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Riftbound Frequently Asked Questions

Search verified questions and answers.

When Dragon's Rage moves a unit into a battlefield to destroy an enemy unit, does the attacking unit get healed afterward, and can you move another unit in after the first unit destroys the defender?
Ruling: Dragon's Rage does not trigger healing because it is not a combat. The unit moved by Dragon's Rage will not be healed after destroying the enemy unit. Nuances: - Dragon's Rage is a movement effect, not a combat action - Combat-related healing effects do not apply to Dragon's Rage interactions
When Draven Audacious dies with Guardian Angel, does opponent score a point?
No, your opponent will **not** score a point if **Draven, Audacious** dies while equipped with **Guardian Angel**. ### Reasoning * **Replacement Effect:** According to **RiftJudge FAQ #9367** and **Rule 369.1**, **Guardian Angel** acts as a replacement effect. When the unit would die, the effect replaces that "death" event with "kill this Guardian Angel instead," and the unit is healed and recalled to your base. * **Death Prevented:** Because the unit is recalled to the base, it never actually "dies" or is sent to the trash. * **Trigger Condition Not Met:** **Draven, Audacious** has the ability: *"When I die in combat, choose an opponent. They score 1 point."* Since the "die" event was replaced by the recall, the condition for Draven's triggered ability is never met, and it does not go on the chain. This interaction is consistent with how other replacement effects, such as **Zhonya's Hourglass** (see **RiftJudge FAQ #9009**), function in *Riftbound*.
When Draven Vanquisher with 2 equipped Spinning Axes gains [Temporary] from Fading Memories and dies at the start of my Beginning Phase, do the Spinning Axes get destroyed or do they survive? Also, do I score for holding the battlefield before Draven dies?
Ruling: The Spinning Axes are automatically saved and Recalled to your Base. You do not score for the battlefield. Sequence: - At the start of your Beginning Phase, all [Temporary] effects check their conditions simultaneously - The Spinning Axes check "if this is unattached" - since they are still attached to Draven at this moment, their [Temporary] triggers do not fire - Only Draven's [Temporary] trigger goes on the chain and resolves, killing him - When Draven dies and leaves the battlefield, the Spinning Axes detach - During the next Cleanup, the unattached Gear at the battlefield is Recalled to your Base - Scoring happens after all of this, and since Draven is no longer holding the battlefield, you do not score Nuances: - All [Temporary] effects evaluate their conditions at the same moment (start of Beginning Phase), so the Axes see themselves as attached when checking their conditional trigger - The [Temporary] keyword explicitly states effects happen "before scoring" - You don't need to choose an order for the triggers - the Axes' triggers automatically fail their condition check - The Spinning Axes end up at your Base (ready to re-equip), not in the Trash
When Draven, Audacious defends a battlefield and Imperial Decree is played, then a Recruit attacks (creating a trade scenario), what is the resolution sequence and who scores points?
Ruling: Draven wins combat and scores 1 point. Draven's death trigger does NOT fire, so the opponent scores 0 points. Only Draven's player scores. Sequence: - Combat damage is dealt simultaneously (Recruit takes 6 lethal damage, Draven takes 1 non-lethal damage) - Imperial Decree's kill trigger is added to the chain as a Pending Item but cannot resolve yet - Combat cleanup occurs: Recruit dies from lethal damage, Draven survives - Draven's player is determined the winner of combat - Draven's win-combat ability triggers and resolves immediately, scoring 1 point - Combat ends and contested status clears - Imperial Decree's kill trigger now resolves, killing Draven - Draven's death trigger does NOT fire because he died outside of combat (combat already concluded) Nuances: - The critical timing is that combat cleanup (including winner determination and win-combat triggers) completes BEFORE the Imperial Decree kill effect resolves from the chain - Draven's death trigger requires death "in combat" - since Imperial Decree kills him after combat has ended, this condition is not met - This is the official ruling confirmed by the Post Regional Q&A committee
When Dreaming Tree's effect triggers (draw a card when targeting a friendly unit with a spell), does the draw happen immediately or after the chain resolves?
Ruling: The draw is a trigger that goes on the chain when you choose the target (as you put the spell on the chain), and it will resolve after everything placed after it resolves, but before the spell itself resolves. Sequence: - You cast a spell targeting a friendly unit - The spell goes on the chain - Dreaming Tree's trigger goes on the chain at the same time - Items placed after the trigger resolve first - The draw trigger resolves - Finally, the original spell resolves
When Dusk Rose Lab checks to see if a unit was killed during the beginning phase, can I react, or does a unit have to have been killed for me to react?
To answer your question: **You can react to the Dusk Rose Lab ability after it has been placed on the chain, but before it resolves.** According to the rules and FAQs regarding **Dusk Rose Lab**, the ability is a triggered ability that is automatically placed on the chain at the start of your Beginning Phase (alongside any *Temporary* triggers). Because it is on the chain, it creates a **Closed State**, which allows players to play [Reaction] cards. ### Sequence of Events 1. **Beginning Phase starts:** The *Temporary* trigger and the **Dusk Rose Lab** ability are both added to the chain. 2. **Chain is now CLOSED:** Because the ability is on the chain, players have priority to play [Reaction] cards. 3. **Reaction Window:** You (or your opponent) may play [Reaction] cards now. 4. **Chain Resolution:** Once all reactions are played and both players pass, the chain resolves (LIFO). 5. **Cost Payment:** When the **Dusk Rose Lab** ability resolves, you then choose whether to pay the cost (killing a unit) to trigger its effect (drawing a card). ### Key Clarifications * **Triggering vs. Resolving:** The ability is placed on the chain automatically at the start of the phase. You do not choose whether to put it on the chain; you only choose whether to pay the cost (killing a unit) **during its resolution**. * **Reaction Timing:** Because the ability is on the chain, you do not need to wait for a unit to be killed to react. The ability itself is a chain item that you can respond to immediately after it is placed on the chain. * **Official Support:** This interaction is explicitly detailed in **RiftJudge FAQ #9428** and **#9473**, which confirm that the *Temporary* trigger and the **Dusk Rose Lab** ability are added to the chain at the start of the Beginning Phase, allowing for a reaction window before the cost is paid and the effect resolves. In summary, you do not need to wait for a unit to be killed to react; the presence of the **Dusk Rose Lab** ability on the chain is sufficient to open a reaction window.
When Ekko dies and triggers Deathknell with Karthus on the field (which doubles triggers), can you ready your runes twice, or does the recycle cost prevent this?
Ruling: You cannot ready your runes twice from a single Ekko dying with Karthus on the field because Ekko's "recycle me" is a mandatory cost paid at resolution, and you cannot recycle Ekko twice. However, if you have two Ekkos on the field, you can ready runes between each Deathknell trigger resolving. Sequence: - When Ekko dies, Deathknell triggers enter the chain - You can tap runes for energy in response before triggers resolve - When each Deathknell resolves, you must recycle that Ekko to ready your runes - You can tap runes again between resolution of different triggers Nuances: - The "recycle me to ready your runes" uses "[do X] to [do Y]" templating, making recycling a cost paid at resolution, not an upfront cost - This cost is mandatory (not "may"), so you must recycle Ekko and ready your runes when the trigger resolves - Karthus doubles the trigger, but the second instance still requires recycling the original Ekko, which is already recycled - With multiple Ekkos dying, each can be recycled separately for their own trigger
When Embermonk's trigger occurs with Switcheroo, does the power swap happen before or after Embermonk gets +2 might?
Ruling: Switcheroo fully resolves first (swapping the powers), then Embermonk's trigger goes on the chain and gives it +2 might. Sequence: - Switcheroo is played and must fully resolve - The power swap occurs - After Switcheroo has fully resolved, Embermonk's "when you play a spell" trigger can go on the chain - Embermonk gets +2 might Nuances: - "Play" in Riftbound means fully resolve - the spell must completely finish resolving before play triggers activate - If Switcheroo is countered (e.g., by Defy), Embermonk won't get the +2 at all since the spell didn't fully resolve
When Emperor's Dais triggers on Conquer and you return your only unit as a cost, does the Sand Soldier token still resolve and play to the battlefield even though you lose control mid-resolution?
Ruling: The Sand Soldier token still plays to the battlefield because Emperor's Dais explicitly specifies to play it "here" (at the battlefield), which pre-selects a valid location regardless of whether you control the battlefield when the unit finalizes. However, returning your only unit causes you to lose control of the battlefield during cleanup, which triggers a showdown. Sequence: - Emperor's Dais Conquer ability goes on the chain - You pay 1 and return your only unit as the ability resolves - The Sand Soldier token is put pending on the chain and the ability finishes resolving - During cleanup after the ability resolves, you lose control of the battlefield (no units remaining) - The Sand Soldier token finalizes on the chain during this cleanup - The Sand Soldier plays to the battlefield at the location pre-selected by Dais's ability text - A showdown is triggered because you don't control the battlefield - You gain control of the battlefield again (but don't conquer again, as you can only conquer once per turn) Nuances: - The ability's text "play it here" pre-selects the battlefield as the valid location, so the token can still be played there even without control - Units use the chain like other cards but resolve immediately once finalized - There is a cleanup after the trigger resolves and before the unit finalizes, during which control is lost - You cannot conquer the same battlefield twice in one turn
When Fading Memories gives an opponent's unit Temporary, and that opponent also has a Jinx Loose Cannon beginning phase trigger, who controls both triggers and can they order them?
Ruling: The opponent controls both triggers and can order them as they choose. Nuances: - Fading Memories only gives a unit the Temporary keyword - Like any other unit with the Temporary keyword, the trigger belongs to the unit's controller, not the player who gave it the keyword
When Falling Comet targets Jinx at one battlefield, but Jinx is moved to a different battlefield by Ride the Wind before Falling Comet resolves, what happens?
Ruling: Falling Comet still deals 6 damage to Jinx even though she moved to a different battlefield. The spell was already targeting Jinx when cast, and as long as Jinx remains at a battlefield (any battlefield), the spell resolves normally. Sequence: - XiaPoo casts Falling Comet targeting Jinx at the attacked battlefield - Opponent cannot respond with Ride the Wind because actions cannot be played in response to other actions - only reactions can respond to actions - Falling Comet resolves, dealing 6 damage to Jinx - After Falling Comet fully resolves, focus automatically passes and the opponent could then play Ride the Wind Nuances: - If Jinx had been moved to the base (hand or deck) instead of another battlefield, Falling Comet would fizzle - If Jinx returned to hand and was replayed, she would become a new object and the spell would fizzle - You cannot respond to an action with another action; only reactions can be played while a chain is open - Focus automatically passes after an action resolves - you cannot follow up your own action with another action without giving your opponent an opportunity first
When Falling Star targets a unit with Deflect multiple times, do you pay the Deflect cost once or for each instance of targeting?
Ruling: You must pay the Deflect cost for each time the unit is targeted. Nuances: - The specific Deflect cost depends on the unit being targeted - If a unit is targeted twice by Falling Star, you pay the Deflect cost twice
When Fight or Flight is played on a ready unit, does that unit exhaust?
Ruling: No, the unit does not exhaust. Only standard moves have an implicit exhaust cost. When a spell tells you to move, you only do what the spell says. Nuances: - Standard moves require units to exhaust themselves as a cost to move - When a card effect says "move," it provides free movement without requiring the unit to pay the exhaust cost
When Fight or Flight targets a unit with Zhonyas hidden and you would lose control of the battlefield, if you react with Zhonyas, where does it go?
Ruling: When Zhonyas is played from hidden, it always gets recalled to base right after resolving. Nuances: - This applies regardless of whether you would lose control of the battlefield - The recall happens immediately after Zhonyas resolves
When Fizz is played, when do you choose targets for the spell played from trash? Is Fizz's effect a trigger which targets a spell in trash which resolves before the spell then goes on the stack?
To clarify how **Fizz, Trickster** works, here is the step-by-step breakdown of the timing and targeting: ### 1. Targeting Timing According to **RiftJudge FAQ #6132** and **FAQ #9214**, you **target the spell in your trash when you put Fizz's triggered ability on the chain.** You must declare the spell you are choosing from your trash at the moment you add Fizz's "When you play me" (WYPM) ability to the chain. ### 2. Is Fizz's effect a trigger? Yes. Fizz's ability ("When you play me...") is a triggered ability. It follows this sequence: 1. **Play Fizz:** You play Fizz from your hand. He enters the chain as a pending item. 2. **Fizz Enters Play:** Fizz finalizes and enters the battlefield. 3. **WYPM Trigger:** Because Fizz is now in play, his WYPM ability triggers and is placed on the chain. **This is when you declare the target spell in your trash.** 4. **Chain Resolution:** The chain resolves. Fizz's ability resolves, and you play the chosen spell from your trash (paying its Power cost, but ignoring its Energy cost). 5. **Spell Finalization:** The spell you just played now enters the chain as its own, new item. It will resolve once the chain resolves down to it. ### Summary Fizz's ability **does** target the spell in your trash, and that choice happens as the ability is added to the chain (not on resolution). The spell you choose is not placed on the chain immediately; rather, you play it as part of the resolution of Fizz’s ability, at which point it becomes its own chain item that will eventually resolve. *** *This is my interpretation based on the mechanics of triggered abilities and targeting as clarified in the retrieved RiftJudge FAQs. No official core rule contradicts this, and it aligns with the documented behavior for Fizz, Trickster.*
When Fizz plays Arcane Shift from trash, does Arcane Shift get banished (by its own text) or recycled (by Fizz's effect)?
Ruling: Arcane Shift gets banished by its own text and is not recycled by Fizz. When Arcane Shift finishes resolving, it banishes itself as part of its resolution, and Fizz's delayed recycle ability cannot target it in the banishment zone. Sequence: - Fizz's WYPM effect plays Arcane Shift from trash - Arcane Shift resolves completely, including banishing itself as part of its resolution text - Fizz's delayed recycle ability attempts to trigger, but "that spell" is no longer a valid target in the banishment zone - Arcane Shift remains banished Nuances: - The recycle instruction from Fizz is a delayed ability that cannot define "that spell" once it has moved to the banishment zone - This is not a Golden Rule case because the target becomes invalid rather than the rules disallowing the action - Effects that reference cards in banishment only do so by means of also putting the cards there (Fizz didn't banish the spell)
When Fizz targets a spell with Repeat, does the player choose whether to pay the Repeat cost and only pay that cost (not the original spell cost)?
Ruling: When Fizz targets a spell with Repeat, the player chooses whether to pay the Repeat cost, same as if playing the spell normally, but only pays the Repeat cost (not the original spell cost).
When Fizz's ability is used to play a spell from trash and that spell is countered by Defy, does the spell get recycled or go to trash?
Ruling: When a spell played from trash using Fizz's ability is countered, it goes to trash rather than being recycled. Sequence: - Fizz's ability is used to play a spell from trash - Opponent counters the spell with Defy - The countered spell goes to trash Nuances: - Fizz requires the card to be played (not countered) in order to recycle it - Countered cards are not considered played for the purpose of Fizz's recycle effect
When Flurry of Blades kills a unit during a resolving chain, does Immortal Phoenix's triggered ability immediately trigger and add itself to the resolving chain, or does it wait until the next Open State?
Ruling: Immortal Phoenix's triggered ability triggers immediately and is added to the chain after Flurry of Blades resolves. It does not wait for the next Open State. Sequence: - Flurry of Blades resolves - Phoenix triggered ability is put on chain - Any player can react to it - Phoenix triggered ability starts resolving - You can pay {1}{F} - If you paid, Phoenix itself is put on chain as pending item - Phoenix triggered ability ends resolving - Phoenix itself starts finalizing - Make all necessary choices (where to put it) - Phoenix finalized and resolves immediately (put at chosen location) Nuances: - All main deck cards and abilities start as pending items on the chain - The pending items concept delays making necessary choices and paying costs during resolution of another item - In most cases the pending concept doesn't need to be explicitly considered, though all chain items technically start as pending
When Forge of the Future recycles 4 cards at once, does Karma trigger 4 times (buffing 4 units) or only once?
Ruling: Karma only triggers once when Forge of the Future recycles multiple cards, because all the recycles happen simultaneously as a single instance. Nuances: - For Karma to trigger multiple times, the effect would need to be worded as a reflexive trigger that recycles cards one at a time in sequence (like "do this 4 times") - Vi works well with Karma because Vi recycles one card at a time, triggering Karma multiple times
When Fox Fire targets units with '4 Might or less' and those units' Might is increased above 4 before Fox Fire resolves, what happens?
Ruling: Fox Fire locks in its targets when cast. At resolution, the caster selects a combined 4 power or less from those previously selected targets to destroy. If no targets meet the criteria anymore, the spell resolves doing nothing (spells never fizzle in Riftbound). Sequence: - Fox Fire is cast and targets are selected (must be 4 Might or less at this time) - Other spells/abilities can be added to the chain - When Fox Fire resolves, the caster chooses which of the original targets to destroy, up to a combined 4 Might - If all original targets are now above 4 Might, Fox Fire resolves doing nothing Nuances: - Targets cannot be re-chosen at resolution if original targets become invalid - Zero is a valid number for "any number" effects, so choosing no targets is legal - Ravenbloom Student triggered abilities only go on the stack after Fox Fire fully resolves, so they cannot pump themselves before Fox Fire resolves - Fox Fire cannot target units on a different battlefield than where it was played if the original targets become invalid
When Fox-Fire is played from hidden, can it only target the battlefield it is on because it 'chooses'?
Ruling: Yes, when Fox-Fire is played from hidden, it can only target the battlefield it is on because it chooses a target. Nuances: - The limitation applies to effects that choose, based on the FAQ - You don't need to see the word "choose" explicitly written on the card for it to be considered a choice - Choosing a game object is targeting rulewise, though some cards may say "choose" without issuing targeting - The FAQ is the most up-to-date source for this ruling
When Garen Commander (who gives other units +1 might at his location) moves to a battlefield, and the defender plays a reaction spell that does 1 damage to a unit with 1 might, does that unit die or survive with 1 HP?
Ruling: The unit survives with 1 HP. Garen's passive ability is always on and applies immediately when he arrives at the new location, giving the +1 might bonus before any reactions resolve. Sequence: - Garen moves to the battlefield (movement doesn't go on the chain) - Garen's passive ability immediately applies at the new location, giving friendly units +1 might - Attacking player passes on reactions - Defending player plays reaction spell dealing 1 damage - The unit has 2 might total (1 base + 1 from Garen), takes 1 damage, survives at 1 HP Nuances: - Passive abilities (worded as statements of fact) are always on and don't go on the chain, so they can't be reacted to - Triggered abilities (worded "When X, do Y") and activated abilities (worded "Cost: Effect") do go on the chain and can be reacted to - Movement itself doesn't go on the chain, so you can't react to the movement before passive abilities apply - If the ability were worded "When I move here, other units have +1 might" (triggered ability), it would go on the chain and could be reacted to, resolving differently
When Garen dies from combat damage (Cannon Barrage), do the Recruit tokens with 2 might survive or die? When does Garen's passive deactivate and when does damage get cleaned?
Ruling: The Recruit tokens survive. Units are healed immediately after units with lethal damage are removed from combat, before any cleanup occurs that would remove Garen's passive effect. Sequence: - All combat damage is assigned simultaneously - Units with lethal damage are removed (Garen dies) - Units are healed (Recruits go back to full health) - Cleanup occurs (Garen's effect wears off) Nuances: - This ruling is specifically detailed in the FAQ - The healing occurs before any board-state effects reapply and before any triggers enter the chain - Even if a Deathknell effect triggers, the cleanup after it would not kill the tokens before healing under the updated rules
When Get Excited is countered by Windwall, does the discard still happen?
Ruling: When Get Excited is countered by Windwall, the discard does not happen because the discard is part of the spell's resolution, not a cost. Nuances: - If discard were a cost, it would happen before the spell could be countered - Since discard is part of resolution, a countered spell does not resolve and therefore the discard does not occur
When Glass Mixologist is being attacked and dies in combat, while I have Galio in my trash, can the Glass Mixologist deathknell trigger and bring back the Galio onto the battlefield? Explain in detail the interaction.
Yes, you can use **Glasc Mixologist**'s *Deathknell* ability to play **Galio, Indefatigable** from your trash to the battlefield where the combat is occurring. ### The Interaction According to **Rule 808.1.d.2**, *Deathknell* triggers are added to the chain as a pending item before the unit is moved to the trash. Because the game preserves the board state during combat, you are permitted to resolve the *Deathknell* before the battlefield is officially lost or the combat cleanup concludes. ### Sequence of Events 1. **Combat Damage Step:** Combat damage is dealt. **Glasc Mixologist** takes lethal damage and dies. 2. **Deathknell Trigger:** Before **Glasc Mixologist** is moved to the trash, its *Deathknell* ability triggers and is added to the chain as a pending item. 3. **Chain State:** Because an item is on the chain, the game state becomes **CLOSED**. 4. **Chain Resolution:** You resolve the *Deathknell* effect. You may play a unit from your trash that meets the ability’s energy cost requirements. 5. **Galio Enters:** **Galio, Indefatigable** is a valid target for the effect. You play him from your trash to the battlefield. 6. **Combat Resolution:** After the chain empties and the *Deathknell* resolves, the combat continues. Since a new unit (**Galio**) is now present, you maintain control of the battlefield and prevent the opponent from conquering it. ### Key Details * **Combat Continuity:** Because you are the defender, you maintain control of the battlefield throughout the combat. Playing **Galio** via *Deathknell* allows you to keep a unit on the board, which fulfills the requirement to maintain control and prevents the opponent from successfully conquering the battlefield (as established in **RiftJudge FAQ #9149**). * **Galio's Role:** Once on the battlefield, **Galio** will act as a "meat shield" for the remainder of the showdown due to his [Tank] keyword, even though he deals 0 combat damage. Note: I could not fully verify this ruling against the retrieved rules, as certain card-specific stats and symbol interpretations could not be confirmed.
When Green Yasuo attacks and targets a Deadbloom Predator with his attack ability that deals damage equal to his might, does the attacker need to recycle one rune to pay for Deflect?
Ruling: Yes, the attacker will need to recycle one rune to pay for Deflect when Green Yasuo's attack ability targets the Deadbloom Predator.
When Green Yasuo deals 6 ability damage to Orange Master Yi (who has +2 might from defending alone), then Yasuo is moved to base with Flash during the showdown, does Master Yi die? When does the +2 might passive end?
Ruling: Orange Master Yi survives. Flash does not cause the combat showdown to end, and the combat continues to full resolution including cleanup. Sequence: - Green Yasuo deals 6 ability damage to Orange Master Yi during the showdown - Green Yasuo is moved to base with Flash - Orange Master Yi remains at 8 might (6 base + 2 from defending alone) with 6 damage marked - Combat showdown continues to completion - During cleanup, damage is healed before "defender" status is cleared - Master Yi heals to full while still at 8 might - After healing completes, defender status ends and Master Yi returns to 6 might with no damage Nuances: - Once a combat showdown starts, it doesn't end until fully resolved, even if one player no longer has units at that battlefield - Passive effects like the +2 might from defending alone (and Shield) remain applied until after the combat has fully resolved and units lose defender status - Damage is healed before defender status is cleared during combat showdown cleanup
When Green Yasuo enters a location and uses his 'when I attack' ability to deal 6 damage to a 10 power defending unit, does the damaged unit strike back for its reduced power (4) or its full power (10) during combat resolution?
Ruling: The defending unit strikes back for its full 10 power during combat resolution. Dealing damage does not change the might of a unit. Both units die in combat resolution (Yasuo takes 10 damage, the defender takes 6 from the ability plus 6 from combat for 12 total). Sequence: - Yasuo moves to the location, initiating a combat showdown - Yasuo's "when I attack" ability goes on chain - Chain resolves: Yasuo deals 6 damage to the 10 might unit - Both players have an opportunity to play actions - Combat resolution: Players add the might of their units (10 for defender, 6 for attacker) - Both units die if no other effects were played Nuances: - Reactions (like Hidden Blade) can be played in response to Yasuo's attack trigger before it resolves - Actions (like Bullet Time) cannot be played until after the trigger resolves and players get the action window - When Yasuo's ability triggers and is added to the chain, the target must be specified immediately, not when it resolves
When Green Yasuo uses his attack ability to deal damage, then is moved to another battlefield with Ride the Wind and then moved again with Flash, does the Mountain Drake heal the initial ability damage before Yasuo can attack again?
Ruling: Yes, the Mountain Drake heals before Yasuo can attack again. A showdown must fully resolve (including cleanup and healing) before a second showdown can begin, even if units leave the battlefield during the first showdown. Sequence: - Yasuo moves into Battlefield A and deals 6 ability damage to Mountain Drake, starting a showdown - Player A casts Ride the Wind to move Yasuo to Battlefield B - Player B passes focus - Player A passes focus - The first showdown ends and cleanup occurs (all units heal) - If Battlefield B is contested, a new showdown begins there Nuances: - Showdowns do not automatically end just because there is only 1 or 0 players in the battlefield; the showdown only ends when both players pass focus - When a second combat is created while a showdown is ongoing, it becomes "staged" and the turn player must resolve the already started combat first before addressing staged combats
When Gust is cast on a Recruit unit token to return it to hand, does it go to the player's hand or does it cease to exist?
Ruling: The Recruit unit token is returned to hand, then immediately ceases to exist because tokens cease to exist when put into any non-board zone (hand is a non-board zone). Nuances: - This effectively removes the token but does not count as "dying" in the game action sense, so it would not trigger "when unit dies" abilities
When Gust is used in reaction to Discipline targeting a unit, does Gust resolve first and does the Discipline player still draw a card after their target is returned?
Ruling: When you react with Gust to an opponent's Discipline, Gust resolves first and returns the unit. The opponent still draws a card from Discipline even though the target unit is no longer present. Sequence: - Gust resolves first, returning the unit that was targeted by Discipline - Discipline then resolves as much as possible - The Discipline player draws 1 card (does not require information about the unit to draw) Nuances: - Spells always resolve as much as possible even if they lose their target - The arithmetic value change rules are for simultaneous positive and negative value changes (like Discipline and Smoke Screen used together), not for this interaction
When Gust sends a Sand Soldier back to your hand, does the Sand Soldier just die?
Ruling: The Sand Soldier does not die. It disappears from the game completely and ceases to exist. For any effect that would track it, it did return to hand. Nuances: - If a token would leave the board for any reason, it ceases to exist - The token is not considered to have died, but it does count as having returned to hand for tracking purposes
When Gust targets a unit that becomes invalid during chain resolution (due to increased might), can the player change the target to a different valid unit?
Ruling: No, once targets are declared upon entering the chain, they cannot be redeclared. Gust will resolve with no effect if its target becomes invalid. Sequence: - Player declares target when playing Gust and adding it to the chain - If the target becomes invalid during resolution (e.g., might increases above 4), the target cannot be changed - Gust resolves with no effect
When Harnessed Dragon is played and then killed by a reaction like Hidden Blade, does the dragon's kill effect still trigger?
Ruling: Yes, Harnessed Dragon's kill effect still triggers even if the dragon is killed in response to being played. Nuances: - This differs from Anivia, which requires being "here" (on the battlefield) for its effect to resolve - If a unit is returned to hand (flashed back to base) in response to targeted damage effects like Comit or Void Seeker, that unit no longer takes damage
When Heimerdinger Inventor copies Malzahar's Exhaust ability, do you still need to kill a unit to use it?
Ruling: Yes, you still need to kill a unit or gear to use the Exhaust ability. The exhaust ability is directly duplicated with all costs, restrictions, and effects. Nuances: - You can kill the Heimerdinger Inventor itself to satisfy the cost
When Heimerdinger copies a Gold Gear Token's exhaust ability, does he kill himself from the 'Kill this' cost, or does he only copy the 'add power resource' effect?
Ruling: Heimerdinger kills himself when copying the Gold Gear Token's exhaust ability because he copies the costs of exhaust abilities as well as their effects. Sequence: - Heimerdinger's ability triggers on the exhaust ability - He copies both the cost (Kill this) and the effect (add power resource) - Heimerdinger is killed as part of paying the copied cost - The power resource effect resolves
When Heimerdinger copies tap abilities from friendly legends, units, and gear, does he copy all abilities simultaneously, and when activated, does he use only one ability or all of them at once?
Ruling: Heimerdinger copies ALL tap abilities from ALL friendly legends, units, and gear simultaneously. When you activate one of those copied abilities, you only activate that ONE specific ability, not all abilities at once. Nuances: - Heimerdinger copies the mana cost associated with the abilities (such as Viktor's pay 1 cost) - Even though multiple abilities are copied, you can only activate one of them when you tap Heimerdinger
When Heimerdinger is on board with multiple artifacts (Iron Ballista and Energy Conduit), can he activate all of their abilities when he exhausts, or only one?
Ruling: Heimerdinger can only activate one artifact ability when he exhausts, not all of them simultaneously. Nuances: - Even though Heimerdinger's text says he has "all" the abilities, he must choose which single ability to use when exhausting - The abilities are separate lines/effects, not one combined effect
When Heimerdinger taps for all tap abilities or gear, do they all occur together?
Ruling: You only choose 1 ability when Heimerdinger taps, not all abilities simultaneously.
When Heimerdinger, Inventor copies tap abilities from multiple sources (like Vanguard Armory and Viktor Leader), can you activate multiple copied tap abilities at once, or do you choose one?
Ruling: Heimerdinger, Inventor copies all tap abilities from friendly legends, units, and gear, but you can only activate ONE copied tap ability per turn since activating a tap ability requires tapping Heimerdinger himself. Sequence: - Heimerdinger passively gains all tap abilities from all friendly legends, units, and gear you control - To activate one of those copied tap abilities, you choose which specific ability to use - You tap Heimerdinger (not the original source) and pay that ability's cost - The chosen ability resolves - You cannot activate another copied tap ability until Heimerdinger is readied Nuances: - Viktor, Leader does not have a tap ability (only a triggered ability), so there would be nothing to copy from him - If you control multiple sources with tap abilities, Heimerdinger has all of them simultaneously, but can only use one per turn unless readied - You tap Heimerdinger to pay the tap cost, not the original permanent with the ability
When Hextech Ray targets two units and one target becomes invalid due to Retreat, is the player forced to retarget their own unit or can they target nothing?
Ruling: Once targets are chosen for a spell, they will not change even when the original target becomes invalid. The player is not forced to retarget their own unit. Nuances: - This applies when Hextech Ray originally had two valid targets and one becomes invalid after targeting
When Hidden Blade is played from hand during a showdown, does it kill the unit before damage is calculated?
Ruling: Yes, Hidden Blade kills the unit before damage is calculated. Spells resolve before combat damage is dealt. Sequence: - Hidden Blade is played during showdown - The spell resolves, killing the target unit - Combat damage is dealt (after the showdown is over) - Since the unit is already dead, it does not deal or receive combat damage
When Hidden Blade is played from hidden, can it target units at any battlefield or only the battlefield where it was hidden?
Ruling: When Hidden Blade is played from hand, it can target a unit at any battlefield. When played from hidden, it can only target units at the battlefield where it was hidden. Nuances: - Hidden cards that require a target must pick from the battlefield they were hidden at, unless the card explicitly restricts targeting in a way that makes it impossible to target something on the current battlefield (like requiring a target at a different location) - Saying "any battlefield" would be equivalent to "a battlefield" and doesn't prevent targeting the current battlefield, so it wouldn't allow targeting other battlefields when played from hidden - If Hidden Blade is played from hand targeting a unit at one battlefield, and that unit moves to a different battlefield before resolution, the target is still valid because it's still at a battlefield
When Hidden Blade kills Undercover Agent and the opponent draws 2 cards (one being Gust), can the opponent play Gust before the Undercover Agent's Deathknell trigger resolves?
Ruling: Yes, the opponent can play Gust before the Deathknell trigger resolves. Sequence: - Hidden Blade resolves, killing Undercover Agent and drawing two cards - Deathknell trigger goes on the chain - There is an opportunity window for Reactions (like Gust) before the Deathknell resolves - After Reactions are played or passed, the Deathknell trigger resolves
When Hidden Blade or Baited Hook targets a unit that gets protected by Zhonya's, do their draw/summon effects still resolve?
Ruling: Hidden Blade will still draw 2 cards, but Baited Hook will not summon a unit. Nuances: - Hidden Blade references "its controller" which only requires the target was valid at resolution, not that the unit actually died - Baited Hook references "the killed unit" and its might, so if no unit died (protected by Zhonya's), no might value exists and the effect cannot resolve - Both effects will still reveal the top card of deck as part of resolution
When Hidden Blade says 'Kill a unit at a battlefield. its controller draws 2,' does 'its controller' refer to the controller of the killed unit or the controller of the battlefield?
Ruling: 'Its controller' refers to the controller of the killed unit, not the controller of the battlefield. Nuances: - The word 'unit' is the subject of the sentence, while 'at a battlefield' is a descriptor, so 'its' grammatically refers back to 'unit' - If it referred to the battlefield controller, the card would be poorly designed since when played as a hidden reaction during showdown, you would already control the battlefield, making the wording unnecessarily convoluted instead of just saying 'draw 2'
When Hidden Blade targets a unit and the opponent uses Sett's legend ability to recall it instead of letting it die, does the opponent still draw 2 cards?
Ruling: Yes, the opponent draws 2 cards. The draw 2 effect on Hidden Blade is not dependent on the unit being killed; it triggers when Hidden Blade resolves on a valid target. Hidden Blade can "look back" at the unit's characteristics before it moved zones. Nuances: - If the unit is bounced to hand by another effect before Hidden Blade resolves, no draw occurs because the target becomes ineligible and Hidden Blade cannot check the controller. - If the unit is moved to base by another card (like Fight or Flight) before Hidden Blade resolves, no draw occurs for the same reason. - If the unit is moved to another battlefield before Hidden Blade resolves, it remains a valid target (assuming Hidden Blade was played from hand) and the draw still occurs.
When Hidden Blade targets a unit that gets recalled to base (via Sett legend ability after another Hidden Blade resolves), does the controller still draw 2 cards?
Ruling: When Hidden Blade resolves but its target is no longer at a battlefield (having been recalled to base), the controller does not draw cards because the unit is no longer a legal target and "its controller" cannot be determined. Sequence: - First Hidden Blade resolves, kills the unit, and Sett legend ability saves it by recalling it to base - The controller draws 2 cards for their Hidden Blade (the unit was a legal target when that spell began resolving and information can still be referenced) - Second Hidden Blade resolves, but the unit is now at base, not at a battlefield - The unit is no longer a legal target, so its information cannot be referenced - "Its controller" is meaningless and no cards are drawn Nuances: - If a unit is saved by an ability during Hidden Blade's resolution (like Zhonya's), the controller still draws because the target was legal when resolution started and the unit remains on the board - The key distinction is whether the unit becomes an illegal target before resolution starts versus during resolution - Target legality is checked when the spell starts resolving
When Hidden Blade targets an opponent's unit (Mindsplitter), and the opponent responds with Flight or Fight to move that unit out, does Hidden Blade fizzle completely or does its controller still draw 2 cards?
Ruling: When Hidden Blade's target becomes illegal (moved out by Flight or Fight), the spell resolves but does nothing. The controller does not draw 2 cards because there is no legal target to determine "its controller" from. Sequence: - Hidden Blade is cast targeting Mindsplitter - Flight or Fight is played in response and resolves, moving Mindsplitter out - Hidden Blade resolves with an illegal target - The damage/kill effect doesn't resolve (no legal target) - The draw 2 effect doesn't resolve (no legal target means no controller to reference) Nuances: - If the unit were saved by Zhonya's or similar effects instead, it would remain a legal target and the controller would still draw 2 cards (even though the unit doesn't actually die, as the death is replaced) - The unit doesn't need to die for the draw to happen, but it does need to remain a legal target
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