancel out)
When Ahri charms an opponent's unit (with Mask in play) into combat, what is the order of 'when an enemy attacks' triggers on the chain, and what is the final Might of the charmed unit?
Ruling: The attacker's triggers go on the chain first, followed by the defender's triggers. Since the charmed unit is moved into contested and becomes the attacker, Mask (attacker's trigger) goes on the chain before Ahri triggers (defender's triggers). Ahri triggers resolve first, reducing Might to 1, then Mask resolves, bringing the unit to 2 Might.
Sequence:
- Mask trigger goes on chain first (attacker's trigger)
- Ahri Legend and Ahri Champion triggers go on chain second (defender's triggers, in defender's chosen order)
- Chain resolves in reverse: Ahri triggers resolve first (reducing to 1 Might)
- Mask resolves last (increasing to 2 Might)
Nuances:
- Triggers are ordered by who controls them (attacker vs defender), not by what type of trigger they are (attack vs defend)
- If multiple Ahri triggers exist, the defender can order them, but both minimum to 1 so order doesn't matter
- This rule was changed or clarified in version 1.1 to be based on player order rather than trigger type
- Full order is: attacker's triggers > other players' triggers > defender's triggers
When Ahri's legend effect gives -1 power to attackers until end of turn, and a 1-power token is later buffed by +3 power that same turn, does the token have 3 or 4 total power?
Ruling: The token would have 4 power. Ahri's -1 power reduction is applied once at the specific timing when the trigger resolves, not continuously throughout the turn.
Sequence:
- Ahri's effect triggers and reduces the token's power by 1 (from 1 to 0)
- Later that turn, a spell gives the token +3 power
- The token now has 4 total power (1 base + 3 from spell)
Nuances:
- The "until end of turn" duration means the reduction disappears at end of turn, but it does not create a continuous effect that reapplies when other modifications occur
- Multiple effects happen in the arithmetic layer but are not dependent on each other, so timestamp order applies
When Ahri, Inquisitive attacks and Master Yi defends, does Ahri's -2/-2 effect resolve after Yi's +2/+2 from defending?
Ruling: Master Yi's +2/+2 from Wuju Bladesman is a passive effect that applies immediately and cannot be reacted to. Ahri's -2/-2 trigger goes on the stack after, with the attacker having first focus and priority.
Sequence:
- Yi gets +2/+2 immediately (passive effect, does not use stack)
- Ahri's -2/-2 trigger goes on the stack
- Attacker has first focus and priority to respond
Nuances:
- Attacker triggers go on stack first, then defender triggers, but passive effects like Wuju Bladesman don't use the stack at all
- This assumes Yi is defending alone
When Ahri, Nine Tailed Fox's ability triggers against units attacking from Trifarian War Camp, does Ahri reduce their Might before or after War Camp's buff applies?
Ruling: Trifarian War Camp's passive applies first, giving attacking units +1 Might before Ahri's ability triggers. Ahri then reduces the buffed units' Might by 1.
Sequence:
- Units move to the battlefield and are designated as attackers
- Trifarian War Camp's passive immediately applies, increasing their Might (e.g., 1 Might becomes 2 Might)
- Ahri's ability triggers on the attacking units, reducing their Might by 1 (e.g., 2 Might becomes 1 Might)
Nuances:
- War Camp is a passive effect that applies before triggered abilities like Ahri's
- Ahri's ability specifically deals with attacking units, so it triggers after units are designated as attackers at the battlefield
When Akshan steals a gear and Factory Recall is played, does the gear return to the original owner's hand?
Ruling: Yes, when Factory Recall is played on a gear that Akshan has stolen, it returns to the original owner's hand.
Nuances:
- "Owner" always refers to the person who literally owns the card
- "Controller" refers to the player currently controlling the card
When Altar to Unity allows you to play a 1 Might Recruit unit token, is it played exhausted or ready?
Ruling: The unit token is played exhausted, following all the regular rules of playing a unit.
When Altar to Unity's hold effect or Herald of the Arcane's ability creates a Recruit token, does that unit enter play ready or exhausted?
Ruling: Recruit tokens enter play exhausted by default unless the effect specifically states they enter ready.
Nuances:
- This applies to all token-generating effects unless the card text explicitly says the token enters ready
- The default state for tokens differs from the general rule for permanents entering play
- Units played from hand follow different rules than tokens created by effects
When Anivia attacks a battlefield with a hidden Fight or Flight, does Anivia's skill trigger before Fight or Flight takes effect?
Ruling: Anivia's ability triggers and goes on the stack, giving the opponent a reaction window to play Fight or Flight. The ability will resolve but won't do anything because it specifies "here" and the unit is no longer at that battlefield.
Sequence:
- Anivia attacks and triggers ability, placing it on stack
- Opponent has reaction window to play Fight or Flight
- Fight or Flight moves the unit to another battlefield
- Anivia's ability resolves but has no effect since it specifies "here" and the unit is gone
Nuances:
- This same interaction applies to Yasuo and similar abilities that specify "here"
When Anivia attacks and triggers her ability to deal 3 damage to all units, can you respond with reactions like Smoke Screen or Hidden Blade before the damage resolves?
Ruling: You can respond to Anivia's attack triggered ability with reactions (like Smoke Screen) before it resolves. However, Hidden Blade can only be played from hand after the chain is empty (at action speed), unless it was already hidden at that battlefield.
Sequence:
- Anivia moves to the battlefield, triggering a showdown
- Anivia's attack triggered ability creates the initial chain
- Players can respond with reactions (like Smoke Screen) to this chain
- Once the chain resolves completely, the attacker gets focus first to play actions
- Then the defender can play actions (like Hidden Blade from hand)
Nuances:
- If Hidden Blade was already hidden at the battlefield, it can be played as a reaction to Anivia's trigger
- If Anivia is removed from the battlefield before her ability resolves, the ability does not deal damage because it specifies "here" and when it resolves, "here" refers to where Anivia currently is (the trash), not the battlefield
- Combat continues normally even if all of one player's units die during the showdown
When Anivia attacks into a defending Ahri, does Ahri's ability trigger before she dies from Anivia's 3 damage?
Ruling: Yes, Ahri's ability triggers and resolves before she dies from Anivia's damage.
Sequence:
- Attack triggers activate first
- Defend triggers activate last
- Triggers resolve in reverse order (defend triggers resolve first)
- Ahri uses her -2 Might ability
- Ahri then dies to Anivia's damage
When Anivia moves to a battlefield, does her ability deal damage before combat, and can Hidden Blade prevent her damage by killing her in response?
Ruling: Anivia's attack trigger resolves before combat damage is assigned, so she will kill weaker units before might comparison. However, if Hidden Blade is played in response to her attack trigger, it kills Anivia before her trigger resolves, preventing the damage since she is no longer at the battlefield.
Sequence:
- Anivia moves to a battlefield
- Her attack trigger goes on the chain
- Hidden Blade is played on the chain in response
- Both players pass
- Hidden Blade resolves, killing Anivia and their controller draws two cards
- Anivia's attack trigger resolves, but deals no damage since Anivia is no longer at the battlefield
Nuances:
- Anivia's ability specifically requires her to be 'Here' at the battlefield when it resolves
- Hidden Blade kills directly (not during cleanup)
When Anivia moves to an occupied battlefield and her attack trigger kills the defending unit during the initial chain, do players get action windows during the showdown steps?
Ruling: The showdown still proceeds through all its normal steps with focus windows for both players, even though the defender was killed during the initial chain. Players cannot play action cards in response to Anivia's When I Attack trigger because it's on a chain (closed state).
Sequence:
- Anivia moves to occupied battlefield, starting a showdown
- Initial chain: Anivia's attack trigger activates and resolves, killing the defending unit
- Showdown proceeds through all normal steps with attacker/defender focus windows
- Players gain focus and opportunities to play cards during these windows
- After all showdown steps complete, a point is scored
Nuances:
- No action cards can be played during the initial chain while Anivia's trigger is resolving (closed state)
- The attacker/defender focus pattern continues even though the defender is dead
- Points are only scored after all showdown steps unless a card specifically states otherwise (like Yasuo's 3rd move)
When Annivia attacks with her 'When I Attack, deal 3 damage to all enemy units here' ability, does the 3 damage apply before or after combat damage, and does it affect hidden units?
Ruling: Annivia's 'When I Attack' trigger goes on the initial chain at the beginning of combat showdown, dealing 3 damage to all enemy units before combat damage and before the opponent can play action spells. Hidden units are not on the battlefield and do not take damage unless the opponent plays them in response to the attack trigger.
Sequence:
- Annivia moves to battlefield to begin showdown
- 'When I Attack' trigger goes on the chain
- Opponent can play the hidden card in response (making it take 3 damage) or leave it hidden (no damage)
- 3 damage resolves to all enemy units on battlefield
- Combat damage is assigned (attacker assigns first, defender second)
- Combat damage is dealt simultaneously
Nuances:
- Damage is marked on units but doesn't lower their might value; units die when total damage marked equals or exceeds their might
- When assigning damage, lethal damage must be dealt to a unit before moving on to the next
- Attacker assigns damage first, effectively choosing which defending units survive if they have less might than the total defending might
When Arcane Shift is used to banish Ahri during a showdown (after opponent played Shen as a reaction to Stupify), does the showdown end immediately, or does Shen keep his defender/shield status until the showdown completes?
Ruling: The showdown does not end immediately when Ahri is banished. Shen keeps his defender/shield designation until the showdown completes through its normal flow.
Sequence:
- Showdown begins with Ahri attacking and Shen defending
- Arcane Shift banishes Ahri during the showdown
- Focus continues passing between players until both pass in succession
- Damage step is skipped (no units on one side)
- Combat Cleanup occurs at end of showdown
- During Combat Cleanup, damage is healed before Shen loses his defender status and returns to base might
Nuances:
- Units removed during a showdown are cleaned up at appropriate cleanup steps, but the showdown itself continues
- Even with no units on one side, the showdown must complete its normal flow rather than ending instantly
When Arcane Shift targets my Mindsplitter and an enemy Watchful Sentry, does the Sentry's controller draw from Deathknell before Mindsplitter's 'When you play me' effect resolves?
Ruling: Mindsplitter's 'When you play me' ability resolves before Watchful Sentry's Deathknell. The opponent will discard a card from their hand before drawing from Deathknell.
Sequence:
- Play Arcane Shift, it becomes a pending item
- Finalize and resolve Arcane Shift in order: banish Mindsplitter, replay Mindsplitter (becomes pending), deal 3 damage to Sentry
- During Arcane Shift cleanup, Sentry's Deathknell triggers from the lethal damage
- Finalize pending items in FIFO order: Mindsplitter finalizes first, then Deathknell
- When Mindsplitter (a unit) finalizes, it auto-resolves and its 'When you play me' ability triggers, becoming a new pending item
- Continue finalizing: Deathknell finalizes, then the WYPM trigger finalizes
- Resolve the chain in LIFO order: WYPM resolves first (discard), then Deathknell resolves (draw)
Nuances:
- Pending items finalize in FIFO (first in, first out) order, but the chain resolves in LIFO (last in, first out) order
- Units auto-resolve when finalized, which can create new pending items during the finalization process
- Deathknell triggers are added as pending items during cleanup, before any pending items finalize
When Aurora triggers and finds a unit, and Karma triggers on the recycle, can Karma buff the unit that was played from Aurora?
Ruling: Yes, Karma can target the unit played from Aurora. The unit is played first (goes onto chain pending), then the recycle happens (Karma triggers onto chain pending above the unit). When finalizing, the unit finalizes and resolves first because permanents cannot have finalized items above them on the chain. After the unit resolves and enters play, Karma finalizes and can choose the unit as a target.
Sequence:
- Unit goes onto chain pending
- Recycle happens, Karma triggers onto chain pending above the unit
- Aurora finishes resolving, game returns to finalize
- Unit finalizes first and immediately resolves (enters play)
- Unit entering play causes cleanup, which finalizes pending Karma
- Karma finalizes and can now target the unit that just entered play
- Karma resolves
Nuances:
- You cannot choose the order of the unit play and Karma trigger - they happen in the order written on Aurora's text
- Permanents on the chain have special rules: they finalize FIFO (first in, first out) but resolve immediately when finalized, before other pending items above them
- If the unit has a "when you play me" trigger, it would trigger after the unit enters play during the cleanup, get added as pending, finalize together with Karma, but resolve before Karma
When Ava Achiever's attack ability allows you to play a hidden cost card from hand, does that count as playing it 'from hidden' for the purposes of Teemo's ability?
Ruling: No. Playing a card with the hidden keyword is not the same as playing it from face down (from hidden). Ava plays the card from hand, not from the hidden zone.
Nuances:
- Teemo, Strategist was errataed to remove the "played from hidden" trigger entirely, making this interaction moot for that version
- If Teemo is played as a defender through Ava's ability, he would get his effect (for versions that trigger when defending)
When Ava attacks and you use her ability to play a card from hand, when do you pay the Mind cost and when do you reveal the card?
Ruling: When Ava attacks and triggers her ability, you do not pay the Mind cost until the ability resolves. You keep the card hidden in your hand until resolution, then pay the Mind cost (if you choose to) and play the card. The Mind cost is part of the effect, not a cost to activate the ability.
Sequence:
- Declare Ava's attack and her triggered ability
- Keep the card you intend to play hidden in your hand
- When the ability resolves, you may pay the Mind cost
- If you pay, reveal and play the card from hand
Nuances:
- Ava must remain on the battlefield for the effect to resolve (the ability says "here")
- If Ava is bounced to hand (like with Gust), the effect does not resolve and you keep the card in hand
- If Ava is moved to base, the ability can still resolve since she is still "here"
- Triggered abilities do not have costs - the "you may pay" part happens after the comma in the condition, making it part of the effect
- This works like Bullet Time, not like Get Excited
When Azir's action targets Stellacorn, does Stellacorn's move ability trigger to draw a card?
Ruling: Stellacorn's ability only triggers if it actually moves to a different location. Being instructed to move is not the same as moving.
Sequence:
- If Azir and Stellacorn are in the same location, Stellacorn does not move and the ability does not trigger
- If Azir and Stellacorn are in different locations, Stellacorn moves and the ability triggers
Nuances:
- Being instructed to move something is not the same as actually moving it
When Azir, Ascendant uses its ability to move into combat and attaches Forgefire Cape to itself, does Forgefire Cape's 'when I attack or defend' ability trigger?
Ruling: Yes, Forgefire Cape's ability does trigger. When Azir moves into combat and attaches Forgefire Cape during its Action ability resolution, the cape is already attached when combat begins and Azir gains the Attacker or Defender designation, causing the trigger condition to be met.
Sequence:
- Azir's Action ability resolves during the Action Phase
- Azir moves to the target unit's location and Forgefire Cape attaches to Azir
- Combat begins and the Showdown Step establishes Attacker and Defender designations
- Azir gains Attacker or Defender designation for the first time during combat
- Forgefire Cape's trigger condition is met and the ability goes on the chain
Nuances:
- The attachment happens before combat designations are established, but this does not prevent the trigger
- Attack and Defend triggers fire when a unit gains the designation for the first time during combat
- Since the equipment is already attached when the designation is gained, the trigger condition is satisfied
- Each trigger (attack or defend) can only fire once per combat, even if designations change multiple times
When Baited Hook banishes and plays a Karma, does Karma see the recycled cards from Baited Hook's recycle effect, and when does her vision trigger?
Ruling: Karma will see the recycled cards from Baited Hook. You cannot play Karma until Baited Hook completely finishes resolving (including its recycle effect). Karma's vision is a When You Play Me trigger that happens after she resolves.
Sequence:
- Baited Hook begins resolving
- Unit is banished
- Unit (Karma) is played but goes into pending state
- Baited Hook completes its recycle effect
- Baited Hook finishes resolving
- Karma finalizes and resolves
- Karma's vision trigger occurs and can see the recycled cards
Nuances:
- You cannot resolve a card while another card is still resolving - this is a core rule
- "Play" does not mean the unit immediately goes on board; it goes through a process from Pending to Finalize to Resolved
- Items on the chain cannot finalize mid-resolution of another effect
When Baited Hook kills Back Alley Barkeep (which has a Deathknell ability), does the unit summoned from Hook's ability count as being played before the Deathknell resolves, making Legion active for Vanguard Captain summoned by the Deathknell?
Ruling: Yes, the unit from Hook is played and summoned before the Deathknell resolves. Legion will be active when Vanguard Captain is summoned by the Deathknell.
Sequence:
- Hook ability goes on the chain and resolves, killing the Barkeep
- Chain is now: Hook > Deathknell
- Hook searches top 5 and finds a playable unit, which goes on pending chain
- Hook finishes resolving and pending items are finalized
- The unit from Hook is played immediately (since it's a unit)
- If that unit has a WYPM targeting another friendly unit, it goes on chain: Deathknell > WYPM
- WYPM resolves with no effect (no valid targets yet since Deathknell hasn't summoned anything)
- Deathknell resolves and summons Vanguard Captain
- Legion is now active because a unit was already played this turn (the Hook unit)
Nuances:
- The WYPM of the unit summoned from Hook will have no valid targets if it needs to target a friendly unit, because the Deathknell summon hasn't happened yet
- Final board state is: the unit from Hook (without WYPM effects if it targeted) + Vanguard Captain + 2 Recruits from Legion
When Baited Hook kills a unit at Trifarian War Camp (which gives +1 Might), what Might value does Baited Hook use for its effect: the original Might or the buffed Might (+1)?
Ruling: Baited Hook uses the last known Might of the unit, which includes the +1 buff from Trifarian War Camp.
Nuances:
- When an effect or cost moves a card to a different zone, it looks back at the card's last known information (characteristics before it changed zones)
- This is one of the rare cases where "last known information" applies in Riftbound
When Baited Hook kills a unit that has +1 buff or increased might from another card, does it allow you to play units considering the buffs or without them?
Ruling: Baited Hook uses the current might of the killed unit, including any boosts or buffs it had.
Nuances:
- This interaction is enabled by Last Known Information (LKI), which remembers the unit's state including buffs at the moment it was killed.
When Baited Hook kills a unit with buffs that increase its might, does it check the buffed might or the printed might to determine what unit you can play?
Ruling: Baited Hook checks the current might of the unit at the time of death, including all modifications from buffs or other effects.
Sequence:
- When Baited Hook kills a unit, it locks in the might value at the moment of death
- All modifications (buffs, debuffs, etc.) are included in this value
- You can then play a unit with might equal to one more than that modified value
- The opponent can respond with reactions to shrink the might before the ability resolves
Nuances:
- If Sett's leader ability replaces the death, there is no "killed unit" and you cannot play any unit (the reference becomes NULL)
- You cannot choose between printed might and current might - it always uses current might at time of death
- Accelerate costs must still be paid when playing a unit with Baited Hook, as "ignoring its cost" only refers to the printed base cost
When Baited Hook recycles multiple cards, can you choose which order to recycle them, or is it random?
Ruling: When you recycle more than one card at once, it must be done in a random order.
Nuances:
- This applies to Baited Hook and any other effect that recycles multiple cards simultaneously
- You cannot choose the order yourself
When Baited Hook sacrifices a unit with Deathknell and finds Karthus, in what order do effects resolve and does Karthus double the Deathknell trigger?
Ruling: The Deathknell trigger only happens once because Karthus enters the board after the Deathknell trigger has already been created. Karthus needs to be on the board when the trigger happens (not when it resolves) to double it.
Sequence:
- Baited Hook resolves, killing the targeted unit
- The Deathknell trigger becomes pending but cannot enter the chain until Hook finishes resolving
- Hook continues resolving and adds the found unit (Karthus) as a pending item
- Pending items finalize in the order they became pending: first the Deathknell trigger enters the chain, then Karthus enters the chain on top of it
- Karthus resolves immediately as a permanent, entering the board
- Players receive priority to respond to the Deathknell trigger
- The Deathknell trigger resolves
Nuances:
- Effects cannot be added to the chain mid-resolution of another effect
- Karthus must already be on the board when the trigger happens (not just when it resolves) for his doubling effect to apply
When Baited Hook says 'ignore costs', does that include the power cost in the top left corner? If hooking into Watcher, do you still have to pay the 1 energy and power, plus the optional accelerate cost?
Ruling: When Baited Hook says "ignore costs", it refers only to the Energy and Power costs printed in the top left corner of the card - those costs are ignored. Additional costs like Accelerate (optional) or Cruel Patron's sacrifice requirement (mandatory) must still be paid if you choose to pay them or are required to pay them.
Sequence:
- Baited Hook allows you to play the card ignoring its top-left Energy and Power costs
- Optional additional costs (like Accelerate) can be chosen to be paid or not
- Required additional costs (like Cruel Patron's sacrifice) must be paid if you play the card
- Baited Hook is a "may" ability, so you can choose not to play the card at all
Nuances:
- You are never forced to play anything off Baited Hook since it says "you may" - you can fail to find
- The distinction between optional and required additional costs matters for what you must pay
When Baron Nashor dies, does his battlefield also disappear?
When Baron Nashor dies, the Baron Pit battlefield token does **not** disappear.
While Baron Nashor's "When you play me" ability is responsible for adding the Baron Pit to the board, the token exists as an independent game object once created. There is no rule that causes a battlefield token created by a unit to leave the game when that unit dies or leaves the battlefield.
As noted in the **RiftJudge FAQ #9403**, the Baron Pit simply persists as a battlefield location that units can move to from anywhere.
When Baron Nashor dies, what happens with the Baron Pit?
When Baron Nashor dies, the Baron Pit battlefield token does **not** disappear and remains on the board.
According to RiftJudge FAQ #9867, the Baron Pit exists as an independent game object once created. There is no rule that causes a battlefield token created by a unit's "When you play me" ability to leave the game when that unit dies or leaves the battlefield. The Baron Pit will persist as a battlefield location that units can move to from anywhere.
When Baron is played, does it start a showdown or is the Baron pit conquered immediately?
When you play **Baron Nashor**, it does trigger a **Non-Combat Showdown**.
Here is the breakdown of the interaction based on the rules and FAQs:
### 1. The Sequence of Events
1. **Playing Baron Nashor:** As you play Baron Nashor, his "When you play me" ability triggers. This ability adds the **Baron Pit** battlefield token to the board and moves Baron Nashor into it.
2. **Contested Status:** Because you moved a unit into a battlefield you do not currently control, the Baron Pit becomes **Contested** (Rule 445).
3. **Showdown Initiation:** Since the Baron Pit is an unoccupied battlefield (or at least one where you did not previously have control), this triggers a **Non-Combat Showdown** (Rule 344.2, FAQ #6910).
### 2. Is the Baron Pit conquered immediately?
**No, it is not conquered immediately.**
According to **Rule 348.2.a**, in a Non-Combat Showdown, a player establishes control over the battlefield only **after** the showdown ends (i.e., when both players consecutively pass focus without starting a new chain).
* **Showdown for Responses:** Even though it is a "Non-Combat" showdown (meaning no attacker/defender designations are assigned and no combat-related triggers occur), it is still a **Showdown State**. This provides a Window of Opportunity for players to play spells or activate abilities in an alternating fashion (FAQ #6910, FAQ #7998).
* **Conquer Timing:** The actual "Conquer" (scoring the point) occurs only after the showdown concludes, provided you are the only player with units at the battlefield and you have not already scored that battlefield this turn (Rule 348.2.a.1, Rule 464.1).
### Summary
Playing Baron Nashor initiates a **Non-Combat Showdown** because the Baron Pit becomes contested. You do not conquer the battlefield immediately upon playing him; you must first complete the showdown window. If you successfully maintain control of the Baron Pit after the showdown ends, you will then Conquer it (assuming you haven't already scored it this turn).